Gen Speeds are SUPER FAST.
I played 10 solo queue survivor games today, escaped in 8 of them. Gens got done very quickly in most of them. The 2 games I died in was to a tombstone Myers who insta killed me and a Nurse who tunneled me out of the game. Actual tunneling not what everyone crys about with tunneling. Outside of that very little challenge. Half the games I don't even see the killer until 1 or 2 gens are left. Feels like every 3 out of 4 survivors have adrenaline and killer just gets rolled all the way. Checked the build in these games and many of them don't even have toolboxes. A random Gen speed up perk here and there but nothing crazy.
I switched over to killer and the situation pretty much stayed the same. You simply cannot play an M1 killer at whatever MMR I'm at. I'm not a god at killer but I'm also not bad. I understand spreading pressure around the map, pressuring gens, dropping chase when someone is wasting my time. There simply is just not enough time to do anything with most of the killers in this game. Not bringing Corrupt Intervention just feels like a death sentence especially if you don't find your first chase within the first 30 seconds. Multiple gens are being worked on at the start because the survivors are smart and it's basically GG, god forbid someone brings buckle up and ftp combo or hooks start getting saboed.
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I had this similar quote whenever I said Im doing fine as killer...
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I really don't get hard m1 killer players, it's boring for both sides unless the survivors have a ego issue.
It's actually wild to me how unoften people split on gens on the beginning. It's so simple and so free. Prove isn't even a come back in that regard anymore.
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In the last survivor games I played, I escaped a bit more than 60% of the time (all gates) and the matches we lost were almost always because we ended up in a 3 gen. A 3 gen that the killer didn't defend from the start be we rushed ourselves into. 1 was a pretty damn good Huntress with Pain Res and Deadlock, who got someone hooked in the basement.
Now, those killers weren't top tier players but we weren't either and I am still pretty bad at looping. We somehow managed to outpace the killer nearly every match though. I only brought one med kit and I used some off meta builds (even got 3 adepts).
The sample size wasn't large though, so I'll only say that it felt pretty good. With more games this might change.
Edit: Someone please let me in on how to pressure gens! In over 2.4k hours I have never met a gen I could pressure (one time I even kicked the same gen over and over again the entire match). These things really have nerfs of steel.
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Pretty much the same for me. I am using my best loadouts possible on Trickster, Legion, Xenomorph. I think my average hook count is probably 5 in the couple hours i have been playing today.
I am playing my absolute best it's not enough to stop all the gens from being done.
I'm honestly okay with it though because i think the games should be close. Before this MMR change too many of games were too easy and then i got the rare game that felt impossible.
The problem is though loadout variety has taken a nose dive. There is no wiggle room to use anything but the best things. The game is going to get boring with no variety.
Can the developers really balance this out? I think it will be extremely difficult.
I think they have three options :
- Work on balancing all loadout options. This would take a hell of a lot of time and work.
- Increase the skill range of the matchmaking. This would mean the skill difference between players in the match would be larger which would allow the better players to not have to play as hard. Essentially this would be reverting the MMR change.
- Remove SBMM and go to having no matchmaking at all or go back to ranked based matchamking OR a new type of matchmaking.
I believe they are going to attempt to do the first one.
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As a strictly m1 killer player I promise they're fine and viable and I'd even argue they're in the best spot they've ever been in (unless you're Freddy plz don't play Freddy).
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Gens are flying because survivors have not any objective only gens.
Hex perks are garbage, killers are not using. No need to cleanse dull totems.
Boon perks are garbage, survivors are not using. No time wasting with blessing totems.
Searching chests is waste of time because mostly you will get garbage brown items.
Survivors are usually not healing because focusing on gens is more effective strat atm.
No surprise gens are even faster now. Thanks to BHVR for this boring new meta.
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I've been using Overzealous + Inner Strength + Counterforce with a map (red twine and odd stamp add ons) and I've been having really good games and yeah, gens are actually getting done. It's likely an effect of the recent MMR changes, but I feel like I save time or at least am using it more efficiently with this build. Team mates don't have to jump off gens to heal me, I get decent gen progression (especially with hex totems), and the map means I don't waste time searching for totems and Counterforce lets me cleanse them faster. Plus I can find gens in late game much easier.
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But high MMR survivors do gens faster so won't that just make the issue more common?
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I feel like my games have been faster
I consistently get games that are done in 8 or 10 minutes
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Survivors rarely or never miss a skill check which also accounts for gen rushing
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Who care, let's ner... i mean change 3 gen, stbfl, UW next year.
