Why complain about Genrushing?

It's literally the main/only objective to do in the game for survivors next to unhooking and totems. Having an issue with survivors Gen rushing is like telling them not to play the game. Yes, it sucks to watch 3 gens pop in a singular chase that took you longer than you would have liked to finish, but…..it's….the point of the game….I really don't understand why people get so bitter about it.

This is a legit question. No bitterness, just intrigued.

Survivors and Killers both make some arbitrary rules towards one another and what can constitute as "Toxic behavior". Just curious why this is even one of them.

Comments

  • @Abbzy said:

    Genrushing is just survivors copleating their objective the most effective and faster way possible in u nutshell. Thats the same as killer tunneling, sluging and proxycamping occasionally when its supper effective for him to hinder survivors progress and kill them fastest way possible. Its effective strategy and not liked by your opponent.

    "Genrushing" isn't the same as tunnelling, slugging, and camping though. While being genrushed the killer still has 100% control of their character and can play the game. The reverse is not true. A slugged or hooked survivor is just removed from actively participating in the game and able to do nothing fun. Generators are 90 seconds of no fun but mandatory for the victory conditions.

    Gen slowdown and tunnelling, slugging, and camping are all no fun for survivors. Only chasing, or narrowly escaping with a neat hide or mindgame are really fun. Anything that reduces the fun bits should be weighed carefully and same goes for increasing the no fun bits.

  • @ChuckingWong said:

    No idea. Term came out of excuses from what I can tell. Survivors have nothing else to do. Asking them what they are supposed to be doing would pretty much nulify any complaints about it.

    Tunneling though. As many seem to, hilariously, attempt to compare it to. Killers can choose who they want to chase. Survivors dont get to choose anything but doing a generator.

    They are simply incomparable. Embarrassing for anyone trying to make a similarity between the two.



    Plus with tunneling you can run full meta and still get value out of all your perks while gen rushing requires the whole team to dedicate their builds to it.

    Chases are the funnest aspect of the game, but since BHVR is constantly nerfing every single map for survivors, adding killers with insane chase powers, buffing others to have crazy chase powers and introducing more and more chase perks, the best way to win is to stack gen progression perks as even with chase perks you are counting on the killer to make mistakes in order for chases to be long enough for the survivors to be able to win.

  • @Jock21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934141#Comment_3934141

    Ok and ? You can also 3-4 out Nurses, Blights, Billies, Ghouls or tunnelling killers in general, I did it plenty of times even in Solo Q matches, so I guess by your logic you shouldn't complain about these killers or their tactics either cause they're still very much beatable.

    Kind of missing the prior messages that leads up to what @ChuckingWong is replying to.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934347#Comment_3934347

    Kind of missing the prior messages that leads up to what @ChuckingWong is replying to.

    Not really, they used one single match to degrade the genrushing complaints, so I did the same for all of his complaints as well.

  • "The generators are the survivor's objective but they're not really the point. The point is to interact with the killer."

    ??? What in the world are you on about? That's like saying shooting baskets isn't the point of basketball. It's about steals and rebounds.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933424#Comment_3933424

    Now its

    "Show us how you play without tunneling, whilst you going afk at the start of the round, while spinning in place for 5 minutes, while the survivors are coordinating, while the stars aligning…"

    I think that's a great point.

    It basically boils down to: '[insert strategy here] is unbeatable, ergo if you beat the survivors, they must not have been using [insert strategy here], because its unbeatable.'

    It is related the example of 'Good survivors are unbeatable, ergo if the killer won, the survivors must not have been good'.

    People have established their conclusion and are working backwards from that instead of looking at evidence and working toward a conclusion.

    Oh yeah and, unfortunately, thats why there is no reason to continue discussing anything with them.

    They have no data, nothing tangible, nothing realistic, just endless what if and hypotheticals. Just look at all the responses I got from actual game footage of my matches; more hypotheticals, more guess work; all to defend their narrative.

    I was half expecting one of them to respond to me with some sort of tournament footage, justifying why THEY tunnel.


    Like you stated perfectly. They have already drawn a conclusion and convinced themselves. Even in the face of something showing them the opposite. Its a defense mechanism at the end of the day, its up to them to change that mindset noone else. But that would be admitting wrong or fault, so dont hold your breath.

