Gen Rush is too strong at high rank play
The deciding factor for a game as killer is if the survivors have a hard time finding your Ruin totem.
I'm rank 1-2 and if i get paired with survivors that are 1-5 they are going to gen rush because that's their only objective. It's not uncommon that I get my first downed survivor with 2 gens left, which makes for a very un-fun game.
I understand this is a difficult topic to balance, because of low rank, but it needs to be addressed.
Comments
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It shouldn't have to come to the point where you have to always run Ruin in high ranks, which leaves you with one less perk slot to mess around with. Hex totem spawn locations really need to be fixed since it's a big issue that they spawn in very easy to see locations or spawn right next to a survivor.
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@YieldingBusiness said:
It shouldn't have to come to the point where you have to always run Ruin in high ranksThis always bothers me. I never really like gamble perks in games, but it's the only defense to gen rush atm
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Gen-rushing wouldn't be a problem if pallets weren't so effective at wasting the killers time.
That's my opinion anyway
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Ag> @Doctor_Derek said:
The deciding factor for a game as killer is if the survivors have a hard time finding your Ruin totem.
I'm rank 1-2 and if i get paired with survivors that are 1-5 they are going to gen rush because that's their only objective. It's not uncommon that I get my first downed survivor with 2 gens left, which makes for a very un-fun game.
I understand this is a difficult topic to balance, because of low rank, but it needs to be addressed.
Agree with this statement. I'm not sure how to go about balancing it though. I'll leave it to people who are smarter and more creative than me lol
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@Mc_Harty said:
Gen-rushing wouldn't be a problem if pallets weren't so effective at wasting the killers time.For sure. It's all connected which is why game balance is so tricky.
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The problem is that it has been addressed multiple times and each time players have been satisfied for a few weeks, and then it was right back to the old complaints. They buffed gen times, they nerfed co-op bonuses, they buffed gen times again, they added regression, they buffed Ruin, they buffed regression. Not to mention the changes to exit gates.
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What if a version of Fire Up was built into all killers and the percentages would increase based on how fast the generators were being done. This makes it so a full SWF gen rushing squad gives the killer a massive boost to whatever stats, while some newer players that get a gen done every 3 minutes or so don't.
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kinda true
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My reply to this (as someone who teaches players how to play the game) is that you may be spending too much time allowing your self to be taken away from stopping gen progress.
The purpose of looping + chases is to waste time. As killer, you counter this simply by not wasting your time ;p
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Firstly, Thanataphobia needs a big buff. It should be an alternative to Ruin for high skill and active players. weaker in the short term. but better in the long term. Using both should really limit gen rush.
Secondly, they need to add more reason to sabo and cleanse totems.
Thirdly, more perks like Ruin and Thanat need to exist. There should be 3 or 4 choices that do the same thing, each with its own playstyle. Ruin can be played as a hit and hope kind of perk, or with TotH as a beacon to lure survivors into a trap. Thanat should be for high skill, active, non camper/tunnelers. And more need to be made.Something along the lines of: For every generator that gets fixed, a debuff of 10% occurs to every survivor. Or the opposite maybe. Permanent debuff, that goes away and maybe even increases their fixing late in the game.
Fourth: more perks could be made that speed gen progression, or buffs to leader/prove thy self/resilience and then increase gen time overall. Making those perks more desirable.
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@ThePeeje said:
Firstly, Thanataphobia needs a big buff. It should be an alternative to Ruin for high skill and active players. weaker in the short term. but better in the long term. Using both should really limit gen rush.Secondly, they need to add more reason to sabo and cleanse totems.
Thirdly, more perks like Ruin and Thanat need to exist. There should be 3 or 4 choices that do the same thing, each with its own playstyle. Ruin can be played as a hit and hope kind of perk, or with TotH as a beacon to lure survivors into a trap. Thanat should be for high skill, active, non camper/tunnelers. And more need to be made.Something along the lines of: For every generator that gets fixed, a debuff of 10% occurs to every survivor. Or the opposite maybe. Permanent debuff, that goes away and maybe even increases their fixing late in the game.
