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Gens speeds are the biggest killer frustration i think

When I play killer i dont care about bully squads. I actually prefer getting ganged up on because the engagement is more fun than patrolling.

The biggest complaint i see and feel myself personally playing killer are those matches where gens fly. Next thing you know your down to two gens and you have like... one hook. Lmao!

Example: im pig. I get that crappy outdoor Alien map. I did a complete circle around the map patrolling gens and not 1 gen was touched except the last gen. I found a Steve on the gen, and that gen was probably half done.

By the time I chased him, downed him, and hooked him and then started my way to another gen 2 gens popped, and once I started my second chase a third gen popped. Thats the kind of situation where I scratch my head. Like... literally no gens were touched a minute ago I swear.

Now the games basically over unless I get real dirty/or they mess up.

Yeah pig is weak sure... yeah that map is dog water sure... but still. Thats not even a real match. Its a blowout. Thats the kind of match thats over before it really starts and I immediately move on and discredit it entirely.

Ive been seeing alot of these matches here lately depending on which killer I pick, and to be honest I dont care if piggy is qeak.. or freddy... myers... ghosty... I have the most fun with the weaker killers bc jumpscares are my favorite thing to do.

I feel like most the killer roster is getting left behind in terms of longevity in matches.

Makes me sad man :/

Comments

  • Madmillennial
    Madmillennial Member Posts: 120

    Yeah absolutely. I hate it. I like nurse as much as the next guy, but im ADHD when I play killer. I literally bounce around every few matches as a different killer and I have the most lolz with pig, Freddy, Myers, wraith, trapper and billy

    I perform better with nurse, pinball monster blight but when I play the top killers I find myself tense and hyper focused to win and it just isn't as fun to me despitegetting 3 to 4k matches.

    This Is just proof 4ks doesn't equal fun. I want to see the weaker killers get more longevity in matches so we can focus more on powers and hooks and jumpscares instead of mowing down teams in record speeds to win.

    This is a game after all. Lol fun is the number 1 important factor here.

  • runningguy
    runningguy Member Posts: 1,001

    which is exactly why people often feel the need to hard tunnel at 5 gens. they know if its a good team and they are a low to mid tier killer then gens will fly so have to get it down to 3 v 1 asap.

  • Abbzy
    Abbzy Member Posts: 2,302

    Many people see gens as numbers and doesnt see that 2 gens left can mean 1 gen left if two gesn are around 50% or above, gen situation can change drasticaly and its way easier to do gens then winning chases and applying preasure on 4 people but there are still people that will hate you for saying gens are easy objective when survivors touch them and od them instead of seeking totems and chest.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    I dont think gen speeds are a problem if you're applying enough pressure.

  • runningguy
    runningguy Member Posts: 1,001

    thats the issue, low to mid tier killers struggle to apply pressure especially on big maps. speed killers like blight and ghoul, sure the can pressure no problem but a slow killer on a big map is much harder to apply any pressure… this is where tunneling and slugging come into it.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Can you show us how to do this with mid- to low-tier killers?

  • cammoking123
    cammoking123 Member Posts: 21

    I'm starting to think people play low-tier killers so they have an excuse to be douchebags. Like I rarely have fun games with Pig or Hag.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276
    edited October 2025
  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    more than half of the killers in the game have map mobility and others make up for by higher lethality / better utility in comparison to their counterparts in the same weight group.

    i think you're just looking for excuses here.

  • runningguy
    runningguy Member Posts: 1,001

    1.trapper, 0 speed, very limited anti loop if any.

    2. myers, 0 speed, 0 anti loop

    3. doctor, 0 speed, somewhat has anti loop but not if people predrop.

    4.bubba, 0 speed, 0 anti loop. basically useless v vaults.

    5.pig, 0 speed, 0 anti loop and useless on big open maps.

    the list goes on. if we are talking about pressuring gens, these killers struggle simply because they are slow and cant teleport from 1 end of the map to the other to kick someone off a gen. speed/teleport killers have a much easier time applying pressure, they just as lethal, if not more so and they have the speed.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    cool, you've mentioned 5 killers, let's add skull merchant to the list, who are all notoriously bad and need to be reworked.

    if you're trying to argue the whole game needs to be balanced around these killers, you're just as bad as people who try to force the game to be balanced around top 5 killers.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,966
    edited October 2025

    This is the only game I've ever seen where the person can freely admit they wandered the entire map before finding someone in the open (so, what 90 seconds? 2 minutes?), then takes an undetermined amount of time in first chase, then complains that two things that take 90 seconds (and can be done concurrently) are finished in that time.

    And the comments are all just "game balance amirite?"

    Lethal pursuer alone fixes this. Maybe don't take 3 minutes to get your first down and examine your own gameplay.

