How to balance the early game for killers
So we all know that gen speeds are pretty absurd right? And killers like trickster and slinger or any low pressure killer can get massively punished early game especially on certain maps like mothers dwelling. Whats my solution? Give all killers corrupt 1 as basekit. Thats all. This will prevent slower killers from getting genrushed on massive maps and helps a whole lot with early game. I said corrupt 1 because current corrupt intervention could be reworked to expand the time to corrupt 3 or even block 1 more generator or even both. Thoughts?
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Corrupt is way too random IMO. Sometimes you'll get a really bad spread from Corrupt, and it kinda sucks.
I'd give early game slowdown. First minute of the game survivors suffer a 50% debuff to repair speed and are oblivious. (Totem cleansing speed also debuffed). Killers should also be given some kind of direction to go, which would be helpful in gaining early game pressure.
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This sounds like it would be better than corrupt tbh as yes, corrupt is odd with its spawns. Ive had a group of survivors spawn to my right and a gen would already be at 85% and corrupt would’ve done shitall because its blocking gens where no one is.
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So, make people stealth in the early game til they can do gens?
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I mean, if you are going against that type of survivor group then you have no choice but that is usually very rare as most teams will go and find another gen....
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Not in my experience. In fact, this is most of the teams I go against. Either that, or they split up 2 to a gen with Prove Thyself.
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Thats odd......every team that wants to win tries to go find other unblocked gens and im in reds......What rank are you in?
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Rank 1. Late evening. AU servers.
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I'd prefer doing something where gen speeds are way longer, but survivors get a stacking buff that increases their repair speed. If they get hit they lose some stacks, if they get hooked they lose all their stacks.
This would fix early game but also fix tunneling and camping for survivors.
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I like the idea of adding a new mechanic to the game, as opposed to just straight up blocking or buffing gens.
Something like having a dedicated switch linked to each individual generator. The survivors would have to find it and turn it on before they can repair the linked generator. It would be visible to both survivors and killer, and would create some sort of noise while activating, to alert the killer. This would give the killer more time to find survivors, and would force the survivors to traverse all of the map to activate the switches.
An issue with this is that it would force a rework on corrupt.
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How would this prevent tunneling and camping?
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I actually like this idea a lot, Very creative.
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Well, based on what i said above. The stacking buff gets removed if a survivor is hooked. So you'd want to focus a different survivor who is able to repair gens at say, 2-3x faster than the one that just got unhooked.
Camping would also be really bad, because while you are camping not only are gens getting done, but survivors are building up more stacks so they repair gens even faster. If tuned appropriately, they could finish all the gens before the guy on hook dies.
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It isn't that easy sadly.
This entire game revolves around momentum. At the start of the game the scales are completly tipped to the survivors. As the match goes on it slowly starts moving towards the killer. And once it starts tipping towards the killer it's very hard to push it back if the killer keeps their pressure up.
Genrush happens when the killer never gets their momentum ball rolling. Adding something to help help killers in the early game can very easilly mean their momentum starts going way sooner then survivors can deal with.
Not saying killers shouldn't recieve some help early game. Just want to point out it's not easy to find a right balance. The smallest change can make a huge difference
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So fix “gen speeds” because of two killers that have map pressure problems?
Meanwhile, I’m over here playing trapper 4king at 3-2 gens left.
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Yea i think making weak killers better would be right instead of decreasing gen speed. Even if it seems like survivors enjoy holding M1 it's not fun. Nerfing the survivor meta won't hurt either, it has been the same for years and needs to go, for more variety at choosing perks and game balance.
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Because the survivor who just got unhooked will be less efficient on gens than the others. You'll want to focus of hooking a different survivor each time for effective gen pressure.
I've suggested perks that do something like this: When a survivor is unhooked their repair efficiency is decreased by 30/40/50% for 60 seconds, only one survivor can be inflicted with this at a time.
Making it basekit, it couldn't be quite as effective as that. For a basekit slowdown I think I'd prefer an early game debuff. Say for the first 60 seconds of the match, all survivors repair and cleansing efficiency is decreased by 25%. And maybe have this effect removed once a survivor is downed or hooked if that happens within 60s.
If you want to do it specifically for new killers, then they should implement something like starter offerings. Burn this offering at the start of a match to reduce all survivors repair efficiency by 50% for 180 seconds. Give 10 of them to each brand new account, and it gets disabled after playing 50 killer matches.
Post edited by Seraphor on0 -
They need to just increase gen repair time. Specially if the survivor is doing it alone. It's bullshit that in 80 seconds 3 gens can pop at the same time. And then 2 other survivors can do 2 other gens and that's it, they won.
Make it like 240 seconds if alone and 80 if 3 survivors are working on the same one. Game should encourage survivors to work together, not "hey let's split up since we're faster doing gens on our own". In what kind of horror movie survivors WIN by spitting up?
Most killers can't cover the whole map and since they refuse to remove the hatch there is no such thing as snowballing or late game because survivors can just find the hatch and leave as a team without having to finish all gens.
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I've had a gen finished in 20 seconds at the start of a match
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I get that the unhooked would be less efficient. The problem is that it would still be more effective to tunnel them out of the game for a 3v1, than to rotate survivors.
Not to mention that it would most likely bring the other survivors off of their gens to try to prevent the unhooked from being tunnelled out.
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Maybe the answer isn't increasing gen times but shifting where that time is. Like what if the gen speeds are on like a sliding scale. The first gen of the match will take 120 seconds but as more get done the gens get faster and faster to finish. Like the fifth gen could take only 40 seconds instead of 80?
The sub total time stays the same but it would make that early game a little bit longer and the end game a bit faster.
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I don't think you are getting it. Let's say you double the time it takes to do gens. Now every second, survivors get a buff that stacks that increases repair speeds by 1%. This makes it so that first gen takes a bit longer. Now, let's say you get your down and hook on someone. Then they get unhooked and you tunnel. During this time the other survivors are now doing 2.5x speed on gens and pop a few. So you down and hook the same guy again you are tunneling, then get DSed. You chase again. Now survivors have 3x speed on gens. You down and hook the guy, then tunnel him off hook. Now survivors are 4x on gens.
You get the idea, but if you ignore the other survivors, you are going to lose the game much more quickly than you do now.
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Ah ok. Apologies for my slow brain today! I hear you.
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This sounds like a good idea on paper, but I think ultimately it just encourages people to leave people on the hook longer.
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I don't really think so, if you leave someone on the hook to instead do gens, someone else is going to get chased and lose their stacks, the guy on the hook isn't gaining stacks. If anything you'd be encouraged to get them off the hook faster so they gain stacks sooner.
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