Fourth: more perks could be made that speed gen progression, or buffs to leader/prove thy self/resilience and then increase gen time overall. Making those perks more desirable.
I'm hoping it won't be too big because Ruin is counterable by being a Hex. But dead/DC'd survivors should count toward Thanatophobia for sure.
And yeah, what else do survivors do aside from scavenge items, totems, and gens? At most, survivors who want to win only have one objective to do (aside from Hexes).
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There's no such thing as gen rushing. That's like saying kill rushing.
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@MonitorZero said:
There's no such thing as gen rushing. That's like saying kill rushing.That's basically the point. It's all they have to do so it happens too fast.
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I’ve seen the idea of gens having parts that must be found. Which I like it extends the game and Survivors have something else to do.1
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@Doctor_Derek said:
@MonitorZero said:
There's no such thing as gen rushing. That's like saying kill rushing.That's basically the point. It's all they have to do so it happens too fast.
Yups that's why I think its very iffy to play right now. With how long survivors can stall on pallets loops and how little incentive there is to do other things it just makes the game overwhelmingly fast for most of the killers, especially ones that weren't for chasing.
[hurray first comment]
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True true.
I do want to see the games be reasonably slower, hopefully with the changes to the pallets it'll mean we'd see shorter chases. But I am concerned if only going to fix the issue with increasing the time of repairs, I think making the survivors spend more time finding totems (especially those godforsaken hex totems) would be a good place to start to help lengthen up the games.
Its appalling to see that a match be make or break by one perk.
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Check out this post I made about my suggestions for balance. Scroll down to the bottom to see my hex perk rework ideas and I'd really like your opinion on them.
http://forum.deadbydaylight.com/en/discussion/453/these-balance-changes-that-i-am-confident-will-help-this-games-balance#latest0 -
Right now survivors aren't scared of you at all, and that's a big factor in how fast gens get done. Factor in toolboxes, +gen boosting perks, etc, and they burn stupid fast. If a survivor sees you're in a chase/hitting a survivor it's a free generator. It's insane how fast gens are finished. I had a game where I was actually snowballing hard. Quick chase, hook. Quick chase, hook. 3 gens done. One per hook somehow. The free survivors were pounding gens then saving, and I couldn't really do anything unless I wanted to camp, and I don't want to be forced to play that way.
Ruin is our only way to counter it, and with the awful totem spawns it's a meme. It is a literal wasted slot as higher rank survivors will gen tap or just hit the checks anyway. But we HAVE to run it despite it blowing at the start of the match.
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You can always slug as a killer and keep people off gens. Mind game them correctly when in a chase, know when and when not to kick a gen, generally learn to get better. I used to moan a bit about gens being done quickly, then I learned to play properly and get better.
Use better killers at higher ranks for a start (Billy, Nurse, Huntress). That will help. Harder to master but worth it.
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Ruin, a perk that can be dissabled by the survivors, shouldn´t be a must pick.
Introduce additional objectives like parts to repair the gens, gasoline to keep them running or to start them, more levers, etc.
How about mini games? Small riddles or anything that makes the survivor experience more exciting than the boring "hold m1" to complete gens.
Gen rush exists only because survivors have nothing else to do. 1 killer can´t put enough pressure on 4 people. Especially if they use discord or teamspeak.5 -
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@SaltyKiller said:
Slugging generally isn't viable unless you're down to 2 Survivors or you have a situation where you've hooked someone and downed a rescuer and you still have someone on a hook.In general, slugging just doesn't work unless you're using The Pig and trapping them. The problem is that it takes forever for them to die when they've been downed, it gets easier for Survivors to get them back up the longer they've been slugged, and it only takes about 5-10 seconds for them to get picked back up. Not to mention that they could be running Unbreakable because of course they would.
