What exactly is gen rush?

4 survivors start the game and hop on 4 generators. The killer finds one and starts chasing that one. The other 3 do gens. Is this gen rushing? If so, why is it rushing? What should the other survivors be doing? Looking for chests? Sabotaging?

I am confused what Gen Rush means - what else should survivors do if not gens?

I'd like to hear from the perspective of killers - what do you expect other survivors to be doing? idling?

Comments

  • Gen rushing refers to the survivors' ability to complete all the generators in a very quick time period.

    If survivors choose to do this (and assuming they are good in chases) the killer is basically screwed. Only a few killer setups can stop skilled survivors from gen rushing imo.

  • Genrushing is when the killer gets iridescent in chaser, and malicious emblem, but bronze or nothing at all in gatekeeper.

    Basically, you apply pressure on the survivors, but it doesnt matter, because you cant apply it on all of them at the same time.

  • It's when Survivors are optimizing for generator speed rather than anything else such as BP, Emblems or Safety/Stealth

  • When you play as someone like the clown and the game is 60% over before you even cross the map. M1 killers are worthless unless a secondary, mandatory objective is added or gen completion times are increased. So until then I hope survivors like hillbilly, nurse, spirit, and occasionally huntress.

  • @Peanits May I ask, is what you wrote in this thread your personal opinion or is this BHVR's official stand on the genrush topic? Or both?

  • There is no "Genrushing" in this game.

    It is just an excuse for a Killer who failed to apply pressure on the survivor team. It is like saying as a survivor that the Killer is "killing" People... Thats his job. So it is the job for survivor to do the gens.

  • its when 4 survivors use old bnp and that was click a gen midchase and it pops good that doesnt exist anymore

  • It's what happens when the devs implement poor game mechanics making it extremely easy to do multiple gens within the first 2-3 minutes of the game. It requires killers to put high pressure on all the survivors although only about 3-4 killers are great at applying pressure well, mainly because the devs are too scared to make a decently strong killer, or survivor mains will cry for a nerf to the killer.

  • Gen rush is when gens get done fast. Simple. Most killer mains like to blame the survivors. I play killer and it's not their fault, for doing the only thing they're supposed to. It's just when by the time you've gotten like 1 hook.. multiple gens are already done. I play legion and hag, and it sucks by the time I get across the map and find someone 1-2 gens are already done. I play in the green ranks, so sometimes I find myself herding the survivors to do specific gens if I get rushed, so they 3-gen themselves. It's just a bit frusterating if you play a killer like trapper.

  • @wisdom said:

    Gen rush is when the killer fails to apply pressure.

    Can you please tell what pressure a killer can apply? Because I had a match playing Trapper, 1 person on hook another one in a trap and as I was going for him 2 gens popped.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/633321#Comment_633321

    Exposed effects scare off newbie survivors. Good survivors aren't scared off, especially when they know pallets are nearby and they know they can outlast the exposed effect even in a chase. Watch any good rank 1 survivor play; they play like exposed means nothing and play 80% of the match injured anyways.

    Ruin is very RNG based, and can be countered by just doing great skill checks. I've had games where my Ruin lasted all game, but gens were still done in about 5 minutes.

    Corrupt doesn't stop generators from being done. If anything, it only encourages the survivors to spread out to the other generators, which can be even worse.

    Huntress Lullaby doesn't slow anything down directly -- it just makes skill checks more difficult and legit does nothing at the start of the game. The same can be said for Unnerving Presence.

    Thanatophobia slows the game down a laughably small amount even in the best case scenario, which is countered by even a brown tool box. Even if everyone you were playing against ran No Mither and had -14% repair speed on all 5 generators and had no tool boxes, no Prove Thyself, no Resilience -- the gens could still be finished in a little more than 5 minutes.

    Discordance, Surveillance, and Thrilling do not slow the game down. They are tracking perks.

