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Genrush nerf when?

2

Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,929

    I'm sorry, you have no room to talk about valid experience in game.

    Wake up is 25%, chasing anyone else doesn't do anything since they can all just take you away or waste a few seconds with QG

    There is no possible way that a player uses wake up while opening a gate and then gives gen repair speed to the rest of the team when they run.

    You can't even work on gens while the gates are powered by any means.

  • XtremeDBD
    XtremeDBD Member Posts: 29

    The chase times are always bad usually and the gen speeds are too fast. Like back in the day a survivor could last a good 2 minutes and only 1 gen would pop. Games are just ending too fast and on both sides i agree there are problematic perks and playstyles, like slugularity and especially prevalent with the snowskull exploit

  • XtremeDBD
    XtremeDBD Member Posts: 29

    U most certainly are not. U likely have just played core and thats it, u r in no way comparable to someone like me. People like you rely on perks to win, i don't. I use raw skill and experience on a character to dominate. Also try having 10k+ hours

  • MrT1412
    MrT1412 Member Posts: 125

    Try dropping chase more. You need to pressure gens otherwise survivors can just drill them for free. Toolboxes are total BS but you can beat them.

  • XtremeDBD
    XtremeDBD Member Posts: 29

    I never said wake up and QG can be active at the same time. Maybe re read

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,929

    I quoted you. You literally said you were chasing someone with wake up away but they get value from QG.

  • alpha5
    alpha5 Member Posts: 425

    Certainly do you use raw skill and experience except when you go on the forums to call for nerfs with bad math and unorganized thoughts.

  • Chiky
    Chiky Member Posts: 823

    they probably noticed they required effort to implement it xD

  • danielmaster87
    danielmaster87 Member Posts: 9,766

    They're never nerfing gen rush, because they won't nerf the most obvious thing, which is SWF gen speed.

    Give me voice chat. I'll finally be able to let them (bad teammates) have it.

  • danielmaster87
    danielmaster87 Member Posts: 9,766

    They're not bad. They speed up gens and give free stuff.

  • CautionaryMary
    CautionaryMary Member Posts: 203
    edited January 5

    I consistently get 1-2 minute chases in my games, not all the time but it's definitely doable.

    Yes, games can go fast especially if there is a killer without gen regression, not patrolling their gens, or even not learning to drop a chase. These are all facts that can make or end a game, especially depending on the killer used.

    That's why I don't use Basement Trapper builds when I play Trapper, he needs all the slowdown that he can get but that doesn't mean that we should tackle on more gen time to compensate for killers getting genrushed.

    Like I said, if you're having three gens pop in three minutes - you are in a long chase, you are dropping chase too much and letting survivors reset, or you are struggling in general as a whole. I'm not saying it's impossible to be in a situation where it's literally out of your control, but at the same time tackling more gen speed on top of the current gen speed time we have isn't the answer. Like I mentioned, we aren't going to have ideal situations on either side.

    Just because I get completely obliterated by a certain killer doesn't necessarily mean I think to myself that we should nerf such and such just because of one bad game. I self reflect and wonder what made the game get so bad in the first place and adapt, something I believe many survivors and killers need to do.

  • Valuetown
    Valuetown Member Posts: 529

    Then I'm wondering how the survivors are creating new pallets out of thin air, since maps only spawn like 15 max, and those are on bigger maps. Most maps only spawn 10 pallets and awful windows.

  • danielmaster87
    danielmaster87 Member Posts: 9,766

    Y'all always say this, but don't have anything to back it up. The game's killer sided in what way? The fact that it's possible to kill survivors, albeit improbable? There's a 1-2 hour time slot where I can get on the game as killer and not completely stress out, because that's when the players peak and therefore all the dumb ones get on and sabotage their team. Even then I've still had to tunnel, or slug people til bleedout, and I've taken to using coins to count hooks on different people (something that should be base info for killer) because my brain is tired of working overtime. The only thing that brings survivor even close to that level of misery is the bad teammates in solo. And that has nothing to do with the game being killer-sided.