Oh yeah, and thanks to the Emblem system, if they bleed out you don't get credit for that kill now.
Saying "try slugging to get them off gens" is really bad advice.
But if one person or even two leave gens to heal a slug, is that not slowing the game for you as killer and also giving you information as to where the healing survivors are? Slugging is totally viable and excellent advice. Find one quickly with Whispers, hook, slug another and go from there, see how fast your games go in YOUR favour
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@SaltyKiller said:
@only1biggs said:
@SaltyKiller said:
Slugging generally isn't viable unless you're down to 2 Survivors or you have a situation where you've hooked someone and downed a rescuer and you still have someone on a hook.In general, slugging just doesn't work unless you're using The Pig and trapping them. The problem is that it takes forever for them to die when they've been downed, it gets easier for Survivors to get them back up the longer they've been slugged, and it only takes about 5-10 seconds for them to get picked back up. Not to mention that they could be running Unbreakable because of course they would.
Oh yeah, and thanks to the Emblem system, if they bleed out you don't get credit for that kill now.
Saying "try slugging to get them off gens" is really bad advice.
But if one person or even two leave gens to heal a slug, is that not slowing the game for you as killer and also giving you information as to where the healing survivors are? Slugging is totally viable and excellent advice. Find one quickly with Whispers, hook, slug another and go from there, see how fast your games go in YOUR favour
Not really because you're only delaying them by about 5-10 seconds. Maybe 20 overall but it depends on the map. It makes more sense to hook them and get something out of it, moreso if you have BBQ & Chill. Slugging really only works when there's 2 Survivors left or you're in a really good situation or you're using The Pig.
You either can't read, don't understand or you're being intentionally dishonest. If you hook one, then slug, the other two are forced off gens to save, or at least one. Then you have more information as a killer to get another on a hook... them not doing gens is a good thing for you
Also...
Why would you use the Pig? :'D
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Doctor_Derek said:
@MonitorZero said:
There's no such thing as gen rushing. That's like saying kill rushing.That's basically the point. It's all they have to do so it happens too fast.
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Survivors need to have a secondary must-complete objective that they have to complete to be able to work on the gens.The new overall vacuum removal does nothing to balance things out.This way, instead of dropping the pallet, the survivor will just get downed near it, so they can get saved later.
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As someone who generally slugs a bit, it's not very viable anymore unless you snowball. Survivors are smart and without KO they'll get those slugs back up cuz they'll be near full health. While you chase one they'll heal each other. Slugging is a huge risk, even if they don't run No Mither or Unbreakabill.
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@Caretaker said:
As someone who generally slugs a bit, it's not very viable anymore unless you snowball. Survivors are smart and without KO they'll get those slugs back up cuz they'll be near full health. While you chase one they'll heal each other. Slugging is a huge risk, even if they don't run No Mither or Unbreakabill.Survivors are smart?
95% of the player base are brain dead, killers included.
And...snowball away. That's the point. But just getting two or three off gens is viable. If you can't see that then you're probably a bad killer
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I'd love to see some stats on HOW FAST gens are getting completed for the different ranks of play. If 3 GENs are getting completed in under 4 minutes then something is seriously wrong. (I'm just guessing on time here because I'm nowhere near high enough rank.)
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I think the problems is the killer doesn't have the power in a chase. Survivors can keep the power in the objective if the Killer has the power in the chase.3
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@only1biggs said:
@Caretaker said:
As someone who generally slugs a bit, it's not very viable anymore unless you snowball. Survivors are smart and without KO they'll get those slugs back up cuz they'll be near full health. While you chase one they'll heal each other. Slugging is a huge risk, even if they don't run No Mither or Unbreakabill.Survivors are smart?
95% of the player base are brain dead, killers included.
And...snowball away. That's the point. But just getting two or three off gens is viable. If you can't see that then you're probably a bad killer
Not sure if that's aimed at me, but 100% the game. Like to think I know what I'm talking about. When I slug even with KO, survivors know to run you around until they can get a buddy up, or they'll stick on gens.