    Sloppy Butcher and Nurses don't do anything to slow down gen rush. They make damage more sticky, but most good survivors don't even bother healing and just use adrenaline after pushing said generators and using Dead Hard as effectively another health state, making them both basically dead perks.

    Pop does help the gen pressure a little bit, but the problem with it is that you sacrifice pressure to go out of your way to find and kick a generator that has 25% or more progress on it, which usually you'll find a survivor on said generator and the best course of action is to chase the survivor in that case instead of letting them go scottfree to kick the generator -- and if you can't get a hook or apply any pressure to snowball, it does basically nothing. Reducing generator progress by 25% is nothing if 3 other survivors are still able to do generators. That's effectively only making generators last 6.5 seconds -- some of those seconds you spent walking to and kicking the generator in the first place.

    The only part I directly disagree with is the end. You do know you can kick a gen with Pop and still have time to track the scratch marks right?

  • @[Deleted User] said:

    It's what M1 killers encounter when survivors spread out on gens, play conservatively at loops, and force pallet breaks early. A lot of survivors operate under a misconception that they actually have to loop. The maps aren't tuned for looping. They can be ludicrously inefficient with pallets and never run out if their teammates hammer gens. Some will chime in a and say "but muh gen pressure", but gen pressure isn't a thing when there are 4 healthy survivors. It's fake pressure. You're just going to play whack a mole with gens without hooking anyone. Gen pressure can't start until someone is on a hook.

    Eh sometimes a slug can be more damaging to the survivors than a hook

  • @xEa said:

    There is no "Genrushing" in this game.

    It is just an excuse for a Killer who failed to apply pressure on the survivor team. It is like saying as a survivor that the Killer is "killing" People... Thats his job. So it is the job for survivor to do the gens.

    There is no "Tunneling" or "Camping" in this game.

    It is just an excuse for a Survivor who failed to complete generators before being hooked. It is like saying as a killer that the Survivor is "surviving" People... Thats his job. So it is the job for killer to do the kills.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/635487#Comment_635487

    That is true but to be fair slugging meta died and is only good with some killers. Also Unbreakable can counter it. The main problem is most killers are on a timer from the very start of the match and if survivors are not stupid they won't waste any second just hop straight on gens. That is 4 survivors working on 4 gens, by the time you find one 10s or more have passed and 3 others are still doing gens while you chase 1. Sometimes 1 chase = 3 hooks and if so that is basicly GG for an M1 killer.

    I play wraith never had a problem slugging a survivor here and there actually perform better on slug matches than matches I rush people to a hook

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/635558#Comment_635558

    Maybe it's because people are noc accustomed to slugging. Back in the days it was very popular strategy due to the fact how powerful Saboteur perk was. I myself am not a fan of it. Sure I do slug people but only when I can get quickly in a second chase so I can force another player off gen. But good teams will still do gens and without Deerstalker you can lose your slug. The problem is killers without tools to slow down gens - I myself can power through Ruin as if it was not even there even when playing with a controller. But I am not playing the game to win every match - I want my sweet BPs so I always do chests, totems etc. But there are teams who will gladly escape with 5-10k bps simply because they can only to show their dominance and belittle the killer in the endgame chat. Devs fail to recognize this problem and always have 1 response to that: "It's not very common". Sadly I beg to differ.

    I agree and that's why i believe every person should have their own idea o what's meta and what they want in their build (gets boring after 20 games of nothing but DS, BT, BL, DH, adrenaline, etc)

  • @UltraBanana said:

    It's a game where if there are no weak links on the survivor team it can be over in 5 minutes or less; and there are easily 15-20 pallets on each map that can be looped by an experienced survivor with very little room for counterplay; then add in some infinite window action on top of that and it's pretty rough out there for the m1 killers. Survivors are also given a ton of second chance perks to use if they choose to which can stall out chases for an incredibly long time. Killers have the OP spirit fury / enduring combo to deal with it; or noed which is there after the game has been lost basically.

