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I don't think the gen rush problem can't be adressed

TerraEsram
TerraEsram Member Posts: 671

So,

Since I play this game as killer and read practically everything on this forum (lot of complain) one of the recurrent element who get back with every discution is

"gen rushing/gen regression"
When Playing killer (Blight, Oni, Trapper, Sadako, …) I look everything, when chassing, or when searching a survivor, and that's why I think the problem cannot be adressed with a quick solution, nor buffed regression perk, nor additionnal time on the gen

First one, I got a lot of time some "strange" thing who happen in my face
I hook someone near a gen who are at … 50%? (only two pipe move), i'm not too far away, one survivor on, and, the time I get there, the gen is done, for only 10 or 15 meters, so my guess is some "cheating tool" involved in a lot of case of gen rushing

But saying "It's because of cheating" is too easy, and some player (survivor) play in a way where, no perk, no parameters (at this point) can resolve

It's the second thing, A lot of case when I'm on a game where survivor gen rush, they stick on it like a fly on a pile of garbage, you can wave your hand above, they just gonna fly away and get on the trash immediatly
These survivor are the same, you can go on a gen with three survivor, hit one, and the time you hit, and face the survivor who run away, the other survivor get on the gen, again, and repaire him immediatly

SO, Without slugging, hitting everyone on the gen when they can go on a "safe zone" for healing themself and do it again, even when you run after someone at two meters from them on a gen, they don't care, making the gen the quicker possible even if they can get hit

It's more a problem with very competent survivor, on com, where they have all the information for just doing her gen without problem, and the pressure don't affect them, they don't care that you are a Blight or a Nurse, and the gen is on a dead zone, if you chase someone, even the nearest possible from them, they just gonna repair the gen

So yeah, except slugging, actually, there's no solution, and like I said, it's not regression perk or additionnal time repair on a gen who gonna help this problem

Comments

  • powerpuffCheryl
    powerpuffCheryl Member Posts: 40

    Doesn't exist

  • Firellius
    Firellius Member Posts: 4,538

    I think the better term for what you're referring to is 'map traversal', not speed.

  • TerraEsram
    TerraEsram Member Posts: 671

    And what about the killer who can teleport? Like the Unknow, Dredge, Haag? Or killer with great rush? Like Blight, Wesker, Nurse, …

  • TheSyndromeOfClowns
    TheSyndromeOfClowns Member Posts: 74

    Gen tunneling exists so tunnel out a survivor for counter-measures. Easy fix.

  • DyingWish92
    DyingWish92 Member Posts: 794

    Would buffing m1 killers to 120% be broken? I think this is a fair valid question.

  • danielmaster87
    danielmaster87 Member Posts: 9,695

    The truth is there's been many things done to remedy gen rush. Buffed gen perks, more gen perks, nerf Prove (very surprising), change BNP, 10+ seconds. But for every positive change in that regard, 3 more changes undid what was achieved. Nerfed killers, nerfed add-ons, nerfed gen perks, barely touched maps, buffed Deja Vu, more gen speed perks. Efficient gen teams still possess cheater-level gen speed because the killer can't physically do anything to stop them. There's no reason for survivors to be going down constantly or for gens to be regressed multiple times or take like 10 minutes. So excepting those matches, you see daily that the time to down, and time to kill, for killers is much too slow, which is sad because sometimes those downs are near enough instant.

    Honestly I would have enjoyed a fast-paced game in terms of survivors having quick heals, killers having the tools to down quick, and fair gen speed. But people didn't want the part where killers benefited, so here we are with none of those things. Now it's fast-paced in terms of the killer mathematically being at a disadvantage, as it's always been.

    One problem that still isn't being addressed, that relates directly, to this is anti-camp and anti-tunnel being used offensively against killers who aren't camping and tunneling, as well as against those who must camp and tunnel to win. Realistically, the killer hooking someone doesn't get them anything. Someone has to go for save or hook trade, the killer might get a meager use of thrice nerfed Pop... but at the cost of, what, 1-2 gens? And then rinse and repeat. How do you win that match? "But the killer can make 3-gens and pallet dead zones." If you have any amount of game awareness or teamwork, especially with the very popular perks Windows and Deja Vu, this does not happen.

