Hear me out, a possible solution for Gen Rush
Ok. So I'm not here to make the argument that gen rush is real or not. But rather to make the survivor skill cap for Gen repairs higher and more enjoyable (maybe). All I know is that nearly all builds have to require ruin or some gen slowdown perk or have to be a high pressure killer or run into a clutz of a team. So maybe this could (hypothetically) help in that regard.
Should just be a bandwidth on the amount of gens being done, example
1 gen being worked on = normal speed
2 gen(s) being worked on = 15 % reduction in repair speed
3 gen(s) being worked on = 30 % reduction in repair speed
4 gen(s) being worked on = 40 % reduction in repair speed
Next one is on repair speed on a single gen stacked with survivors. Speed reduced per survivors repair speed not speed overall on gen. (Example instead of 200% repair speed from 2 people, it would be 160% speed.) Following the chart bellow
2 survivors working on a gen = 20% slowdown on the single gen repair speed
3 - 4 survivors working on a gen = 45% slowdown on single gen repair speed
Now these are just numbers I came up with. And would encourage survivors to work more time effectively. Like 1 in chase 2 doing gens and another survivor doing totems opening chest etc. And if this seems a little hard on survivors in solo ques, maybe built in voice should come with an update. So solos are not left in the dust
Comments
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The generators are already slower when more than one person is on in though right? As for multiple gens being done at the same time, that doesn't happen too much when I'm a survivor lol, so I don't think that's a good idea to make it harder than it already is to do generators especially when there's Hex: Ruin.
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Yet again, just no. If you want to stop gen rush, think up further objectives. As i said literally an hour ago in another "Anti gen rush" thread, punishing survivors for doing their objective is just not the way to go. I'd love to see something different added to the survivor process that might lengthen the game, but all this will do is cause survivors to immerse uselessly around the map until they can do a gen without a severe penalty.
For working on 2 gens at the same time, you are asking for an effect on par with tier 3, 4 injured survivors thanataphobia. (correct me if I'm wrong, but last time i checked those were the stats)
I'm all for finding ways to extend the game, i truly am, but i feel strongly that this isnt the way to go.
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Damn g i kinda like the idea, i dont really see any negatives, and it needs something like this since the game has evolved, but maybe 45% is a little too much
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The second half is already the case (not as extreme, though). There's a 10% penalty for each survivor on a generator.
Adding a penalty for working on separate generators as well is a bit too much, though. At that point, you're punishing the survivors for doing the only thing left to do while rewarding the killer for failing. The way this is proposed actually rewards the killer for doing worse.
To explain: Your job as the killer is to keep as much pressure on the survivors as possible (i.e. to force them off of generators). If four people are on a generator, you're doing poorly. That means you aren't chasing a single person. If you have one on the hook and you're chasing a second, that means one survivor needs to go for the save, leaving only one guy to do generators.
This would suggest that if I'm doing terribly- I have nobody on the hook, I'm not chasing anyone- then all survivors repair generators 40% slower.
It's not exactly ideal. I don't think the killer should be rewarded for failing.
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It would be really interesting if the devs released a pbt where gens took 100 seconds or something like killers are asking for.
I feel like the percentage of survivor players would fall drastically.
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People clearly don't play survivor enough if they think that holding M1 for longer is something people would be willing to do.
How are your killer lobbies now? Say goodbye to them if you force people to do the least fun thing in the game even more.
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Meanwhile, survivors have 100000 rewards for failing. Borrowed time, unbreakable, DS, invulnerability after being unhooked, deadhard, etc... Lol
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Love the idea, I feel it will ad more skill based to the game and help people do more than just generators.
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Have you considered ScottJund idea for extending the game?
Adding 20 s to the gen fixing and 1m to hook time would extend the game with next to no cost for either side.
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I agree with you, except that this tactic (3 survs on 3 separate gens, and one in chase) is so effective that if everybody does this, and everybody knows just a bit of looping, the game is over for the killer, no matter what (even with mori and addons). Maybe only nurse\spirit have some chance to handle that situation.
Usually this setup ends with the first hook and 3 gens done. After this, 1 surv goes for the save or to entertain the killer, and the other 2 finish the remaining gens (and eventually go for the save\teabag the killer).
I understand that this is survs primary objective, and if they are doing so they are doing the right thing (so putting a penalty could be counterintuitive), but the downside is that this is the counter to almost every killer (in particular M1 killers), and that this is very boring both sides.
Obviously, if there are 4 survivors doing 4 separate gens, then there is something wrong with the killer 😋
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The issue isn't that gens get done too quickly. It's that there's no emphasis on doing anything EXCEPT the gens. If there was more emphasis on totems (a totem counter for example and extra rewards, like restoring item charge), or simply adding new secondary objectives would help with the "genrush" issue.
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People seem to forget that the game must be interesting for survivors too.
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Yeah, gen repair time itself definitely shouldn't be touched and there should be no arbitrary punishment for efficency/reward for no pressure.
The only thing that might be acceptable is adding 1 or 2 extra steps to gen repairs, like having to scavenge for a specific item beforehand.
Or maybe something like this: once a generator has been repaired a randomly selected (preferably always in the furthest possible location) lever has to be flipped to redirect the power. And until it remains unflipped all generator receive a stackable repair malus or something, like skillchecks become tremendously harder cause the system is overloaded. The repaired gen could have a sparkling wire coming out of it that would guide you to the lever and then there could be perks/maps helping you find it and maybe the killer would see the aura. The lever flipping itself should only take a second or two as it's only meant to give a reason to travel across the map. And flipping the lever should give like a good chunk of points of course.
Or something else completely unrelated to gens but following the same line of thought: give an incentive for survivors to run around the map for something important.
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I like those kinda suggestions. Maybe in exchange of having the survivors need to go around collecting items. We can make the gens actually less time. However, still having the game last a decent amount of time.
I also suggested adding a slight buff to dull totems that benefit the killer. This makes totems more essential. However, not the biggest threat. Numbers can always be tweaked.
This could make the struggle phase less hassle and give the survivors more of a life-time in game. Also makes camping possibly less effective while buffing weaker perks.
You could also make it so the killer can go around hitting levers preventing progress on a gen until it is switched again. Whilst kicking the gen causes regression.
Then I think you could massively buff survivors and still have a fair game whilst adding new mechanics.
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Because they cant attack the killer, do you want them to be able to attack?
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They want a 20 min gen fest to end the game with Noed, Remember Me, Blood Warden.
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Honestly, I'm still onboard with totems having a slight gen progress speed. For each totem still active add a 2-4% decrease in repair speed, it's not hard to do totems most players I run into just do totems anyways for points, it'd give more of an incentive to do them aside from just farming.
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You are right, that punishment is way to high, but survivors have so many second chance perks
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Well the problem is if the survivors are bad (or the killer is playing someone OP like nurse / spirit) the killer just rolls over everyone and then it feels awful as a solo q survivor so you want all those second chance perks. But if the survivors you run into have thousands of hours and know all the good pallets / windows etc etc and how to run them there isn't too much you can do as an m1 killer and the game is over in 4-5 minutes and then the second chances are way too much.
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