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@Caretaker said:
@only1biggs said:
@Caretaker said:
As someone who generally slugs a bit, it's not very viable anymore unless you snowball. Survivors are smart and without KO they'll get those slugs back up cuz they'll be near full health. While you chase one they'll heal each other. Slugging is a huge risk, even if they don't run No Mither or Unbreakabill.Survivors are smart?
95% of the player base are brain dead, killers included.
And...snowball away. That's the point. But just getting two or three off gens is viable. If you can't see that then you're probably a bad killer
Not sure if that's aimed at me, but 100% the game. Like to think I know what I'm talking about. When I slug even with KO, survivors know to run you around until they can get a buddy up, or they'll stick on gens.
Not aimed at you really, but based on your response, you don't seem to understand that having them off gens is a good thing. What do you do when a slug is on the floor and someone else comes to help? Just stand there or actually kill them?
Even if you just get one hit on someone else before you pick up the slug, that's two people off gens. The other two can only do so much on the gens and need to help because team mates are important. If you have to chase someone who helps the slug and he/she "runs you around", then you still have two off gens, and probably three...I'm not sure why I'm having to explain this. People healing are not doing gens. It's simple.-1 -
Since it'll probably take some time to come up with a solution, I was thinking Devour Hope could have its generator repair speed debuff back as a quick fix. Maybe it could return as a post-totem destruction effect?
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I've played both and unless you're in swf group killers have mostly had the upper hand, especially the good ones and the baddies that camp 1 hooked survivor and never go anywhere after that. Wraiths have been acing whole teams as have pigs and nurses lately. The shape has gotten quite a few aces as well since most of solo queue is either bad survivors and camper killers or some good matches with both sides equally matched.
But lately it's been a flood of rage quitters on both sides for the week prior to f2p week. Killer gets frustrated because you outsmart them and no not talking looping/pallet but actually evading them by doing something unexpected. So they rage quit and you lose out on a lot. Some killers have even waited to see the offering then as the game is loading quit so that rare or better offering gets wasted or right after match starts.
Some survivors do the same they get downed 1st and then quit and it often gets worse form there with 1 or 2 more quitting. So you as the lone survivor quickly get nailed since there's no way to get enough gens done to get the hatch open let alone the gates powered.
If you try and nerf it for 1 tier you're basically screwing all the lower levels over which just starts the complaints stage and frustration all over again. But this time it affects a wider group of players because there's less higher tier players at that stage.
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@only1biggs said:
@Caretaker said:
@only1biggs said:
@Caretaker said:
As someone who generally slugs a bit, it's not very viable anymore unless you snowball. Survivors are smart and without KO they'll get those slugs back up cuz they'll be near full health. While you chase one they'll heal each other. Slugging is a huge risk, even if they don't run No Mither or Unbreakabill.Survivors are smart?
95% of the player base are brain dead, killers included.
And...snowball away. That's the point. But just getting two or three off gens is viable. If you can't see that then you're probably a bad killer
Not sure if that's aimed at me, but 100% the game. Like to think I know what I'm talking about. When I slug even with KO, survivors know to run you around until they can get a buddy up, or they'll stick on gens.
Not aimed at you really, but based on your response, you don't seem to understand that having them off gens is a good thing. What do you do when a slug is on the floor and someone else comes to help? Just stand there or actually kill them?
Even if you just get one hit on someone else before you pick up the slug, that's two people off gens. The other two can only do so much on the gens and need to help because team mates are important. If you have to chase someone who helps the slug and he/she "runs you around", then you still have two off gens, and probably three...I'm not sure why I'm having to explain this. People healing are not doing gens. It's simple.You get one down. You don't want to lose that slug right? So what next? You go chase other people off gens, or focus on that one slug hoping for someone to come in to heal? You choose to focus on that one slug.
