dwight444
dwight444
About
- Username
- dwight444
- Joined
- Visits
- 1,504
- Last Active
Comments
-
no, they probably don't even play this game hence why we're all so ########## in solo q
they prob believe solo q is a beautiful paradise
-
people will tell you to break los as if it's always an option w/ no drawback or as if he has no pods on the map. The guy just spams teleport and there is little to do besides delaying your down by wasting resources. Don't count on solo q teammates to help you with emps either
emps suck with the long time it takes to get one which is already time off gens if you do it the start; the flip side is if you don't do it and find yourself first chase then you're pretty much screwed
-
@AmpersandUnderscore said:
Given that the current philosophy of map design is a giant dead zone with a single pallet held up by two telephone poles, I'm curious what you think people should be looping?
You get more value running circles around the thicker trees lately, since actual "tiles" like jungle gyms appear to be a thing of the past.
let's not forget how useless these pallets become in the age of vecnas and draculas who can just down you with power if you drop, prevent the drop or hold power so you don't drop and just m1 you anyway
-
my guy is complaining about some perks that are mostly used to mess around and have very little impact on the match
typical dbd killer
-
oh I just saw the vid
yeah that's insane lol
-
yes bring back the stall-the-game meta so that we can get tunneled and bored to death
killers who tunnel will always have a new excuse as to why that's the only way to play the game. No, you just played a game like that once, saw how easy it was to get self gratification and now you just refuse to play any other way. No amount of buffs to killer mechanics will change your mind.
hook timer was increased due to gen time being increased eons ago, guess what, killers were still tunneling with the extra gen time, with the buffs to PR and pop, etc —— people who play like this will continue to play like this until it's no longer the path of least resistance
-
mid imo
I find holding his power to be cheesy but it's still pretty manageable to dodge it
-
this is another symptom of poor matchmaking rather than a flaw in anticamp
injured survivor should not be doing the unhook, they should have reset and/or someone else should have gone in and not put the pressure on an injured teammate
downed survivor needs to crawl away, too many matches I see the downed survivor recovering at hook and it puts everyone in a lose-lose situation
plays like these pretty much end the game. This is where you gg next on hook imo despite that others will tell you to play it out
-
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791559#Comment_3791559
Once again, how do they confirm it wasn't for a reason? What if they were unlucky and just got a few teams forcing the bleedouts?
Before they could make it bannable or punishable they would have to make a replay system and set straight rules in which situations it's okay. It would also have the advantage that they can ban cheaters more effective even tho that's just a side-effect in this discussion.
you can attach video to your reports but it's still a moot point. Send in a vid of a guy humping you for the bleed out duration, hooking you at the last second and then beating you on hook and they will give the generic 'slugging is not a bannable offense'.
Determining intent is a gray area but in these extreme cases I think it's pretty cut and dry that there's some unsportsmanship play, griefing or holding hostage/not participating in normal gameplay at play here and there should be some form of punishment to discourage this
-
did we really reach a point in this game where there is a whole group of people suggesting slugging is the way to play the game now in the name of avoiding flashlights, pallets, anti-tunnel perks and w/e other game mechanics exist for the survivor role because god forbid the role wasn't simply to just die lmao
-
if decisive strike + deliverance is punishing you then stop tunneling off hook? Have you ever considered that?
your first sentence is like literally the point of anti-tunnel perks, so that you stop re-hooking the same damn person
-
I thought the same when I played my first match after the new patch
I couldn't figure it out but it looked weird. Maybe just the no fog? Idk
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790436#Comment_3790436
I'm not asking for it to be kneecapped though? It does go quickly, and you can only chase one survivor off a gen at a time. Smart survivors hop right back on the gen if the killer targets one.
It's also not going to touch gen related perks either, just slow down the overtuning of stacking toolboxes and speeds. It's also only one of the three options I could think of. Personally I think capped speeds/%'s is the better alternative for both sides.
there is very little you can do at the start but get an early down because gens are gonna go no matter what. You can't apply enough pressure that early without a down. I wouldn't call 90 seconds 'quick', but if your 3 teammates know to split gens then 3 gens will go 'quickly' but only because they're splitting them. The gens don't 'fly' as much as the number of gens completed in a small window does.
you're right, you can only chase 1 guy off a gen unless like in the example op described where they stacked a gen which would just further highlight how that's just not a good example of gens being too fast. Killer pressures a stacked gen and now you're screwed and need to wait for him to leave the area or go start another gen at the expense of all the time wasted on the stacked gen
personally, they could nerf TBs and it's all the same for my experience. Just seems like overkill to address the very specific matches where players load up with gen builds. Even then, people will complain gens are still too fast
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790408#Comment_3790408
There is, but it doesn't feel like it exists sometimes either.
