Why is gen-rushing still possible?
A lot of scummy tactics have existed in this game for as long as it goes back.
Tunneling was acknowledged and a surge of anti-tunnel perks were created and some have already been here since the beginning.
Decisive Strike, Borrowed Time, Breakdown (regardless of it being an awful perk), Adrenaline and Iron will also function as anti-tunneling perks in desperate need, but we can leave iron will out due to it being probably the most useful overall perk in the game since it helps with many aspects.
Slugging also has it's counters, and a perk even introduced in the last patch.
Unbreakable, Soul Guard, Tenacity, and yes, flip-flop.....
The only effective Anti Gen-Rushing perks we have as of now with no retarded requirements are Pop Goes the weasel and Corrupt Intervention, Corrupt intervention is simple to understand, less gens early game = get a hook with 1 or no gens completed.
Pop, You're rewarded for hooking a person a 25% slowdown to ONE gen. It's actually great since 25% is 20 seconds which is a lot, it's to one gen only, sure. But the more hooks the more you get it. Simple and straight to the point.
Old ruin was passive and had great effect, instead of 3 gens being completed in 80 seconds of the game it would take 100 or 105 seconds, enough to push you off a couple of them or at least 1. Best case scenario survivors actively look for it early-game instead of doing gens.
Here are perks that some survivors might overestimate and mention as anti-genrushing below, but they really aren't...
Thrilling tremors: Blocks what's NOT being worked on, and if you play killer you know this is a tracking perk not a gen slowdown.
New Ruin: Punishes gens NOT being worked on, again if they work it they'll finish it.
"Thanatophobia": Probably the MOST overrated killer perk, assuming you're continiously injuring with it you'll be at 3/4 injured survivors, which is 12% slowdown. 12% slowdown to gen speed is Horrible, adding only 9 seconds, what can you do with 9 seconds? Hook a survivor?
Dying Light: Another overrated perk, and honestly dumb in design. Let's say you get to 7 stacks by deliberately ignoring the obsession, 21% slowdown.
But wait, this 21% slowdown does NOT apply to obsession, so you may think, ok let's just get rid of the obsession!!
Getting rid of the obsession de-activates the perk....
Ok screw it, let him be, I'll just find someone else. But by this dying light only applies to 2 PEOPLE, because you're chasing one of the 3 people it applies for. And the perks already gains its stacks by hooks if you're at 7 stacks by ignoring the obsession you MUST have killed someone by now. So it only applies to 1 person.
12-24% slowdown for 1 or 2 people, is it really worth it?
Surge: Only affects gens in 32m, but let's say you're in 32m, thats 6 extra seconds..... WOW
Dead man's switch: No possiblity for synergy with other perks since blocking gens causes ZERO regression, even if you have new ruin or if you damaged it, survivors must touch and let go after you hook so this only works if you have lots of mobility (Billy or nurse) OR you can intentionally make people let go (doctor or freddy). But these aren't the only 4 killers in the game are they?
Survivors will just get back to the gen after you finish downing the survivor near the gen and finish it while you pick him or her up, in the exact same time he would have if he didn't let go.
NOED: NOED doesn't really counter gen-rushing. But it punishes it. No killer should be forced to run this perk in fear of getting gen-rush matches, and I say this should be a base-kit perk because totems directly become an essential secondary objective
Point is, we need to make changes to counter gen rushing. Implementing more perks for the killers that focus mainly on gen speeds is not what I suggest since killers shouldn't have to rely on a perk (like old ruin), while you're on a cooldown bar spree go for gens too, 40 seconds cooldown between working on 1 gen to the other, you can heal in it, do totems, but just not gens.
My point is that if you get queued against half decent survivors, okay at looping, don't waste time, and know what their main objective is, you're in the shlt.
Comments
######### is "gen-rushing". Until five gens are done they are the only objective, anything else is to make doing gens possible (breaking totems, distracting killers etc). I don't understand how aiming to do the objective is like griefing or bm. Makes no sense. On the flip side, this is why I don't resent killers who facecamp or tunnel, what the hell are they supposed to do in a 4v1? Fight fair?
Alright guys, why do we bring back up these ancient posts?
Ah the classic, "GENRUSH REEEEEE" Lol
Doing gens is unfair to the killer LOOOOOOOOOOOOOOL
Gen rushing is technically when survivors do gens instead of unhooking teammates or getting them off the ground if they're slugged.
When people say gen rush they usually mean that the survivors did the gens fast.
....But thats what you're supposed to do. You're supposed to gen rush so the killer has to choose between camping the hooked/slugged survivor, and going after the others doing gens. Majority of the time I see people going for the rescue? It ends in just a hook train, at least one dead survivor, and zero gens done for it. Honestly it gets a little tiring having to be the gen jockey every goddamn game.
Am I missing something here? Isn't gen rushing the check to facecamping?
Why is getting completely tunneled out of the game because you wanted to run perks that aren't DS still a thing? No one knows. Why is getting camped to death by 1-shot killers still a thing? Nobody knows. Why are keys and moris a thing? Nobody knows. What happens after death? Well, much like the many mysteries of DBD, nobody knows.
If you spread the damage and still lose then you played wrong. "Gen rushing" isn't a thing, it's just a failure on the killers end to apply pressure and while, yes effective teams can minimize that pressure with their efficiency, shouldn't they be rewarded for doing so? If you have all 4 survivors injured and legitimately can't snowball doesn't that mean they're playing better? Sure a few maps like Haddonfield and Midwich where chasing and pressuring is tough can be harsh, but outside of that then no. Learn to admit that you played wrong and then improve. This is just general life advice as well. Don't whine, see what you did wrong.
They show these games of them supposedly getting genrushed but then they don't show their 80% of other games 4king and stomping.
So the solution to genrushing is to use perks that when we use them too much they get nerfed because gens are totally fine otherwise?
Probably because the killer is not pressuring survivors properly. But again, this is because there are clearly weaker and stronger killers.
######### how did this thread come back to life out of nowhere
My opinions changed a bit at gen rushing, all i can say rn is that if all maps are reworked to fit a pretty decent size, and base regression rate from kicking a gen is increased, then it really shouldn't be a thing.
But if a super sweaty 4 player swf who never works on gens together is what you're going against then while it's still oppressive (especially if your killer isnt B-S tier) they probably earned the win.
It”s now so easy to 4k that killers which can’t do it in 1 of 10 games cry asking for another nerf. They think they”re semigods, and it”s only the game making it so easy for them
Honestly I would add a secondary objective where survivors need to look for like, a book on gen instructions before they can work on gens (lets say the entity changes how gens are repaired in each different trial so the survivors cant just spawn in to start working on them, so they need to rummage through one of multiple piles of documents spread throughout the map to find instructions for the generators for THAT trial. The piles will only have ONE booklet for ONE survivor, the rest of the survivors will have to search other piles). They only need to find ONE booklet, once they get the instructions they can work on gens normally.
This'll give killers a little bit more time to find a survivor before a gen pops.
IMO a gen shouldn't pop in the first 60 seconds of the game, so in addition to the secondary objective, I'd add a base 15% slowdown to gen repairs for the first 60 seconds of a match. Of course this can be sort of countered by bnp and Prove Thyself, but at least they HAD to look for instructions before starting work on a gen.
Dull totems, and ONLY dull totems, should give the killer a passive buff. Like +1% movement speed, +2% speed for pallet breaking, +3% faster recovery from stuns, etc.
Also, gate progress should start to regress if left unfinished. 99'ing gates should not be a thing. If you finished all the gens then get out or risk getting downed.