Scenario 1: You down them super fast, and possibly the slug if they were picked up due to recovery. Now you have two slugs, that could arguably cause more trouble cuz they could easily just crawl away and stretch where you can be.
Scenario 2: They loop you and the other slug gets up. Do you stop the chase or go back and try to down the person who is injured? As you decide a gen pops.
Looping isn't infallible. A good team will get back up if you don't play it right. Sure you wasted some time, but if they just heal to full and you got 0 hooks, you just wasted time and gained nothing. I've slugged quite a few games, and Deerstalker is one of my most used perks, but it can be beaten rather easily. Especially if someone happens to have Unbreakabill.
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@Caretaker said:
@only1biggs said:
@Caretaker said:
@only1biggs said:
@Caretaker said:
As someone who generally slugs a bit, it's not very viable anymore unless you snowball. Survivors are smart and without KO they'll get those slugs back up cuz they'll be near full health. While you chase one they'll heal each other. Slugging is a huge risk, even if they don't run No Mither or Unbreakabill.Survivors are smart?
95% of the player base are brain dead, killers included.
And...snowball away. That's the point. But just getting two or three off gens is viable. If you can't see that then you're probably a bad killer
Not sure if that's aimed at me, but 100% the game. Like to think I know what I'm talking about. When I slug even with KO, survivors know to run you around until they can get a buddy up, or they'll stick on gens.
Not aimed at you really, but based on your response, you don't seem to understand that having them off gens is a good thing. What do you do when a slug is on the floor and someone else comes to help? Just stand there or actually kill them?
Even if you just get one hit on someone else before you pick up the slug, that's two people off gens. The other two can only do so much on the gens and need to help because team mates are important. If you have to chase someone who helps the slug and he/she "runs you around", then you still have two off gens, and probably three...I'm not sure why I'm having to explain this. People healing are not doing gens. It's simple.You get one down. You don't want to lose that slug right? So what next? You go chase other people off gens, or focus on that one slug hoping for someone to come in to heal? You choose to focus on that one slug.
Scenario 1: You down them super fast, and possibly the slug if they were picked up due to recovery. Now you have two slugs, that could arguably cause more trouble cuz they could easily just crawl away and stretch where you can be.
Scenario 2: They loop you and the other slug gets up. Do you stop the chase or go back and try to down the person who is injured? As you decide a gen pops.
Looping isn't infallible. A good team will get back up if you don't play it right. Sure you wasted some time, but if they just heal to full and you got 0 hooks, you just wasted time and gained nothing. I've slugged quite a few games, and Deerstalker is one of my most used perks, but it can be beaten rather easily. Especially if someone happens to have Unbreakabill.
Wow. I guess you're bad then? I mean...in both scenarios of yours you have people OFF gens. You either let them live or can't chase correctly or use bad killers
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@SaltyKiller said:
@only1biggs said:
@Caretaker said:
@only1biggs said:
@Caretaker said:
@only1biggs said:
@Caretaker said:
As someone who generally slugs a bit, it's not very viable anymore unless you snowball. Survivors are smart and without KO they'll get those slugs back up cuz they'll be near full health. While you chase one they'll heal each other. Slugging is a huge risk, even if they don't run No Mither or Unbreakabill.Survivors are smart?
95% of the player base are brain dead, killers included.
And...snowball away. That's the point. But just getting two or three off gens is viable. If you can't see that then you're probably a bad killer
Not sure if that's aimed at me, but 100% the game. Like to think I know what I'm talking about. When I slug even with KO, survivors know to run you around until they can get a buddy up, or they'll stick on gens.
Not aimed at you really, but based on your response, you don't seem to understand that having them off gens is a good thing. What do you do when a slug is on the floor and someone else comes to help? Just stand there or actually kill them?
