Why are we not doing anything about these Gens Speeds?
Its actually wild. Toolboxes can stack with not just perks but multiple perks from multiple survivors.
The matches are getting really stale when gens just fly in minutes. Where is the excitement? Where is the thrill and fun in chasing people? Is this Gen by daylight?
Comments
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I believe the gen speed builds were a direct answer to the huge uptick in tunneling we've seen over the past year or so.
I.e. survivors are loading into a match with a "do or die" mindset.9 -
I see it the other way. I tunnel now when I never use to because Gens move WAY too quickly. That's beside the point though. All of these perks stacking with toolboxes plus the new perks survivors just got for gens. Its too much.
It takes the fun out of chases entirely. My matches are SO fast and over with because the gens are just done. I just get sent right back to the lobby losing out on playtime. Of course survivors feel the same I am sure when they get tunneled out.
Its just frustrating. All the Regression perks are completely getting nerfed too, like why…
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Chicken and Egg. Both issues cause and are caused by each other.
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It's much more important we nerf Spirit Fury so that no one uses it rather than address game speed issues. The game has only gotten faster over the years, I do not see this changing anytime soon. Seems like we must just accept that games are being balanced around lasting 5 minutes.
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We kinda know which one came first, though, since one patch both buffed tunnelling and reduced gen speeds.
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So you'd rather purposely try to misunderstand the application of the concept to try to force your side to be right, instead of observing the cyclical nature of the paradox? The question isn't about which one was actually first, because that answer changes depending on the scope of your definition. It focuses on the fact that the two continuously cause the other, but why care about something like that when there's an argument to be forced I guess.
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The whole idea of gen speeds causing tunnelling is a backwards justification. It's why there's a constant push to keep nerfing survivors and why we still have people arguing that tunnelling needs to be fixed with 'the carrot, not the stick'.
Constantly trying to tie these issues together when they can actually be addressed separately rather than as interlocked phenomena is just making a far bigger mess of things. We're not gonna get tunnelling fixed as long as people can still point the finger at gen speeds, and we're not gonna get gen speeds fixed so long as tunnelling is still a problem.
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The whole idea of gen speeds causing tunnelling is a backwards justification.You're removing all context from everything that led up to a specific event to force your own justification. I'm not even talking about what my personal opinion is on the matter, you're just saying "anything other than my own perspective is wrong because:"
It's why there's a constant push to keep nerfing survivors and why we still have people arguing that tunnelling needs to be fixed with 'the carrot, not the stick'.And my point is to use both the carrot and the stick. Which is why I focus on the cyclical nature instead of trying to bicker about "who started it."
Constantly trying to tie these issues together when they can actually be addressed separately rather than as interlocked phenomena is just making a far bigger mess of things.Jenga vs Legos. Making things lopsided back and forth is less balanced down to its concept than finding how things interlock together and using those commonalities to create a solid foundation. You call it "a bigger mess," I call it "doing things correctly rather than easily."
We're not gonna get tunnelling fixed as long as people can still point the finger at gen speeds, and we're not gonna get gen speeds fixed so long as tunnelling is still a problem.Exactly, and thats exactly what my point was. If you try to fix one and not the other, it just keeps shifting the issue instead of finding a solution for both. When you focus on the definition of a chicken or an egg, you displace the definitions of the opposite. You could focus on the fact that the Egg changes based on the difference between land based vs nautical eggs, you could focus on how far in the evolutionary chain it becomes considered a chicken, you can focus on when the DNA structure defines what a chicken is, or when an egg is considered a "chicken egg" but at the end of the day, focusing your scope on any of those things removes the concept of understanding the cycle they are both a part of.
In the case of gens vs tunneling, both have to do with the concept of temporal strength and how it scales over the course of a match. Survivors start with high efficiency, which killers tunnel to reduce, but survivors have to get as much accomplished before that happens, so they rush that efficiency as strong as they can, while killers have to boost efficiency in removing players as a resource in order to limit the potential damage that can be done to gens before they do. Its not about how we got here, its about addressing the fact that both sides are required to try to out efficiency each other as the only means of dealing with the efficiency focus of the other. Address that arms race simultaneously and you effectively address both the action and reaction focuses of the strategies.