    Anyway, it's only when the killer kills someone that the game is finally in their favor, because the survivor gen efficiency gets cut to half: 1 in chase, 1 on gen, 1 on hook. Still winnable with some willpower and skill. But the killer has the hardest time ever killing the 1st person, because he can't camp for the 1-hook or 2-hook (except for rare exceptions), he can't spread hooks around because he obviously doesn't have time, and he especially can't tunnel. Tunneling is asking to be hit by DS, which is a game losing play because you lose all your momentum with that stun. But multiple people can have it, and it doesn't deactivate when you hook someone else, so in a scenario where you have 1-2 people recently unhooked, you could get hit by DS and lose the whole game, even if you were set to win. So there's almost no difference between a killer tunneling and a killer not tunneling as long as DS is present. Great game design.

    Trigger warning

    ~

    People also like to cry about anti-loop killers, which I have to assume is because of a lack of skill. Because if you're arguing for fun, looping a killer with a reasonable chance of downing you is the most fun thing in the game. It's about wasting time for your team's sake, not outlasting the killer for 5 gens just because you're "skilled enough." Any system that allows a killer to be looped for 5 gens, and he's putting in tons of effort while the survivor's just going around pre-conceived loops, is bad design. Anti-loop killers somewhat circumvent this design and lead to quicker downs. Without that, the killer's playing a losing game by default. That's why nobody plays M1 killers, even the former S tier 🤣 Freddy, or even the killers who can instadown you like Myers, Oni, and Ghost Face. They, the weakest, even get tagged when they lose. So if I've got your message correctly, you don't want those killers to win, and you don't want anti-loop killers to win, so what's left? You're always asking the devs to think outside the box and create a new non-fast, non-stealth, non-setup non-anti-loop killer. Well, you're kind of limiting what they're allowed to create quite a bit, aren't you? And even if they are successful in creating an entirely uncharted new killer concept, like they brought him in from the 4th dimension or something, you'll still ask that he be pathetic and weak so you can beat him. The lack of compromise makes that painfully obvious.

    ~

    So the gen speed problem can be solved easier than you can imagine. But it's the will of the people that it doesn't come to fruition, because they want to have fun and win, but not at the cost of the killer being able to have fun and win too.

  • danielmaster87
    danielmaster87 Member Posts: 9,695

    Buffing all killers to 120% is probably long overdo, because of how little gameplay there is at most loops. We could have even kept old Made For This if this was the case. What people don't seem to realize is that killers getting buffed means more reason for survivors to get buffs as well. But they'd rather have their Hope combos where 110% killers physically can't hit them. A standard walk speed across all killers would help fix this.

  • TerraEsram
    TerraEsram Member Posts: 671

    The … logic behind the speed from killer is pretty strange
    Before, it was "Ranged killer are the slowest (4.4) and the other are "normal" (4.6) but now, trikster is a 4.6, Hag and Spîrit a 4.4, Blight a 4.6 since Nurse is 3.8

    En even if I'm not against everyone got the same speed, I don't wanna have a Nurse who run at 4.6

    In the aniversary event, it was pretty funny the speed boost
    But yeah, if all the killer (except Nurse) get 120% speed "basekit" (Like Hag with the croks)
    I think we gonna see a lot of neeeew problem on this game

  • TerraEsram
    TerraEsram Member Posts: 671

    Calm down buddy, I never ask for a "killer", just, nerfing all the other survivor (the 60-75%) who don't play like a madman or who doesn't cheat, it's not the solution neither

    These people, who gen rush, just stick on the gen like a fly, they don't care if you are just near them, the moment you chase someone, or hit someone, they got on the gen immediatly, so, except if you tunnel someone immediatly, or just, slug everyone on these case, you gonna have a rough match

    And, the problem I see about what you say is, Survivor need to have always rough match in the simple supposition that they gonna gen rush, but the killer need to be always in the strong side
    Why bothering playing survivor in this case? Everyone want to win, nobody want to play a game where they know if they don't play like a sweaty gamer comp, they gonna loose, and, in this game, you got a little community who love comp, and the other, who just want to be chill, Killer and Survivor
    If, At this moment, I begin to always play for tunneling someone out, just for an easy game, even if it was not necessary, why bother? That's not a game anymore, it just some sandbag where I can be a ######### bully for four people who are just there to have a good times, and don't want to gen rush or whatever ?

