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Gen-rushing from the survivior side

vol4r
vol4r Member Posts: 1,038

I think people became efficient and started using toolboxes and perks for gens because that's the only way they can win games.

After anti-tunnel, anti-slugging changes being dumped I feel like they lost their hope for the game's health and enjoyment.

Killers now just tunnel most of the time, more than they did before.
Some surviviors gave up on using meta perks like DS, Deli and killers just get a free win because of this.

New killers are really strong at looping, their power are mostly anti-looping and really the only way to win is being efficient and quick at gens.

Surviviors experience is getting hit behind the pallets with killer's power.
Or getting hit after the stun or vault.

The First doesn't care about vaults
Krasue has increased speed, free vaulting, good mobility
Kaneki vaults after the surviviors for free hits on top of having free first hit
Animatronic just throws the axe

New killer releases are anti-loop, after anti-loop.

Comments

  • Shinkiro
    Shinkiro Member Posts: 535
    edited March 9

    You're conveniently forgetting all the survivor efficiency buffs while not compensating killers for it, even nerfing them further in addition, making it worse and more miserable to play for them. There's a reason the killer anxiety movement has become a thing. You're obviously keen to only see one side of the coin and base your argument on that and not the overall state of the game.

    Killers have to more than ever end chases quickly to keep up with gen efficiency. That's simply the direction the game has gone due demanded changes and the speed the game can play out now. Short of further nerfing maps directly to accomplish that, killer design has to now shift towards a combination of mobility, anti-loop, slowdown and weakening resources for survivors to feel good to play.

  • OrangeBear
    OrangeBear Member Posts: 3,812
    edited March 9

    I disagree…

    I think survivors bring gen speed builds because it's the most simple thing people can do to win more. Majority of survivors don't seem interested in getting better and learning more about the game. Especially not about playing Killer.

    It doesn't even make sense that it would be a response to tunnelling because tunnelling is the counter to these builds. If pressure from hooking multiple survivors is worthless then killing survivors as quickly as possible is the only thing they can do. Basekit BT + DS exists so that a killer can't tunnel and pressure at the same time. Survivors can absolutely win if they directly focus their efforts on countering the killer with anti-tunnel/camp/slug, exhaustion perks and healing instead of speeding up gens.

    For the majority of killers on the other hand, they need full gen builds to keep up. Because they are simply too weak at going for hooks and camping to win.

    Newer killers like the ones you are mentioned are designed to be strong enough to win games by pressuring survivors and going for hooks so they don't have to tunnel and camp. They still can, but it's not their optimal playstyle, and shouldn't work if the survivors are competent enough.

    Plus if killers aren't designed to be strong in chase and have map mobility then you get killers skull merchant and onryo who historically are just nightmares for survivors even if they were never that strong.

  • vol4r
    vol4r Member Posts: 1,038

    I mean anti-tunneling and anti-slugging systems would be a good start for health and longevity of the game.

    Surviviors would be happier overall.
    Killer would have some buffs for hooking (first iteration of anti systems)
    Killers who wouldn't keep up with the pace would be buffed, which was told by BHVR stuff.

    All we needed was finding a way to stop survivors to use the system agressively.

    I really believe that surviviors efficiency is direct way to fight killers who felt too comfortable because of the tunneling.
    That's their only way to fight back right now, when we don't count the perks.

  • Shinkiro
    Shinkiro Member Posts: 535

    Why would i engage in what's obviously going to be a dishonest conversation?

  • OrangeBear
    OrangeBear Member Posts: 3,812

    It just isn't that simple. They cant make hook incentives that suit every killer and some killers are simply limited by their design, they could never be made to have an anti-tunnel playstyle because it would change their identity.

    It's also not a good start to do something like this nearly 10 yrs into the games life span. It's destructive when these things have literally shaped how the game is to try and outright remove and exterminate any semblance of it.

