Any Ideas on how to fix Gen Rushing?
To be honest, I hate Gen Rushing. I keep saying how much I hate it, but I haven't put myself in the Dev's shoes. I wonder, how can I fix Gen Rushing while not displeasing anyone?
My idea was to increase the percentage of skill checks, increase gen speeds, and add a couple of new skill checks that are different from the original
That's mine, what are yours?
Comments
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Do what Idv does. Just make gens slower for the beginning of the game
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Generator rush doesn't really exist; you need to apply more pressure.
I have no issue applying extreme pressure as Clown.
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How if you're an M1 killer with a 32m terror radius, going against survivors that share some of the best communications.
Are you in the red ranks yet? Because I use to be a Clown main, but that has changed because of how fast the gens were going. If gen rushing truly doesn't exist, then play Clown again without perks and add-ons for a while.
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You cannot apply pressure towards all 4 survivors when you are chasing 1 survivor.
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You're kidding right?
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9
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He used clown as a example he's obviously trolling, lmao clown has no map pressure whatsoever and his power does nothing unless you're running flask of bleach or Extra bottles.
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Make ruin not a hex perk just built in with less regression. 75%/100%/125%
Not only that make corrupt intervention last a bit longer. It will limit what gens can be done drastically. Also make kicking gens give more regression for the kick would be helpful. And buffing Pop to have a 2 minute duration might be nice...but eh
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The best survivor teams can gen rush, and not get hooked. Also, bringing a mori will not help you get bloodpoints. They actually prefer to depip you.
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Make generators take longer, and make a secondary objective survivors have to do as well. Not one that is optional, but required. Or just make the old ruin effect part of gens in general and actually make survivors have to try instead of constantly coddling them while telling killers to git gud.
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I'm all out ๐
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My apologies for the comments; just had to let loose some frustration, as I see some people disrespecting me and I snapped. ๐
Anyhow; let us all get back on topic.
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Does this happen often?
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Something needs to be added in addition to the generators. Preferably something that will increase the length of a trial in a way that can be mitigated somewhat by skill. My idea would be to add a unique part for each generator on the map, that generator could not be repaired until that part is used on it by a survivor carrying it. These parts could be found scattered about the map in the same way as totems. A survivor can only carry one part at a time and should be able to tell which part a generaror needs by sight alone, so they can plan ahead to repair certain generators.
There could even be offerings that affect these parts. For the survivors, they might make two or more generators use the same part, providing flexibility if they pick up a part but the gen they wanted to work on is now unsafe. A killer perk might make additional parts, punishing unaware survivors that pick up a part that doesn't match any gen on the map. Brand new part could just work on any one generator automatically.
Then add whatever map or perk reworks are needed.
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The problem with this concept of "Gen Rushing" is purely in the definition. No one will be able to find a suitable definition of what "rushing" is defined as.
Some will say "Gen Rushing" is finishing generators in ( x amount of minutes) or running multiple generators in (x amount of minutes then completing all at the same time).
Then you have to account for the mechanics of certain killers.
Then you have to account for the mechanics of perks.
Then you have to account for the mechanics of offerings.
Then you have to account for the mechanics of items.
Then you have to account for the mechanics of the maps.
Then you have to account for the mechanics of the objectives.
Essentially, addressing any definition of "gen rushing" would translate to an entirely re-worked game in order to maintain balance.
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Maybe buff a few slowdown perks. Examples would be a slight number buff to Thanatophobia and Dying Light, removing the timer on Pop goes the Weasel, significantly reducing the cooldown of Thrilling Tremors etc.
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Survivors are allowed to do gens. Toolboxes are a problem though.
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They should at least reduce the cooldown of TT by 16 seconds.
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Get old Ruin back and make it a non hex perk.
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Also, the nerfs to all things that slow down survivors action speed. (e.g.) Thanataphobia
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OMG punish teams for working together. Gen rush is an example of team work or a tunnel vision killer chasing the same survivor.
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Step 1:Bring leatherface
Step 2: run insidious, surveillance, whispers, and BBQ.
Step 3: Camp baby camp... Most swf's can't stand to leave a man behind...
Step 4: Ignore the Butthurt in the comments section at endgame.. Lmao๐
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Its not even generators. Its the size of maps these days. If all maps weren't the size of Jupiter, this generator problem wouldn't be as big.
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But then again, this whole game is unbalanced asf.
Big Maps
Fast Generators
SWF
Keys
DC's
Nerfs
Buffs
Mori's
Infinites
Head On
DS
Toolboxes
Sometimes the Community
Etc, You catch my drift.
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