  • CautionaryMary
    CautionaryMary Member Posts: 203

    And awful 50/50s, why you see Lithe utilized so much to get out of the unsafe pallet spawns that Behavior created.

  • danielmaster87
    danielmaster87 Member Posts: 9,766

    Strawman. I know they can't create pallets. Even if the pallet count is as low as you claim, that's still enough to beat the killer. They'd just hold W and comp corner when pallets get low. You can't just expect the killer to keep dropping chases against good players, and that be the "smart play" that wins them the game. Any gen efficient team is popping 1-2 gens (at least) after the killer's first chase, regardless of if he got the down or not. But not even getting the down after that, he's pretty much lost the match already. The windows aren't bad either, unless you're literally running Z walls, and they're potentially stronger than pallets because they can't be "used up." I think y'all take the weakest possible map seeds, and the most mid survivor teams, and say, "If they can't beat the killer in those scenarios, then the game's killer sided." I've never got one of these maps you speak of where I break 1-2 pallets and get a free dead zone.

  • Cryopier
    Cryopier Member Posts: 68

    Run four slowdown perks. They'll cry about it, but it's their fault for setting such a boring meta.

  • jmwjmw27
    jmwjmw27 Member Posts: 551

    Come play a custom match then? You think I rely on perks to win but you know nothing about me. If you’re going to talk trash back it up or get lost.

  • Valuetown
    Valuetown Member Posts: 529

    Yeah map generations are horrible. They need a complete rework.

  • CLHL
    CLHL Member Posts: 203

    The only logical reason why they probably don't want to adress the genrush is that thanks to it some players that are terrible at chase manage to escape. The shorter the match is and the less interaction they have with the killer, the more chances they have to escape. However, this also causes the matches to be so short that 12 hooks are unviable.

  • joeyspeehole
    joeyspeehole Member Posts: 109
    edited January 6

    If you nerf something because of SWF, they’re just going to find something else to build their meta with. You cannot nerf SWF. You could have a 4 person team that’s physically in the same room, how would behavior be able detect that? Sorry for sounding blunt, but people communicate with more than just discord.

  • XtremeDBD
    XtremeDBD Member Posts: 29

    I agree fully, solo queue players tbh need to be put in their place

  • XtremeDBD
    XtremeDBD Member Posts: 29

    That was me quickly responding to individual paragraphs with a few words. Again, re read, or learn how to idc

  • CautionaryMary
    CautionaryMary Member Posts: 203

    Don't even need full meta, can just do 2 aura reading and 2 gen regression on a mobile killer and be fine.

    I run 3 gen regression and No Way Out on Trapper and I'm fine.

    If gens are an issue, run gen regression perks such as Grim Embrace, Pop, Pain Resonance, Corrupt Intervention, etc. You don't need full stack gen regression to be fine as killer, it also depends on the killer you're playing as (obviously some are better than others) such as Spirit, Blight, Hillbilly, Nurse, and Dracula.

    Other killers struggle because they can't maintain map pressure due to low mobility. IE: Trapper, Ghostface, Myers, Hag, etc.

  • CautionaryMary
    CautionaryMary Member Posts: 203

    The reason why they don't touch it even more is because most casual players are not having ideal games where multiple gens are popping at once.

    Many people — even on these forums consistently complain that they're in a chase and their random solo-queue teammates won't be doing gens, one might be on a gen and Meg might be cleansing a dull totem or searching a chest. It's hard to balance a game around so much variability where you have coordinated teams sticking to gens versus teams where no one does anything or struggle to find a gen.

    Point being, you're not going to consistently win game after game after game and people need to be more realistic about the game that they're playing.

    When I load into survivor, I don't immediately think, "Okay, I'm gonna win this game." and have that mentality back to back to back. Some games I'll win because I had a nice chase where my teammates did gens, sometimes we struggle because my teammates will double up on gens, other times someone is getting tunneled and removed from the game causing it harder to get gens done, or even running into slugging builds. Too much variability to compensate another 10 or whatever seconds you want to add to generator progression.

  • jmwjmw27
    jmwjmw27 Member Posts: 551
  • Spirit_IsTheBest
    Spirit_IsTheBest Member Posts: 1,050

    We need to nerf Pig first.

