Basic Generator Pressure guide

Don't like being gen rushed? Want to get survivors off those pesky generators? Win chases quickly but still get bronze or lower gate keeper? Here is how you maximize pressure on gens!

First off a definition. There are many ways we could define Gen pressure but this is the definition I am going with:

  • Gen Pressure = The factors that force Survivors to not repair Generators.

An important thing to note here is that:

A - Survivors can be off generators for reasons besides gen pressure. For example disarming Trapper traps is usually not an example of gen pressure (although sometimes it can be), same goes for other optional tasks like Sabotaging hooks and opening chests. For our purposes we will assume Survivors are reasonably altruistic however and will stop doing gens if there is a big enough threat they need to deal with.

B - You can stall the game with means besides gen pressure. For example Dying Light doesn't increase your gen pressure but stalls the game, same deal with regression and perks related to it.

Gen pressure is a subcategory of stall and is by far the most effective method of stalling the game.

Gen pressure can be quantified in terms of the number of Survivors not doing gens on average as a result of the preformed action. This will be referred to as GPR short for Gen Pressure Rating for the rest of this thread. At the start of the game your GPR is always 0.

Basics:

The easiest way to get gen pressure is to chase a survivor. While you are chasing a survivor that survivor cannot do objectives meaning it has a GPR of 1.

Sometimes you can get lucky and find multiple survivors at once. Until they split up none of them can do gens giving you an even higher GPR, however they usually split up quickly. The idea behind juggling is that you can repeatedly switch between chasing multiple survivors in order to pressure all of them, however unless they group up this is impractical without additional factors and thus shouldn't be done at the start of the game unless your Power/Build has some synergy with the strategy.

The absolute best form of Gen Pressure however is a downed/hooked survivor. For the purposes of GPR a downed and a Hooked survivor are each identical to each other. Having a hooked survivor means

A: That survivor cannot do generators

and

B: Another survivor has to leave gens in order to save them

This means it has a GPR of 2 AND it doesn't require you to actively do anything once they are Hooked/Slugged, meaning you can chase a survivor while this is happening for a total GPR of 3! This is why snowballing is so important. If you can keep this amount of pressure going throughout the game then you should have plenty of time to get enough downs in order to win.

Note: If you camp then the survivors likely won't go for the save, thus leaving you with a GPR of 1 instead of 2 or 3.

This is also why the early game is so important. Once you get a hook Survivors are working on gens at 1/4th their normal speed. Meaning up until that point the Generators go incredibly quick unless you have Ruin.

The 3rd basic way to gen gen pressure is Killing a survivor. This gives a permanent GPR +1 for the rest of the game. If you Kill a survivor and Hook another then you can easily get the max GPR of 4 thus stalling the game indefinitely so long as you can keep someone on the Hook.

This also shows the ups and downs of tunneling. In the long run a dead survivor is the best form of pressure you can have. However in the short term a Hooked survivor is worth twice as much pressure as a dead one since another survivor needs to go for the save. Generally the long term pressure is better but it's still worth keeping in mind when prioritizing your targets.

Situational Pressure effects:

Injuring a Survivor does not necessarily force them off of gens per say. However as more and more survivors are injured things become more and more risky thus making survivors want to heal anyways. The existence of the no heal meta means a few people being injured isn't a big deal. But if everyone is injured you risk everyone being slugged.

Thus injuring survivors has an estimated GPR of 0.25 per injured survivor unless you are the Plague.

Also some Killers can get pressure from their power. For example:

Legion's DW effect

Pig's RBT

and

Doctors Madness tier 3

All of these have a GPR of 1 per survivor effected and of these Legion has the most reliable form of it but also the fastest to remove.

Something harder to quantify is where you block off specific Generators rather than stopping a survivor from doing ANY generator. For example Corrupt intervention blocks 3 gens for 120 seconds. And both Trapper and Freddy can block off a Generator with a few traps.

In the event that the survivor needs to do the blocked generator that survivor is pressured for the time it takes to disarm the trap in one way or another. Until they do gen progress can be completely blocked by trapping multiple generators this way and guarding the rest yourself. This is the basis behind the 3 gen strategy.

Be careful when doing this. It won't last forever and should only be used to recover and relying on it is doomed to fail if you aren't also getting Hooks at the same time.

The final way to get GPR is totems. Ruin is annoying but good survivors will work through it until they happen to run into it. NOED is unknown until it's too late and thus wouldn't qualify for gen pressure either. Most other totems are too weak to force them off gens as well. However, Devour Hope once stacked will force survivors to cleanse it or else they will die to Mori's as well as your increased speed after hooks (I know people like to ignore the speed but even just 10 seconds of haste is very good for snowballing). Thus Devour Hope with 3 tokens is worth a GPR of 4.

In general, your goal as a Killer should be to reach a GPR of 4. Either by getting a Kill + a hook or though a combination of a lot of injured survivors, your power and a slug or 2. Once you get that you need to maintain it as long as possible.

This all may sound very obvious, but the shift in mindset from thinking in terms of #ofhooks to win to #ofsurvivors off gens is a big one. You can't brute force Gen Rush. You have to stop them from doing it in the first place. Low tier Killers are low tier because by the time they get those first 1 or 2 hooks there are already gens popping. It's all about getting that first hook and then keeping something going.

Comments

  • I like to slug a person now, because I can always count on a survivor to leave their gene to get extra points, go back slug them again when they get healed then go after the healer lol I dont bother with ruin because it never lasts long for me, so I have to think of other ways to slow stuff down

  • Wow, this is an awesome guide!