    We can just only hope BHVR sees this kind of stuff and make sure they understand where critical analysis comes from; versus circular reasoning and hypothetical excuses.


    A lot of it is echo chamber, up to them if they want to approach these things or not.

  • Okay everyone, stop playing the objective efficiently!!!

  • @Jock21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934434#Comment_3934434

    Not really, they used one single match to degrade the genrushing complaints, so I did the same for all of his complaints as well.

    @crogers271 is actually correct here you are missing the point of the argument, drawing a false equivalence, and it was 2 videos of gameplay footage, not a single match.

    You posted no footage unfortunately. So you did not do "the same" in any capacity.

    So I will just stick with your false equivalence for a response:

    There’s a big gap between:

    Me:

    • “Here’s a match under extremely unfavorable conditions where I didn’t tunnel and still did well, it directly challenges the claim that tunneling is mandatory.”

    vs.

    You:

    • “Well I’ve beaten X killer before too, so your complaints must not matter.”

    One is presenting real evidence to analyze. The other is just trying to cancel it out with vague anecdotes and deflection.

    If you want to challenge the gameplay I posted, do it with your own footage under similar conditions, not just hypotheticals. Otherwise, this isn’t an honest debate, it’s just more of the same responses already given to me.

  • @cburton311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933549#Comment_3933549

    "Genrushing" isn't the same as tunnelling, slugging, and camping though. While being genrushed the killer still has 100% control of their character and can play the game. The reverse is not true. A slugged or hooked survivor is just removed from actively participating in the game and able to do nothing fun. Generators are 90 seconds of no fun but mandatory for the victory conditions.

    Gen slowdown and tunnelling, slugging, and camping are all no fun for survivors. Only chasing, or narrowly escaping with a neat hide or mindgame are really fun. Anything that reduces the fun bits should be weighed carefully and same goes for increasing the no fun bits.

    "Genrushing" isn't the same as tunnelling, etc.

    Well in its core it is. Its just going solely for main objective, genrushing isnt fun for killer same as tunneling for survivor. Claiming killer can control genrushing is almost the same saying survivors control slugging, little bit yes but not fully(with perks and coordination, or altruism). Some killers dont have key thing to do something about fast gens and thats mobility and to some degree antiloop(leathality) meaning billy can down and travel fast and weaker killer like dredge can only travel across map but in weaker state, then we have killers like mayers who is held in game only by strong addons and has no mobility and antiloop( his lunge isnt that good and fast vaults do little thing without combination o perks like bamboozle or superior anatomy). So not all killers can influence genrushing and cant tunnel or slug well as some others.

    Tunneling will be in the game because its best way for killer to get his objective fast and it slows survivors very well( less survs alive means when someone is hooked and another one is chased there isnt fourth survivor doing gens). Only way to stop killers prefer tunneling and spread hooks more is to reward them for it ( or play super strong killer like blight to dont need tunneling ).

  • @Poochkips said:

    It's literally the main/only objective to do in the game for survivors next to unhooking and totems. Having an issue with survivors Gen rushing is like telling them not to play the game. Yes, it sucks to watch 3 gens pop in a singular chase that took you longer than you would have liked to finish, but…..it's….the point of the game….I really don't understand why people get so bitter about it.

    This is a legit question. No bitterness, just intrigued.

    Survivors and Killers both make some arbitrary rules towards one another and what can constitute as "Toxic behavior". Just curious why this is even one of them.

    Why complain about tunneling?

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933424#Comment_3933424

    Now its

    "Show us how you play without tunneling, whilst you going afk at the start of the round, while spinning in place for 5 minutes, while the survivors are coordinating, while the stars aligning…"

    I think that's a great point.

    It basically boils down to: '[insert strategy here] is unbeatable, ergo if you beat the survivors, they must not have been using [insert strategy here], because its unbeatable.'

    It is related the example of 'Good survivors are unbeatable, ergo if the killer won, the survivors must not have been good'.

    People have established their conclusion and are working backwards from that instead of looking at evidence and working toward a conclusion.

