[Quick Post / Rant] Gen Speeds
Fact: Everyone knows gens get done too fast, hence why Killers run Corrupt Intervention, Hex: Ruin, Pop, etc. If you deny it at this point you're just willingly ignorant.
Generators should not go from 80s to 47s with 2 survivors working on it. This gets reduced even further with one instance of Prove Thyself.
Personally, I've run Prove Thyself as a solo survivor in 20 games now and it's absurd how fast 2 people can complete a gen. It leaves no time for a killer to chase literally anyone.
Chase initiated, me and a teammate are on a new gen, they get hit, we're at half way, they get downed and hooked, 80%, finished by the time they even get to the gen. This is not fair.
Side Note: Totems need to be hidden better, the spawn locations have never been touched and it's been an issue for years now. The one time they 'did' something about it was introducing Hex: Undying.. and proceeded to nerf it for money. Pretty ######### slimy.
To know something is an issue, introduce a hex to fix it, wait for people to spend money on it, then nerf it. That's ######### disgusting.
Comments
-
2 survivors with prove thyself + resilience will actually complete a gen in less than 40 seconds. Of course you don't see such things out of SWF very often but still that's pretty insane
5 -
Yeah I have no idea how the problem would be fixed but adding tool boxes and perks to make them go faster just seems like salt to the wound right now especially for killers that don't want to run the same perks over and over.
0 -
There's certain killers that I play that I require no slowdown perks with and I can do just fine but then there's the other half maybe 60% of the roster that I do have to use some and it still seems like it only marginally helps.
0 -
The thing is if you make 2 man gens take longer then every survivor will just do solo gens. Instead of losing 1 gen in 47 seconds you'll probably lose 3 in 80 if your first chase isn't an immediate down.
Totem spawns are quite good right now. The reworked maps have better totem spots and the old maps with bad spawns (Coldwind and Disturbed Ward) will be getting updated soon. Undying is nerfed but it's a good change.
2 -
The gen times are perfectly fine. I have no issue dominating a match as a nurse who uses 0 perks or addons playing against rank 1s and 2s survivors.
The real problem is the killers ability to apply sufficient pressure in the game. Some killers have better mobility and abilities than others allowing them to apply the pressure needed.
3 -
Halp! Survivors are doing objectives. I'm afraid I won't get to be all smug in the endgame chat!
6 -
Not helpful. Bet ur build is urban, prove thyself, spine chill and self care. The convo was civil until ur post.
2 -
Noooo! Don't discuss how easy my objective is to complete and how unfair it is to the other side!!! Ur just mad!!!
1 -
You can actually get to other gens to pressure them then. Still, you can have someone follow you around and complete them in say 60s instead of 80.
0 -
Isn't the optimal playstyle for survivors to all split up and do gens separately still?
2 -
Either gen completion speed gets nerfed somehow by increasing the charges required to repair or the base regression speed gets nerfed but BHVR has to be careful in how they handle either one.
Making gens slower to repair makes current slowdown addons and perks even stronger which could become a big problem.
Making gens regress more is more punishing overall imo if killers maintain good pressure. I don't really think this would be a problem though and would be the healthier choice of the two.
Idk, but definitely not both unless both were implemented at very minimal values. I know killers want gens slowed down in some way shape or form but it's something that needs to be handled carefully because it could go bad real fast if they tip the values too much.
0 -
Truthfully I went through my phase of thinking gen speeds were ridiculous now my only wish is that taking the time to kick a generator gave significant value worth the time.
1 -
All day everyday I would prefer them doubling up then splitting up discordance is usually in my build. I don't think that's what his complaint was though specifically. It was gen times not gen strategy. Once enough time is played gen times dont seem so bad @BaconyToast you'll learn to apply pressure better and what perks you need and don't need. Doesn't mean what I said wasn't true about the kicking gens I do believe we should get some value for that not a 3-5 min regression that can be canceled mid Chase buy a Survivor running past playing duck-duck-goose.
0 -
Starting your terrible argument off Ad Hominem isn't the best way to get your point across.
I've been running slowdown-less with chase perks on Wraith and the only time gens fly by is when I go out of my way to do something cocky/stupid/greedy in the first chase and get punished for it.
Getting hooks is the best pressure in the game and doesn't require you to take up perk slots just to erase your own mistakes.
1 -
All these survivor nerfs over the months and you’re still whining about gen times... they’ve already been looked at. Git gud
3 -
While prove thyself is pretty good they have to sacrifice one of their second chance perks to have it. You also need two survivors on a gen at once. Usually it is way more efficient to split up as the killer can only pressure one of you at a time.
Imo they shoulb
d make maps around the size of coal tower/ saloon as this makes it easier to patrol and pressure gens and causes more interaction between both sides
0 -
The solution is easy and makes sense.
1 survivor = 80s
2 survivor = 60s
3 survivor = 40s
and 4 survivor = 30s.
But nah.. this requires changing a line of code so....
0 -
All this would do is make survivors split up on gens more often. That would cause it to be even more frustrating as 3 gens would get done first chase more commonly
0 -
Didn't they already do that? Like 6 months ago or so trying to remember but that's why the Red Bar pops up when a second Survivor gets on doesn't really affect anything. Spreading out can be worse for killer and most effective but if you need to crank out a quick one they'll double up because it does get the Gen done faster.
0 -
they increased the inefficiency from 10% to 15%. Prove thyself doesn't show the bar being yellow but red because the value doesn't rise above the point where it would be "more than normal"
1 -
That's the irony of the situation. The killers complained about gen times and the devs decided to rebalance the maps to match the gen times.
Although, outside of that what other nerfs were there? I went scrolling through the patch notes. The last thing that was a true nerf was appraisal (I'm not including something that's a bug or something they fixed that happens to be detrimental to survivors) and I kept scrolling up. There weren't that many.
1 -
Grouped gen speeds are not at all the problem. I love seeing 2 survivors on a gen, it means I can pressure both at the same time. The thing that makes me lose games is every survivor splitting up on different gens and doing nothing else. No matter who I chase, 3 other gens are being done. I still haven't learned how to deal with this on some killers and I just end up getting destroyed these matches.
0 -
Yeah, sorry for not building "Break the gen", "Teleport to hook" and "Slug thyself" perks. Shame on me.
0 -
"All these survivor nerfs" LMFAOOOOO
4.0.2 - Nerfed Executioner, No Survivor Nerfs
4.0.0 - Buffed Clown, No Survivor Nerfs
3.7.2 - No Survivor Nerfs
3.7.1 - No Survivor Nerfs
[APRIL 2020] 3.7.0 - Buffed Repair Efficiency, Nerfed Great Skillcheck Progress, Buffed Great Skillcheck BPs, Nerfed op maps
It's been 11 Months since Survivor was nerfed and it was -1% on Great Skillcheck progress and fixing broken maps.
3.6.2 - No Survivor Nerfs
3.6.1 - No Survivor Nerfs
[MARCH 2020] 3.6.0 - Buffs: No skillchecks on sabotage and keep items when fully used
Nerfs: Wiggle reduced from 33% to 25% upon being dropped, can no longer remove Trapper's power via sabotage, Nerfed Toolboxes, Removes addons when escaping
TL:DR, You're lying to keep Survivor from being rightfully nerfed.
1 -
I commented on their comment, it has been 11 months since any nerf has occured. It was changing Great Skillcheck Progress from 2% to 1% Progress and nerfing op map loops.
0