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You're looking for the term "positive feedback loop."
That said, Firellius still has a point. Often when the "tunneling causes gen rushing (or vice versa)" debate comes up, you will see people say "I only gen rush because people tunnel," or the opposite, "I only tunnel because people gen rush." (OP has actually said this second one one themself in this thread). The fact this thread is titled "why are we not doing anything about gen speeds," and the point about gen speeds causing tunneling, lead to the implication that if gen speeds were reduced, that would reduce tunneling in turn.
The point Firellius has is that we have clear historical precedent that contradicts that implication. 6.1 was a patch where the required time to complete gens increased, and people immediately noted an increase (not a decrease) in the amount of tunneling. Maybe OP truly would tunnel less if gens took longer, but the existing evidence shows that they are in the minority.
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This really isn't that hard to demonstrate in several ways that tunneling is the problem.
A) It takes the entire team sweating to make this an issue. For tunnelng it takes one person deciding to sweat at the start of the match. For gen rushing, it takes 4. If you have one or even 3 who are hell bent on gen rushing and one person is breaking every totem on the map, then you didn't have gen rushing... You have an easy 3v1 win for the killer.
B) look at literally any event ever. Give players snowballs, snowmen, literally any side quest and they will do it. And every event unfolds exactly the same way after launching it: killers realize that survivors aren't being efficient and tunneling will result in an easy win, survivors realize that the fun is over and it's back to main game and have to do gens to even have a chance.
C) The "list of reasons killers tunnel" has been insanely long, and addressed ad nauseum. This isn't even a complete list, just off the top of my head:
- Gen speeds
- DS
- Dead hard (twice)
- Prove thyself
- BNP
- CoH, or just healing in general (both too easy and to many health states, and also too difficult so no one bothers and just does gens injured). This has flipped several times
- Map sizes
- Tile strength and tile chaining
- Pallets too strong, and pallet density
- "Survivors need a side quest" (interactions with killer kits, boons, invocations, and events)
- Individual killer buffs to help bolster the lower tiers
- More mobility (here's your dash slop)
And every one of those and more have just resulted in killers tunneling more. And every one of those changes (to live BTW) has resulted in putting more and more pressure on survivors to do gens or die. And since the kill rates are 60%, it's commonly "do gens and still die".
You know what we haven't done? Address tunneling itself.
The one time they tried people nuked the forms and had it pulled from consideration within 48 hours of even being tested at all.
So there's your root cause.
Unfortunately, the issue of actually giving let tier killers anything meaningful enough to be noticeable, and addressing any actual issues with gen speeds are blocked because we can't address tunneling, aren't allowed. Let's fix tunneling and we can look at other issues too.
Because unfortunately fixing anything else first has always led to more tunneling. At least that we have history for. What happens if they ever address tunneling is only speculation.
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I give up. You guys deserve the game you get.
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Yeah there's no point trying to have a conversation with bias people. Especially when it comes to the made up concept created purely to justify being mad at killers for doing their objective lol.
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I feel like its a combo of this and power creep from newer killers pushing survivors to be more efficient.
When survivors feel like a lot of there matches are ghoul, they are going to get more efficient on gens.
That leads to the situation where survivors prepare for that and be hyper efficient even when they are not being matched with that.
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Like I already said, the paradox isn't about which one is first, since that will be subjective. And yes, that includes 6.1, and I haven't been trying to argue the opposite yet thats how my statement continues to be misinterpreted. I quoted BOTH sides of the conundrum for a reason, yet there's nothing but cognitive dissonance assuming I MUST agree with the opposite of the one people personally believe. You can blame people who have the opposite position all you want, but the responses the post has been getting has basically been people telling on themselves about their own bias. Stop assuming anything other than blind agreement must be the polar opposite, or enjoy the constant state of warfare you help perpetuate I guess. Yet again, the paradox isn't about which one actually came first, its about the cycle. You can acknowledge it as a positive feedback loop, but even then, reverted back to justifications on a perspective about the origin which I have stated multiple times does not matter whatsoever to either the solution, nor how it would be achieved.
