= Idea for Gen Rush =

OK im survivor main (Ace) and i know killers in fourms crying too much and about anything (sorry)

But the only two things i agree with them is:

1. DS and that has been fixed thank you devs for that good fix

2. Gen rush

So for this problem how about the game start with all gens blocked by entity

after 30 sec* 1 random gen will be unlocked, 1 min later 2nd gen also will be unlocked

but the killer cant see the auras of which gen is blocked and which one is not


*Numbers above is just examples

Also you can add that survivors can do some random quests in game to unlock gens faster

like stun killer 2 times, or blind him, search 3 boxes ect

What do you think?

Comments

  • To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked? What would prevent a killer from just standing next to the only unblocked generator?

  • @Peanits said:

    To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked? What would prevent a killer from just standing next to the only unblocked generator?

    "To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked?"

    Why wasn't this thought of when Corrupt Intervention was designed? This is the scenario that realistically happens against any competent team which is why people aren't using it.

  • Would the survivors have to run around looking for the unlocked generator(s)? While it isn't tough to find gens, you still have to "look" for them unless you have a map to show their auras.

    Also even though the killer wouldn't know by default which gens are locked... the killer would still be able to see a survivor working on a gen or see a gen has been worked on. Then they could camp that gen. Early game with few gens unlocked it would result in very campy play. Especially if you only have 1-2 gens unlocked... Discordance would be king. Thoughts?

  • First i dont think 90 sec for 2 gens to respawn is too long, but will still make the game little bit slower, cuz survivors will have to look for them.

    also survivors instead of hiding they can search for ruin or any other totems in that time or find items in boxes that wiill them later

    as for killers you can camp and waste your time sitting next to that gen instead of chasing survivors and hooking them while most gens are blocked, also killers like trapper will use that time to place his traps

  • I'd just go do totems and open chests till the game can start.

  • I think a better approach is adding a base amount of regression when a gen is kicked. What I mean is say a killer kicks a gen and it immediately regresses 20% (the number could be different obviously) then begins it's normal charge per second regression.

  • @Bithard said:

    I'd just go do totems and open chests till the game can start.

    this is the idea, killers can see you or one of your teammates and start the chase and end it with 5-4 gens left not 2 gens left in the first 80 sec

  • Maybe give us other things to do like on the Hallowed Blight event

  • I'd be more in favor of making the ability to kick gens worthwhile, perhaps addind a 10% Regression per kick before it begins regression? Obviously that would nerf PGTW to 15% at tier 3, because the other 10% would be there by default.

    Alternatively you could have the regression speed double or even triple what it is now. Right now kicking gens is pointless without PGTW or Unnerving/Overcharge combo, so something *baseline* to help make kicking gens a worthwhile use of your time would probably be a good start.

  • Best way to stop survivors from doing their one and only objective is to give them another objective worth doing. During the Halloween event we saw a constant 4k in most matches where no gens were done. Why? Lots of bp tied up in finding stupid postules and "milking" them. Nobody cared about gens. Thus, other objectives.

  • I would like to point out that the method other games use to prevent rushing the main objective from being the only strategy is to make it possible to gain power over time by preforming other actions.

    EX: Farming in league or economy strategy's in games like Civ or starcraft.

    Maybe something along those lines could be used here?

  • That's in comparison to games like Counter Strike or Rainbow 6 where the rounds are really fast.

    Even Rainbow 6 has fortification and scouting mechanics, which could be considered an example of gaining power over time.

  • Ok so basically. There are 5 essence orbs (the name is arbitrary) on the map, they glow btw and aren't that hard to find.

    Here is what that might look like

  • @Name_Unavailable said:

    https://forum.deadbydaylight.com/en/discussion/comment/477925#Comment_477925

    this is the idea, killers can see you or one of your teammates and start the chase and end it with 5-4 gens left not 2 gens left in the first 80 sec

    True but you can't see where totems and chests are like gens. Plus there is a massive amount of people that would just locker hop instead of doing something useful. I'm not saying it's a bad idea but it would have its own problems.

  • @Warlock_2020 said:

    Best way to stop survivors from doing their one and only objective is to give them another objective worth doing. During the Halloween event we saw a constant 4k in most matches where no gens were done. Why? Lots of bp tied up in finding stupid postules and "milking" them. Nobody cared about gens. Thus, other objectives.

    Who the F wants 4ks every round? If there was no hope for Survival, I wouldn't play this effing game.


    On top of that, the 4ks were happening cuz it was a limited time special for the Hallowed Blight.

  • Killah Mainz 4ever asking for 4ks cuz they are so bad. And even if they were TOP PLAYERS NA, you will STILL be outplayed. It happens! Give. It. A. Break.

  • @NeaJovovich said:

    Killah Mainz 4ever asking for 4ks cuz they are so bad. And even if they were TOP PLAYERS NA, you will STILL be outplayed. It happens! Give. It. A. Break.

    My Nurse would like a word with you.

  • @Warlock_2020 said:

    Best way to stop survivors from doing their one and only objective is to give them another objective worth doing. During the Halloween event we saw a constant 4k in most matches where no gens were done. Why? Lots of bp tied up in finding stupid postules and "milking" them. Nobody cared about gens. Thus, other objectives.


    It was faster to have the killer kill you and move to the next match.

    That changed with the last event where escaping gave more points thus gen rushing was the better option.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/477891#Comment_477891

    "To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked?"

    Why wasn't this thought of when Corrupt Intervention was designed? This is the scenario that realistically happens against any competent team which is why people aren't using it.

    Not only that, but I've found that Corrupt Intervention can lead to really unfavorable gen spacing later in the game for killers. I don't get the love for that perk at all.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/477901#Comment_477901

    Not only that, but I've found that Corrupt Intervention can lead to really unfavorable gen spacing later in the game for killers. I don't get the love for that perk at all.

    Yeah, devs had the right idea with it and it looks good on paper but it just doesn't work out in reality. It would really be nice if we weren't required to run Ruin or at least had some alternatives to pick from.

  • @Alther_Primus said:

    I'd be more in favor of making the ability to kick gens worthwhile, perhaps addind a 10% Regression per kick before it begins regression? Obviously that would nerf PGTW to 15% at tier 3, because the other 10% would be there by default.

    Alternatively you could have the regression speed double or even triple what it is now. Right now kicking gens is pointless without PGTW or Unnerving/Overcharge combo, so something *baseline* to help make kicking gens a worthwhile use of your time would probably be a good start.

    The only issue I see with an instant -% progression on the generator kicks is that it makes 3-genning even worse and harder to beat.

  • Discordance.

    That is all.

  • @Peanits said:

    To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked? What would prevent a killer from just standing next to the only unblocked generator?

    I mean if they wait then killer has more time to do what they need to do. If killer is finding survivors and getting hooks then you are just screwing yourself by waiting.

    That said, I don't think this is a good solution to the problem of gen rush.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/477891#Comment_477891

    "To play Devil's Advocate, what would stop me and the rest of the survivors from hiding until all of the generators are unblocked?"

    Why wasn't this thought of when Corrupt Intervention was designed? This is the scenario that realistically happens against any competent team which is why people aren't using it.

    Nah the biggest issue with Corrupt Intervention is that it doesn't prevent fast gens it just picks which ones go first. 4 gens in 2 minutes is still possible, and insane, while you chase the first survivor.

    The worst part about it is that unless you spawn up one side of, say, Azarov's, the 3 blocked gens are nearly always spread out massively which is actually a huge advantage for survivors when the last one needs to get done.

  • Corrupt Intervention: Am I a joke to you?