  • Shinkiro
    Shinkiro Member Posts: 136
    edited January 6

    Gen progression perks just need to NOT stack together if they arent going to nerf them. Survivor gen efficiency is actually insane.

  • Valuetown
    Valuetown Member Posts: 529

    Contrary to what killer mains will believe, not every survivor team is a 4 man, comp ready, gen rush, 4 dead hard 4 ds, map offering swf. The average game of dbd has someone going down and hooked before a gen completes.

  • TonTon
    TonTon Member Posts: 113

    Ah brutal strength the perk that save .25 seconds on kicking a pallet maybe if they actually buffed it then maybe but that's just mad copium

  • Valuetown
    Valuetown Member Posts: 529

    Base pallet break speed is 2.34 seconds. With tier 3 brutal strength it's 1.87 seconds. That's a 0.47 second time save, and almost double what your claim was. That 0.47 seconds equates to 1.88 meters of distance saved if a base survivor ran in a straight line away from the killer; aka the maximum distance they could make on the killer.

    For comparison's sake, let's bring up 7.0.0, release, made for this. That perk gave a flat 3% haste to an injured survivor. Let's assume a survivor's average chase time is 22 seconds. I am getting this number from the stats released by the devs in July 2024: the average chase time of a survivor per match for high MMR is 1 minute and 6 seconds, and assuming 3 chases that result in hooks, I reach 22 seconds per chase. Base survivor movement speed is 4.0 m/s, and with made for this, it becomes 4.12 m/s. Assuming a survivor is running in a straight line (hold w strategy), base survivor would be able to cover 88 meters of distance. A survivor with made for this would make 90.64 meters. That's only a difference of 2.64 meters. Compared to how many meters of distance saved brutal strength brings, the differential release made for this gains is only 0.76 meters more than holding W versus a killer that runs brutal strength against a base survivor holding w.

    That was taking the chase out of the equation. Using basic algebra and assuming the start of a chase is 10.36 meters away from a killer (1 meter for the pallet, and 2.34 seconds times 4 for the survivor distance gained holding w while the pallet is being broken), a 115% killer will catch up to a base survivor after 17.27 seconds of holding w after them. Similarly, a survivor with made for this will be caught up to after 22.17 seconds. A difference of 4.9 seconds.

    Now, bringing back brutal strength, using the same math, a killer will catch up to a base survivor after only 14.13 seconds. That is a difference of 3.14 seconds when compared to a killer not running brutal strength. The time difference to catch up to a survivor between "made for this vs base survivor" and "base survivor vs brutal strength" is only 1.76 seconds in favor of release made for this.

    Long story short, as the math shows, if you can reduce the initial lead a survivor has in chase, you will catch up with them faster, since the haste differential means less when the killer is also moving versus when they are standing still breaking a pallet, which is exactly what brutal strength does and why I suggested it.

    And all of this was assuming high MMR player chase times against killers with no movement abilities. With more average players, these chase times are likely even less. Since players of more average skill have a higher likelihood of pathing sub-optimally, their initial distance will be shorter, meaning a faster catchup thanks to brutal strength.

    And to take all of that out of the equation and just go on base time save, assuming even 20 pallets on a map, brutal strength saves the killer 9.4 seconds of time. That is more than 10% of a single generator, or even more if you can apply gen pressure correctly. And that pressure does not count against the 8 kick limit on gens since the survivors didn't get the chance to apply those charges to the generator.

    Please tell me in good faith how suggesting a reliable perk that hasn't been changed since march of 2020 (brutal strength), which will 100% give you value in every game you play, and only comes up short by a difference of 1.76 second catchup time to a perk (release made for this) that was scapegoated as the worst, most broken survivor perk, that completely broke the game since old dead hard by every killer player is "mad copium."

    tl;dr this is why they teach math in school.

  • ChuckingWong
    ChuckingWong Member Posts: 455

    When you learn to pressure and chase… and just play killer in general.

    Gen rush isnt a thing.