Not saying stacking a gen should be a snails pace, I'm talking maybe 1-5% more, depending on whatever feels right without kneecapping it.
it would only make solo q suck even more (and gens even more of a bore). They already love to stack gens that end up getting wiped with PR instead of splitting gens - a bigger penalty would not deter them; high mmr and good swfs would adapt but solo q would just continue to be solo q.
I personally don't see toolboxes often in my lobbies, usually it's medkits and flashlights. Once in a while one person brings a toolbox but it's certainly not tilting the match in our favor. I'd be curious to see usage stats in solo q for toolboxes.
most of the time, players cherry pick one match where they see x perk, x item and go 'wow, op'. 3 guys on 1 gen is already inefficient unless it's the last gen or a 3 gen w/ progress. Most players should understand gens fly in early game, that's just how it goes. Coming to forum to relay their experience where 2, 3 gens pop in the first 2 minutes is not really the issue they make it out to be. That means 1 guy is outplaying the killer hard so they can do 3 gens uninterrupted. It also means the killer is probably not that good since he didn't recognize a long time ago to drop that chase.
if killer in OP's match couldn't capitalize on 3 survivors working 1 gen then that's more of a player issue than a game issue. They exhaust all TBs to do 1 gen, ok 4 more to go. Sure, a focused (and not playing together just for fun) swf or high mmr lobby can abuse gen builds, however, that's not the majority of the player base - majority is solo q - aka the least likely group to be able to adapt to any nerfs and the ones who will feel the impact of any changes as usual.
-
@ChaosWam said:
In my opinion one of three things should be considered.
- Nerf repair speed on toolboxes a smidge. Not too much as to cripple them, but not too little. Maybe reconsider how quick gens get repaired when done with multiple people as well.
- Make base kicking gens a little stronger. We had the buff, but it honestly doesn't feel like it does anything. I'd even accept other regression perk nerfs if the base kick were better so we don't have to feel we rely on constant regression.
- Put a cap on progression/regression speeds and %'s.
isn't there already a penalty for stacking a gen?
-
I don't think people play swf to bully, let alone bully their teammate
thread started good. By the end I was reading stuff about the FBI and now I don't know what I read anymore
-
just hopped on for first game tonight and it's a nemesis camping, not even proxy camping, straight up standing 5 feet from hook. First guy got tunneled out and then he did the same to me but teammate ended up trading
love this game !!
-
I see that perk icon and I'm done working on gens for the match
perk is op in the sense it will bore u to death. Get that gen 99 then hit get with PR, nty!
-
yeah, too many variables outside of your control that end up deciding your match and experience, the most important being what potatoes you get queued up with
I still struggle to leave when gates are powered cause I don't like being left behind myself so I want to save but when it's me on hook I end up getting left and told I should have played better. Meanwhile you bought them all the time in the world to finish gens lol
-
dumb perk
I wonder what their brainstorm sessions are like that we end up with perks like these, surely someone had to think this was not good
as chapters are cranked out we'll get more and more useless perks
-
I don't see him to the extent I saw previous chapter killers tbh. There's definitely some gaps between games where I won't see him as opposed to Vecna, Chucky, etc. that you'd have consecutive games with them
-
his fire is easy to dodge imo; plus so far people have been very predictable with it
I think he gets locked into It as well so where he aims initially is where it will hit
-
@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788297#Comment_3788297
it doesnt require much coordination or effort.
3 people need enough gamesense to not drop all their gens and waste time running around proxy camped person.
if they cant use their status HUD to see whether or not other people doing gens and make a decision based on that, that's their problem.
you're assuming matchmaking works (it doesn't)
it's as much 'their problem' as it is you cheesing your way to a mmr where you feel this is the only way to play…
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788297#Comment_3788297
Seems like the issue should be help soloQ, not nerf proxy camping...
solo q needs help, 100%
still not going agree that proxy camping is fine. Imo, killers in my game don't camp after feeling some gen pressure, they set the tone at the start of the match with the first guy. That's cheesy…
perhaps introduce a mechanic where one of us can trap a killer in a corner while gens get worked on for a bit, at least til the match is more favorable?
-
the unfortunate part is sometimes your team has the right intention and just doesn't want their fellow teammate to spend all game on a hook after their first chase or want to see them tunneled all game so they get off gens to block or trade aimlessly; again, your game is over at this point
-
@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788291#Comment_3788291
so survivors cant stop themselves from being greedy for insta/fast unhook (something you should really rarely do) to the point they dont understand it's more profitable to finish gen and then go for unhook than go for unhook and backtrack and you think it's the issue with killer's playstyles being op?