This is why we have the problems we have, many of which have been in the game for years, some have been caused by poorly planned solutions to previous ones, and why every solution we get will lead to more issues. The methodology will never be corrected because the argument over the chicken or the egg will never end.
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People can have bias and see past it, as long as they allow themselves to. Its a type of personal growth that people need to have internally, and there is a lot that can be (and often is) learned from opposing perspectives. After years this nonsense is groundhog day when they refuse to, but its still worth at least trying to hear them out, assuming they remotely offer the same courtesy.
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I wasn't try to imply you had any one specific opinion on this, which is why I specifically said "OP" and not "you" when talking about the "causes of tunneling" thing. I'm not trying to argue against a point I think you made, I'm trying to explain to you why a point someone else (OP, that is to say, MechWarrior3) was incorrect and how a different user (Firellius) addressed that incorrect point. This isn't about you.
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Funny, My posts are the ones getting vote bombed and responded to and not OPs, who I don't even defend or directly agree with. All I've done is try to present both sides as being able to reconcile over approaching a common solution and trying to clarify away from the pointless arguing being thrown at those statements. People just want to have internet fights over the nonsense instead of actually reach solutions.
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Exactly. It is like @Ryuhi said: A chicken and egg situation.
It is a culmination of bad decision-making from BHVR's side, and players reacting to that (i.e. becoming more efficient, because they have to). You have probably heard the term "optimizing the fun out of games" before?
The only way to reverse this is to fundamentally change the way the game is played, and a shattering of the current meta. Think, a patch like 6.1.07 -
Your first post was more upvoted than downvoted, it seems to me you only started getting "bombed" with downvotes when you made your unnecessarily aggressive reply to Firellius. I imagine if you hadn't immediately accused him of "purposefully try[ing] to misunderstand" what you were saying, your other posts might have performed better.
I advise we not continue discussing this as we're getting quite off topic
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I imagine if you hadn't immediately accused him of "purposefully try[ing] to misunderstand" what you were saying, your other posts might have performed better.I don't make posts to be popular, I make them to help people get out of their own heads and try to improve the game itself. The point of paradoxes like the chicken and the egg is that they are considered paradoxes if you focus on details instead of taking in the overall philosophical concept, like the Ship of Theseus or the Epimenides paradox. The point of them is to not submit to your visceral reaction but to take in the concept they convey, then apply it to the conundrum at hand. So by losing the forest for the trees, especially when the meaning subsequently gets explained and instead doubling down on said detail, that shows a lack of willingness to understand the concept being conveyed. So yes, its exhausting to have your point not only missed but have arguments thrown at you as if you must be the opposition. Thats cognitive dissonance, and a complete rejection of the dialectical process.
I post this stuff for the same reason my account is almost as old as the game itself. I'd rather see the game improve than just "get mine." The fact that neutral positions that prioritize game health over personal perspectives get derailed like this is why nothing ever gets fixed with this game, and tunneling is a perfect example. But its more fun to have back and forth fights so why bother.
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"Toolboxes can stack with not just perks but multiple perks from multiple survivors."
What are those Perks? All Perks which do anything like that are basically Noobtraps, or really hard to pull off.
And I dont really get the impression that Killers have fun playing the game either. Where is the fun in slugging the whole team so that all abandon? Or where is the fun in tunneling someone out early so that it is a guaranteed win because of the early 3v1?
But I know the answer - THIS is the Survivors messing up, so they deserve it. But a Killer getting "genrushed" (lol, most Killers claim they get genrushed even if the game takes 10+ minutes…) is never the fault of the Killer playing badly, nono.
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In the interest of actual discussion, let me give you another perspective.
I'll take you at face value that you both want to improve the game and address core issues.
You claim to want to address these things, and at a surface level you and I both agree that we should address these issues. Ideally at or around the same time.
I'd love to have meaningful discussions about to what degree gen speeds are actually a problem or how we can meaningfully buff trapper without just adding dash slop.
And I'd also have no issue discussing that in context of "and here's the changes to tunneling that would go with that".