    There's not even 15 pallets on any map XD

  • You must have not played the new preschool maps ever. And the maps that don't spawn a lot of pallets, the pallets are super safe. Or you get maps like the game, where you can literally get like 5+ safe pallets all in a row (near the washroom); with a pallet in almost every single room on top of that.

  • Only a survivor that never ever plays killer would say that gen rushing isn't an issue. When 60% of the game is over by the time you get your first hook, that's a major issue. Happens way too often, even with unbroken hex ruin in play, killers vs decent survivors are at a ridiculous disadvantage. Additional objectives need to be added.


  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/634714#Comment_634714

    There is no "Tunneling" or "Camping" in this game.

    It is just an excuse for a Survivor who failed to complete generators before being hooked. It is like saying as a killer that the Survivor is "surviving" People... Thats his job. So it is the job for killer to do the kills.

    Sure, i get your point, and you can see it that way.. i pretty much do aswell.. still..

    There is Tunneling and Camping in this game - by term. When you tunnel, you tunnel, when you camp, you camp. The difference is, that a survivor has nothing else to do than going to a gen and repairing it. Survivor have no other choice then that. A Killer does.

  • @joker7997 said:

    Only a survivor that never ever plays killer would say that gen rushing isn't an issue. When 60% of the game is over by the time you get your first hook, that's a major issue. Happens way too often, even with unbroken hex ruin in play, killers vs decent survivors are at a ridiculous disadvantage. Additional objectives need to be added.

    I think they will never balance this game against high levels. Devs said so clearly in a dev stream: the game is balanced around mainstream players. I agree that balancing the game around high levels should be obvious, but their direction is another one, sadly :(

  • @joker7997 said:

    Only a survivor that never ever plays killer would say that gen rushing isn't an issue. When 60% of the game is over by the time you get your first hook, that's a major issue. Happens way too often, even with unbroken hex ruin in play, killers vs decent survivors are at a ridiculous disadvantage. Additional objectives need to be added.

    It seems you never played survivor, what you say is a total fallacy.

  • @Tenebro said:

    https://forum.deadbydaylight.com/en/discussion/comment/636167#Comment_636167

    I think they will never balance this game against high levels. Devs said so clearly in a dev stream: the game is balanced around mainstream players. I agree that balancing the game around high levels should be obvious, but their direction is another one, sadly :(

    If you want to give more power to killers (with all the nerfs survs had), the casuals wont have any chance at all, its total unnecessary since this is not a competitive game.

    Nobody will play the game, ever.

  • Yes, 3 people working on generators is gen-rushing. No, they should not be doing anything else. It's similar to how some survivors yell at killers for patrolling hooks, slugging or tunneling: It's how the game works and what you should do as your role if the situation calls for it but some people will still get mad because they can't deal with how stressful playing Killer can be. Just ignore people like this. They have no game knowledge and while they have a point - In my opinion, Generator progression should be slower in general and Ruin should be nerfed to make progression more consistent, similar to how Brutal Strength was changed - , it's just idiotic for them to blame survivors for playing the game instead of either dealing with it or trying to get things improved through forum posts.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/636167#Comment_636167

    It seems you never played survivor, what you say is a total fallacy.

    You clearly don't play at red ranks. A chase that lasts a minute or two can be game-ending; and is honestly not that hard to pull off on the m1 killers if you get a lousy map with an infinite and a ton of safe pallets.

    @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/636204#Comment_636204

    If you want to give more power to killers (with all the nerfs survs had), the casuals wont have any chance at all, its total unnecessary since this is not a competitive game.

    Nobody will play the game, ever.

    The nerfs were pretty needed. Survivors still have a ton of crutches to rely on while killers have 2 (spirit fury and noed). 1 DS is still enough to win the game, 1 unbreakable still enough to win the game, 1 dead hard for distance to another loop enough to end the game, an instaheal can win the game, etc etc. Half the time if you want to use the OP killer items like mori's someone will just dodge the lobby. In the old days survivor was literally god mode with sprint burst on a 32 second cooldown and able to be used in a chase with vacuum pallets.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/636204#Comment_636204

    If you want to give more power to killers (with all the nerfs survs had), the casuals wont have any chance at all, its total unnecessary since this is not a competitive game.