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Gens are not too quick. They're already a chore at the current speed and as a survivor main I very rarely stack with other survivors on a gen. If you're struggling it's likely because you're committing to a chase with a player who has tried to distract you and is good at looping. Leave them and go after other people who are sitting on gens. The amount of matches I've had where three gens pop within 2 minutes is always because killers get tunnel vision and over commit to one survivor who they get obsessed with downing. Rather than expecting the game to be changed and made yet more dull experiment with your play style first.
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The main problem is the current gen regression meta, it's pointless to equip those perks unless you are already stomping from the very start. The current meta doesn't slow down the game at all, on the contrary, it makes the games more one-sided.
Survivors who have a bad start have the impression that it's impossible to finish an gen, but killers who take too long getting their downs will get no value from them. This makes weak chase killers even weaker.
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Just had a match where I equipped Pain Res and Pop and I was able to quickly use up all the hooks for Pain Res. Lost Pop once or twice due to a decision to chase instead.
Survivors were fast, nonetheless. The end result was a 3K but the 3rd survivor I caught while running towards the gate. This individual was also very close to me when bringing survivors to the hooks (I always heard footsteps but she never had a flashlight for any kind of save). In fact, to stop one survivor from being sacrificed all gathered at one hook and this made me drop Renato. But got 2 hits. This helped with subsequent chases as the majority of the team was injured.
I felt I was able to apply pressure constantly and hook positions were in my favour. Because there was a "gathering" (see above) and one surv was wasting time following me (I never stopped for a hit) I found it alarming that they managed to do all the gens.
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You don't pressure gens. You're the killer, not the saboteur, and gens aren't your objective. Survivors are the objective. You pressure survivors, not gens.
And I know this is just a snarky comment on your part, but in case you or anyone else reading this actually wants to know, you pressure survivors by staying in chase, and closing chases quickly.
Staying in chase you can use perks like BBQ, lethal, or another info perk of choice. If you have no information you are wasting time going the wrong way.
Closing out chases quickly is mostly a game sense and experience issue. There are guides for pretty much all of these:
- Are you mind gaming the appropriate loops?
- Are you breaking pallets from the correct side to pressure survivors into dead zones (ie giving them a zone wall side or letting them run into the map)?
- Are you familiar with which loops are 'weak' or 'strong' so you can only break the pallets you actually need to break?
- Do you know which breakable walls are helpful or even mandatory to break early? And which ones to avoid breaking as much as possible? (Dead dawg and Midwitch)
- Are you zoning in general, or just blindly following the survivor in chase?
- Are you looping tightly or taking very wide corners?
- Are you giving them 2.7 seconds of head start for no reason by kicking gens mid chase? (Or even weak/loopable pallets mid chase)
- And most importantly, are you actually trying to get better at chase, or are you just throwing up your hands and blaming the flavor of the month perk for your problems instead of trying to improve?
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Well the vast majority of my matches the killer will tunnel someone out of the game as quick as he can no matter how much gens are left, so I need my team to do gens as fast as possible.
Is a toxic circle.
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I mean, why you got score event for damaging generator then if gens are not objectives for killers?
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You also get points for breaking walls and pallets. Points aren't just for objective events.
You get *the most* points for escaping as survivor and sacrificing survivors as the killer.
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I don't know what is going on with the matchmaking, but I am constantly getting sent to fight against survivors who are clearly more skilled than I am.
I don't think that is high MMR, but if it is then I don't belong there.
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It's tied to the Gatekeeper emblem. With the same mindset, unhooking teammates isn't an objective to the survivors... but we both know your emblem would suffer, as would your overall success.
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My experience:
I used to be 30/30/40 player (Solo/SWF/Killer) but since weeks it is more 20/10/70. I enjoy killer a lot recently and i am a little bored and burned out playing survivor.
During the time period of a month i have no idea how many hundred rounds i played but across my killers it was about 11-12 prestige 50 level ups. If someone wants to do the math, go for it.
Mostly i played Knight, Wesker and Trapper and a couple of Nurse, Demo and Wraith in between.
So far i lost 2 matches. Yes, two matches including Trapper and Knight, both lost by playing Wesker. On top of that, most matches were total stomps with 3/4/5 gens up. From my perspective, survivors dont even stand a chance, no matter if they have 8000 hours or 1500 hours, no matter if SWF or solo. Its always the same with some extremly rare exceptions.