Unfortunately, historically what the loudest voices want is the first part (nerf gen speeds), and absolutely will not allow BHVR to address the second part (tunneling). And whenever that has happened in the past, we get direct or indirect buffs that result in making tunneling worse with literally nothing that attempts to address or fix that part of the issue.
And usually, when we start taking about the "fix tunneling part" is where people start to give a huge amount of push back or just throw up their hands and claim it's bias. Or something else to shut down the conversation (usually it's SWF or gen speeds).
So, for context, when @Firellius responded and I gave you solid reasons why tunneling absolutely has to be dealt with in this discussion you shut down instead of engaging. You jumped into "bias" claims instead of giving any kind of actual discussion.
That doesn't feel like you're looking for a solution, it feels like you're joining the loud group that we see a lot here that claim "gens speeds need fixed, but if you expect any tunneling changes I'm out, forget it". Now maybe that's not your stance, and I'm willing to take your word for now that it isn't. But that's likely why you're getting downvoted here.
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I'd love to have meaningful discussions about to what degree gen speeds are actually a problem or how we can meaningfully buff trapper without just adding dash slop.I've tried to even salvage their idea about fresh hooks to instead focus their approach toward addressing the issues of killers on an individual basis in relation to their weaknessess in macro play, as that is the thing that varies the most between them. You don't have to give Trapper a dash, nor do you want to do something like a gen kick bonus to everyone because of disproportionate value, but instead apply a different buff on either a per-killer or per-category (stealth/ranged/"pallet eaters"/whatever groupings would work best) that specifically address killers macro play considerations in a way that would incentivize their temporal strength in ways that would be proportional to reducing that of survivors strength in the way 4 surivovrs have over 3. Some examples would be something like Wraith getting an extremely short BBQ aura (maybe 1-2 seconds) to find their next target, Huntress might get a free partial reload, Slinger could get a temporarily reduced TR, ideas focused on improving their efficiency in getting into their next chase or addressing resource time waste, things like that. They could even scale up with chained fresh hooks to incentivise not straying from that behavior. Likewise, you then punish tunneling strong enough to disincentivize it by comparison like the proposed "kill before x hooks" idea but with a more reasonable threshold, testing out a starting point of 4 (instead of 6) and adjusting from there.
Both carrot and stick, both of which are focused specifically on the aspects of the conundrum that causes both sides to feed into the loop. The main aspect that needs to be focused on is that the survivors start strong, killer gets stronger, and the snowballs in regards to early gen progress and killer momentum. I don't claim it to be a perfect example, but my point is more that many times the ideas that get attempted can be salvaged if applied to reasonable reasoning that actually takes both sides of the issue in mind, instead of the constant back and forth micro scale considerations that even BHVR themselves fell victim to and wasted most of the health chapter initiative on.
Unfortunately, historically what the loudest voices want is the first part (nerf gen speeds), and absolutely will not allow BHVR to address the second part (tunneling)This is why this stuff will never get solved. Even if you didn't intend it to, this statement creates a biased stance on how we got here. Again, its never about which came first, because most of the stuff that can go back to isn't even in the game anymore. Its no more valid to complain about something like overbrine than it is to go back to instant BNPs, omega blink nurse, perma saboed hooks, etc. Thats why you don't focus on that type of eye for an eye consideration because it focuses on the chicken or the egg and losees the perspective on the cycle itself.
That doesn't feel like you're looking for a solution, it feels like you're joining the loud group that we see a lot here that claim "gens speeds need fixed, but if you expect any tunneling changes I'm out, forget it".These types of projections are why I'm out. I've had to spell this out multiple times, but I want tunneling to be addressed more than most of the people who complain about it. I just want it to be done correctly so that it actually takes, doesn't get rolled back, doesn't cause further problems with its implementation, and avoids this back and forth approach people seem to be unable to get past. The fact that this type of assumption is how neutrality gets assigned by default just shows how deeply the us vs them mindsets prevent people from engaging with any idea that isn't blind agreement. I can't control how people misinterpret posts based on preconceptions and bias, but that doesn't mean I have to be happy about it when it happens, especially when clarification is provided. Most of why people refuse to listen to people they disagree with is because everyone keeps giving each other reasons not to like this.