  • LockerLurk
    LockerLurk Member Posts: 97

    There are some tools in the game used to push gens to insane degrees to the point some low mobility Killers really cannot compete above a certain level against a team using these items with proper coordination.

    But most of the listed perks just aren't the tools that are problematic. At all.

    I do think maybe Quick Gambit should not stack easily, especially because everyone can decide to run it making chasing ANYONE a liability.

  • StalkingYou
    StalkingYou Member Posts: 152

    its so funny, whenever killers ask for basekit features to counter gen rushing they are told that it is a skill issue, nothing is needed, and that you need to stop complaining about the survivors doing their objective because what else are they supposed to do.

    compare that to when a survivor player asks for their 7th basekit meta perk to counter tunneling/camping, always met with praise because tunneling/camping is evil and if you do it youre trash… even though its the exact same thing as gen rushing. just people doing their objective.

    asking for things for killer side is like jumping through hoops, while if you ask for something on survivor side its implemented within a year.

    so yes, it would be great to have one small thing compared to the mountain of ######### the survivors have received to make it more and more difficult for the killer to do their objective.

  • TaxMan
    TaxMan Member Posts: 4

    Where is that data coming from? I know you are the most survivor biased person here but stop with the misinformations please.

  • supersonic853
    supersonic853 Member Posts: 5,567

    Don't talk bad on my boy deja vu. It's very good at stopping 3 gens from the beggining. And the 6% and it being permanent is just icing on that cake. Way better than it used to be. Lol

  • XtremeDBD
    XtremeDBD Member Posts: 29

    I didn't think abt asking him where it came from, bros in his own world acting like dbd is a mathalon contest.

  • Pulsar
    Pulsar Member Posts: 20,980

    Literally was a Killer main for seven years lol

    bros in his own world somehow being a comp player but also getting rolled by average survivors

  • cowfarmer
    cowfarmer Member Posts: 18

    They say the game is killer sided but when I look at all these comments then it's nothing but survivor mains. Coincidence?

  • Pulsar
    Pulsar Member Posts: 20,980
  • notyarbllewe
    notyarbllewe Member Posts: 249

    Are you joking? DbD is NOT killer-sided; if you are saying this because of the tunneling, it is because it is not played right. If you are all on par with the killer's skill, survivors can surpass the killer against even dumb tunneling strategies, if they do it right.

  • xCakeStick
    xCakeStick Member Posts: 95

    "These people do nothing but do gens for 4 minutes while one dude just pre drops and gives quick gambit to all 3 of their jockies.", this sounds like your issue. If you're chasing somebody for an entire game and not adding pressure on your generators nor the other 3 survivors in your game what do you expect them to do? Come on now, use some common sense. All these people that complain about gen rushing are the same clueless killers that don't realise chasing is not what killers are meant to do all game, they are also meant to manage objectives of the survivors and disrupt their progress, if survivors are completing generators too quickly it's not the perks contribution, it's solely your fault for giving that survivor too much time in a chase and not enough space to stop the other survivors from progressing with their objectives…

    Gen rushing is literally part of the entire game design, it's literally the survivors objective… your job is hunt them down and stop them, not be taken on a chase all game cause you don't know the concept of dropping a chase.

  • crogers271
    crogers271 Member Posts: 1,973

    Killers have multiple tactics. Tunnel, slug, spread pressure, defend gens, create deadzone, etc. That doesn't even get into what each individual killer might be able to do.

    Survivors have one thing to do. Gens. There's no real other way to open the doors. If one survivor is running the killer, what else do they have to do?

    Because the other thing survivors can do are things like flashbang saves, and killers complain about that all the time.

    Survivors used to set up circles of healing as something else to do, but that got nerfed.

  • XtremeDBD
    XtremeDBD Member Posts: 29

    Does that make Cynic average? Cus I've 4ked them twice with the BP build

  • XtremeDBD
    XtremeDBD Member Posts: 29

    I think not

  • XtremeDBD
    XtremeDBD Member Posts: 29

    Another case of of not seeing the bigger picture or just never being in a situation like this, you can't defend gens. The whole purpose is for the same insane speeds to be reached no matter who you chase. Thats common sense