Even if you just get one hit on someone else before you pick up the slug, that's two people off gens. The other two can only do so much on the gens and need to help because team mates are important. If you have to chase someone who helps the slug and he/she "runs you around", then you still have two off gens, and probably three...I'm not sure why I'm having to explain this. People healing are not doing gens. It's simple.You get one down. You don't want to lose that slug right? So what next? You go chase other people off gens, or focus on that one slug hoping for someone to come in to heal? You choose to focus on that one slug.
Scenario 1: You down them super fast, and possibly the slug if they were picked up due to recovery. Now you have two slugs, that could arguably cause more trouble cuz they could easily just crawl away and stretch where you can be.
Scenario 2: They loop you and the other slug gets up. Do you stop the chase or go back and try to down the person who is injured? As you decide a gen pops.
Looping isn't infallible. A good team will get back up if you don't play it right. Sure you wasted some time, but if they just heal to full and you got 0 hooks, you just wasted time and gained nothing. I've slugged quite a few games, and Deerstalker is one of my most used perks, but it can be beaten rather easily. Especially if someone happens to have Unbreakabill.
Wow. I guess you're bad then? I mean...in both scenarios of yours you have people OFF gens. You either let them live or can't chase correctly or use bad killers
Just humor us dude. What rank are you?
LOL the implication being that rank means something in this game? Okay, I'll bite, because your responses from this point on will be even more golden...
Right now? 14? 16? Not sure... I don't play as much considering the content drought the last month and bugs the month before. If I play enough..red ranks. Just like you
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This is why Nurse is the only true viable Killer. Dead by Daylight is a "scripted" game. A majority of pallets are safe (absolutely must be broken and cannot be mindgamed), waste a lot of time, and generators take little time to be completed, too much so in comparison to how long chases last. As such all it takes to win a vast majority of games is to do gens if you aren't chased, and loop if you are. Even playing safe and just dropping pallets when you are at risk of taking hits, without getting stuns or anything, is enough to secure a victory. That is the "script" of the DbD.
Any Killer that cannot break the script of looping and doing gens stands no chance against competent Survivors. Most that do still have drawbacks that may end up hurting them more than it will ever help them (Trapper wastes time setting up, Shape wastes time stalking, etc.), or are too inconsistent in their ability to be truly effective (Doctor cannot cancel most loops, Huntress has slow windups and hitbox issues, etc.).
Not even Ruin will save you against good Survivors because the skillcheck is not that hard to hit. It is not really a "skill"check but more of a V-Sync-check. It tests to see if you went into the config files and turned off V-Sync. If you did, you can hit it consistently with a bit of practice.
Nurse is the only Killer who can consistently break the script of the game and it is sad. You can try different strategies on other Killers, builds, sure... You may get somewhere with insta-windup Huntress for instance. But Survivors always have the ability to adapt. Like with the talk I see about slug builds. Easy solution: Unbreakabill. Slugging is now more useless than it was before, and it already was not an effective strategy. Unless you play Nurse, of course.
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@Spudbar said:
This is why Nurse is the only true viable Killer. Dead by Daylight is a "scripted" game. A majority of pallets are safe (absolutely must be broken and cannot be mindgamed), waste a lot of time, and generators take little time to be completed, too much so in comparison to how long chases last. As such all it takes to win a vast majority of games is to do gens if you aren't chased, and loop if you are. Even playing safe and just dropping pallets when you are at risk of taking hits, without getting stuns or anything, is enough to secure a victory. That is the "script" of the DbD.Any Killer that cannot break the script of looping and doing gens stands no chance against competent Survivors. Most that do still have drawbacks that may end up hurting them more than it will ever help them (Trapper wastes time setting up, Shape wastes time stalking, etc.), or are too inconsistent in their ability to be truly effective (Doctor cannot cancel most loops, Huntress has slow windups and hitbox issues, etc.).
Not even Ruin will save you against good Survivors because the skillcheck is not that hard to hit. It is not really a "skill"check but more of a V-Sync-check. It tests to see if you went into the config files and turned off V-Sync. If you did, you can hit it consistently with a bit of practice.