    When I play this game for the first time, everything was more more slower, survivor playing with themself, just weaving at them, or playing around a fire, do a totem, opening a chest, goofing around
    Now, with everything in this game… If a survivor, don't go on a gen on the first second of the game, they lose , even with the best looper on the game, they gonna lose, even the killer, don't have time to explore the map, they need to find a survivor asap on the beginning… And if they want a easy win, they just have to stop one player to play the game immediatly, and they have the power to do this

  • TerraEsram
    TerraEsram Member Posts: 671

    And about killer who are pretty strong at anti loop, I never say that I don't want them, I play some of them, that's not even the point I was talking about, I'm talking about the gen problem

    If I want to play a game where I have to be the most effictive player, I'm gonna play some "front software" game or a MH with some friend

    And imagin, Dev make something to give the killer a clue of "who play soloQ" (easy win) or SWF (some of them gonna be easy, the other, sweaty match), nothing gonna stop the player to quit and trying to find another game

    And even, if the dev give some clue about the level of them (if, it was a SWF, giving some clue of the level, like number of win in a row this day and the day before, or the MMR), same thing, why bother playing against them?

  • TerraEsram
    TerraEsram Member Posts: 671

    even without that, they can rush a gen you know
    They make a gen in less than 60 seconds, without these perk

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 895

    congrants, you just broke balance of m1 chases and made killers spend ¬2 seconds less to cross the entire map.

  • TerraEsram
    TerraEsram Member Posts: 671

    Sincerelly… I think that reworking Nurse is not a good thing… She is unique, and technically… "Balanced"
    She is very hard to master, but once you get her, she is a real monster, and like survivor, they need to be really good to compete agaisn't her

    The rework solution need to be adressed to some problematic killer (like chess merchant, who can always three gen without problem) or very weak killer (Freddy, Myers, Trapper,..)

    All the best killer are the one with very good mobility; Wesker, Blight, Nurse, Spirit, Old chucky, Billy
    and all the new killer are just like the old one, but better, why playing trapper when you can play skull or Hux? Why playing Legion when you can play Wesker? Why playing Nemesis when you can play Xenomorph? Or playing Hag when you can play the Unknow?

  • Yatol
    Yatol Member Posts: 1,960

    Survivor spawns is the problem not gen time

  • TerraEsram
    TerraEsram Member Posts: 671
    edited July 15

    You know, there's no place where survivor can spawn where there's no gen
    You have seven gen on the map, with practically everytime, a distance between them, which means they occupy the entire map

    With this information, where do you want survivor spawning? Near the gate? You have a lot of time one gen near each door..

    And, for adding something, with the new "meta rework map" where Dev seems to make all the map smaller, at some point, you CAN'T have a survivor far away a gen on the beginning

  • Yatol
    Yatol Member Posts: 1,960

    there's definitely enough space on maps for 4 survivors to spawn in, without being right next to a gen especially when Treatment Theatre is the smallest map in the game.

    bringing up the map reworks is a moot point because we don't even know in what state the game will be by then (assuming they go trough with it).

  • Sarrif
    Sarrif Member Posts: 192

    The only solution is to stop treating all killers the same. Broken and overpowered killers need stuff like 60 second gen times while slow and more balanced killers could probably do with stuff like basekit corrupt or longer gen times.

  • Chiky
    Chiky Member Posts: 810

    the whole generator thing needs a complete rework from scratch

  • TerraEsram
    TerraEsram Member Posts: 671

    Not really, even treatment, the advantage of this map is the indoor aspect, who give the sensation of being away from everything, maybe on corner, but even with that, it means that survivor gonna pop all four in the same place

    And about the rework map, I know it's a moot point, but look at the new reworked map, all of them are smaller than before, eerie was the first one, borgo not, that's true, but look about Lampkin lane