Are Gen Times a Problem?
Before I start talking about gen times I should first give a little context. I’ve recently just got back into the game and I’m surprised to see how much the game has changed. Back when I stopped playing, some time before the Knight’s release, I would say that the game was in a somewhat healthy spot (at least from what it was before). The big perk rework update had nerfed generators to 80 seconds and the basekit BT + haste made being tunneled way more bearable. The biggest problems at the time were instadown Nurse, a few perks like STBFL and Prove Thyself, map size, no solo queue information, and survivor items like medkits and BNP. Now most of these problems have been fixed (Nurse and map sizes are still iffy imo) and nerfs to BNP and medkits have made survivor objectives take longer. On paper, generator times should be at an all time high.
But when you look at games and the current meta that just isn’t true. Never have I seen so many survivors running Hope and Adrenaline and so many killers running No Way Out. If gen times were truly at a good place this meta would be straight up be unviable. Before, the only endgame perk that were used consistently were Adrenaline and NOED. Running anything else was seen as a waste and it was considered a better idea to run something that helped throughout the whole match. This is especially true on survivor, where the endgame isn’t guaranteed. Now players are expecting to reach the endgame almost every game, to the point they are spending half their slots on endgame perks. This is something i’ve noticed in actual games too. Reaching the endgame happens wayy more often then it did before, in both my survivor and killer matches.
I’m not sure why this is the case. My theory is that regression perks are too weak, but it’s probably more complex then that.