  • ImWinston
    ImWinston Member Posts: 842
    edited March 9
    • You're absolutely right. Since I added two gen rush perks to my build, I win much more often. Even if I see survivors wasting time with blessed totems, healing when there's no need... I already feel like I'm dying because they're wasting time instead of working on gens. 🤣I even got rid of my beloved med kit, now it's just toolboxes. If everyone focused 100% on working on generators,it would be better, there's simply no hope otherwise.
  • MashedBroccoli
    MashedBroccoli Member Posts: 363
  • Shinkiro
    Shinkiro Member Posts: 535

    Was changing completing gen time from 80 to 90 seconds a survivior buff?

    And got extra time on hook in compensation, which gives survivors more total time value than killer got. So what's your point? Because its proving mine.

    You're showing the problem with thinking of and trying to justify only one side, both sides affect each other. But one side has the potential efficiency of 4 players combined and the other doesn't so they are not equivalent to each other.

  • Shinkiro
    Shinkiro Member Posts: 535
  • Dem34888
    Dem34888 Member Posts: 190
    edited March 9
    image.png image.png

    There is indeed a problem with repair efficiency, but it varies depending on:
    - your skill level as a killer
    - the map and its balance
    - how smart the survivors are
    - survivor builds

    And these aren't even Gen Rush builds + toolboxes with BNPs, otherwise the game would have ended in 3-5 minutes

    7 minutes = 420 seconds
    Average chase time = 30 seconds
    Each surv has 3 stages = 30 * 3 = 90
    Total chases for all 4 is 12
    Total chases per trial = 420 / 30 = 14
    Extra 60 seconds for DS or DH

  • vol4r
    vol4r Member Posts: 1,038

    Exactly.

    This really needs to be balanced better, because pallets and windows are the only things that introduce some interactions between both roles for survivior side.

    Without it I feel just like the NPC.
    Just running around, hoping that killer will not be accurate enough.

  • Dem34888
    Dem34888 Member Posts: 190
    image.png

    Yes, but I didn't have time to use them, because to activate them I have to go and kick the generator, which, unlike meta perks, is done passively, saving seconds

    Regarding the trial in 3 minutes, I meant that if they had full repair builds, the game would have clearly ended faster
    And yes, for now I am holding at 67% kill rate, but this does not cancel out that feeling when you just feel helpless, because everything goes too fast and you do not have enough time for all the actions

    As I already wrote in one of my posts earlier, if I lose to -1 in 1 trial, then the next one I may well be against 4 players who don’t understand a damn thing about the game, which only increases my MMR and makes me suffer, because I’m still not very good at playing this killer, to put it mildly…

  • cogsturning
    cogsturning Member Posts: 3,022

    We all have these same issues in both roles. The helpless feeling happens constantly in survivor too, when the killer gets so much momentum so fast that there's zero chance of recovery. I have people AFKing under hook and running up to me to die every time I play. I personally never feel that way as killer because I can still win in end game.

    The MMR raising too quickly is a problem for everyone too. You go form getting the worst players you've ever seen to psychos, while feeling there's very little in between. It's a whole game issue, not just a killer issue.

    I recently experienced this stomp:

    19cc1343d0158-screenshotUrl.jpg

    I got two hooks. The solo had gen perks but that's not what blew it for me, it was being matched with three perkless anons that were probably high performers on a win streak, with a new killer I'm still learning (but doing decent with) and also on Badham. Matchmaking, the map, and my own lack of ability lost me this match.

  • Dem34888
    Dem34888 Member Posts: 190

    The MMR raising too quickly is a problem for everyone too. You go form getting the worst players you've ever seen to psychos, while feeling there's very little in between. It's a whole game issue, not just a killer issue.

    Matchmaking, the map, and my own lack of ability lost me this match.

    That's what I'm talking about 👍️

  • azaxydbd
    azaxydbd Member Posts: 260

    well said buddy, good post, if u dont sweat as survivor in dbd u get 4kd.