I mained killer at a time where it was REALLY hard compared to this Kindergarten we have right now, and probably because of that i am used to strong survivors having the upper hand in general, which is not the case anymore. I learned from the best and i still do and stoped blaimed the game that it is impossible to win. If Otzdarva can do 50 wins with the Trapper (who has not much comp experience), i can do it aswell.
This sounds probably very arrogant but i promise it is not ment that way. Try to get better instead of moaning about how unballanced the game is (by the way in pub games, killer have the by far higher winrate). There are plenty of ways to get better, choose every single one of them you can find. You will become very strong if you trust that you can win every single round if you just play better. Analyse your mistakes after every round. It helps to record your games, you will realise so many mistakes.
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You ever mix up your killer abit? Each killer tracks a different MMR, so swapping to a different killer you don't normally play can provide a bit of relief as long as their toolkit isn't SUPER unique (Going from Myers to Pig as opposed to going from Myers to Nurse).
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Nah, I basically only play Freddy.
If I were to mix up, it would be from Freddy to Hag, I suppose.
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Thats something normal. During every event where survivors just have to finish gens, the gens fly like there´s no tomorrow.
After the event stops, gens usually slow a bit down.
Its always amazing to see how fast gens can really go.
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Hag doesn't play like Freddy. She's fun, but the skillset you've learned doesn't really transfer. Maybe try Clown... just a suggestion. He's a 115% killer like Freddy who's power can also be used to shut down loops on the go.
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No way I'm using Clown again, not after the hell it was to take him to P3.
Freddy and Hag are my favorites, but I'm not sure where in the MMR abyss my Hag is. I'll just have to find out, I suppose.
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You're missing the point... I'm not advising you to swap to another Killer you've played alot. Any killer you've spent time on has its own MMR established. Killers you HAVEN'T tried yet...don't. Their baseline MMR is going to assume you're a little better than a complete newbie.
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I'd like to know where these genrushers are at because in my lobbies it takes 4 minutes for the first gen to pop. Absolutely no one is pushing objective.
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Ah, now I get it!
Though I don't think there is a killer I haven't tried yet that I am interested in.
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Dude I don't know where you're coming up with this. These killers are horrible. Trapper, Myers, Freddy, Ghostface, Legion. The pace that survivors are working at chases are just to long even when you manage a quicker chase. The lack of movement speed and any form of slowdown in their kits is really killing these "killers." Corrupt feels needed and some type of snow ball needs to happen.
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I'm very self aware of how long I'm chasing. I try not to chase one survivor for more then 30 seconds or let's say 2 pallets. It doesn't matter. I'm talking about M1 killers for the most part. Drop chase and try and find someone else which sometimes takes 30 seconds by itself with the lack of movement speed and map size. It doesn't matter someone is always on a gen somewhere.
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You don't have to find a new main. Just saying to try screwing around with a new 115% killer for the day. You might end up even being surprised and liking it. I've had THAT experience more than once.
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What platform do you play on? It's easier to show rather than just chat on the forums.
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That's more of a problem with those killers than m1 killers in general.
Which like bottom tier killers are bottom tier yes but m1 killers power level are all over the place and the good to great ones are well positioned right now with no DH or MfT in the meta.
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I'll keep this in mind, and if anyone sparks my interest I will try.
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I think that damaging generator is the small objective for bigger objective, which is the final goal of the killer: sacrificing survivors. This means killers should not let survivors escape. How does survivors escape? By repairing gens. How will you stop survivors doing this? By regressing gens.
Personally I think breaking walls and pallets are also part of the objectives since it is the natural process of chasing survivors. And the reason why escaping/sacrificing survivors give the highest points would be because it is the ultimate and final goal for themselves.
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I keep saying that this is what happens when survivors actually do gens. Weirdly enough the game isn't actually balanced around survivors efficiently doing gens.
And yeah in many games, especially at lower MMR that's fine. People are doing archives, they're messing around teabagging at each other, they're hiding in lockers or behind rocks the second they hear the terror radius, or they're simply spending time looking for gens.
The moment 4 survivors focus on doing gens as efficiently as possible though, they time unhooks well and don't spend needless time hanging around waiting for the killer, they get right back on gens the second the killer leaves them, they know where all the gens tend to spawn and beeline for another the moment they finish one, then gens just pop really quickly.
This isn't even an issue of toolboxes or perks, you can have 4 survivors not bring anything that speeds gens up, they need only actually focus on doing gens quickly and balance kinda falls apart.