    The more I play this game the more I am convinced "X Killer is bad/weak because of good Survivors" is an oxymoron and never actually was true to start with. I get decent Survivors plenty often that know to do gens, coordinate, how to loop, how to use resources against me, etc. I get people who know to selectively lock lockers against Dredge, tight-loop against Nemesis, stare at Ghostface, break line of sight and use lockers against Myers, do tapes against Sadako, and be careful with headtraps and loops against Pig. And I am still seeing an average of a 2-4k, with the occasional 1k depending on map, MMR mismatching, etc.

    I am utterly convinced that all tierlists really measure is how hard you may have to play against a decent team as a given Killer, not how good their kits or abilities actually are. There is no such thing as a perfect SWF that makes 0 mistakes. All Survivors are human, so all Survivors make mistakes. Even the bots are programmed to make mistakes sometimes.

    It's not that a supposed "bad" Killer can't win against "good" Survs - as we have established here, "Bad Killers" do not exist truly and it all depends on the player and their opponents' skill levels plus a bit of RNG. Rather, it's actually the case that most Killers and Survivors are pretty average, and at average MMR, every Killer is pretty much a tier higher than you'd think.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934304#Comment_3934304

    The more I play this game the more I am convinced "X Killer is bad/weak because of good Survivors" is an oxymoron and never actually was true to start with. I get decent Survivors plenty often that know to do gens, coordinate, how to loop, how to use resources against me, etc. I get people who know to selectively lock lockers against Dredge, tight-loop against Nemesis, stare at Ghostface, break line of sight and use lockers against Myers, do tapes against Sadako, and be careful with headtraps and loops against Pig. And I am still seeing an average of a 2-4k, with the occasional 1k depending on map, MMR mismatching, etc.

    I am utterly convinced that all tierlists really measure is how hard you may have to play against a decent team as a given Killer, not how good their kits or abilities actually are. There is no such thing as a perfect SWF that makes 0 mistakes. All Survivors are human, so all Survivors make mistakes. Even the bots are programmed to make mistakes sometimes.

    It's not that a supposed "bad" Killer can't win against "good" Survs - as we have established here, "Bad Killers" do not exist truly and it all depends on the player and their opponents' skill levels plus a bit of RNG. Rather, it's actually the case that most Killers and Survivors are pretty average, and at average MMR, every Killer is pretty much a tier higher than you'd think.

    I couldn't say it any better my friend

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934489#Comment_3934489

    @crogers271 is actually correct here you are missing the point of the argument, drawing a false equivalence, and it was 2 videos of gameplay footage, not a single match.

    You posted no footage unfortunately. So you did not do "the same" in any capacity.

    So I will just stick with your false equivalence for a response:

    There’s a big gap between:

    Me:

    • “Here’s a match under extremely unfavorable conditions where I didn’t tunnel and still did well, it directly challenges the claim that tunneling is mandatory.”

    vs.

    You:

    • “Well I’ve beaten X killer before too, so your complaints must not matter.”

    One is presenting real evidence to analyze. The other is just trying to cancel it out with vague anecdotes and deflection.

    If you want to challenge the gameplay I posted, do it with your own footage under similar conditions, not just hypotheticals. Otherwise, this isn’t an honest debate, it’s just more of the same responses already given to me.

    Knightlight is at 160 4-men escape streak for not with team Invictus. They managed to 4-out Blights with full meta builds multiple times, some of those even P100. Does that mean Blight is a weak killer and needs to be buffed? Absolutely not.

    With current matchmaking good players on both sides will consistently make good results.

    The main problem with the game atm is that low mobility killers have absolutely no way to put pressure onto survivors other than managing to force an early 3v1, and they are hardcore punished for it too.

    Even if you have antiloop killer, as long as that killer lacks mobility (Clown for example), they won't be able to put pressure on multiple gens because they can't traverse fast to multiple spots of the map.

    On the other hand, high mobility killer without chase potential would find themselves in a same spot.

    Good luck managing to do even 5 stages on good teams on average as these killers.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934115#Comment_3934115

    Well, my example is probably their worst nightmare, the kind of result their hypotheticals can’t explain away.

    I had everything stacked against me:

    1. Eyrie of crows: most survivor sided map.
    2. Playing Vommy Mommy; tall, easily spotted from far away.
    3. Low mobility killer.
    4. Mostly an M1 killer with a conditional M2.
    5. One gen left, only three hook states, and all gens with progress.

    No tunneling. Still pulled a 3K win.

    According to them, that’s “impossible.” But it happened.

