Gen rushing is getting out of hand in this game
Can we get another nerf to % on the gens please?
All this game is now is 4 swf who just want to come in the lobby and gen rush the game.
Can we add another 30 seconds to each gen? decrease great skill check to add a quarter to the percent its at now?
Also toolbox nerf so they do half the % they're at now.
It's an absolutely waste of a match. It's a waste of BP that could have been earned. I got a felling I will start lobby dodging again today.
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Yes everyone knows gens are quick but 80 seconds is quite long. The devs have to nerf "Actually this time" toolboxes and nerf the penalty of a swf.
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Gens are boring to do as a survivor, so increasing how long it takes to do one is not a good idea. The devs need to add another objective for survivors to do, like finding fuse's to divert power from the gens to the exit gates or something.
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Pressure gens. Stop over-committing to chases. Bring slowdown perks. Slug someone and chase another person.
Gen speed is not a problem - map size and generator layouts are problems.
I will say Brand New Parts need removing/changing, though, but they're not overly common.
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Can you please tell me how a level 15 killer not rank 15, level 15 with 4 basic perks is suppose to gen pressure survivors with 3,000 hours gameplay and all perks?
Gen rushing is getting beyond a joke.
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I agree that gens get done too fast, but I think lowering gen speed again is the most boring possible solution. I think we could stand for a new early game mechanic all together, something that survivors have to do before they can start working on gens. I know the devs mentioned they were working on an "Early Game Collapse" around last year, but we haven't heard any extra news on it since. I think it would help this issue if they went and put out whatever they had planned for the Early Game Collapse.
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Getting? Weren't they out of hand for like over a year now?
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no and base gen speed is fine, it's the amount of gens at the start of the game you simply can't stop one or two from getting done.
I saw an idea called the trial start up where gen repair speed is reduced by 50% for 1-2 minutes or until a survivor gets downed. i think this is one of the best ideas i have read and i hope it gets added.
this doesn't necessarily make gens take longer to get done it just stalls the game at the start so the killer can apply pressure without always having 1-3 gens get done by the time they down a survivor. survivors can move to better spots on the map, loot, do totems, or deal with the repair debuff at the start of the game and it goes away after the killer has pressure or if the time runs out.
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Survivors doing their objective is getting out of hand?
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I agree wit this. And, actually, they DID add another objective for survivors.
It was called Hex: Undying + Hex: Ruin. The objective was to hunt and find the totems that would regress generators you left while your team tries to stay on the generators for as long as possible. It created a "scavenger hunt" role for a survivor to take, and was buffed with certain perks and add-ons to make it easier to do.
And SO MANY PEOPLE complained about having to do anything other than work on generators that they're gutting Hex: Undying to the point of uselessness. This was a legitimate Secondary Objective that even cost the killer two of their perk slots to engage and people felt so OPPRESSED by having to do anything other than sit on generators for 80 seconds that the devs killed a perk 3-4 months after releasing it.
This is why we can't have nice things. Anything that strengthens killers or make survivor tasks more complicated will immediately be met with a chorus of voices whining about how they can't just faceroll from one match to the next.
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Ugh, I was just about to write this and you beat me to it.
What the hell do people even want anymore? Undying was literally there as a secondary objective, they didn't like it, and then when it gets nerfed to the ground they complain they want more objectives. Make up your damn minds people!
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You literally just admitted in this comment that the problem with the game is your skill and not gen speeds. :/
Just git gud.
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your complaint should actually be against matchmaking then. They going to bring back MMR.
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You gotta remember before adding more time to gens, think about all the abusive Freddy players you’re gunna see. That’s the worst scenario ever. I’ve suggested in the past adding an objective that pushes survivors off gens
-power surge: in-between every 2 gens OR at 2 1/2 gens, survivors must activate panels before continuing on gens
-blockade: I even drew out the animations years ago but in the walls, there will this thing survivors need to pull out and activate before gens can be worked on OR it affects the gate. Either way the blockade structure is simple
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Gens where never a problem, just pressure Gens Dude.
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Just pressure them? Run perks to help you or even play a different killer if its that big of a problem.
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30 seconds to each gen? That is too much. Built in NOED for all killers would be better.
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It says gen rushing and i don't think you would be writing this if you look at previous updates where it states they already slowed down gen speeds, great skill checks etc but i don't think it was enough. Needs more speed.
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What? I thought you said that gens need to take more time to complete and now you are saying they need to speed them up? I would like to see some of your gameplay to see if it is just you playing poorly (Which is fine for a new killer player) or if it is actually just generator speeds.
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Except mmr is going to get overidden by the fact they keep nerfing killers and their perks, leading to less killers, leaving less killers to matchmake with, and bypassing mmr to get high ranking survivors into games faster.