Not much BHVR can do about it though because if they make gens take longer basekit, then solo queue is even more miserable. Gens can take an age to complete as it is in certain games.
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You're misunderstanding.
I'm using 'objective' to mean 'the primary goal that everything you do in game should be aimed towards'. In that sense, pallets (and gens) are not the most important thing in the world for the killer. Everything the killer does should be helping them kill survivors, and everything survivors do should be helping them escape.
It feels like you're using 'objective' as 'something you can do in the game'. Which is just an 'activity', not a goal.
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If your goal is just to kill people, getting 4 slugs after the survivors finished all the gens in record time and everyone dying on first hook is the same as 4 ppl dying after 12 hooks and 0 gens getting done.
If your goal is for emblems, gens matter. It's more important to chase the guy on a gen than the guy on a dull totem. It's good to pick who to chase rather than going after the first thing you see and insisting you'll just end your chase super fast and get around to that other guy in time.
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Maybe YOUR not, but that's not going to be universal.
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I know how to pressure survivors. But the comment "jUsT PResSurE gEnS" has persisted for years. It does not work that way. There is no easy way to slow the game. The only way to stall is to either play for a 3 gen, which is getting nerfed (good thing but still) or play like normal. That however requires you to play against the survivors and if they aren't bad (or at least do the bare minimum) you are in a tough spot.
Gens don't slow down just because you walk around the map. They don't slow down much even when you chase a survivor. 3 survivors still easily outpace you. Hell, one survivor on gens almost outpaces you, if the others are at least somewhat capable.
Now to your suggestions:
Are you mind gaming the appropriate loops?
This is impossible to answer because on one hand, every survivor might fall for different mind games around different loops and on the other hand, you don't get to mind game anyway when the survivor pre drops and makes distance, which is a very popular play style.
Are you breaking pallets from the correct side?
Doesn't matter for most pallets because there are only very few secluded loops. Most connect into at least 2 more on either side. On the ones, that do matter; of course. That is one of the first things you learn as a killer.
Are you familiar with which loops are 'weak' or 'strong' so you can only break the pallets that you need to break?
Again, if the survivor pre drops and maintains distance, it doesn't matter at all, which pallets are weak or strong (as long as they aren't Ormond table level of pallets). Most pallets, you need to break anyway. Even if you can get a hit around a loop in 10 seconds, that is still too much time. It's better to break the pallet after you get the hit / down and then move on, so nobody else can use it. Otherwise you will never create dead zones, which overall doesn't help you speed up chases and puts you in a losing position.
Do you know which breakable walls are helpful or even mandatory to break early? And which ones to avoid breaking as much as possible?
Easy. 90% of them are no brainers and not situational at all. You always know, if you want to break them or not. That is pretty easy to know. The exception are the 2 breakable walls on the second floor of Dead Dawg's main building that open an actual infinite. That can happen to very inexperienced killers. But only once. Because they will remember that.
Are you zoning in general, or just blindly following the survivor in chase?
Pre drop + Shift + W is quite hard to zone. There are no shortcuts for a straight line, as long as you don't sudddenly use a different field to build the room upon, which I'm pretty sure would be considered cheating. 😜 I mean, you'd literally teleport, if you were to use a finite field.
Apart from that, it's one of the first things you need to learn as a killer, so chances are most of us know how to do that. Maybe not the Nurse only players but the rest of us need to follow the rules of this game.
Are you looping tightly or taking very wide corners?
Again, something you need to learn when you start out playing. Otherwise, you'll have trouble catching anyone.
Are you giving them 2.7 seconds of head start in chase?
Yes. Definitely. I always do that. Because 10.8 metres only take take 18 seconds for me to catch up. No big deal and you definitely don't get across the entire map. Come on, this is basic killer knowledge. It's as if you were asking, if survivors stand still until the killer gets the first on them.
And most importantly, are you actually trying to get better at chase, or are you just throwing up your hands and blaming the flavor of the month perk for your problems instead?
Finally, a valid question. I cannot speak for everyone but I try to improve in chase but I also know that there are things you do not counter with skill. Shift + W and pre drops cannot be countered by mind games or a triple spinning backflip over the main building as much as I'd like that. You just run after them until you finally catch up, which often takes too long for me to commit to the chase.
So I end up switching targets a lot and try to apply pressure until something has to give. It works for the most part but when the gens are done in less than 5 minutes, then you don't have much of a chance to win by hooks. Even if you are the most cracked killer in the world, getting 12 hooks in 5 minutes is not realistic.
