Gen Speeds.
Thoughts on gen speed? I am on the fence about it. I am super curious so see this discussion.
Comments
-
I think its fine as is. The last thing survivors need is to hold m1 longer than they do already. If you have a problem with gen speeds, either use a slowdown perk or learn to better apply pressure.
0 -
Gen speed is fine the issue is gen regression a single kick is worthless if you dont have pop and gen tapping is another issue
7 -
Gen speeds are fine. You increase gen speeds and people combine it with more slowdown perks to make life hell for solos.
3 -
Gen speed is fine, gen spread on maps is not.
3 -
gen speeds are fine I really hope they don't listen to pleas to make gens longer it would make survivor more boring
0 -
I feel lile I have matches where gen speed goes so fast so already 3 gens are done but just one (maximally 2 survivors) were hooked and then the match continues regarding the fact how clever/dumb the survivors were (meaning done all gens at one side of the map).
1 -
Speed? Yes. Survivors spawning on the other side of the map grouped together literally next to their objective? No.
1 -
Honestly gen speeds are fine how they are the problem lies with how the game currently plays out.. Outside of gens survivors not being chased have nothing else to do except hold M1 on a gen which is why I hate the term "Gen Rush" its not the survivors fault they are doing gens while not being chased and its not the killers fault for not able to pressure all 4 survivors at once. Survivors need a mandatory secondary objective but if BHVR actually wanted to fix this problem they would need to change how a lot of stuff currently functions and spoiler alert they won't either cause they cant be bothered or they just cant cause of unknown limitations. So untill this game is on its deathbed I doubt we'll see any noticeable changes like that and instead we will keep getting bandaid fixes. With "Slowdown Perks" that just makes the game miserable for everyone.
0 -
Gen speeds aren’t a problem. It’s survivor spawns. Also I just wanna throw out an opinion that not many will agree with but they should remove every slowdown perk and buff gen regression and fix survivor spawns as I said earlier. This way when you lose you wouldn’t go”oh if I had slowdown I would’ve won”, also multiple slowdown killer players make solo queue very hard than it already is.
0 -
The speed of the generators isn't the problem, it's the complete lack of interactivity required. Even when survivors spawn together, they spread out within 10 seconds and are all working on a gen, which is why I say it takes 90 seconds for 3 gens to pop instead of saying 80.
Edit: Seriously, generators are the worst part about this game, they're so ######### boring but skilless tryhards tear through them because they're too scared they can't run the killer.
0 -
How many changes to the game lately have favored killers? Seriously? They keep making the game easier and easier for killers and worse for survivors, especially solo survivors, and then killers complain that it's too hard.
0 -
This is generally something you want. 3 Survivors on 1 gen is WAY less efficient than 4 survs on 4 different gens from the start. You're almost guaranteed to lose three before the first chase ends with possibly a 4th in partial progress. One of the only ways survs can be more brutal on gens is if 2 have Prove Thyself and pair up with the 2 that don't. And/Or BNPs are in game.
0 -
Eh, not Macmillan and coldwind can greatly depend on RNG. However that doesn't address the Red Forest maps, Lery's, Hawkins, Midwich. Most of Autohaven. I feel like there is one I'm forgetting. There are some Midwich 3 gen set ups that no matter the Killer, you're going to lose if the Killer IDs the 3 gen. Autohaven also has some really nasty 3 gens. So can Macmillan. All of them to the point where the Killer can let all other gens fly as long they protect the 3 gen.
0 -
I think the speed itself isnt a problem. The biggest problem for me is how safe gens are and how little they require from survivors.
Holding M1 and occasionally getting a "are you awake" check is pitiful for a mechanic, and most survivors think it's dreadfully boring. They need to be harder or more demanding in some way.
Both because of big maps and because of the terror radius mechanic, gens are just too safe. All you have to do is start running as soon as you hear a TR and most M1 killers would waste too much time catching up to even bother. Kicking them does nothing, and then all you have to do is go back and keep holding m1. It's too safe.
0 -
Gen speed is fine. The lack of additional survivor objectives isn´t.
Survivors can focus on just holding m1 and even the best killers can struggle to get more than 4 hooks before the gates are powered.
0 -
Devs overbuffed killers and killers perk. Devs killed DS nd what survs do? Remove it and use PT.
killers say about campers, tunnelers, infinite Myers,.. do gens. And survs do gens because now in chases killers catch them in 10 Secs.
survs can only escape if they gen rush
1 -
I mean apart from additional objectives they could just make it so gen skill checks become increasingly more difficult to hit the longer you are repairing a gen. Or just make it so that Great Skill Checks are required to progress while Good Skill Checks slightly regress your gen, like old Ruin.
