What is wrong with Gen times?
Usually the first gen pops after less than a minute, most of the times 30 - 50 seconds. How is that even fair. Im not even able to look at every gen on the map before one pops
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It is fine. The first Gen is usually the fastest (especially if it is that fast, this means all Survivors spawned together and it will take some time for the next Gen to pop). And the last Gen can take longer than the 4 previous Gens combined.
You can expect to lose at least one Gen pretty early and yet you can win with 4 Gens left. IMO the first 2-3 Gens are not that important as long as you have pressure afterwards. Because the goal is to kill all Survivors before they have 5 Gens completed, not to finish the game with 5 Gens left.
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In my last game 2 gens in under a minute. How the ######### are you able to play this game when gens pop so fast
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It is not uncommon for multiple survivors to spawn together near a gen and have them immediately work it. This is fine! Most of the time, this gen is likely located in the corner of the map and may haunt the survivors later when they are down to only 2 gens.
As a killer, the beginning is the hardest part. If you want an extra edge then, consider Lethal Pursuer if you have it. But remember, the end is as important as the beginning, if not more. It's often very possible to come back from a bad start, so don't give up!
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That is the current pacing of the game.
You typically lose 1-2 gens for your first chase, assuming your first chase starts immediately. Of course this varies from killer to killer and survivor to survivor. Sometimes you'll get a super quick down (30 seconds) and lose 1 gen, sometimes you take about 80 seconds because the map still has all its ressources and you lose 3 gens. On rare occurences you might even get a down after 60 and not lose a single gen (this is usually when you should be worried because you can expect to lose 3 gens shortly after).
There is a perk that can help with this (Corrupt Intervention, teachable of the Plague) but other than that, you are expected to play around however many gens you have left. Which is why you'll need to capitalise on every bit of pressure you can build up as killer and probably use a second slow down perk like Jolt (depending on your killer).
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Its not about 5 gens - 12 hooks i need 2.5 hooks /gen.
More like this is the amount of time i have to snowball and win.
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If Killer is able to snowball then it would only make sense to allow survivors a counter.
As long as tunneling remains as an option in the game, gens will continue to pop rapidly. This is balance.
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If a gen pops that quickly, it's because all survivors spawned together on that gen. It's not ideal, but it's not unrecoverable.
The first couple of gens will always pop quicker than the last couple gens, this is normal. It's normal to have a couple gens pop before you've scored many if any, hooks. You can still 4K under these circumstances.
After this first gen pops, you will be pressuring survivors, they will not be grouped up, and with any luck you will be interrupting gen progress, so subsequent gens will be much easier to defend, on average.
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Its not fine when survivors don't try to mindgame and loop.
Mathematically speaking, a God pallet extends a chase by about 20 seconds. If you hold shift + w and just predrop a few god pallets, you will lose the game every time. Watch any competitive match and see how often they just predrop pallets.
And it leads to the problem we have now of killers being forced to camp, tunnel, slug, and play in unfun ways in order to win. Wouldn't it be better if none of those killer things were possible and the game were balanced around hooks and chases instead of proxy camping for kills?
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I lost once 2 gens when I downed first guy in about 20s. It was rbd survivor was spawned to exit I went there immediatelly and landed hit. Well the gens popped after I put her hook which was on 30s mark. They had 3 brand new parts I think.
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Debending on killer the game is balanced around chases. Nurse, blight, spirit and wesker and good huntress can go for chases and still win comfortably. They might lose few games here and there but you are not supposed to win every game.
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And that is the problem, blight nurse and spirit should not be part of this conversation. Why would you say: "we cant balance this because these 3 killers" when there are 30+ other killers that are in a horrible state. Would it not be easier to change the 3-4 killers that are a problem and then balance the core gameplay to be more fun for everyone? Rather than trying to balance the 30+ other killers? Especially when people already think that blight and nurse are a problem anyway?
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For sure they should close the gap but I still don't think wraith or blight should be equal when played perfectly because obviously blight is much harder but still too strong with his add ons and many rushes. Well hillbilly is hardest killer he would deserve buff to be A tier at least he is too weak to be that hard to play.
But before closing any gap with killers also the gap between console and pc should be closed. Console players should receive buffs aim assist better sensivigy settings etc. M+k support. Anyway I only see weskers mostly in my games and they go for chases so most my games are chase games. Typically even B tier killers go for chases. Really only swf is problem why the game can't be just chase even now.
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People who think it’s fine to lose 1 or even 2 gens quickly often turn out to be the same people who can’t understand why killers end up tunnelling and camping.
The pace of the game should be slower and in turn camping and tunnelling should be very sub optimal strategies or even outright removed as options. Then the game could be in a much healthier state.
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Survivor and killer progress are not linear. As the game goes on, the killer forces survivors to use more and more of their resources, making subsequent hooks come easier, and the survivors become less and less safe doing the remaining gens, making those later gens come slower. Also, when you hook someone, that's at least two fewer people working on gens (1 on hook, 1 going for rescue, even more if you then subsequently start another chase). Getting hooks and going for more chases slows down generators.
This isn't hockey despite what the developers have said in past, the team that gets the first goal or two done is not necessarily at an advantage.
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Probably people duoing a gen or strong toolboxes which I see very often nowadays. As long as they're not breaking your 3 gen immediately it's normally not that bad.