  • Abbzy
    Abbzy Member Posts: 3,153
    edited March 9

    Tunneling or not its just vicious circle if one side is having more preasure than other the most effective way is either for killer to get fast kill with tunnel and for survivor to jump on gens to get them fast so killer cant keep up. It doesnt matter who begins because if you dont want to sit there and look helplessly at your lost than you must do something to fight back and that tunneling for killer and high gen effiency called often genrushing for survivor are the best and sometimes only ways.

    Bad and truth thing is that mostly the one side which uses this tactic first has huge advantage most of times like in fight mostly the one who throws a punch first has upper hand and this applyes here too so in most matches either you stomp or get stomp and in few matches its chill but these are rare.

    Another thing Im seeing more often are people that just want to be alone and do gens, they dont want to be chased by killer they just want to do gen or they give up and it was even mentioned by Otz who call it something like otzdarva law 2, these people hate being chased which is compleatly different from og survivors that wanted this game more how it is now from hide and seek doging trapps gameplay more looping chase based killer state, fact is looping isnt so easy as it was in 2017 where there was double pallets on every loop and pallet vaccum which was free dead hard basicaly which was so easy to use to.

  • Abbzy
    Abbzy Member Posts: 3,153

    Tbh I read some year ago that the maps you do bad on that killer you play you get them more often and it seems to work even nowdays like when I pick billy,bubba,huntress Im getting more indoor maps on which I have worst success rate with them because they naturaly suck on them or open maps for ghostface which isnt coincidence.

  • CompetitifDBD
    CompetitifDBD Member Posts: 1,011
    edited March 9

    Survivors don't genrush because of killer desperation tactics (killers do these often because it's possible for survivors genrush, and it's very likely to happen, since gens are boring to do and players feel the need to rush to quit the boring gen simulator), they do so because there's nothing else for survivors to do

    Now one could argue that running all of these resources is completely unnecessary, seeing as most killers aren't strong enough to beat a team of well versed survivors, but it is really boring to do gens. 90 seconds default of standing still and occasionally hitting skill checks isn't exciting, which is why people run BNP's, gen speed perks and skill check frequency perks to make the boredom go faster

    Is it fair? Absolutely not. Though, this is a very good opportunity for BHVR to introduce a new sub objective of gens to make them require more time and effort, but feel more interactive and rewarding for deviating from holding m1 for 90 seconds. A lot of people have stated in the past that getting gas for a generator or maybe a spare part should be a thing, which could have a more variable completion time since you may cross paths with the killer or you won't or the sub objective is far away. Of course if this were to be the new mechanic of generators, holding m1 with gen speed resources would need to be dissuaded. What I propose is:

    • When a generator hits 50% progress, the generator will slow down any repair speeds by 25%, (kind of a weaker Scavenger trade off) with this dissuasion, you should find a generator part/gas, which when successfully installed/used, would stop the generator from regressing past maybe 25%, as well as lifting the repair speed nerf.
    • For every 50% of a generator completed after this first part/gas used (lets say if the gen is regressed pretty much to its new limit), you get the option to do it again without causing a repair speed nerf, further making the maximum regression limit rise if you decide to keep pouring gas or parts into the gen.

    This Would also indirectly stop 3 genning as a strategy, since generators that have enough effort poured into them would take a lot less time to repair, but at the same time, gens would take longer and would be a lot more interactive

    New generator minigames would be cool too, like one where you use movement keys/d pad to push a cursor into a broken/exposed wire, which would respawn constantly when the cursor hovers over it, otherwise the generator explodes when you fail to hotwire in time. Of course, this would be paused and ignored if a skill check popped up

    Essentially what the goal of this is is to give the survivor something to do the entire time the generator is being repaired, still with the occasional opportunity to get a skill check which would be more of a true test of whether you're paying attention while repairing, and grant you a chance at extra progress

    On top of these changes, all generator repair speed and slow/frequency of skill checks would be heavily toned down to rely more on the new basekit of each role (essentially skill and better/faster positioning versus just running a perk or add on or item and getting free progress/regression for no effort at all)

    Post edited by CompetitifDBD on
  • random1543
    random1543 Member Posts: 623

    I also fee like as survivor player a lot of other perks are mid and just not worth running, same goes for items I dislike new maps and keys, glad to see fogvials getting changes tho.

