Genrushing
How do you avoid genrushing without slowdown perks? Usualy all gens are done, when i get my second or third hook. What can i do, to avoid this?
Comments
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Wait until the new update comes out
Sorry that was rude. I'm not the best at killer at all so I'm not too helpful
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Donβt chase a survivor when they are in a really good location for looping and make sure to slug when needed
Otherwise hope survivors donβt know how to play efficiently
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Use a high mobility killer, make for the furthest gens and hope for the best.
Not trying to be trite, but if you are using a low mobility killer or a killer who needs time to set up, you're gonna suffer without slowdown perks. Not much else you can do to mitigate early gens.
Or this
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use noed
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Forget about gens.
Do everything you can to tunnel someone out of the game as quickly as possible. If it's a SWF, they'll all swarm the hook like rats to save their friend, giving you hits/downs for free. If they don't, then it's 3v1 now and you should be in a better position to defend the few gens left in the match.
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Sadly, thats what i started to do and it works incredible well. I play Myers, hook someone, stalk to tier 3 and when they rescue one hit them. Playing like this is just unfun for the survivors but i also want to win xD If i dont play like this i dont win but the survivors have fun. Thats a dilemma
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There's the problem: "Playing like this is unfun for the survivors"
They don't care about your fun; stop caring about theirs.
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tunnel at the most opportune moments possible, as well as proxy camp whenever necessary.
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couldn't have said it better myself.
No survivor is giving you pity sacrifices, or thinking about how fast they're doing gens. They're trying to win as much as possible, so they can get those sweet ego points when they see you coming towards the exit gate, and then they do you-know-what.
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If you are having fun playing that way, then sure, go for it. If you are doing it for the satisfaction of winning, there is none. Winning means nothing if you are not learning from it. When you reach higher mmr, you will be miserable again.
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I just play for hooks anyway as I feel like once I get to a certain point (mmr wise) itβs just not fun for me. I donβt even use slowdown perks.
I have seen nurse and blights complain but they show up with a comp build and surprised survivors wanna dip out as quick as possible.
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Pretty much nothing. If you don't have slowdown perk and you aren't exerting a ton of pressure, they will just get done, unless you get really lucky and every single survivor is busy doing tome challenges.
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Most of the time with most killers, you're probably going to lose at least 2 gens in the first few minutes, but if you are a slow killer and down to 2-3 gens without at least a few hooks, tunneling at least one surv out is probably your only remaining route to a win.
I don't do it often at all, but in such a scenario it's totally justified.
Which is why if you want to avoid being put in that position of having to play that way, you have to use slowdown perks.
Survs should also understand that if you bang out a bunch of gens right at the start, you have left the killer with limited options if they want to win. You can deal with annoying early game slowdown, or you can deal with tunneling (if the killer wants to win, which we should assume they do).
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Natural ways you can create pressure (if you are not using a high mobility killer) is through interrupting gens, hooking survivors near a 3 gen or corner, or even leaving survivors on the ground and chasing a nearby survivor. These things cause one or more survivors to either have to find new generators or waste time doing altruistic activities.
I'd say running even just one slow down perk helps ease things though. Although your build can help enhance the natural pressure you can cause. For example, say you run an aura/tracking build, you will find survivors quicker than normal and then the pressure you cause is based on how quick you can down and hook survivors. Another example is using Plaything and Pentimento which allows you to manually create secondary objectives for survivors to do.
In general, best way to deal with protecting generators without the help of a perk is by protecting 3 close generators and setting up a 3 gen. This can help stall the game in your favor near the end of the game, especially if you can hook survivors near the 3 generators so that you do not have to go very far. However, you cannot just assume survivors are bots and won't understand what you're doing. Perceptive survivors will try to prohibit a 3 gen from happening and you will have to spot that and deal with it accordingly.
Others have stated that playing for hooks and chases is more fun than playing for kills and protecting generators, which I completely agree. The latter can cause you stress while the former engages you in an interesting way and can help you learn game mechanics and mind games.
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Get better in chase
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Play Spirit, Nurse or Blight to get fast mobility and end chases quickly or select Bubba, hook a survivor and let their team come to you.
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Like some others said, hopefully with the gens taking 10 seconds longer after this patch it will give you he extra buffer you need to reach them before they finish. Setting that aside though, some general tips might be
- Donβt be afraid to slug for pressure. If you literally hook a survivor after every single down you could be spending your time a little too inefficiently in the early and mid game. Basically itβs much better to hook one survivor three times than three survivors once each. So if you focus your initial hooks on one or two survivors and slug the others then youβll be trading off those temporarily unneeded hooks for about 10 extra seconds saved each since you didnβt pick up and carry them to a hook. Thatβs plenty of time to head to a gen and start a brand new chase while the dying survivor is still on the ground.