    Nobody will play the game, ever.

    I was talking about balance around high levels, like every other online game on the market. This means a balance rework from new to experienced players in various game aspects, not simply giving more power to killers with the current game state ... but don't worry, they will never do so because there is a lot of work: if they took years to rework Freddy, and months to adjust Legion (with horrible results), I couldn't imagine the time necessary to rework the whole game balance.

  • @Joao_Bandicoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/633036#Comment_633036

    Can you please tell what pressure a killer can apply? Because I had a match playing Trapper, 1 person on hook another one in a trap and as I was going for him 2 gens popped.

    Well, you were playing trapper. That’s one issue there.

    As trapper you automatically have to give up map pressure just to use your power. It’s how he works. It’s why so many people on the forums would argue he isn’t one of the worst killers in the game.


    you having A person on the hook and a person trapped is 2 people off generators. It’s not possible for you to expect that generators don’t get popped, your job is to simply stop all of them from being popped. in The situation you described those 2 gens were popped but the next gens would have been significantly slower, since they are forced to rescue presumably while you are in another chase.


    Also, assuming those were the first 2 gens, that’s average gameplay. You should expect 1-2 generators being popped by your first hook. It’s not possible to pressure 4 survivors without hooks.

  • I mainly play killer and I don’t “blame you,” for gen rushing... when i play as survivor I do the same. We are just looking for a new dynamic to make the game a little longer.

  • @UltraBanana said:

    https://forum.deadbydaylight.com/en/discussion/comment/636212#Comment_636212

    You clearly don't play at red ranks. A chase that lasts a minute or two can be game-ending; and is honestly not that hard to pull off on the m1 killers if you get a lousy map with an infinite and a ton of safe pallets.

    https://forum.deadbydaylight.com/en/discussion/comment/636214#Comment_636214

    The nerfs were pretty needed. Survivors still have a ton of crutches to rely on while killers have 2 (spirit fury and noed). 1 DS is still enough to win the game, 1 unbreakable still enough to win the game, 1 dead hard for distance to another loop enough to end the game, an instaheal can win the game, etc etc. Half the time if you want to use the OP killer items like mori's someone will just dodge the lobby. In the old days survivor was literally god mode with sprint burst on a 32 second cooldown and able to be used in a chase with vacuum pallets.

    I play red ranks and its terrible, Spirtis Nurses and Billys everywhere using Ruin, BBQ, Endurance, NOED.

    And a few times had very skilled Huntresses, Doctors.

    Those guys were top notch, as devs said, if you spend all your time chasing one survivor you are doing something wrong.

    Also lots of red ranks survs have like 4000 hours into the game, is not like they played a couple of games and didnt earn the right.

    There are very few pallets, and if you wasted them, they wont be there when others could need them.

    For example Gas Heaven, behind that huge mile of cars you have 2 gens and only 3 pallets, and once you are there escaping from the bus you need to go almost a mile to turn around those wrecked cars, and then there you dont have any pallets either until the gas station whereabouts.


    Sure nerfs were needed, and its good the way it is, killers wont die, wont run out of addons, have bloodlust, a kind of balanced landing, its good.

  • @johnmwarner said:

    I mainly play killer and I don’t “blame you,” for gen rushing... when i play as survivor I do the same. We are just looking for a new dynamic to make the game a little longer.

    What for?

    Sometimes the way it is now, the game takes an eternity to end.

    As soon you make the game longer, you are ruining a trillion chances of escaping, you are only adding more time so killers can hook for no reason at all.

    Also they dont even fixed the exit gates, 90% of the times the gates are very close from each other, whats the fun? play a game that you are going to lose?

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/636167#Comment_636167

    It seems you never played survivor, what you say is a total fallacy.