But that's likely why you're getting downvoted here.Don't kid yourself. For every time that happens, other times posts that are designed to make people think about something other than getting what they want get downvoted. Its a validation feedback loop and its easier to see the number you "agree with" go up than to actually engage with posts that are longer than the character limit for twitter.
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Because you guys complain much more over literally anything BUT the strongest items.
You guys had more backlash to a god damn smoke bomb then you guys ever did against toolboxes.
Obviously bhvr noir us survivor mains wont take you seriously if you guys crash out over a smoke-bomb harder than you guys ever did with OG bnp toolboxes.
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The forums have devolved into pure whataboutism.
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Hot take but toolboxes and bnp should of been the ones that got reworked instead of medkits and syringes
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FYI you guys caused this decline in the first place since last april. We didnt ask for any of this, YOU did.
The insane crashout over fog-vials and the anti-changes (resulting then to be killed off 2 weeks in)
But defending the most aggrecious killer design in 10 months with no killswitch while the killer was bugged harder and more eggreciously than streetwise ever was.
Is the reason why survivors only tool of defense is : doing gens optimally, switching to killer or playing something else.
Its not just a "survivor mains control the game" last year 90% of the changes we got was mostly killer feedback.
Thats simply the consequence of listening to one side and ignoring the other.
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I didn't ask for anything you're projecting, and you don't understand my stance on fog vials even remotely. I've been a survivor main for most of the time I've played the game, despite the assumptions like the ones you're making with this post. You're proving the point of why that post was made in the first place.
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apply a different buff on either a per-killer or per-category (stealth/ranged/"pallet eaters"/whatever groupings would work best)
I'm not necessarily opposed to this idea. There are, of course, details (containing devils) for which groups and how much, but I don't see it being completely impossible.
The biggest sticking point could be that BHVR themselves stated at one point that they didn't want to go the route of changing things like gen speeds or number of pallets on a per killer basis. That was years ago, so maybe they've changed their mind or would consider revisiting it, but it's also been rare for them to outright say no.
This is why this stuff will never get solved. Even if you didn't intend it to, this statement creates a biased stance on how we got here.
I disagree. I have no problem with the idea that people believe the root causes are different, and I also believe that a much smaller part is that they are intertwined problems.
But if we ignore that and just looking at solutions, these are vastly different.
Gen speeds are almost trivial easy to address. Add extra gen time, base kit corrupt, pain res on every hook, increased base regression, just to name a few. These aren't difficult answers.
Let's take it to an extreme, and completely solve gen speeds in a hypothetical: do all of it. Gens take 3 minutes each, are blocked for the first 5 minutes of the match, every single hook takes 30% of total gen progress. This would kill the game, but as a thought experiment, set that aside.
The immediate consequence is that tunneling one person out is insanely buffed here. Napkin math puts a hard tunnel at 5 gens you'd have something like 8-10 minutes to get someone out of the game and still have at least 2 gens left standing. So tunneling literally becomes an instant win button.
But fixing tunneling isn't as easy as slapping down extra timers. This is harder answer. And if these are going to be interlinked and solved simultaneously, we need to have ideas and discussion about what that looks like.
Unfortunately, this is where you stop discussion again. Right when we get to the hard part:
These types of projections are why I'm out.
Then what would you change about, let's say the tunneling PTB in particular that would be acceptable?
That was at least a solution, if an imperfect one. But the loudest voices here and elsewhere didn't want to try and fix the problems or iterate on the idea, but said simply "no". And BHVR listened.
And instead of productive conversation about "let's fix elusive to not allow pallets or flashlights" we got "do nothing".
Instead of tweaking numbers, we got "do nothing".
And currently in this conversation, you again try to bow out the instant it gets to the tricky part of solving the difficult part of the issue. This isn't a "fix gen speed and we'll deal with tunneling later", we've been doing that for almost 4 years now.
You yourself admit we should address these together, but if no one wants to talk about the hard part to fix that, and many didn't even want to go as far as acknowledging.
That's the main reason why I push back on this issue. Not that I don't want change, I personally think the PTB was salvageable with tweaks and adjustments. But if we keep having the "fix the gen rush problem" and never have the "fix tunneling" conversation, then issues will continue to get worse and the goal post will continue to move.
