2 Gens are always free issue
This been on for years but why is it fair that chasing or trying to down 1 person is equal to 2-3 gens being done when the killer can't be everywhere at once an it is out of there control? When can we get the trail warm up the devs talked about? It's extremally unfair an feels unjust when 2 gens pop over 1 hook. I'm mostly ranting because I play trapper but it's annoying feeling force to run perks to try an slow it down but regardless gens pop almost for free and it's genially tilting. Makes matters worse some to most maps feel huge to even traverse. Any tips to try an meditate this or deal with the tilt during an post game?
Comments
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It's actually 3 if the survivors know to predrop pallets and hold W. Technically it's 5, but that implies actual genrushing and that really is a seperate problem.
Basically, it is balanced. It's just not fair. It's such an insane amount of pressure to put on people. It's honestly worse that you can still win in that scenario
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It's even worse when you look at it mathematically. Survivors complete 40 to 60% of their objective while the killer completed a meager 8% of his objective.
This results in the killer wanting to tunnel someone out asap in order to make the match more manageable.
If he doesn't and tries to go for a fair 12 hook, the match ends almost guaranteed in a 0 or 1k. At least against decent survivors.
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Unless they hide for the duration, the map size makes it moot, the killer choice makes it moot, or they don't care and power through.
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I use whispers paired with corrupt to find someone immediately. Once I down them it immediately becomes one survivor working on objectives while I chase another and the third one unhooks. Using perks like whispers/bbq to quickly find survivors paired with perks like corrupt can allow you to snowball quickly and prevent more than one person on a gen at a time.
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Corrupt, ruin,thana etc etc this will all slow down the survivors and by the time you get first down might be 2 gens or it might be zero because it all depends on survivor u found first chase in my opinion is most important one and that chase decides how game will run
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Sorry, but killer is easy as hell. You have to kill 4 survs, your objective is not to finish the match with 0 gens done
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You obviously misunderstood what they said.
Is it not ridiculous that it is fairly common that in the time it takes a Killer to down ONE Survivor (8% of their objective), the Survivors often complete 40% of theirs.
Does that not seem unfair?
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Well survivors have to finish 5 gens, not 2 or three. And they also have to open the door, which is technically speaking another 1/4 gen.
Its quite obvious survivors can do more gens when they are all full health and there are no injured teammates to be healed or unhooked.
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It kind of depends. Hatch exists and the killer can open the door.
I feel like you were missing his point regardless. Yes, they need to finish 5 gens, but the first chase results in 1 hook state (you need 3 of those for a kill) whereas half the gens pop. Being forced to heal doesn't really change that unless you get a hit, pressure gens, get a hit, and then go for a down or something. Albeit, I assume 2 gens would still pop regardless.
I do not necessarily think this is a huge issue as it speeds the game along. But you know, keeping people injured doesn't solve the problem and the fact that they need 2 or 3 more gens after the initial chase does nothing to change the discrepancy he is outlining. Maybe I missed your point, feel free to clarify.
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Killer can stack gen slowdown perks, get 2 hooks before the first gen is completed and still lose the match with 5 hooks by the time the gates are powered.
Survivors have enough pallets and second chance perks to keep a chase going for more than 80 seconds. Unless the other survivors are idle, they easily complete the rest of the gens.
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Thats seems too easy when you say it but truth is it's not that's why we have those numbers otherwise survivors would escape all the time
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Do you mean the dev stats? Cause there's a couple of reasons why they aren't exactly accurate.
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You cannot really say that each Gen is 20%. I mean, looking at the plain numbers, this is the result. But, DBD is not just "Do 5 Gens". The first Gens are way easier to complete than the last Gen(s), so those will probably give less completion.
Like, if 2 Gens are done, I would not say that they already did 40%, they did less. 2 Gens done is probably in every game, but we see that the Killer can still win the game easily without losing another Gen.
So you cannot really say that each Gen is 20% and then mean that they all need the same effort - the last Gens need way more effort than the first Gens.
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I was having this problem really bad on Plague. Running Ruin Undying and Discordance helped me alleviate this issue immensely. I use BBQ in the last slot for BP since I'm on the grind but if I could I would swap it out for Tinkerer maybe and switch Discordance out for something else.
Basically though having information to tell you when and where to push people off gens then let Ruin start auto regressing is so nice. Then the survivors either have to try and power through gens with ruin up or go look for and cleanse it and undying. It buys me a fair amount of time to infect everyone and chase properly.
On Pig I get that nice built in slowdown with her traps but need to find and down people asap, preferably before a gen pops so Corrupt Intervention and Pop Goes the Weasel help me with that. Corrupt forces people into me and makes patrolling and controlling the start gens easier while Pop gives me consistent slowdown all match.
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Even if they aren't it's still higher number so at best it would be equal
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Problem with the stats is, they only take the killers rank into account. Not the survivors.
Everyone knows we have rainbow matches and obviously a rank 1 killer will stomp grey or green rank survivors.
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And vice versa
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It's just a typical trapper game. Maybe the gen speed could scale up with the map size, e.g. on bigger maps, the gens take longer to finish.
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You mean those ranks where people run straight to the killer because they don't like playing against Spirit, Freddy, Nurse, etc?
Really fun match, starting with 5 gens and only 2 teammates. At least now they don't suicide but straight up disconnect.
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I think the most fair way is to make corrupt intervention baseline, the most healthy way I would say is by making totem-less Ruin baseline.
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