    And that’s the point, tangible gameplay beats endless what-if spirals. Hypotheticals aren’t being used to explore ideas or balance. They’re being used to deflect, to protect their belief system, and worse, to avoid the work of actually analyzing games.

    What ifs and hypotheticals can go both ways, endlessly. All they are doing is trying to win an argument on the internet. Nothing to do with dead by daylight or balance. Much like the "like" and "dislikes" they are looking for confirmation bias reinforcement.

    So yeah, it’s ironic. They say "I’m in a fantasy for not tunneling", while they build their argument on a fantasy version of matches, and ones that I post as well. Dismissing them and picking them apart to fit their narrative, and ignoring the things posted above.

    We need to push back, because if all the forums ever hear are emotional complaints dressed up as logic, developers, and players; never get the full picture.

    This logic is so flawed it's why anecdotal evidence is literally the worst form of evidence by your logic solo q doesn't need a buff because you 4 man outed against a Nurse on Haddonfield with 4 slowdown perks once so its ok

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/446090/why-complain-about-genrushing

    Firstly, why do survivors complain about tunneling? Its pretty much the same reason for killers. I don't like calling it "gen rushing" more so, "gen efficiency"

    The game is obviously designed in such a way that assumes that survivors aren't all going to be efficient on gens, but when they are, gens fly and the game is basically over within the first 2-3 minutes. The first chase should not dictate the entire game, and unfortunately, due to how the game is balanced, unless you are playing one of the top tier killers against a team that knows what to do you are probably going to lose.

    Mathematically speaking, if your team is, you know, actually doing gens, all you have to do is shift + w around the map while being chased, predrop a couple of god pallets, and 3 gens will pop.

    Yeah you could argue that the killer should drop chase and try to go somewhere else, but we are assuming good players who are probably communicating. So, you tell your team the killer dropped chase, and immediately hop on the nearest gen. And given that, unless the survivors make 2 bad mistakes, you are gonna lose 3 gens before you get that first down. And from there the game is effectively unwinnable if the survivors know what they are doing due to so many systems in place to prevent the killer from catching up:

    • You can't tunnel someone out easily because of so much basekit and perk based protection
    • You can't camp someone out because the game will let them unhook themselves
    • You can't regress the gens because you gave a limit of 8 regression events and survivors eventually win the long game.
    • You can't deal with it in the endgame because gates open too quickly, and never regress even if you push survivors off of them
    • You can't even easily secure that final kill in the endgame because for some reason basekit BT still works in the endgame.

    Survivors get many many many MANY second, third, fourth and even fifth chances through basekit mechanics, perks, and having teammates to help them. Killers never get any second chances, and when they do through things like, arguably, NOED, they get complaied about and nerfed.

    And on top of all that, look at the roadmap, and see whats coming:

    • More anti-tunnel things
    • More anti-slug things
    • More anti-camp things

    So i ask you simply, where are killers second chances? Where is the basekit corrupt, or the basekit corrupt on totems that makes it so i don't lose my hex immediately because RNG spawned survivors on top of it? Where is my basekit pain res that encourages me to spread hooks? Where is my basekit regression that makes kicking gens without gen defense perks worth it? Where are my basekit gen defense tools that make it so i'm not forced to take some kind of slowdown perk(s)?

    They don't exist, and thus, i just play nurse, because that's the only option really left to me anymore.

    You can't tunnel someone out easily because of so much basekit and perk based protection

    You can't camp someone out because the game will let them unhook themselves

    You can't regress the gens because you gave a limit of 8 regression events and survivors eventually win the long game.

    You can't deal with it in the endgame because gates open too quickly, and never regress even if you push survivors off of them

    This bit's kinda disingenuous.

    First off, 'so much basekit' entails a singular change. Ten seconds of endurance off hook is the only thing that survivors got as basekit anti-tunnel. Labeling it 'so much' is disingenuous.

    You can absolutely still camp, and anytime people point that out, everyone is quick to jump in with the boilerplate 'it's anti-FACEcamp' remark. Just because you can't park your behind in front of the hook and just pseudo-AFK anymore doesn't mean camping can't be done.

