Gens speed are making this game unplayable for killer
There's just not enough time to control gens, chase, patrol, break pallets, hook survivors, and now look for totems.
2 people on a gen can repair it in around 40 seconds (even LESS if at least one of then has a tool box). 40 seconds isn't even enough time for lower tier killers to chase, down and hook a survivor, let alone having to drop chase if someone is on a gen, which would just restart the cycle as someone else can inmediatly hop in while you're busy.
Can someone explain to me how is this even fair? Devs know there are 5 gens and not 10 right? Weaker killers can't even afford to actually use a build they like because if you don't run at least one gen regression perk you won't last more than 4 minutes.
This is visible easier with tinkerer, i cant recall how many times i start a chase with a survivor 15 seconds into a match only to have 2-3 tinkerer procs by the time i down the survivor.
All this does is put unnecesary pressure on a killer while also promoting tunneling and proxy camping. Because right now the only way to secure a non-sweaty match is to get someone off the game as quickly as possible (and then you see on these forums a lot of survivors claiming tunneling and camping is more common, wonder why that is)
I understand that devs dont touch anything related to generators to not bother survivors, but also by not doing so you're indirectly afecting survivor players too. Queue times are already annoying (i have an swf and it takes us around 10 to 15 minutes to find a match on rush hours).
Also i know this doesn't happen every match, sometimes the killer spawns with a nasty 3-gen and takes advantage of it, or some times your teammates just simply don't do gens. But at higher mmr you're forced to have a quick match because gens just fly and you dont have much control over it.
It makes me really sad because some times i want to use a fun build, like full oblivious, anti healing or whatever. But now you can't even hit n' run for pressure because with boon totems, in 20 seconds the whole theam has reset and back to healthy.
I'm not blaming survivor players though, I know this is an issue with the mechanics of the game and not the players, but considering this has been a recurrent issue since the game came out, one would think that in 5 years they would have done something about it... Guess i was wrong.
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The game is just not fun to play right now as killer, do yourself and the community a favor and take a break till they nerf boon totems and actually balance their game.
They won't fix their game if people are playing and paying.
Killer ques are instant right now, survivor ques take like 10 minutes, just keep those times going up and survivors will eventually have to be nerfed. Que up survivor only, only do your dailies as killer and then that's it.
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Survivor Queues right now for me are instant even with crossplay off.
Maybe EU killers are just better at the game and don't care much about boons.
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Agreed
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You are right. I barely run a slowdown perk for gens and if I'm playing nice I only get 2 hooks and the match is done in less than 5 minutes. If I'm playing like a jerk I can get 1-3k.
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For me with crossplay off EU:
Survivor: Instant during the day, takes max 3 minutes at night.
Killer: around 3 minutes during the day, instant at night.
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Yeah that's totally it.
Crawl back in your hole survivor main
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If you don't agree with me you're a survivor/killer main.
Any valid arguments, good sir?
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I was arguing with the fact that you stated that survivor q times take a lot, when that's not really true.
Re-read it, and you're still wrong.
If you want to back up your argument, at least use factual evidence, not just something you pulled out of "killer good survivor bad".
Post edited by Rizzo on1 -
You also have to take into account the killers they are using.
As a wraith main, of course i left the game. they nerfed my boy and made a perk that hard counters his most effective playstyle. legion´s performance might have dropped a bunch too.
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i also may or may not have developed PTSD for the line "Wee bit overpowered"
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Might want to check your reading comprehension and look at the exact response to me jerking off EU players and being ethnocentric.
Grow up if you actually think this way, child.
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In crossplay off I mostly get nurse, blight, a few huntresses. But tbf, it's the same killers I was getting with crossplay on, but these ones just seem to play better in general.
I've even been getting good billys with crossplay off, which is something I was not seeing at all with cross on.
Saying depends on the killers, yes you are correct on that, but wouldn't that show if higher tier killers are doing good, it's mostly a problem with there being a lot of crappy tier killers?
I think the solution for that would be buffing all the low tier killers so they can compete with higher tiers, than just saying "survivors op pls nerf", which is something I see a lot of people stating.
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Mine are 5-10 min at anytime of the day as survivor
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I still think EU killers are good. My take was that most people who are here on the forums whining, aren't really playing the game. The ones who I've been going against, are doing just fine, maybe because they spend more time playing the game than typing on online forums. Almost like playing more = you get better.
I never even mentioned NA, since I do not play on NA.
Post edited by Rizzo on0 -
Solo? Which server? What's your MMR score?
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Bro you are wasting your time, just quit.
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the problem lies in that, a single perk cucked killers that were considered mid high tier, like Wraith as a good example. i dont think a single perk being capable of screwing over that many killers, that not all of them have the same play style, means that a lot of killers are bad.
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It's not gen speeds.
It's map sizes and boon totems.
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Solo ummm America and no one knows their MMR score.
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Couldnt the same be said about a perk like noed?
A won game, can be turned into a lost one because of noed. You see a lot of this when you get a facecamping killer, so you rush gens to not give him more than 1k, but then he has noed. This is seen a lot in solo Q.