    I play survivor all the time. I'm a much better killer than survivor, because I'm not a complete a hole like the survivors I face as a killer. This game really brings out the worst in humanity for whatever reason.

  • @Aikanaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/636532#Comment_636532

    What for?

    Sometimes the way it is now, the game takes an eternity to end.

    As soon you make the game longer, you are ruining a trillion chances of escaping, you are only adding more time so killers can hook for no reason at all.

    Also they dont even fixed the exit gates, 90% of the times the gates are very close from each other, whats the fun? play a game that you are going to lose?

    Some games yes, last long ... and as a survivor or killer these are the games I like the most. I really wish every game was like that. But they don't happen very often, most of games are too short: you spend more time staying in lobby rather than actually playing the game.

    And no, the chances to escape are almost the same, regardless of the duration of the match: sometimes I die (or escape) in a very short game (1 sacrificed, all other escapes, usually lasts 4-5 mins), sometimes all escape (or die, or a mixture) in a longer the game (usually around 15 mins). The first sadly happens too often, and I really hate when it happens 😞 ... no challenge for both factions, they are just boring.

  • @Tenebro said:

    https://forum.deadbydaylight.com/en/discussion/comment/636674#Comment_636674

    Some games yes, last long ... and as a survivor or killer these are the games I like the most. I really wish every game was like that. But they don't happen very often, most of games are too short: you spend more time staying in lobby rather than actually playing the game.

    And no, the chances to escape are almost the same, regardless of the duration of the match: sometimes I die (or escape) in a very short game (1 sacrificed, all other escapes, usually lasts 4-5 mins), sometimes all escape (or die, or a mixture) in a longer the game (usually around 15 mins). The first sadly happens too often, and I really hate when it happens 😞 ... no challenge for both factions, they are just boring.

    This, it reminds of old Magic the gathering. Long drawn out games full of strategy and play, then eventually it turned into 4 turn kill decks to see who drew luckier.

  • @[Deleted User] said:

    It's what M1 killers encounter when survivors spread out on gens, play conservatively at loops, and force pallet breaks early. A lot of survivors operate under a misconception that they actually have to loop. The maps aren't tuned for looping. They can be ludicrously inefficient with pallets and never run out if their teammates hammer gens. Some will chime in a and say "but muh gen pressure", but gen pressure isn't a thing when there are 4 healthy survivors. It's fake pressure. You're just going to play whack a mole with gens without hooking anyone. Gen pressure can't start until someone is on a hook.

    Map pressure and gen pressure is a thing though. ALL the pros talk about it and use it. It's called slugging,

  • @NoobLGpro said:

    https://forum.deadbydaylight.com/en/discussion/comment/632985#Comment_632985

    Map pressure and gen pressure is a thing though. ALL the pros talk about it and use it. It's called slugging,

    Its not only slugging, but slugging is a part of the toolkit. The entire theory is keeping survivors off gens, and doing something else. Hooking survivors, chasing multiple survivors at once, keeping survivors injured, making survivors mend/remove reverse bear traps/ wake up, forcing survivors off gens when you have ruin, making survivors hunt totems, etc.


    Also you brought this thread back, like they did to dinosaurs in Jurassic Park.

  • Oh my god every banned person on the planet is here

  • 4 survivors with prove thyself. 4 comodius tool boxes with brand new parts and wire spool.

  • @druggedpug69 said:

    Oh my god every banned person on the planet is here

    I was thinking the same thing lol :D

  • @Peanits said:

    Most commonly, someone will say it when they've got no pressure and end up chasing a survivor for two minutes straight, somehow expecting generators not to go off.

    A more reasonable definition is when they bring in four toolboxes and only do generators- no totems, no healing, even delaying rescues- literally spending every second that they're not being chased on a generator. (Not very common.)

    https://www.youtube.com/watch?v=Dpl-UtNqaEo

    Body is 1 character too short.

  • When you're near a gen you can hold a button to do it. Doing this gen is considered toxic by the community. Hope this helps

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