    You can absolutely still regress gens, you just can't make your entire playstyle revolve around perma-regression anymore. As BHVR staff mentioned, the 8 regression limit was chosen because it was so far above the normal regression event count. The average was like 3-4, so the 8 barely ever gets touched on. In addition, saying 'you can't regress gens' when the top-most picked perk is still Pain Res, with Pop Goes the Weasel, Surge and Nowhere to Hide in close pursuit means you're just flat-out wrong.

    It's also disingenuous to involve perks when it comes to anti-tunnel, which is entirely dependent on perks, but then disregard perks when it comes to endgame defense. Remember Me, No Way Out, NOED, Terminus, lots of perks that focus specifically on the end-game to the point where there's even a strat that revolves around making gates take so long to open that the EGC kills all the survivors for you. If you want to count perks when it comes to making tunnelling difficult, you have to also count perks that massively bolster the killer's endgame. You can't add them in on the survivor side, and then exclude them killer-side, that's not fair.

    Survivors get many many many MANY second, third, fourth and even fifth chances through basekit mechanics, perks, and having teammates to help them. Killers never get any second chances, and when they do through things like, arguably, NOED, they get complaied about and nerfed.

    NOED was completely unreasonable in its original form and the nerf it got still keeps it sufficiently powerful to be a legitimate tool and threat.

    But the reason killers don't get 'second chances' is because the killer can win at any given moment in the game. You have a constant chain of endless chances to win. At every single second of a match, right up until the third survivor walks out the trial, you have a chance to win.

    This does not go for survivors, at all.

    And honestly, the most clear indicator of this is that with all of these alleged 'second chances' at winning? Survivors are still not winning nearly as much as killers are. Not even close.

  • I don't complain about tunneling and camping. They're just tools in the killer's arsenal.

    However, complaining about "gen-rushing" is different. That would be like the survivors complaining about the killer downing or hooking survivors AT ALL.

    The killer can still hook, kill, and win without tunneling or camping. But how are survivors supposed to NOT gen-rush? Are they supposed to say, "Hmm, let me let go of this gen and wander over here and see if there's a random dull totem I can cleanse for no reason…"???

    The pace of the game is determined by the killer. Don't like gen-rushing? Go scare them off the gens. Want them to bring out a different tool from their kit, such as looping? Then chase them.

    Killers get a choice, survivors don't.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934258#Comment_3934258

    You can't tunnel someone out easily because of so much basekit and perk based protection

    You can't camp someone out because the game will let them unhook themselves

    You can't regress the gens because you gave a limit of 8 regression events and survivors eventually win the long game.

    You can't deal with it in the endgame because gates open too quickly, and never regress even if you push survivors off of them

    This bit's kinda disingenuous.

    First off, 'so much basekit' entails a singular change. Ten seconds of endurance off hook is the only thing that survivors got as basekit anti-tunnel. Labeling it 'so much' is disingenuous.

    You can absolutely still camp, and anytime people point that out, everyone is quick to jump in with the boilerplate 'it's anti-FACEcamp' remark. Just because you can't park your behind in front of the hook and just pseudo-AFK anymore doesn't mean camping can't be done.

    You can absolutely still regress gens, you just can't make your entire playstyle revolve around perma-regression anymore. As BHVR staff mentioned, the 8 regression limit was chosen because it was so far above the normal regression event count. The average was like 3-4, so the 8 barely ever gets touched on. In addition, saying 'you can't regress gens' when the top-most picked perk is still Pain Res, with Pop Goes the Weasel, Surge and Nowhere to Hide in close pursuit means you're just flat-out wrong.

    It's also disingenuous to involve perks when it comes to anti-tunnel, which is entirely dependent on perks, but then disregard perks when it comes to endgame defense. Remember Me, No Way Out, NOED, Terminus, lots of perks that focus specifically on the end-game to the point where there's even a strat that revolves around making gates take so long to open that the EGC kills all the survivors for you. If you want to count perks when it comes to making tunnelling difficult, you have to also count perks that massively bolster the killer's endgame. You can't add them in on the survivor side, and then exclude them killer-side, that's not fair.

    Survivors get many many many MANY second, third, fourth and even fifth chances through basekit mechanics, perks, and having teammates to help them. Killers never get any second chances, and when they do through things like, arguably, NOED, they get complaied about and nerfed.

    NOED was completely unreasonable in its original form and the nerf it got still keeps it sufficiently powerful to be a legitimate tool and threat.