Nurse is the only Killer who can consistently break the script of the game and it is sad. You can try different strategies on other Killers, builds, sure... You may get somewhere with insta-windup Huntress for instance. But Survivors always have the ability to adapt. Like with the talk I see about slug builds. Easy solution: Unbreakabill. Slugging is now more useless than it was before, and it already was not an effective strategy. Unless you play Nurse, of course.
While I agree with some of what you said...nobody said anything about "slug builds", just that it was viable. See Zubat.
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@only1biggs said:
While I agree with some of what you said...nobody said anything about "slug builds", just that it was viable. See Zubat.Ah yeah, didn't really mean full-on slug builds, not sure why I typed that. Regardless, slugging as a strategy is not super effective until someone is actually dead.
You stop one person from doing gens until they recover, then they use Unbreakabill or wait for someone to rescue them. In the meantime you maybe chase someone else and break a few pallets in the meantime. All the while, 1 person will remain uninterrupted doing their generators. You make insignificant progress toward your goal because you broke some pallets, meanwhile the Survivors were really only inconvenienced.
I mean, slugging may work against disorganized/weak Survivors... But when it comes to optimal Survivors following the "script" it's not very effective outside of Nurse and is actually counterable by Unbreakabill, in which case it actually hurts you more than it helps.
The best you can do otherwise is slug temporarily to hit someone you believe is close by. If they are dumb maybe you can commit to downing them, but again if we're talking about good players versus something that isn't Nurse, that's not going to happen.
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@Spudbar said:
@only1biggs said:
While I agree with some of what you said...nobody said anything about "slug builds", just that it was viable. See Zubat.Ah yeah, didn't really mean full-on slug builds, not sure why I typed that. Regardless, slugging as a strategy is not super effective until someone is actually dead.
You stop one person from doing gens until they recover, then they use Unbreakabill or wait for someone to rescue them. In the meantime you maybe chase someone else and break a few pallets in the meantime. All the while, 1 person will remain uninterrupted doing their generators. You make insignificant progress toward your goal because you broke some pallets, meanwhile the Survivors were really only inconvenienced.
I mean, slugging may work against disorganized/weak Survivors... But when it comes to optimal Survivors following the "script" it's not very effective outside of Nurse and is actually counterable by Unbreakabill, in which case it actually hurts you more than it helps.
The best you can do otherwise is slug temporarily to hit someone you believe is close by. If they are dumb maybe you can commit to downing them, but again if we're talking about good players versus something that isn't Nurse, that's not going to happen.
Your name looks familiar so I presume I've seen you in someone's twitch chat, but I'm still staggered as to how many think slugging isn't viable unless end game or someone is already dead. I'll just reference Zubat again instead of trying to explain for the thousandth time.
I also don't know why everyone holds ANY tactic up to "good" survivors...a team of good survivors are always going to beat the killer...no body with a brain denies that..but those instances are so few and far between, because the majority of the player base is stupid. It's just how it is.
Slugging works. You either know how to do it properly and at the right times or you don't, but if done correctly, it does help.
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@WebMonkey said:
I'd love to see some stats on HOW FAST gens are getting completed for the different ranks of play. If 3 GENs are getting completed in under 4 minutes then something is seriously wrong. (I'm just guessing on time here because I'm nowhere near high enough rank.)5 gens can be done in 3 minutes on high ranks.
No BNP included. Then it would be even faster.2 -
@MonitorZero said:
Doctor_Derek said:@MonitorZero said:
There's no such thing as gen rushing. That's like saying kill rushing.
That's basically the point. It's all they have to do so it happens too fast.
So get ruin? Or switch to a more aggressive killer?
Ruin gives the killer at maximum 1 extra minute.
Killers on high rank are forced to play Nurse, Billy or Huntress. Let´s have 11 (soon 12) killers and only 3 are viable. Ever wondered, why survivors only encounter Nurse and Billy all day on high ranks?1