Defending gens: What's the point?
I had almost been convinced that it was the killer's objective to A) stop the generators and B) kill the survivors. But that's asking too much apparently; you can only do one or the other. I have spent all night chasing survivors, dropping chases when necessary, kicking gens, and have barely eeked out a 2k average result. I could make it easy for myself and pick Spirit but relying on her gets old quick. It's no secret that her and maybe 2 other killers are the only viable ones in the game, and that's because they generate enough pressure to pressure the gens. Everyone else needs 3+ gen defence perks to make do, and those perks are countered as easy as breathing. Tinkerer: run Spine Chill, Pop: finish the gen before the killer gets there, Ruin: don't get off the gen, Surge: run away from the gens.
Basically, there's no point in defending gens. You'll lose them no matter what you do. The first two will go in the first minute, the next two in the next 2 or 3 minutes, and the last one somewhere from 1 to 3 minutes after that. So what do you want from us killers? Because what I'm getting at is that we need to slug and 1-hook everyone. It's not fun or fair for the survivors, and it's not fun for us, but it gets us the 'win'. How did it come to this? Perhaps the nerfs to the only strong gen slowing perks? Why must every build include gen defence to be viable? These are the questions that need answering.
Comments
I've said this before and I'll probably be repeating it for the rest of eternity, but: It's not a big deal to lose a gen or three early on. This is totally normal and expected. The killer starts out at a disadvantage with all 4 survivors healthy and ready to jump on gens. As the game continues and there are less gens to work on, fewer pallets to run to, and as the survivors need to spend more time rescuing and healing each other you will become more and more powerful. You always always have a chance to make a comeback as killer, even after the gens are done and the gates are opened.
My favorite Trapper and Legion builds have no gen defence at all and I win with them regularly. The difference is that if you have no gen defense you need to play much more aggressively, keep the pressure boiling, and keep your momentum up all match. Even then it's a risky strategy to use. IT may help to stop trying to get 12 hooks and make a big play to down all 4 survivors at once to clutch out the match.
If survivors are countering your gen defense perks then good for them! That's good gameplay. Now just figure out how to counter their counter and you'll start feeling like a true Big Brain killer.
Gen defense perks are the only things that be overtuned without breaking chase mechanics or giving too much info. Chase perks would have to be ridiculous to equal the value of gen slowdown, but then chases would be super one sided due to the asymmetry.
That being said, you definitely don't need 3 gen defense perks. Something is going wrong if you need anything more than Corrupt in regular queues.
Just slug if they won't stay off the gens, the most dangerous survivors are the ones that say "gens before friends"