Sure that'd be a pretty hefty nerf for new players but I honestly despise playing survivor solely because of how boring it is to hold M1. Yeah, I could let myself get chased for the entire match (if I was good enough at that) but that's not my point. Gen repair is too generic and doesn't require any kind of skill.
Good Skill Checks could at least be harder to hit... It's basically impossible to miss a skill check if you're not absolutely distracted by your cat suddenly setting your curtains on fire.
0 -
I honestly wouldn't be opposed to something like, the more a generator is progressed, the more it muffles or gets rid of skill check warnings, cuz it's getting noisier? Maybe even make it harder for a killer's terror radius to be heard the more progress a gen has. Just something to make them harder and less safe.
0 -
I think gen speeds are okay I think the problem is maybe some of the maps.
0 -
Doing gens is boring so I don't think making the time longer is the answer to short games.
As some others have said, mop size is a huge factor as its impossible to pressure gens that are so far apart they can be completed before you can walk the distance to them.
I think either making maps a little smaller or at least adjusting gen spawn logic so they spawn a little closer to the center of the map would be a huge help, and leave the outside of the map for survivors to run to and loop.
Other changes could be making the gen locations less safe\more risky, such as not spawning one in the middle of 2\3 jungle gyms; I think you should feel vulnerable while working on gens but have options to run the killer to for a chase if surprised.
I do agree with adjusting the killers base kick a little too, atm it takes a couple of seconds to kick a gen to start it regressing, and a survivor has to tap it for a frame to stop that regression; add to the fact that regression at base is 4x slower than a survivor and its almost not worth it to kick gens when it takes say 40 seconds to regress 10 seconds of a single survivor on a gen.
I would add small base regression to the basic gen kick, like less than 5% or something, anything! And I would add a short 0.5\1 second action bar similar to using a map, before reverting regression and progressing the gen when a survivor interacts with it, just to slow down the tap which undoes the regression.
I don't think these small changes would be difficult to apply using what we currently have in game, and even though they seem tiny changes I'm sure they would make a massive difference without massively impacting things.
1 -
I can't remember the "I" one either, but it's pretty much a gg for survs. The center gen creates really easy three gens with either side. It's way too much of a bottle neck. Gas Haven, ime, tends to spawn with a lot of deadzones, included wall tiles with zero pallets or windows. Wreckers can have that problem too. It seems like all the Autohavens can spawn some really vicious 3 gens.
Agreed on Coldwind. While I genuinely do appreciate the concept of the maps and think (aside from the brightness) they do look good. The corn is pain in general and could probably stand a light harvest over all.
While Midwich can be terrible for Killers, I do think overall it's more punishing for survs. I think there's like 2 really strong pallets that always (or almost always) spawn, the rest can be a huge mixed bag - assuming you get them at all. The long hallways serve survs up for Huntress, DS, Blight, Nurse (you know what forget about the mention of Nurse, a good Nurse is probably going to eat your lunch no matter what the map is), Spirit, & Billy. Maybe to a lesser degree Bubba too. They also tend to let Ghostface and Myers power up pretty easily. Those hallways and even some of the rooms just have 0 LOS blockers.
I can't say whether or not Midwich overall has good 3 gens, but it does have one of the wickedest 3 gens I've ever seen on any map. It was on the bottom floor and if you were facing the door of one of the long rooms there was a gen directly on the opposite wall in front of you. Then to the right and down the hall were 2 other gens nearly sitting on top of each other.
Not to mention that if the survs don't have a lot of experience on the map, just finding the gens, especially after a few have been popped, can become the side quest no one wanted.
A shame too, because aesthetically I really do like Midwich. It's one the creepiest maps in the game.
That said, the only maps I think are highly survivor sided are The Game, Haddonfield and Badham. However Badham, seems to have 2 really strong loops and I do mean REALLY strong, and then the rest of the map is a mixed bag. If Killers refuse to chase survs there, then it seems to work out better. (Just to be clear, I'm talking about in solo Q, not decent SWF who can call that out to their teammates.) Red Forest maps do seem to lean towards Killer too. Oh Dead Dawg, that was the other I forgot to mention.
0 -
It depends. If the killer is trying to get 12 hooks, they are to fast.
If its a face camping bubba theyre a little slow.
I think what should happen is two fold: add a secondary MANDATORY objective. It could be 4 switches around the map that unlock the gens, it could be you have to destroy all totems before working gens, SOMETHING. There needs to be more than just holding m1 on a generator.
But if you do that you also have to find a way to disincentivize face camping without breaking the game. There are times camping is the right thing to do so i dont even know how to do that, but something. Maybe if the killer is within 10 meters of the hook for more than 2 seconds his aura is reveleaed to all survivors and he can see all the survivors working on a generator? Idk, just spit balling.
The point is to encourage more hooks instead of kills.
1