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- Devotion 36, 5k in DBD. In my MMR I only encounter Blight, Kaneki, Oni, Dracula and ( sporadically) Nurse, Spirit and Singularity... all really strong killers that harshly punish survivors who are not 100% on the generators. I also can't keep up with the "commonly used" killers, lately I always insert at least 1 perk to make the generators faster, otherwise it's certain death. The problem is that the "strong" killers (which are the majority of those used) are really very strong and fast, while the "weak" killers (used very little... Pig, Trapper, but also Ghostface) are really weak and suffer from all the strategies that survivors adopt to deal with strong killers. So as long as it is "normal and accepted" to have Blight as he is (I'm using him as an example), survivors will adapt accordingly to face the worst possible scenario. The same goes for hard tunneling, where the only REAL counter is to use perks that speed up the generators.
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The biggest sticking point could be that BHVR themselves stated at one point that they didn't want to go the route of changing things like gen speeds or number of pallets on a per killer basis. That was years ago, so maybe they've changed their mind or would consider revisiting it, but it's also been rare for them to outright say no.Thats because those things revolve around concepts like map resources, which is part of why I avoided them in my examples. I'm more focused on the concepts of how to address the issues rather than the specifics, teaching a man to fish rather than giving him one. If approaches and concepts can be agreed upon by people who normally disagree, it opens avenues for refinement from opposing viewpoints. Thats why getting caught up on details or looking for ways to disqualify ideas with opposition to specifics prevents actually reaching reasonable solutions.
I disagree. I have no problem with the idea that people believe the root causes are different, and I also believe that a much smaller part is that they are intertwined problems.Its why we have so much back and forth, why everything needs to be tit for tat and compensation is always the primary source of complaint. Being too zoomed in is foundational to whataboutism, as many of the issues with the game have always been dependent on opposing ones. If an unhealthy mechanic is an answer to another unhealthy mechanic, removing one and ignoring the other creates a vacuum that has disproportionate affect on one side vs the other. Even if you do these in "stages" and go back and forth, you create avenues for new issues to pop up in their stead, especially as behaviors adapt to that vacuum. Its the foundation of "removing x leads to y" arguments which both sides have validly applied to situations ranging from character and perk choices to item and addon proliferation. It doesn't fix metas, it just keeps shifting them based on whichever side is getting preferential treatment at the time.
Gen speeds are almost trivial easy to address. Add extra gen time, base kit corrupt, pain res on every hook, increased base regression, just to name a few. These aren't difficult answers.They are difficult answers, because they give disproportionate value when done in blanket approaches, as we saw before. Part of why DBD tiers are the way they are is because the best killers "Play DBD" better than the lower tiers, so these types of adjustments will almost always favor the strongest killers more than the weakest, furthering the divide and removing reason to play anything other than the top. Its the type of reasoning that led to backpack builds on nurse, necessitating her blink attack to be changed to special just to stop perk synergy after the fact.
The reason for the nuance is to have the mechanic focus on softening weaknesses in macro play while minimizing oppression in the ones that need it least, for them you would want to focus on aspects that would give them unique considerations instead of efficiency focused adjustments. That way their punishment would be more proportionate than their reward, as they need the help less and would require the strongest deterrent from ignoring the adjustments altogether. The reason I chose to try to salvage the minimum hooks before kill idea is because its not inherently flawed in addressing getting one out before reaping the benefits elsewhere, the threshold was just way too high at 6 hooks since that could literally be 3 survivors on death hook before reaching it. Preventing the tunneling of one out is just as important as the rest to the formula.
Unfortunately, this is where you stop discussion again. Right when we get to the hard part:I'm engaging in your discussion because you're actually having one, me being out is more in regards to the fact that even while we're having this conversation, you're continuing to use loaded statements even when I'm trying to work with you from the same side. I don't appreciate catching strays when I'm essentially mediating. I was trying to illustrate that comments like that are why I'm sick of this projection nonsense, and another poster did a great job of giving another example in between our conversation.