    But the reason killers don't get 'second chances' is because the killer can win at any given moment in the game. You have a constant chain of endless chances to win. At every single second of a match, right up until the third survivor walks out the trial, you have a chance to win.

    This does not go for survivors, at all.

    And honestly, the most clear indicator of this is that with all of these alleged 'second chances' at winning? Survivors are still not winning nearly as much as killers are. Not even close.

    I think you missed the "AND PERK PROTECTION" part of my statement there.

  • @Poochkips said:

    It's literally the main/only objective to do in the game for survivors next to unhooking and totems. Having an issue with survivors Gen rushing is like telling them not to play the game. Yes, it sucks to watch 3 gens pop in a singular chase that took you longer than you would have liked to finish, but…..it's….the point of the game….I really don't understand why people get so bitter about it.

    This is a legit question. No bitterness, just intrigued.

    Survivors and Killers both make some arbitrary rules towards one another and what can constitute as "Toxic behavior". Just curious why this is even one of them.

    Same way survivors complain about tunneling or whatnot (and they do it FAR more than genrush complaints let me tell you that): Because people are whiny, entitled and immature. Opening a game where you play against someone else and complaining that they are doing their objective is absurd.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935165#Comment_3935165

    I think you missed the "AND PERK PROTECTION" part of my statement there.

    I think you missed literally everything I wrote.

    Also, you wrote 'so much basekit and perk protection', which isn't the same as 'basekit and so much perk protection'.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935332#Comment_3935332

    I think you missed literally everything I wrote.

    Also, you wrote 'so much basekit and perk protection', which isn't the same as 'basekit and so much perk protection'.

    The point was proven during all the slugging debacle. When survivors get hooked, they get access to a ton of second chance things and become extremely strong. My point still stands. We are getting tons of "anti-some-killer-playerstyle-we-dont-like" mechanics in play and not a single "anti-some-survivor-playerstyle-we-dont-like" things.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935397#Comment_3935397

    The point was proven during all the slugging debacle. When survivors get hooked, they get access to a ton of second chance things and become extremely strong. My point still stands. We are getting tons of "anti-some-killer-playerstyle-we-dont-like" mechanics in play and not a single "anti-some-survivor-playerstyle-we-dont-like" things.

    not a single "anti-some-survivor-playerstyle-we-dont-like" things.

    What?

    You got hook respawns. You got medkit nerfs. You got map offering changes. Talking about genrush, you got a free bonus ten seconds per gen, and now survivors will spawn clumped to make them take longer to split.

    Killers don't get any perks the way survivors do because killers get it all rolled into basekit.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933106#Comment_3933106

    Isn’t that literally the exact same argument for why killers shouldn’t tunnel?

    yes but shouldn't both sides have have not just one?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935426#Comment_3935426

    not a single "anti-some-survivor-playerstyle-we-dont-like" things.

    What?

    You got hook respawns. You got medkit nerfs. You got map offering changes. Talking about genrush, you got a free bonus ten seconds per gen, and now survivors will spawn clumped to make them take longer to split.

    Killers don't get any perks the way survivors do because killers get it all rolled into basekit.

    And yet its still not enough. Try watching a comp game where the killer is playing trapper.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935436#Comment_3935436

    And yet its still not enough. Try watching a comp game where the killer is playing trapper.

    'It's still not enough' is a very far cry from 'Not a single thing', isn't it?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935436#Comment_3935436

    And yet its still not enough. Try watching a comp game where the killer is playing trapper.

    Killer designed to exploit scenarios where there isn't survivor communication struggles in scenarios where there is survivor communication. Story at 11

    Seriously, if "sometimes the game is hard when entering a scenario that is explicitly unfavorable" is the best you can offer for scenarios of imbalance, it's really hard to take this in good faith

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935426#Comment_3935426

    not a single "anti-some-survivor-playerstyle-we-dont-like" things.

    What?

    You got hook respawns. You got medkit nerfs. You got map offering changes. Talking about genrush, you got a free bonus ten seconds per gen, and now survivors will spawn clumped to make them take longer to split.

    Killers don't get any perks the way survivors do because killers get it all rolled into basekit.

    Anti gen tap: one mechanic single handedly eliminated the practice entirely. You physically can't stop a gen from regressing during chase because it's impossible with that one change.