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Honestly I love this game and its play styles but gens are of the rails and I'm disgusted by its speed and over all amount so I have devised 2 ideas in order to balance it first every time a gen is popped ever other gen on the map is blocked for a minute straight or you must complete all 7 gens on the map in order to escape
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Really makes it seem like upping how much time it takes to finish gens is the right path to go, since it's all survivors ever WANT to do.
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The Survivor side of this game needs shaking up, but slowing how long it takes to complete their primary objective won't help anyone. Maybe if they had some bonus objectives that complimented it, that would be useful. Like if there were hidden scrap piles Survivors could find on the map to boost gen repairs, but it comes at the risk of revealing them to the Killer.
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In my opinion, Gen rushing is not that effective like it was before toolboxes and generator completion time was nerfed. Understanding when and when not to commit to chases can aid your chances of winning and be able to avoid gen rushing.
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You get my upvote
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Hey, if killers are smart (and I'm a smart one), now you have the brand new and improved Undying Devour Hope. And damn. That is way more oppressive than Undying Ruin. It's so powerful, you just have to see the amount of DC when you run it. When you have your 3 tokens, it's THE objective, or you give up your team with the hatch, or you cleanse massively. Doing gen becomes secondary, and I would say doing gen isn't an objective until they're dead or Devour Hope is cleansed.
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Have people forgotten about Corrupt Intervention as well? That literally freezes 3 gens for 2 minutes. And it's always the three farthest gens from the Killer, which is typically where the survivors spawn, so it forces the survivors and killer closer together at the start.
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Actually when you don't have any perks to slowdown the game (literally every players who starts the game), it's another problem, yet if you're new, survivors are not quite effective, and you don't need these perks (and NOED, even if it's frustrating for survivors, would often be very helpful during the games where you needed slowdown perks). I played the game with the classics DbD killers until I was rank 7, and there I felt like I needed slowdown perks, and I got Pop in the Shrine. And I felt resurrected, like, damn yes that is good to have a slowdown perk.
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They should make it so only 1 survivor can use BNP on their toolboxes and forbid the other 3 survivors to use it. Boom fixed it.
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If camping and tunneling is a viable "strategy" so is gen-rushing.
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And when you're solo, you want to run it because why not, and the game says you "Hey someone is using BNP, you can't bring it". Ok, super fun. And maybe the player who brings it will unequipped it ten seconds before the game starts. There isn't the BNP, and you didn't play how you wanted to.
Plus, the exclusivity will encourage survivors to almost always bring one BNP, because you don't know when you won't be able to play it when you have one.
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Corrupt Intervention does lock down 3 generators, which makes the area you have to patrol slightly smaller. What it also does is last for 60 seconds. It is fairly common for survivors to just hide for that first minute, wasting everyone's time unless you're using another tracking perk like Whispers. And even then, it switches off after that 60 seconds, leaving you as a 3-perk killer. Also, Corrupt works off of killer placement, which is random, leaving the 3 it blocks extremely vulnerable to bad spawns (like being in the middle, so you still have to patrol the full map.) It's ALSO useless if the map is a large one, like Red Forest, because the sheer scope of the map means patrolling so far that survivors can just hide till you pass by and jump on an unblocked gen in the time it takes for you to make a circuit.
Corrupt Intervention is a band-aid, and a bad one. What you might EXPECT is that some generators always start blocked passively and become unblocked progressively rather than all at once. The killer is at their absolute weakest at the start of the match, so making their job easier in the first portion and harder later on (when they have a chance to have built up some degree of map pressure) seems to make sense. If it's costing you your resources for more useful perks (that actually last the whole match), and can randomly provide no actual early game slow down because you happened to start in the center of the map... well that's not really a solution to the "3 gens pop at the 80 second mark of every match" issue.
tl;dr - If the game's core rules require you to equip one specific (unreliable) perk not to be rolled in the first minute of the game, there's a core problem here.
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I completely agree that gen rushing is a serious issue for killers to deal with; the only real counter to gen rushing is noed since survivors rarely will stop to cleanse totems when there are generators to work on. However, this only seems to be an issue when dealing with a swf. Swfs are organized, work cooperatively and communicate so efficiently that there is tremendous amounts of pressure put on the killers as long as all 4 survivors are still in the match. The only counter balance to put pressure back on the survivors is to camp, tunnel, or pray that they don't find your hex ruin, and like I said earlier with noed. This does NOT usually apply to solo que survivors as they do not have the same lines of communication and cooperation to keep each other alive and coordinate gens together. Solution? Add gen slowdown or generalized slowdowns to people going in as a swf, and don't penalize solo que survivors.
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It's a 2 minutes lockdown, so if survivors want to just hide they're likely to get idle crows, pressuring them to actually work on something else.
While I understand your point those 2 minutes can help a lot more than you think
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"Gen rushing" translation: the survivors shouldn't do their only objective because I want to camp/tunnel/mori
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You'd think there'd be less camping and tunneling if killers didn't have to worry so much about gens and could just play as a killer instead of gen janitor.
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