So, if that wasn't an issue, how could a single perk on the survivor side, have the same effect and be an issue? I'm gonna assume you're talking about Boon: CoH.
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You can assume by the type of people you're facing (killer type etc)
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Can't assume anything since not knowing how exact the score is and besides Killer side MMR is busted because there are so fewer killers a lower MMR killer is going up against higher MMR survivors
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There's nothing wrong with "whining" about unbalanced mechanics, just because the top players who play Nurse and Blight can perform well doesn't mean the game is balanced. It's not even fun to face the same killers every time.
Also, a lot of good killers "ignore" the boon totems not because they're bad, but because gen speeds are that oppresive that you just can afford to waste time snuffing them, which is the point of my post lol. But boons totems are OP and that's not an opinion, it's just a fact. Time management as a killer is crucial, anyone with more than 10 games realized that, and boon totems give one more objective to killers who already are on a tight rope in terms of time control.
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I think 3 gens in a minute is a bit too fast
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i dont think i follow what you are trying to say.
Circle of Healing counters the playstyle of many killers through the entire game, NoeD doesnt really counter a play style at all, not even altruism since you can still tank hits with endurance. and it only works after the game is almost over
NoeD can turn a losing game into a winning game, but CoH makes sure a losing game stays a losing game.
im still confused about what you meant.
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There is a lot of wrong with "whining" because whining isn't constructive criticism. Saying something is OP while not giving an intelligent balance idea, is just clutter.
I can also come on here and just say "x or y op pls nerf", how does that add to a discussion at all? Even if it is OP and needs a nerf, saying just that is not constructive.
I never mentioned boon perks being op/bad, I didn't give an opinion on that.
Like someone said above, gens aren't the issue, specially when you have 10+ gen regression perks that you can just use. It's mostly map sizes, which low tier killers with bad mobility can't keep up with. Why do you think blight and nurse are high tier? Both have really fast mobility. Same could be said about spirit and old hillbilly.
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Gen speeds haven't changed, nor have survivors gained any significant repair perks, but the game is getting more and more intense and unmanageable for the killer.
While there have always been large maps, there's an obvious trend that high mobility killers do well on them. Map pressure is the main factor, and large maps exacerbate the problem.
What has changed recently is boon perks. They make it substantially more difficult to maintain map pressure, either by forcing you to traverse more of it to snuff them out, or by create safe zones where you can't easily find or pressure survivors.
If gens were any slower, playing survivor would be unbearably boring.
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II literally gave an example of a "playstyle" which is to rush gens against facecamping killers. Which can also be applied against high tier killers, since the fastest they are done the better.
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Its not the same. You are depicting a winning game being turned into a lose one. Circle of healing turns games you are losing into games that you are losing even harder.
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Just because it isn't the exact same doesn't make the argument any less valid.
It's still a perk that turns a situation around.
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Like, as an example
lets picture a running race.
player 1 is winning, player 2 is losing.
Noed bassically is the same as if they gave a bicycle to the losing player.
CoH is like if they gave player 1 a motorcycle while also breaking player 2´s knees
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You dont understand. Circle doesnt turn a situation around, it makes sure the situation CANT be turned around. thats what happens with every single low tier killer here. it turns a game the killer is already losing due to the killer they are playing and makes it so it can not be winned.
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So you lose when you're already losing, but you have the possibility to win if you were winning with CoH.
While with Noed in the situation I mentioned you just lose, even if you were winning.
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You seem to have been on these forums longer than i have, considering how many posts you have. If that's the case, you should know that there have been plenty of really good ideas to balance certain mechanics and devs never implemented a single one.
Whether gen speeds or map size is the issue it's just a different angle regarding the same problem: low tier killers can't keep up with gens. Gen regression perks are mostly useless outside of ruin and PGTW, some of them are a joke like eruption.
But lower tier killers NEED gen regression perks, taking off any room to actually use a build of your own, which makes the game less fun for the killer.
Starting to make maps smaller isn't an option, so the fix is either a) make gens take more (whether by adding more seconds or something else like having to collect parts) or b) give every killer a freddy-like ability to traverse the map.
Expanding on point B: someone on another thread suggested clown to be able to teleport to fire barrels, emerging from them in a "comedic" fashion. Giving killers similar traverse abilities would help release some of the pressure low mobility gives, and I think it's a great idea for a more stress-free game.
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okay lets stop imagining for a second that the face camping killer got a 4k out of noed because that scenario is even more surreal than the one i gave about event hosts breaking participants´s knees.
a 1k is a loss for the killer, and 2k can be considered a draw in some scenarios, in others it is still a loss.
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The game is balanced, you just don't understand how it's balanced.
The game is balanced around Killer tiers. There are certain Killers that work against pro SWFs on both large and small maps with meta perks. There are certain Killers balanced around regular SWFs, partial good SWFs and good Solos with certain perks. Then there are certain Killers balanced toward Solos.
