Teamwork and "gen rushing"

Hey guys, So "gen rushing" seems to be a problem for red rank games.

And I think it could be solved with ease just by tewaking the system a bit without making the game an m1 simulator...(more then it already is)

So heres the current "Gen rush" strat:

you spawn in as survivor, everyone goes on a different gen. One person gets found and chased, this person just has to use 2- 3 pallets before getting hooked and 3 gens pop.

This is not rare, and the only counterplay the killer has is either being lucky and finding a weak survivor, or just play a A+ tier killer that can deal with loops. Every other killer will lose 3 gens against people who want to "genrush"

So whats the problem?

Loops being to easy? could be but I think its "solo genning"

If you work as a team on gens you get a penalty for doing so, which is kinda weird in a team game.

So I think it should be the other way around.

A solo Gen should take like 100 seconds.

But If you are on a gen with 2 or more people it should be drastically faster.

This would encourage teamwork and make perks like bond etc more valuable for solo que and also help the killer in the early game. Also killers could pressure better because if theres like 2 people on a gen they both have to go away which leaves only two other people on gens.

After a chase you wouldnt have 3 gens popping, maybe 1 or 2.

So killers could gain more pressure early game, but survivors could defeat 3 gens better ( if theres enough of them still alive off course)

Why isnt team work rewarded? You get bloodpoints for coop action, but you objective is slower. I dont get it tbh.

I didnt calculate the numbers because i dont know the exact numbers for how its now but i think this change would be good if you took some testing with numbers.

What do you guys think?

Oh btw can you block trolls here? If I get this guy that writes "just pressure gens, youre just bad etc" under every post when a killer problem is discussed i kinda wanna block him from my posts. Not to censor opinions, but clear trolls with 3000 posts that all say the same... do i have to deal with these kind of people?

Comments

  • this game is survivor side not killer side... swf + discord program ( so many information without waste 1 slot perk like kindred ) ... annoying perk like OOO and head on for swf... gen rushing.. purple and red keys...

    while Devs nerf old ruin because of newbie... Nerf hillbilly as stronger killer.... which lead people think they don't care about killer at all... and also after this they plan remove mori also...

    and Devs still says they don't side with survivor... #WeHaveDonePrettyGoodJob Meme again....

  • So here's the thing, while an efficiency penalty is applied when more than one survivor is on a gen, 2+ survivors working on one will still finish it significantly faster. From start to finish:

    • 1 Survivor can finish a gen in ~80 seconds
    • 2 Survivors can finish a gen in ~47 seconds (~41 seconds with Prove Thyself)
    • 3 Survivors can finish a gen in ~38 seconds (~29 seconds with Prove Thyself)
    • 4 Survivors can finish a gen in ~36 seconds (~25 seconds with Prove Thyself)

    -It's basically only a major waste in time when all 4 survivors repair a gen cooperatively, as they save almost no additional time compared to the work of 3.

    But the problem isn't the time-saving efficiency. It's the objective-completion efficiency. If all four survivors spawn separated and near gens (immediately beginning work on them), then the time killer needs to find, chase, down, and hook a survivor can very VERY easily result in 2-3 gens getting completed. Against a team of average-skilled survivors, most killers can expect to lose 1-2 gens in exchange for their first hook. This isn't Gen-Rushing, just survivors doing the only priority interaction they have at the start of a match.

    Because of this, the only part of your suggested change which would truly have an impact would be bumping gen times up to 100 seconds (as they are already drastically faster when repaired cooperatively). It might work, but also carries the risk of making both PGtW and 3-Gen setups even stronger. While there are only a handful of severely killer-biased maps (mainly Shelter Woods and Underground Complex), they would need to be reworked (among other unbalanced maps) so that the increased gen times don't make them virtually unbeatable for survivors. But the community has asked for a gen-time change like this before, so we can only hope that it may one day be tested.


    Another consideration to help with early game pressure problems would be changing how survivors spawn in. The Shroud of Binding's functionality should be made a base mechanic. All 4 survivors would ALWAYS initially spawn together and choose how/when to split up from there. Survivors spawning spread out is very bad for the killer and a regular contributor to them losing 40-60% of their objective within the first couple minutes of a Trial.

    And a third idea would be to increase the pressure killer applies when hooking a survivor. For every survivor currently on a hook, all remaining survivors should suffer a 20-25% repair penalty. This penalty is lessened/removed when a survivor is unhooked, but the rescued survivor would continue to suffer this penalty for 60 seconds. As it is, killer currently doesn't really gain a big benefit from hooking a survivor until they sacrifice somebody. This would ideally give greater value to hooks earned earlier in a match (and help de-incentivize tunneling).

  • @APoipleTurtle said:

    So here's the thing, while an efficiency penalty is applied when more than one survivor is on a gen, 2+ survivors working on one will still finish it significantly faster. From start to finish:

    • 1 Survivor can finish a gen in ~80 seconds
    • 2 Survivors can finish a gen in ~47 seconds (~41 seconds with Prove Thyself)
    • 3 Survivors can finish a gen in ~38 seconds (~29 seconds with Prove Thyself)
    • 4 Survivors can finish a gen in ~36 seconds (~25 seconds with Prove Thyself)

    -It's basically only a major waste in time when all 4 survivors repair a gen cooperatively, as they save almost no additional time compared to the work of 3.

    But the problem isn't the time-saving efficiency. It's the objective-completion efficiency. If all four survivors spawn separated and near gens (immediately beginning work on them), then the time killer needs to find, chase, down, and hook a survivor can very VERY easily result in 2-3 gens getting completed. Against a team of average-skilled survivors, most killers can expect to lose 1-2 gens in exchange for their first hook. This isn't Gen-Rushing, just survivors doing the only priority interaction they have at the start of a match.

    Because of this, the only part of your suggested change which would truly have an impact would be bumping gen times up to 100 seconds (as they are already drastically faster when repaired cooperatively). It might work, but also carries the risk of making both PGtW and 3-Gen setups even stronger. While there are only a handful of severely killer-biased maps (mainly Shelter Woods and Underground Complex), they would need to be reworked (among other unbalanced maps) so that the increased gen times don't make them virtually unbeatable for survivors. But the community has asked for a gen-time change like this before, so we can only hope that it may one day be tested.

    Another consideration to help with early game pressure problems would be changing how survivors spawn in. The Shroud of Binding's functionality should be made a base mechanic. All 4 survivors would ALWAYS initially spawn together and choose how/when to split up from there. Survivors spawning spread out is very bad for the killer and a regular contributor to them losing 40-60% of their objective within the first couple minutes of a Trial.

    And a third idea would be to increase the pressure killer applies when hooking a survivor. For every survivor currently on a hook, all remaining survivors should suffer a 20-25% repair penalty. This penalty is lessened/removed when a survivor is unhooked, but the rescued survivor would continue to suffer this penalty for 60 seconds. As it is, killer currently doesn't really gain a big benefit from hooking a survivor until they sacrifice somebody. This would ideally give greater value to hooks earned earlier in a match (and help de-incentivize tunneling).

    your third Idea would make camping meta even in red ranks thou... And all of them spawnign together would just be one gen down for killers like clown because of lack of mobility.

    Corrupt intervention would be necissary on every killer without good mobility