    Free lightborn on locker grab, effectively killed double locker saves (and good riddance).

    Anti hiding is also included in this phase, part of that being the crows rework. This is directly and exactly "a play style killers don't like".

    Distortion also was changed for this exact purpose. You could even argue with the way wake up was nerfed, it was to reduce selfish "hide for hatch/door solo" play style.

    Adrenaline was nerfed because having a perk that did nothing until end game was too much. Now the perk can actually do nothing all game if the killer checks notes oh yeah, does nothing differently to hard counter it.

    Compared with:

    AFC is a casual recommendation to, please, eventually move slightly farther from the hook. Oh you can still hit the survivor on hook, there's no penalty for that, you just need to take a step back at some point. Take your time, wouldn't want to inconvenience you.

    Base kit BT was much needed, but also came with the "compensation" of gutting DS and making all other anti tunnel protection endurance based. Oh, and endurance doesn't stack either, so now there's a base kit way for killers to disable your tunneling perks. Have fun!

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935450#Comment_3935450

    Killer designed to exploit scenarios where there isn't survivor communication struggles in scenarios where there is survivor communication. Story at 11

    Seriously, if "sometimes the game is hard when entering a scenario that is explicitly unfavorable" is the best you can offer for scenarios of imbalance, it's really hard to take this in good faith

    We could have 200 killers in the game and there would still be posts 'but what about Trapper, high MMR?'

  • @CruelLimits1982 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934141#Comment_3934141

    This logic is so flawed it's why anecdotal evidence is literally the worst form of evidence by your logic solo q doesn't need a buff because you 4 man outed against a Nurse on Haddonfield with 4 slowdown perks once so its ok

    He was challenged to post a video of his play under certain circumstances. He did that and warned against moving the goalposts. Now there are posts acting like he started the argument with videos of his gameplay instead of in response to a challenge.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935450#Comment_3935450

    'It's still not enough' is a very far cry from 'Not a single thing', isn't it?

    Playing trapper or ghoustface without strong gear(persk and addons) feels like chasing survivors with pain in lower back. Yes its supper satisfying

    when your power works and you feel like playing chess with other team, placing traps in strategic places or sneaking around map marking survivors and 99 them for future exposed downs.

  • i think its a matter of certain killers being weak/slow at snowballing pressure in those situations, so when you play trapper and lose 3 gens and only have 1 hook, it simply feels impossible to come back from, although the survivors arent doing anything wrong, its a power imbalance for certain killers.

  • @cburton311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933549#Comment_3933549

    "Genrushing" isn't the same as tunnelling, slugging, and camping though. While being genrushed the killer still has 100% control of their character and can play the game. The reverse is not true. A slugged or hooked survivor is just removed from actively participating in the game and able to do nothing fun. Generators are 90 seconds of no fun but mandatory for the victory conditions.

    Gen slowdown and tunnelling, slugging, and camping are all no fun for survivors. Only chasing, or narrowly escaping with a neat hide or mindgame are really fun. Anything that reduces the fun bits should be weighed carefully and same goes for increasing the no fun bits.

    Friend, feeling helpless is a thing even if you are not actually helpless. And since you mentioned Killers here, let's talk about that.

    Thing is, just because the Killer, who is not actually helpless, can move around and attack and do things doesn't mean they can't feel helpless to prevent Survivors from winning if the Survivors are just better than that player is. I may well be able to push Survs out of the gate at any time, but I might still feel like my agency to actually do my job and kill them was taken from me and that isn't fun. It might not be logical to think this way, but human emotions about stuff aren't always logical and you can definitely feel helpless while still being able to technically do stuff.

    Well what about Survivor side then? The exact same is true of Survivors here. I feel helpless when I am slugged as Survivor. That's not fun. But I can technically still crawl and be picked up by someone or use a perk to get up, which is technically agency right, even though I can do nothing else to progress the round. By your logic here, that Killers having "agency" in situations that can make them feel helpless, a Survivor being tunneled is not helpless because they can continue the chase, and a Survivor being slugged is not helpless either because they can crawl. That's obviously not correct though, just because they can move doesn't mean they can do anything…

    And that's why people compare genrush and slugging. Because both make the player feel helpless to stop it themselves, regardless of whether that is or is not true.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935397#Comment_3935397

    The point was proven during all the slugging debacle. When survivors get hooked, they get access to a ton of second chance things and become extremely strong. My point still stands. We are getting tons of "anti-some-killer-playerstyle-we-dont-like" mechanics in play and not a single "anti-some-survivor-playerstyle-we-dont-like" things.