  • runningguy
    runningguy Member Posts: 1,001

    like i said the list goes on, there are many more killers with no speed and no means of teleport. if 2 people are working on gens on the opposite side of the map, i truly would love to know how you intend to pressure the gens…. kick one off, chase, the other will do the gen by the time the killer gets a down and there is nothing the killer can do about it because it takes so long to get there even if they tried to kick them off.

    i dont think the game should be balanced around the bottom 5 killers or top 5, im just pointing out that your statement of "if your applying enough pressure" and then trying to use a teleport killer to show how it can be done is flawed when there are an abundance of killers that simply cant apply pressure because they lack the speed/teleport ability to do so.

  • jesterkind
    jesterkind Member Posts: 9,574

    If I might give a bit of advice, it sounds more like you're struggling with starting and maintaining pressure rather than generator speeds being a problem.

    To start, doing a full patrol around the generator spread at the start of the game is a massive waste of time. Survivors broadly spawn on the opposite side of the map to you- going straight towards where you estimate they spawned is a considerably better use of your time because you can get someone in chase much quicker, which means someone on hook much quicker, which means someone peeling off their gen to save while you chase someone else…
    If you own the perk Lethal Pursuer it's incredible for helping you set up early game pressure, I use it all the time myself.

    Patrolling generators in general can be a bit of a trap. There's no denying that sometimes you'll need to do it in order to find someone, but it's important to remember that your objective is survivors and any time you can just go straight to a survivor to chase them, you're playing leagues better than walking between generators with nobody on them.
    Information perks in general are indispensable here, they let you skip a lot of the downtime of trying to find people manually.

    Generally, the most important thing to remember overall is that gens fly if survivors are left uninterrupted to do them. Your job is to be that interruption, by directly chasing them or by creating circumstances they're forced to react to like someone on the hook.
    Downs and hooks slow down gens, and time spent not being in a chase or doing something else productive is just free generator time for survivors.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    and like I said, most killers make up for that with something else.

    Pyramid Head has no map mobility and he gets one of the best ways to secure stages / kills & one of the strongest midrange antiloop power in the game amongst similar killers.

    Chucky gets very easy and oppressive chase power with multiple different abilities including his own size.

    Knight can multitask and pressure different survivors.

    Pinhead, if we are being fair and not counting box tp as map mobility, can stall the whole team from doing anything if he pulls off box logic well.

    Trickster or Bubba can shred the whole team if they happen to group up together with them being close.

    tHe lIsT gOeS oN aNd oN.

    dbd isnt balanced for esports and most killers arent even designed to have enough potential for winning against good enough players unless they throw. in hands of average player against average survivors even the weakest killers are doing pretty well if you are willing to put effort and skill. it doesnt matter changes arent needed, but you're lying to yourself if they are incapable of applying pressure and winning games.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,357

    I need to add that sometimes the survivors will spawn on the same side of the map as you, but in the opposite corner

  • jesterkind
    jesterkind Member Posts: 9,574

    True- it's not foolproof, but it's a good rule of thumb to start from.

    Lethal really is a fantastic perk for these reasons, haha.

  • runningguy
    runningguy Member Posts: 1,001

    killers like pyramid head with strong anti loop helps gets downs but it doesnt help gen pressure when the gen is on the opposite side of the map. 4 players, 1 hooked, killer can waste time traveling the map to kick someone off a gen which the gen will most likely already be done by that point. get a hook but lose a gen regardless.

    trickster and bubba relies on the team being together to actually do anything which i remind you we are talking about GOOD teams v these killers. a good team wont clump together like that.

    knight is designed to tunnel and camp and has ability to pressure gens without actually being there

    chucky is awful at pressuring gens and very easy to counter, especially on wide open maps where stealth isn't an option

    pinhead i agree has a power that can create pressure but i would say killers like this are the outlier to the rule, generally speaking fast speedy killers can pressure easier than slow killers

    Nemesis and deathslinger are another 2 that lack speed and have no power to pressure gens.

    you said it yourself, "most killers arent even designed to have enough potential for winning against good enough players unless they throw". yes they can win v average players, but this is about good teams, teams that know how to play, teams that dont make many mistakes. these killers just cant compete which is why people tunnel and slug…to try even things out. you have just said my exact point.

  • DefiajaKennec
    DefiajaKennec Member Posts: 10

    Delusional. Your parents need to take your internet privileges away.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    do you understand how you get map / gen pressure?

    yea, map mobility helps a lot, yet it's not the only way to apply pressure. it's always about making people busy anyhow.

    it's not inherently related to map mobility, map mobility simply enables more commonly accepted playstyles, yet the game isn't limited to "commit to chase, hook, ######### off somewhere else for a new chase".