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Killers begin the game at their weakest. They have zero pressure, they don't know where any survivors are (unless you bring Lethal Pursuer), all the pallets are up, all breakable walls are up, and the survivors are all gonna be on gens quickly because there's no unhooks or healing needed to be done.
The job killer has is to gain pressure by (usually) downing and hooking survivors quickly to force even more survivors off gens to get saves and heal. This in turn greatly slows down gen progress which is by far at it's quickest at the start of a match.
Yes, it does feel pretty demoralising to have two gens pop by the time you get your first hook, but that first hook is what will start slowing gens down and buy you time to get more hooks which means even more gen slowdown.
This is ignoring of course a full team of survivors bringing BNP toolboxes and gen speed perks which... I mean if they're good there's not really much most killers can do against that anyhow.
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#########? My solo queue teammates can't even manage two gens before ten minutes has passed.
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You actually believe this or you gas lighting?
Killer have always tunneled, camped, and slugged because it's easy and takes zero skill.
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If you think that this is an issue, you still have much (or better: the most) to learn.
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You have to remember that at the start of a match, killer is at their weakest. All resources are still up (pallets and breakable walls) and there are 7 gens to patrol. Losing a gen quickly is sort of to be expected.
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It's proven the game becomes easier when someone is out. Why would we not tunnel? 4 survivors is very hard to deal with if you aren't Nurse.
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That is generally why gens are kept at the speed it is and gen regression is highly regulated.
I doubt anything would change unless the core mechanics of the game is changed. No point in complaining about gen speeds or tunneling since tunneling is tied to the core mechanics.
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The only way that is mathematically possible is that the survivors brought strong, gen speed items/perks. There are two things you should know in that case:
- The Survivors have used a good chunk of their perk and item resources. Which means not only are they weaker for the rest of the match, but they likely don't have many perks to help with other aspects. Anti-camping/tunneling, chase, healing etc.
- You have every right to bring gen slow down perks to counter this. Sometimes you bring fun perks and go against a sweaty team. Sometimes the survivors bring fun perks and go against a sweaty killer. Not everyone agrees on how seriously the game should be played. That's just how things are.
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2 Gens in one minute is indeed possible. If the Survivors spawned on two separate Gens and worked on it in pairs. But this means a) the Killer was not doing anything for a minute and b) that the next Gen will not pop that soon.
So it is not really dramatic if the Killer loses 2 Gens really early.
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My fault, I assumed that in that time, you are chasing one survivor, so only 3 would be doing gens.
On a side note, if its taking someone over 30 seconds to start a chase (unless you're playing a setup killer), I'd recommend learning where survivors are likely to spawn. Running lethal pursuer for a couple matches should help. You don't have to keep running it, but a few games will help you see survivor spawn patterns.
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We had a gen kick meta for several months, where in some games gens weren't getting any progress, and camping and tunnelling were still prominent complaints. Not sure how they could feasibly be removed.
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This does not really make sense.
As @Nazzzak has written, we had a Meta with Eruption, Call of Brine and Overcharge for a few months. And during this time if you ran this combo, you actually had to try to lose a game. This was so much Slowdown that you dragged the game to the point where no ressources were left. And yet, even during this time, camping and tunneling were still a thing. You can make Gens take 2 minutes and yet you will still see camping and tunneling.
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well, while one site keep getting basekit anti tunnel and anti camper stuff, the other side (killers) have to play with some locked perks, one is Corrupt intervention+1 extra anti gen perk (thats why i rarely play killer now). once you accept that you only have 2 perks you can change, the game becomes better.
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Just killer not giving enough pressure.
Git gut.
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Generator completion times are very short. You can not visit each one to check for survivors before they are done.
Reduce the impact of this via killer choice and perks. Start another thread or check videos if you are legitimately wondering how to have a better match start.
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On average I'd say the first gen is completed in the first 30 seconds of the game. My only way to stop that is using lethal pirsuer and go straight to them, so they can't work on it.
One tip to avoid getting stressed out in this heavily survivor sided game is to imagine the game starts with 4 gens, and the first gen popping is actually the beginning of the game.
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my last pig game was 3 gens before i could even reach the first survivor... Good thing I:m good because I got the 4K at 2 gens anyway... But still ridiculous. It was at most 1 minute and the 3 gens popped almost at the same time
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You must have missed the part where I said the developers should do something about camping and tunnelling. I’ve even believed in the past and still do to this day really that the developers could simply make those strategies impossible for killers and then balance accordingly from there- with Gen speeds being a factor that can be adjusted.
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Several streamers are currently attempting to break each others "repair 5 gens + open exit gate + escape" record. Which is below 3 minutes.
This is fine...
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And several people are also on killer win streaks that are in the hundreds, if not thousands of games.
Last I saw the win streak records for clown and twins were over 800 games.
This is fine...
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very recklessly
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Well this is the reason why to this day killer is and probably will always be the more stressful role.
Having to micromanage against 4 people that have such a headstart will burn out every casual killer over time. Or turn them into another camping, tunneling, slugging reliant player that then gets complained about.
Only a low percentage will have the necessary motivation to preserve through the first few hundred HOURS to get resilient and competent enough to keep going.
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The legendary Twins main the devs base their balance decisions around. I can count the times i have encountered a Twin this year on one hand. Each time i should have bought a lottery ticket...
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