Generator Speeds are too fast and its ruining the perks I WANT to run

I've just bought the houndmaster. trying to LEARN this killer right? well every single game is stacked medkits, stacked toolboxes, and map offerings. it just feels so bad man. I'm running some regression, but its never enough. I feel like the only way I could compete with survivors is by instadowning all of them. I like how most good regression perks have been nerfed, but to compensate, base regression, and base generator times have been also nerfed. But I still think with the ease of access to commodus toolboxes, it's too much. generators take forever solo, and it feels boring, but have a friend with prove, deja vu, resiliance, or built to last, they just fly. and all you can do is bring 4 slowdown, and that just sucks to do. I want to get value from other perks. Like I've enjoyed BBQ or Rapid Brutality on Houndmaster. but idk if my Houndmaster just started off with comp team MMR or there's just too many things buffing gen speeds.
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Yeah, in the past one gen regression or two would do the trick nicely, since individually they would give a nice regression, but since all the important ones have been nerfed, you kinda have to stack them to be able to play the games. I would suggest using my build: Pain Resonance, Dead Man's Switch, Plaything, and Pentimento, as it still provides a nice gen defence.
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I know those perks are all good, but heres the issue. I want to use some silly perks, like fire up, or a simple info perk like BBQ, it just sucks that i have to stack regression in 2025
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I always see killers using Corrupt Intervention for a good reason.
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I feel like the main issue with trying to balance this stuff is that survivor gen speed perks and toolboxes are available immediately for the most part and they all stack. The very first gen 5 seconds into the match can have its time halved essentially. Makes it really hard to balance gen speed because if you just increase the base gen time, it makes it too much for ppl who ARNT stacking this stuff.
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Probably the new spawn logic - promised in the Quality of Life Update - will fix this issue in some part; i still believe corrupt intervention should be partially basekit, at least for 20 or 30 seconds or if you start a chase in this time, so you can have a chance to have a good early game and not be screwed by bad RNG.
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And survivors wonder why killers tunnel, this is why. I don't run regress perks at all, but I do use corrupt and gens just fly. Quicker gens fly, quicker I need to kill. Spreading hooks don't kill fast enough but tunneling 1 out asap helps bring balance to the force. I think gen speeds should be reduced so killers can actually use different perks without feeling like they need to hard tunnel to get anywhere.
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This is why i'm an advocate for doing what they do to killer addons. When killer addons feel "required" to play the killer, often times what they do is buff the basekit, then nerf the addons to be the same as they were before the buff, so if you run the addon nothing changes, but if you don't then its not as bad as it used to be without it. So i would be for a blanket proposal like:
- Basekit gen kick set to 10%
- Basekit gen regression set to 0.5 c/s instead of 0.25 c/s
- Basekit corrupt that lasts 60 seconds ends as soon as a chase (or injury) starts instead of a down
- Basekit corrupt on totems that lasts 60 seconds
- Basekit pain resonance-like ability for 10-15% that encourages unique hooks instead of tunneling out
Then go and basically just nerf all the gen defense perks by like half or more, or keep the bad ones as they are. Then we'd see more variety because killers wouldn't have to bring tons of gen defense perks anymore. You could do like:
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Might be killer dependent but on Legion all you need is Surge.
Stacking multiple slowdowns these days runs the risk of magnifying games where you start in a losing position; reducing your downtime can be just as valuable as reducing the value of survivor uptime, or sometimes you need something to breakthrough and punch through survivor defences
Take Oni for example; if he's being denied 1st hit entirely by SWF running Finesse he could lose before ever using pain res pop grim etc. But if he had literally anything else like a random Enduring or Fearmonger maybe a health state could have been secured much sooner, allowing the ball to get rolling.
YYour Build is powerful, don't get me wrong.
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it's not gen speeds that are problematic at all, the biggest problem is gen splitting being so easy with the spawn logic and the fact that it's so easy to waste so much of killer's time for majority of killers. To mitigate this, Corrupt and slowdowns are your best friends. However, you still need proper game sense to be aware of where survivors are to an extent.
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My advice: just run the silly perks and if you lose then so be it. Your mmr will drop to a point where you dont need to run stacked gen regression. You dont get anything for high mmr, no one can see your mmr, the only thing holding it up is pride. Winning is not necessary to have fun.
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Agreed. I still maintain that the +/- gen speed variation is the cause for both sides to feel bad about how fast they do(n't) get done. There are just too many ways to speed up or slow them down, and most of them just involve loadout choices for either side. Conceptually it just makes them impossible to balance until they're hemmed in from both directions. Addressing stacking (de)buffs regarding gen speed would be where I would start personally.