  • Madmillennial
    Madmillennial Member Posts: 120

    Well I'd like to think im not a douchebag, and i play pig alot. I play her bc its alot of funand I vibe with her power and playstyle. There are a lot of people that prefer weaker killers bc its fun and the power they have is fun. Doesn't make them douchebags.

    You should really think before you post stuff man. That was a nasty comment. Lol.

  • runningguy
    runningguy Member Posts: 1,001

    you have essentially made any argument void based on your 1 statement admitting not all killers are designed to win against good teams. how to gain pressure is irrelevant because you yourself have admitted they are not designed to win, which means no amount of pressure via map or gens or powers is enough….they are simply not designed to win. You said it. therefore your entire argument of apply pressure is non existent.

  • Madmillennial
    Madmillennial Member Posts: 120

    Yes. I was unlucky at the start. it took me a minute or so to find the Dwight, but my point was I knew from the patrol no gens were worked on but his when I found him... and in that time I downed him, and went for my second 2 gens popped. Maybe 60 seconds idk. It wasn't that long. By the time he was hooked and I found the second 3 gens had been done from the time I started the first chase.

    Thats crazy fast from my perspective.

  • angel_pellegrino
    angel_pellegrino Member Posts: 184

    I play a lot of survivor these days, so I'd like to offer some advice on what slows down gens getting done on my side:

    Hex: Plaything. You'd be surprised just how much time my teammates are willing to waste playing around with totems. Especially if you have something like dominance or hex thrill of the hunt to extra slow things down.

    Grim Embrace: Super annoying to deal with, especially if people get downed right after the other.

    Hex pentimento: Because if you've got hex plaything with Pentimento and something like dominance, on a killer that has a strong secondary objective built into their kit, ain't nobody getting anything done.

    Play Plague: Keep everybody injured the entire game so everybody goes down in one hit. Because hooking players fast is the best slow down in the entire game. Because somebody has to go get that person, so TWO people aren't working on gens.

    Survivor "generator brain": Survivors are often creatures of habit. It's important to keep up with exactly which generators are being done and how much progress they have. Some survivors will immediately run back to a gen with a lot of progress. Even after taking a hook for it.

    Surge: Because kicking gens is time consuming and working on a gen that immediately blows up eats away at survivor morale.

    Prey on altruistic players in endgame: I've had games where survivors would have gotten out if they had just let the survivor getting face camped on the hook perish. Especially if the killer hasn't done well, some survivors get cocky when the last gens pop. Those are the type of situations NOED and blood warden were made for. After all, getting the gen done doesn't always mean a guaranteed escape. So never give up.

  • Nazzzak
    Nazzzak Member Posts: 7,362

    I play alot of Pig too. Some teams have good gen efficiency, and it's really not unusual for a gen or two to pop early. Once you get that first hook though, the game should start to slow down - especially when it comes to Pig as she has built in gen slowdown in the form of her traps. You can pretty reasonably assume that once a survivor with a trap is unhooked, they won't be hopping immediately on a gen. They'll be trying to remove their head trap. Even if they hold off a little bit, they will still need to sink time trying to remove their trap at some point.

    One thing to consider is that unless the killer is providing pressure, survivors have nothing else to do but sit on a gen. If a chase is going for too long then leave it and go back to patrolling gens. Smart survivors will also try and draw chase away from working gens, so be aware and don't stray too far with a Killer like Pig as she doesn't have strong map traversal.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,357

    Lethal really is a fantastic perk

    Not to mention, pretty over-used too 🙃

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    "game is not balanced for good team"
    "yOu hAvE MaDe yOuR aRguMeNt vOiD"

    buddy, half of the killers in this game are conceptually and fundamentally weak. they're way too easy to pick up, use and have such low potential in comparison to other killers that making them keep up vs top 1% survivor players means making them completely unfair against the rest 99%.

    it's a genuine delusion to demand the game to be balanced around these players and have every killer being able to keep up at that point.

    if they have the potential in their design and their balance allows them to, they can do that, otherwise PLAY SOMETHING ELSE or DEAL WITH IT.

  • runningguy
    runningguy Member Posts: 1,001

    i have never said once the game should be balanced around them, you have just invented that argument. i only said that your point of "just apply pressure" doesnt make sense, which you have openly admitted and agreed they cant because they are not designed to. i can play weaker killers and win because i tunnel and slug and do whatever i need to do to win, i have no problem with it lol. fact remains that these killers are not designed to win, like you said. im not saying anything to do with balance or what changes should or shouldnt be made.

  • Madmillennial
    Madmillennial Member Posts: 120

    It took me 30 seconds to patrol all the gens my guy. Lmao! Where you get 90 seconds?