  • Really good guide man. Simple and effective and i completely agree.

    Actually, i think you should move (or ask a mod for move) it into gameplay guide. This is general discussion.

    Anyways great work! I would only add a little thing.

    "If the chase is going on for to long, or if there isn't any objective in the side of the map you are chasing, just drop it and go pressure someone else. The best survivor in the world has the same repair speed as a rank 20 claudette. Pick your targets

  • @xnes_galax said:

    Really good guide man. Simple and effective and i completely agree.

    Actually, i think you should move (or ask a mod for move) it into gameplay guide. This is general discussion.

    Anyways great work! I would only add a little thing.

    "If the chase is going on for to long, or if there isn't any objective in the side of the map you are chasing, just drop it and go pressure someone else. The best survivor in the world has the same repair speed as a rank 20 claudette. Pick your targets

    I'll need a mod to move it. Also technically the best survivor DOES repair faster than a rank 20 cuz skill checks, but whatev.

    A chase going on to long isn't a reason to drop the chase, projecting that it will continue to do so can be a reason but you need to remember that chasing a survivor you can't catch is still a better GPR than not chasing a survivor.

    I can't advocate switching targets as a general strategy because it relies on a weak link, and sometimes one just doesn't exist.

    Switching targets is something you can do if you have:

    A - Stealth

    or

    B - Lots of Speed

    Because those 2 things let you get to someone on a gen before they would have the time to get to a loop. That means for:

    • Doctor
    • Clown
    • Hag (unless you use the UR that lets you teleport to any trap)
    • Huntress
    • Leatherface
    • Trapper
    • Plague

    You shouldn't be switching targets without an additional source of gen pressure or a regressing gen. For:

    • Wraith
    • Myers
    • Ghostface
    • Pig

    You can switch targets in order to create confusion as to where you are and catch survivors off guard due to your stealth and prior chase hiding your approach

    For:

    • Nurse
    • Spirit
    • Billy
    • Legion

    They will hear you coming and get some distance, but not nearly as much as with most Killers and thus you may be able to get a quick down anyways

    For:

    • Freddy
    • Demegorgon

    You may do both at once due to possessing terror radius manipulation as well as teleportation.

    And of course if you proc:

    • Play with your food
    • Dark Devotion
    • Tinkerer
    • Furtive chase (results may vary here)
    • Monitor and Abuse

    then using those perks to swap targets may also give you better results.

    And if you happen to know for sure that a nearby survivor is out of position and the survivor you are chasing isn't then sure swap to them.

    But trying to swap targets just because your current one is good at looping is a losing strategy. A good strategy should assume all 4 survivors are good at looping so whatever survivor you run into as a result of breaking chase is going to just also loop you like the last one did. Unless you have some method of stopping that (which I listed above) it's just not worth it by default.

    A note to make is that breaking chase to place traps is a different matter and is fine. The important thing here is that you shouldn't break chase without a reason to think doing so would result in a different faster chase, which by default it doesn't.

  • Actually with hag you dont even want to commit to long chases. If a trap trigger, teleport unlesa you know you are gonna catch him in a matter of seconds.

    Anyways reasons to drop a chase are if you aren't a great killer to stop chases and the survivor is running to a strong loop (aka infinite.. even if they arent infinite), or if they are in a side of the map where there isn't any generator since if you drop it you will get faster than him on another generator so you will still have a GPR of 1 plus the number of survivor you find on the next generator.

    Sometimes is also just worth hitting someone and leave him to patrol if you know that a generator is near to be completed.

    A generator is always better than an hook.

    Of course you need to know which generator is being worked on before switching target.

    Anyways, for same repair speed i meant that you apply the same pressure whoever you hook/slug, but you will take less time to down 'em. Also, you are right. Is not about how long it lasted but about how long it will last, however, if it is going on for so long you should have took the decision before.

  • Swf destroys this.... this "plan" sums up to just do stuff and stuff happens.

    this can also only be accomplished with specific killers like nurse or specific killers that also require specific add-ons like huntress and iri head hatchet.

    or plain old potato survivors

  • @snozer said:

    Swf destroys this.... this "plan" sums up to just do stuff and stuff happens.

    this can also only be accomplished with specific killers like nurse or specific killers that also require specific add-ons like huntress and iri head hatchet.

    or plain old potato survivors

    Swf has absolutely nothing to do with any of this.

    Coms or no they can't make a save and work on a generator at the same time. Everyone being injured still leaves the threat of a 4 man slug.

    Hooked and dead Survivors obviously aren't on gens and neither are Survivors being chased.

    SWF doesn't effect any if these things. Not even the Killer power interactions.

  • Swf aren't even better in chases.

    They are just more efficient but this guide already assumes maximum plausible efficiency, so their advantages are already factored in.

  • Do you admit still to be gen-rushed though? They're many factors, yes, but those factors can't be put against you. Good guide though, will be bookmarking it.

  • @Fab said:

    You should also include the 15 second rule for chases. Within 15 seconds of chasing a survivor, you should have either hit them, or gotten rid of a pallet.

    While I do agree with it I haven't heard of this rule and it isn't what this guide is about.

    This is a gen pressure guide not a chase guide. Not really even sure how you would apply this rule outside of theory crafting, what do you do after 15 seconds? Just leave? If you don't already know where someone else is then that's just wasting your time moreso than continuing the chase would be.