    Perks can be mid if they are fun, I like using scene partner on Lisa, same with pebble its not a good perk but its funny to run.

    But why am I going to run this nehice change my toolbox into a med kit perk when I can just run Deja Vu to see gens and get faster gen speeds or resilience and just stay injured and get faster everything.

    Also sometimes survivors are super efficient with gens and chases go good for survivor, I remember one match killer was going off on us about gen rushing in EGC , meanwhile no toolboxes and one gen perk.

    Hopes for Future
    I wish they would to another mega overhaul of a bunch of perks again on both sides, I remember when that happened years ago and it was so fun to mess around with new builds and stuff. nowadays we get 3 perks every few months and we go "yeah most of these suck and will never been used'

  • vol4r
    vol4r Member Posts: 1,038

    And I agree on that.
    Oni and Twins would be especially hard to balance.
    They need to slug sometimes to get any value of the power.

    Game has changed since the beggining and 10 years is especially good time for changes and some fresh air.

  • vol4r
    vol4r Member Posts: 1,038

    I've had a game as a Blight yesterday, that I overcommited a good player on macmillan map with a lot of great fillers.

    3 gens popped as I killed him and the game was over too. Got zero kills because of that.

    There are some really hard matches, for sure.

  • vol4r
    vol4r Member Posts: 1,038

    Game would lose portion of playerbase for good.

    I prefer "holding M1" over running to get something to do the gen.

    I hated fuel generators in the bloodmoon. I would always avoid doing them.

    I would never play a survivior match if such changes were in the game.

    This also would be increadible killer buff, because people could not be efficient enough.

  • UnicornMedal
    UnicornMedal Member Posts: 1,925

    I think this is a big part of it. For years we've been told that we just have to get better at the role and apparently we have. But even though we still lose the majority of the time, there's still calls to nerf Survivor because they've gotten better and Killer can't keep up.

    The more BHVR obliges the mindset that Killer is always worse off no matter what, the more they totally kill off Survivor. And from what I've seen, they're more than happy doing that.

  • supersonic853
    supersonic853 Member Posts: 5,843

    I mean i would say extending the hook timer from what was it 60 to 70 seconds improved a lot of efficiency from the survivor end ironically. Thats probably the best I can think of lol. And I guess if you count the mass of healing perks and buffs meaning less time healing. So less time healing+less of a rush to unhook.

  • vol4r
    vol4r Member Posts: 1,038

    I am totally waiting for a perk overhaul. We need more fun/useful/good perks on BOTH sides.

    I don't want to run meta on any of the side, but I feel like I need to.

    I hate killer perks nerf too.

    Before the Save The Best For Last changes I would run this perk on every killer that I played with.

    Then they nerfed it and made m2 take stacks and it destroyed the perk for me.

    They also buffed unbound and this perk was amazing. You could outplay shack easily if you paired it with bamboozle.
    10% was significant, but they nerfed it to 7% and it wasn't good enough in that regard, which is why I stopped using it too.

    Same with batteries. Before the last nerf this perk was decent.

    Guess we can also include Sloppy changes.

    I feel like DEVs need to introduce more significant perks that are not gen efficiency/gen speed/gen regress perks.
    We need more variety.

    PS. Please buff back STBFL, Unbound and Batteries Included. :(

  • cogsturning
    cogsturning Member Posts: 3,022

    I do this every time I play lol. I pick the wrong target, overcommit, know perfectly well they're leading me away from the key gens being worked on, but still do it anyway. I'm at least aware that I'm throwing though, and I don't whine when I have a 90s chase and three gens pop. I have killers that DC when this happens and cry "genrush" but it was them that let me sit on a gen for 90s undisturbed.