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Was saying that awhile ago when forever Freddy was a thing. You could stack his addons with various perks to make healing and gen speeds take forever. Their fix... gut the addons and call it a day. Essentially made the addons by themselves completely useless since they were only adding like 2 seconds on a gen.
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I disagree on that. Generally Bamboozle is more than enough for killers that have a weak chase. On Legion for example, you already have tracking, so you don't need aura perks, and you can't use stealth perks because it hinders his power. So what I generally use on him is Pain Resonances, Dead Man's Switch, Surge, and another perks of my choice. I generally choose Franklin's, Grimm Embrace, or Bamboozle. Even other M1 killers operate in a similar manner, in a way that you get much more value out of regression, specially since gen speeds are crazy these days.
Sure, a survivor may be really good a looping making it impossible for you to mind game them, but if they are that good you shouldn't even be chasing them in the first place. One of the most important skills as killer is knowing when to switch targets after all.
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Why do people expect to be on par with people that know what theyre doing while learning a new killer? This makes no sense and just shows the expected killer main bias.
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You can practice the fundamentals of the new killers power with bots in custom games. It's there specifically for this purpose.
If you feel like you have the basics of that killer down already, then understand you should want the skill ceiling to be higher than the floor.
I'm not sure why it's so taboo to lose a game because you haven't instantly mastered the character after five minutes. Only on these forums does this weird expectation seem to exist where you should be able to simultaneously learn the character from scratch while dominating every game at the same time.
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Played a lot of 2v8 with my Wesker friend and he was using the new RE4R skin + Shadow class.
We realized that this is Wesker most "ordinary" look and having no TR made him look like a surv. He did A LOT of grabs in our matches. Even I sometimes would try to punch him on how "survy" he looks when he crossed in front of me.😂
With this in mind he decided to try a for fun stealth build (Plaything, Trail of Torment, Dragon's Grip and Pentimento for some form of gen defense) with this skin and so far it's working to give him wins and heart attacks for survs.
He also "coached" me these days to find flaws in my Nemesis gameplay and to find a suitable build for him.
His first idea had flaws and I ended up losing, but the next 9 matches I ended up winning with his second idea of a Nemesis build. It's not fun, but works pretty great.
I hope Operation Health does something so survs can't makes gen fly like rockets (maybe FINALLY a native 2nd objective for them) so I too can find a fun build.-1 -
basekit corrupt should be the only thing that should be implemented. Every thing else you mention? Yeah no thanks
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Because each killer is more or less suppose to be matched with its own MMR. If the system works as intended, I should be matched with experienced survivors when playing my best killers and inexperienced survivors when playing my worst.
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We can't even tunnel at this point. Survivors just take forever to go down when they know what they're doing.
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Yes, but this obviously does not work when a player tries out a new Killer. You should know that by now, so I dont get your post. It would not make any sense to have people start at the lowest MMR when trying out a new Killer.
And after a while the MMR should settle itself.
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Get better, pressure better.
Pick your targets and objectives better.
Generators are not too fast.1 -
So they add basekit corrupt and everyone still runs 4 gen defense perks, just corrupt probably isn't one of them, and nothing changes.
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Not the lowest, sure... but still should be lower than when they're playing with the characters they have experience with.
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No, because if you are OP Nurse/Blight main, you shouldn't be paired with not experienced survivors while trying Ghostface.
You know the maps, you know the tiles, you know the perks, you know totem spawns.
New players don't.
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I didn't say new players. I'm saying if someone is starting a brand new character, the MMR of that character would be lower than their main. That doesn't mean new players.
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I have not seen a killer run 4 gen perks in a long time. You don’t need that much game delay to win most of your games. If every team in every single lobby was team eternal then these changes would be fine. But all this does for 99% of the rest of player base is make the game more miserable and just lead to more losses. Who the hell wants to play a game that they can barely win? Yeah 10 percent escape rate is definitely gonna be awesome
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this game has always been balanced around you having some slowdown perks on killer . You need corrupt and something else in the least . Always been the case on the killer side .
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First, MMR doesnt work this way. Second, even if youre new to a killer you have still the basic game sense from playing other killers and should never be matched with new survivors at this point.
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"To win most of your games"
"These teams are rare"
Doesn't matter, these teams exist, so unfortunately if you are playing to win, you have to play like the enemy is eternal, because if you don't, and it turns out they are, you will lose. You have to play hard from the start.
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Make Deja Vu and Kindred base kit for solo Q and put Gens back to 90s. Done. Not going to comment on how it would buff SWF. I mean BHVR never mention it so why even bother..
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Yeah that’s a you problem, not a game design problem.
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