Nurse, Blight, Spirit and Billy are made to go against SWFs with meta perks on large and small maps. If large maps were reduced in size, then those killers kill rates would sky rocket. So asking for smaller maps also means asking for those 4 killers to be nerfed heavily. Asking to slow down gen speeds is also asking for those killers to be heavily nerfed. I'm assuming you are not asking for those Killers to be nerfed.
You can't ask for one without asking for the other.
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So what about when survivors actually get a decent killer that puts pressure on gens or has hooked everyone at least once and not a single gen has been done? You have plenty of perks out there to control gen progression. Use them and change your tactics. Obviously they aren't working out for you
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Was that supposed to be an insult?
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If you actually read my post you would see that I stated I know that's not always the case, but just because in some cases the killer has an easy time putting pressure doesn't mean that the contrary doesn't happens. Also, if you keep reading you'll see another issue is having to use multiple gen regression perks (which most of them are garbage anyway) completely removing any freedom to actually use a build that you want, thus making already unfun killers even more unfun.
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I understand gen speeds can be a problem for killers but the unfortunate reality is that you can't do anything to gen speeds without also dealing with camping and tunneling. The two are closely related and dealing with one without dealing with the other can create a massive imbalance
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This might make sense if Nurses and Blight were only paired with SWF on Mothers Dwelling snd Coldwind, while Myers and Ghostface only faces solos on indoor maps.
Unfortunately that doesn't happen. Anyone can face anyone else on any map.
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Well MMR balances everything out. If you are in high MMR, then it's pretty much Nurses and Blights. It's kind of hodge-podge balancing. Certain killers work better at high ranks.
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Except noed doesn't win when you have even the slightest bit of coordination. Hell, I have yet to lose a game because of noed and it's been a few months now. It has a chance to get some value if it isn't handled correctly and it gives an opportunity for the killer to make a comeback.
CoH both makes a losing game winnable and makes a game you're already sorta winning unlosable.
-Picture a 3 gen situation, which a lot of killers can use to turn a game around. CoH allows you to force the game into a stalemate at minimum by creating a zone that the killer WANTS to go to, but can't unless they want to risk losing their gen pressure. If they get a hit, they can't commit unless they risk a long chase that costs them the last gen. It feels awful to be the killer on that side of it, and playing as the survivor who actively abuses that knowledge feels incredibly unfair.
-Pressure on health states is a way that many killers are able to turn a losing game into a winning game (keeping survivors injured). CoH actively removes that pressure all game while penalizing survivors with 14 seconds of potential gen time in a game where getting the gens done within a certain time never mattered. (No, it does not matter how long the matches take. What matters is escaping by any means, and CoH is the best means in the game).
Now the problem with the value you get from CoH is that as the survivors, you can get value without coms or being in a swf at all. It is very easy to do and value is guaranteed against every killer except plague (who doesn't see enough play) and instadown killer or more specifically mikey (who is pretty bad imo). Generally speaking, all the CoH value you can get is in your hands as the survivor. You decide what gens to finish, which totems to bless, which ones to cleanse, how you want to manipulate the map (i.e which pallets you drop, where you create dead zones for the killer to chase in, etc.), and the best that the killer can do is try to herd a single survivor to a different part of the map, or defend a specific part of map to force a 3 gen (which as stated above, isn't even a winning playstyle anymore).
With noed, you don't just win on the spot. You have to get your downs on the remaining surviviors, decide between slugging or hooking on the spot, hope they don't flashy save, hope that your totem isn't cleansed the second you get the down, hope that the totem isn't already cleansed, etc. In other words as the killer, the value you get from noed lies strictly in the hands of the survivors and not with the killer.
But this whole argument has nothing to do with gen speeds and everything to do with the unhealthy gameplay that boons currently create as well as the amount of power survivor players actually have (and usually don't realize). Gen speeds are fine, there's other issues with the game balance that should be discussed in another thread.
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Nice fantasy world you live in.
Lets see if we can open the narrow corridor and enlighten you a little. When you hit a survivor they have 1 of 3 choices.
- stay injured and work on a gen. This allows a killer a quick down if they find you again.
- use a med kit to heal up, this can be countered with franklins and has limited charges.
- find another survivor and force them off the gen to heal you, reducing efficiency.
In all these scenarios the killer gains something from leaving you at the strong loop and going for someone else. When the boon is in play, the survivor has one option. Run to the edge of the gigantic radius and heal up EZ. The killer gets no gen slowdown, or snowball potential thanks to one stupid perk.
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You lost me at the part where you are a condescending prick to someone you are trying to talk to.
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I read it now.
The ######### are you saying to me, im the one saying circle of healing is annoying af.
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Agreed on map sizes, but I don't think that boon totems are really the reason either - I don't think they are unrelated since if you lose a survivor on a large map they will just run to the boon, but that is still a map size issue and not necessarily a boon issue. While I don't think any match is unwin-able, map sizes, boons or not, are 100% the issue, ESPECIALLY on 110% killers.
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Talking of healing I find Sloppy Butcher works as a great indirect slowdown, although I don’t play at the top tiers.
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