Would a Gen Prevention/Blocking meta be healthier then a Gen Regression/Slowdown meta? Let's Discuss
This has been a idea I'm sure a lot of people have been thinking of for a while, what if we shifted from perks like Pain Res, Surge, Eruption, etc, to perks like Merciless Storm, DMS, and Deadlock?
Let's look at this from 2 angles, Balance and Psychological
First, balance
I think a Prevention Meta with things like Entity Blockers and Incapacitated would be overall healthier then the Regression meta we have right now, Regression, especially when combined with some killers (CoughXSkullMerchantXCough) and a strong 3 gen, matches can last a eternity, similar issues would arise with a Prevention meta, but I think it would be overall healthier, since gens would be blocked from gaining more progress rather then losing it, which would mean that games would be overall faster while not ending in under 5 minutes, survivors would spend more time looking for gens that aren't blocked, which means that they would be at greater risk of being found, which would mean more interactions per match, which is always a good thing
Second i want to look at the Psychological aspects, lets be real, no one enjoys working on gens for long stretches of time only for it to get Pain Res'd or Erupted, with a Gen Blocking meta this wouldn't really happen, if a gen get's blocked you can just go look for a different gen rather then have to work on the same gen for even longer then you would want to.
I say we buff Prevention perks and nerf/rework some of the current regression perks into prevention perks, it would be overall healthier for the game and encourage more interactions just by making survivors look for unblocked gens
What are your thoughts?
Comments
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Depends really.
I think the gen kick perks themselfs aren't bad but the problem is when all other factors together (gens being too close together, stacking many perks with the same purpose, etc.) can create a problem and it doesn't have to be just gen kick.
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I think the biggest difference between the two is consistency. Gen regression your always getting some value from it as long the survivors aren't touching it or if its a burst regress like pop. While gen blocking you really only get value for it if the survivors want to go to the gen, but a block gen that a survivor doesn't even go to is lost value.
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I don't think its that black and white.
Right now gen blocking feels contained, not too strong but their effects have limited applications. Like you can only have 4 Deadlocks, 1 corrupt.
Gen regression feels overwhelming when is stacked or doesn't stop. CoB/Overcharge being always available creating this 3 gen meta, because the killer has regression power and no incentive to chase survivors. While regression as reward like POP, Jolt or Pain Res might feel overwhelming if survivors is doing bad, it also does nothing if the killer is doing bad.
It's kinda of a weird situation. If you buff Blocking to be more common like regression, i am not sure if psychologically survivors would find it more fun, i think doing the gen will be more fun than being forced to wait.
One thing that maybe some killers should understand, gen regression is a double edge sword against gen rushers. Regression perks don't matter if you can't get to the point of applying them. The best effective counters to gen rush are Corrupt, Deadlock, NOED, NWO and fast chases.
Kinda weird that one is more effective when you are down while the other while also effective makes stomps much harsher.
Things are not simple.
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If they’re not chasing survivors and spending more time kicking gens, then they’re not winning.
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eruption granted 25 second incapacitated and this was deemed too strong. Incapacitated is debuff version of gen-blocking and this was easily one of the strongest gen-blocking type perks for killer that the game has ever had.
The second strongest gen-blocking perk that used to exist was dead man switch and it had 45 second block window. Artist proxy camping and facecamping hooks with this was not very fun to play against. The perk is ok in principal where pushing people off generators block the generator as some form of pseudo gen pressure but the interaction for survivor has similar fun factor as incapacitated eruption.
Deadlock is another gen-blocking perk that anyone who enjoys camping hooks will easily put into their killer build and its weird perk because you get guaranteed unearned pressure. its creates that whole stigma of generator racing vs camping that is not too particular interesting.
Corrupt intervention is other perk that is similar to deadlock. A strong early chase from the killer that results in less generator being completed gives opportunity for the killer to trade generators for potencial hook-states.
Overall, I think entire archetype incentives hook camping more then anything else. I do not think that survivors particularly enjoy hook-camping from the killer and the interaction of these perk is really low for survivor. I am personally not a big fan of these perks when playing against them as survivor. they are not fun for me to play against. at the same, its hard to say whether 3 gen camping is better form of camping then hooking camping.
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Let's not go there. This was happening in the previous patch with the 3 gen kick meta of CoB/Overcharge/Eruption. It's arguably still happening with SM.
Also, if you are going to respond by saying that it wasn't like that, just save it.
Here "It wasn't like that".
I just don't want to hear it or get notification for the same argument over and over again.
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