    While this is all true, we need to consider that if killrates are a problem due to these changes the Devs can and will rebalance Killers struggling due to it around this, so everyone is back at 60% again. If it's true a Killer needs to slug, tunnel, camp, etc. for their kill rate and these changes nerf them too much, the Devs will fix it. There is good reason everyone got buffed and upgraded before these changes went to live or were even discussed.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935426#Comment_3935426

    While this is all true, we need to consider that if killrates are a problem due to these changes the Devs can and will rebalance Killers struggling due to it around this, so everyone is back at 60% again. If it's true a Killer needs to slug, tunnel, camp, etc. for their kill rate and these changes nerf them too much, the Devs will fix it. There is good reason everyone got buffed and upgraded before these changes went to live or were even discussed.

    But the point we are making is that is fine, they can claim they are going to do that. But at the glacier pace that the devs make changes to this game, we are gonna be waiting years for things to be put back into place.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935813#Comment_3935813

    But the point we are making is that is fine, they can claim they are going to do that. But at the glacier pace that the devs make changes to this game, we are gonna be waiting years for things to be put back into place.

    This is a nearly 10 year old game with a lot of spaghetti code. I'm not surprised the changes are so glacial.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933451#Comment_3933451

    My suggestion isn't that survivors do something else, it is that the game is designed in such a way that you won't lose 3 gens in the first chase and/or there is some kind of comeback mechanic in place for killers.

    An example idea i had for example, is to make the time it takes to complete a gen scale with the number of gens done. So, for example, right now, each gen takes 90 seconds. So as you do gens:

    • 1st gen: 90 seconds
    • 2nd gen: 90 seconds
    • 3rd gen: 90 seconds
    • 4th gen: 90 seconds
    • 5th gen: 90 seconds
    • Total: 450 seconds.

    Now for example what if it scaled in such a way that you had like:

    • 1st gen 130 seconds
    • 2nd gen 110 seconds
    • 3rd gen 90 seconds
    • 4th gen 70 seconds
    • 5th gen 50 seconds
    • Total: 450 seconds

    Same amount of total time, but means that the game starts off a bit slower. Also it helps out with 3-genning, because that last gen can go super quick so 3-genning becomes weaker.

    I hear you, but what can survivors do NOW, with the CURRENT in game mechanics? Because let’s be honest here, those complaining about so called “gen rushing” make it sound like it’s the players’ fault who are playing survivor. Like survivors choose to play like jerks for being efficient with gens. Tunneling is a choice- effective or not, players using killers have an option to play like that. Survivors can either “rush” gens or annoy the killer with flashlight/flash bang saves, body blocking, and saboing hooks- which make the killer’s objective more frustrating and harder. So anyone pushing this “gen rushing” nonsense need to pick their poison.

    Another aspect people are not taking into consideration is that the longer a match goes on, the survivors chances of escaping decreases. The biggest cause of this is because resources (pallets & items) get depleted. What also doesn’t help is that maps are getting smaller, pallet numbers are decreasing, tiles are getting crappier, and filler pallets are getting worse. Good survivors understand this so they know it’s not in the team’s best interest to ######### around. Do gens and get the hell out.

    My issue is this projection that survivor players are being ######### for “Gen rushing.” They literally have nothing else to do other than not participating in the match or annoying the killer by preventing hook states.

    What’s going to happen if the PTB crows make it to live? Yall think “gen rushing” is a problem now, wait till these strict crows push immersive players to hop on gens now.

    “Gen rushing” is not a player problem, it’s a game mechanic problem. My solution is to give every killer secondary objectives that require survivors to interact with or face a tough match for failing to do so. Examples of killers who have secondary objectives are: Alien, Sadako, Pig, Pin Head, Freddy, Merchant, & Singularity. Hell, even the killers with minor secondary objectives (Nemesis, Doctor, Legion, Wesker, Trapper, Vecna, Dredge, Unknown, etc.) at least slow the game down a little and give survivors something else to do.

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