Then what would you change about, let's say the tunneling PTB in particular that would be acceptable?The changes I suggested, as they were based on salvaging the ideas they tried to present. i agree that they weren't a perfect solution, and the reason the "loudest voices" said what they did was because they felt ignored and/or under considered in how the system was proposed. Even when they did a panic round 2 adjustment and changed the fresh hook considerations, they half assed it in a way that made it do absolutely nothing for a large portion of the roster who actually neeeded it with the bloodlust clause. My point continues to be that if you design these mechanics in ways that "the reasonable voices" would be able to overpower "the loudest ones," you come up with systems that can actually be agreed upon and embraced. You don't focus on the people who accept nothing regardless of side, you focus on the ones who are willing to compromise and collaborate. Its a foundational aspect of mediation to acknowledge that there will always be people on both sides of an argument who will refuse to cooperate, so you focus on the considerations of the ones who will and arriving at a solution that is satisfactory to both sides to the best of your ability. Anything less devolves into favoritism and further destabilization, which is why I refer to it as Jenga style balancing.
And currently in this conversation, you again try to bow out the instant it gets to the tricky part of solving the difficult part of the issue. This isn't a "fix gen speed and well deal with tunneling later", we've been doing that for almost 4 years now.You misunderstand why I'm leaving. Its not the conversation I'm leaving, as this is the most engagement I've actually gotten on finding solutions like this than I've gotten in most of the attempts I've given when trying to stop people from preventing themselves from being able to agree across the isle. I'm leaving the game entirely because I'm sick of even the most productive conversations still having loaded language and trying to wedge in biased perspectives, regardless of whether intentional or not, because BHVR continuously prioritizing that type of linear thinking having wasted a massive amount of time and manpower that could have easily been effectively incorporated or at least salvaged if approached from a more unbiased perspective. I honestly don't think people are able to separate their personal feelings from their perspectives on what is actually best for the game anymore, internally or externally, and I'm tired of ice skating up hill about it. I'm going to ignore the way some of the individual statements are worded on the premise you misunderstood what I meant by leaving, because again, I'll take this type of actual engagement vs having to defensively repeat myself every single topic against a myriad of projections and strawmen, but this isn't the type of engagement that the forums do anymore. We obviously agree on a lot of things, which is what happens when things are actually discussed instead of going into one sided attacks against unproposed ideas or stances like most of the responses have been.
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As opposed to the mental gymnastics that comss from you people daily about how killer is in a weak state? Lol
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If the argument is "I tunnel because of gen speeds" and you want nerfs to gen times, perks, or toolboxes, then you also would have to be okay with something like the anti-tunnel from the ptb rolling out to live. Because, so far, the honor system just doesn't seem to be working. Killers get something and they keep complaining for more, and the cheese countinues. As it is, I see much more hard tunneling in my survivor matches than I see gen builds in my killer ones.
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Survivors don't use toolboxes because they want avoid tunnel, they use toolboxes because they want to win. Toolboxes are the most boring items in the game, although they are quite strong. If you are being tunneled, having a gen done won't help you. You probably will still be tunneled after your toolboxes have been depleted, specially if you brought a full ""genrush"""" builld. People who want to avoid tunneling use medkits, perks and maybe fog vials after the next patch.
@OP
I consider the gens going too fast only when toolboxes are in play. Hope they address it soon. Otherwise gen speeds are fine - just some maps and killers are in a bad spot, but this is another discussion.
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I'm leaving the game entirely because I'm sick of even the most productive conversations still having loaded language and trying to wedge in biased perspectives, regardless of whether intentional or not, because BHVR continuously prioritizing that type of linear thinking having wasted a massive amount of time and manpower that could have easily been effectively incorporated or at least salvaged if approached from a more unbiased perspective
So you're leaving the game because of the community and how BHVR reacts to it? But do you still enjoy the game? Why not just leave the community? Log out of the forum, close the chat, unfollow who ever you might watch videos from and whatever social media groups, and just read the patch notes when they go to live and roll with it. Even if you think that won't help, it very well might, because just this forum alone has badly damaged my view of the game (though not to the point of quitting.) Checking out from this world and just taking the game as is might be better for you if you're at this point.
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