It is true though, that some people (on both sides) will always find a perk, killer, addon, item, map or whatever else to blame their own mistakes on, which greatly holds them back.
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I wish I had the escape rate that some of you guys seem to boast. I've not escaped for a good 15-20 games (unless you count a Huntress on Lery's with only one yellow perk equipped but I don't). Even had a few games where I maxed out my boldness points by running the Killer for what must have been worth at least a gen or two. Did anyone touch a gen in the time that I bought the team? No, no they did not.
I 've gone from escaping a decent amount to almost never making it out of my Survivor games. Meanwhile, my Killer games have been much easier. Some long waits to get into a game even when the 100% BP incentive is up. It's weird. It's like my games have made a complete 180% turn to how they were when the MMR was first tweaked. I don't know what's going on.
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My questions aren't really for you per se. I'm trying to give helpful tips to anyone who would be reading the thread and struggling.
Most of those suggestions are completely mind blowing for many of the players on this forum because, as you seem to agree, the fact that people aren't trying to improve is probably the biggest issue plaguing the game, and there's no real good solution for that either.
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I am on around a 10 win streak with clown without corrupt and my mmr is decently high for killer overall. It is really not as hard as you think once you actually learn the game.
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I get that. But most of these things are so basic that you can assume a killer will do that in their sleep.
The problem is that many players know the basics, but have no clue about any of the intricacies of the killer's power. For example, it's not hard to play Bubba, walk up to a survivor and hit them with the chainsaw in a dead zone. But actually playing around loops takes a lot more practice than that. You'll need to account for hitboxes, know the timing of the charges, mind game and run loop right all at the same time. Something else that I've seen of in many players is the understanding of the game's 1v4 aspect. You can be pretty terrible in chase as a survivor and still win. Just as you can sometimes lose 3 gens for nothing and still come back. This is also something that I noticed with Otzdarva. He is not always the best with each killer in the 1v1 (only natural when you don't focus on a single killer) but his 1v4 is on point and allows him to come back when it looks like he should lose.
You'd also be surprised by the amount of survivors that dodge a Hillbilly's chainsaw but then stun him in his recovery. Mind boggling. You waste a pallet and give him a faster recovery.
The actual point of this thread was a discussion about gen speeds and the overall pace of the game. Gen speeds are not the issue per se. But the relatively unsafe killer meta (slowdown only works when you get hooks) and the current survivor meta (no defensive perks, pure efficiency) at the same time lead to match times that are overall way too short for my liking. You feel that especially when survivors play a bit safe. They don't need to loop. Pre dropping will do the job just fine. At the same time you have many killers, that tunnel by default because it works. It's more efficient than going for many hooks and there is nothing to stop them. Nobody runs DS or OTR these days. Both of these play styles allow one side to speed up the game drastically, which then forces the other to follow suit.
The ideal meta would be a mix of efficiency and slow down / second chance / chase perks for both sides.
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I made a post like this a couple weeks ago and I think I now know the reason why gens fly so fast now. There is just no reason to do anything but gens atm. Healing was the main “secondary objective” and it’s just more viable ignore it then it was before. Too many things punish healing (sloppy butcher, slow self-healing, having to group up) and too many things reward staying injured (resilience, adrenaline). There is also the age old problem of massive map sizes which I doubt will ever be fixed.
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I have 4,000 hours in the game id guess probably 2500 to 3000 are on killer. Please stop with the "once you learn how to play the game" nonsense. This is the gaslighting that goes on in this community. I know how to play, when I get into an unwinnable game I know. I can try everything and still lose. I'm not a fan of hardcore tunneling people off hook either, it's boring. So that takes the easiest avenue to victory away because I don't care to play that way. I'm happy for you that you have 10 wins in a row with Clown, good for you.
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"Survivors are usually not healing because focusing on gens is more effective strat atm."
They are also not healing because killers are still camping and tunneling for reasons that have nothing to do with gen speed.
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This is the answer here. They made it so there is literally no point in doing anything else anymore.
Ngl, I also find it boring. I miss when hexes and boons were fun, there was a reason to find totems. Finding chests was great when items were more useful.
Now all that's left is generators. Unhook, heal, move on.
Ppl used to not touch a gen injured, now they do. So that adds to them being done even faster.
Run botany/resilience/dejavu/adrenaline and you're all set.
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there need to be better reason for survivors to find totems and Finding chests the drops in chest should be better more offend.
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