- Youβre not trying to slug everybody simultaneously, but just to be in a cycle where you have two people hopefully on hook or slugged and one being chased, leaving at most one other survivor who has to decide between working on a generator and reviving someone else. Also how much youβll want to slug will depend on your loadout - if you have a hook based perk like Pain Resonance or Pop Goes the Weasel then hooking more often makes more sense. If your build has nothing that involves hooks, or especially if it has something like Blindness effects or Infectious Fright or Jolt, then slugging more heavily to get a lot of downs and focussing hooks on one main survivor could be the way to go.
- Learn when to break off or not take chases. You donβt want to blindly chase every survivor you see until you down them. If a survivor has headed to a strong tile thatβs not near any gens then downing them there but only after a really long chase could win that battle and lose the war. Basically if you can get a hit or a pallet drop quickly go for it, otherwise try and keep chasing the survivors who are more actively doing the gens or are he easiest targets to catch. Ideally if you can knock out the weakest link on their side that will put you in a much stronger position where you can then commit more fully to chases without fear of losing gens as you do it.
- Donβt bother facecamping unless maybe the survivor is really close to losing a hook stage. Standing in place isnβt an efficient use of time, youβre better off proactively seeking survivors that waiting for them to come to you. On the other hand, zone defense where you patrol a possible 3-gen area and try and hook survivors in that region (aka proxy camping) can be quite useful, especially on killers that have more limited map mobility.
- Be mindful of the generators that are left to complete. If thereβs a central generator that losing it will force you to patrol a really wide area then try to defend that one more heavily. Losing a remote gen is much better than losing one in your potential three gen endgame area.
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Me. I donβt let fair killers get 0k.
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Besides the excellent advice you received, there is also the option to play an endgame loadout, stacking chase and endgame perks can result in some very fun moments. NOED (yes there is nothing wrong with it) and no way out/bloodwarden, paired with endurance, spirit fury/bamboozle can be a very effective strategy on slow game killers.
If you're going with this then you must use the time before EGC to prepare the field. Chase relentlessly, break as many pallets, once survivors realize you are running spirit fury they'll just predrop making your job easy. Hit, down and hook liberally, interrupt Gen repairs, everything in your power to do as much damage as possible, with a mind that they will ultimately power gates and try to leave which is when they'll pay for what happened before.
Since you're playing Myers, then you have an extra tool. Save one pop of t3. If and when noed goes down, use it and continue chasing and slugging. If you did your job clearing palettes, they just won't be able to escape from you.
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Don't commit to chasing one survivor who is clearly good at looping you.
I had a match yesterday against a Pyramid head on the Blood lodge and I did the gen on the porch, one by a hill and one in a cluster of walls all while the killer was actively chasing the same survivor round and actively ignoring me doing a gen.
If a survivor is looping you, they're not doing a gen. Let them go and apply some gen pressure.
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If I get gen rushed I try to camp or tunnel someone out. If survivors rush gens injured slugging is the best way to slow them down.
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Sloppy butcher and nurse's calling is a pretty good way to put a lot of pressure on survivors. As long as they are injured, they are usually trying to stop to heal or finding others to stop to heal them. With longer heal times, you can track them down easier, and once they run from you, all the time spent healing goes away due to sloppy butcher. More tike trying to heal is less time on gens. If they ignore healing, then they are one hit away from being downed. They means they are usually a lot less ballsy on gen sniping.
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If they want to care about the survivors fun, that's no harm
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I thought you were gonna say "I got chased by a killer while I did 2 gens" I'm like "How.........." Lol
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Every killer has a different way to play but it boils down to never give an unhook for free. Thats what is losing u the game. If the survivors hook trade it gets pressure of gens. If they fail to even unhook and go down even more so. Aim to kill 1 person, preferably the weakest survivor when it comes to looping asap. Avoid leaving survivors on death hook because that makes them hide and do gens and completely avoid u. People will insult you for playing unfair and unfun but thats their prespective. U are winning, thats all that matters. Also accept that some games cannot be won
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The new update is a thana meta with longer gens so that should help if you can get a lobby
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^This. You have to understand that this is your game just as much as it is theirs. The survivor rule book states that you shouldn't camp or tunnel or use certain perks like noed, and it's just absurd. Play the game how you want to play it. At the end of the day, Killers are called Killers for a reason.
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In most game you are gonna have to trade 2 to 3 gens for the first hook. But you gotta realise that even in that point game is nowhere near over and it only gets easier to defend gens when fewer remain. Also you gotta abuse SWF's alturism the best you can.
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ππ
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Learn one killer perfect (m1 killer) learn looping, watch good killer main on YouTube, learn let go and never surrender (dc)... Im a killer main by the way
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Don't chase someone for too long, patrol gens they were on, push them off of this gens.
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