I didn't say too op, it's too rewarding for the effort and the relative amount of coordination required by the 4 random players. F o u r random players, each with their own perception of what to do, what the match objective is and varying skill levels
-
@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787890#Comment_3787890
wait till he gets distracted and trade. also do gens, granted now survivors spend 145 seconds on the hook including all animations. if killer doesnt lose 3 gens for camping, you cant blame anyone but yourself.
as for builds you might want to have if you're playing to win, use a sweaty perk called reassurance. or its lesser known alternative camaraderie. perks like babysitter or DS help to ensure the trade is secured.
did i say do gens? do gens.
also dont cherry pick examples. dbd community loves doing that so much and it's not really a good way of arguing.
'do gens' is easier said than done in a swf or at higher mmr
at lower or where the avg survivor plays mmr, a survivor or 2 will immediately get off gen when they see someone even go down because they think he needs to be saved asap. If killer decides to camp, these guys will just surround hook waiting for who is going to actually save. You might know the optimal way to handle this situation but 9/10 times the randoms do not
either way, game is over most of the time here because there are way too many people off of gens for way too long and you're unlikely to recover from this
camping is too viable in solo q because too much coordination is required amongst a group of 4 uncoordinated players due to them having very little tools to coordinate besides a hud which most don't know how to use to make an informed decision
-
I don't get how this is always a topic
I've legit seen this mechanic come into play only once since it was introduced and it was more so a result of 'I'm gonna BM you and tunnel you off hook idc if you get off'
it is really only helpful in the most egregious form of camping but it has also served its purpose of deterring that egregious form of camping
-
@HexHuntressThighs said:
Honestly agreed, it should be optional. I was actually about to P100 Leon but now their is zero reason to.
your motivator was the badge which is not indicative of anything besides playing the game and that character a lot?
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786439#Comment_3786439
OP is talking about ppl killing themselves as soon as the game starts and you are talking about the very end of the match after your team finished all the gens...
if you bothered to read you’d see we had a further exchange at which point he suggested we should play games out for the other 3 people no matter the situation
to which I had a poor experience and came back with an anecdote of a recent solo q game which had survivors with the selfish mentality but also no game awareness; point being, teammates like this are the types of players we’re expected to play out matches for. Sometimes your teammates are just brain dead and you realize this early the match and not EG, no thanks I’ll gg next
-
@GonnaBlameTheMovies said:
I get a true tunnelling maybe once in every handful of games. It's really, really uncommon to be actually truly tunnelled out. A lot of people tend to mistake stuff for tunnelling.
sort of but I can't discredit tunneling because we managed to do all gens while survivor held his chases down and we were able to save him in the end.
I wouldn't call tunneling only tunneling if the kill is secured - I think that's being tunneled out but the killer just intentionally bolting to hook and starting chase with the unhooked is tunneling imo
there are games where we manage to run interference and buy the tunneled survivor time to lose LOS, killer just restarts his strategy on the next guy
-
@BugReporterOnly said:
They can make it more difficult if they use a 2v8 like mechanic and once the survivor is hooked they will transfer locations on the map with an empty hook that is father away. They just can't make it Luke Pyramid Head who can figure out where they spawn unless they rest some of the hooked survivors meter if the killer will move it once close like he does.
yeah I don't get why this isn't a thing yet or at least in the pipeline for testing.
It would be a good mechanic to deter someone forcing a kill because all he managed was 1 down the entire match so he's just going to guard you and hope for a snowball. Most teammates will feel bad about your exp and will try to save, oftentimes the game can snowball pretty quickly from there while the killer is a self proclaimed beast in his mind
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786417#Comment_3786417
There's a huge variance in responses. Clearly being audited and swatted are hyperbole, but there are absolutely people who think that the player should suffer some real life consequences. The biggest one being "ban them".
There are a disturbing number of players in this forum who see it as their personal mission to dole out judgement as they see fit. And many of those players get insanely angry when survivors move on to the next match without asking the killer for permission first.
I see a lot of these survivor players as being burned out on the game and not realizing it yet. That's what happened to me right around the skull merchant release, and I eventually took a break from the game for a bit. Still refuse to touch survivor, because it's not gotten any better, so when I do play I play killer exclusively now.
And for players who are in the burnout phase, screaming for punishment is not going to help them. They will eventually stop playing, but an actual ban will just mean they never return to try the game again later.
And if the primary reasons for the burnout and frustration are core gameplay issues: such as not getting to play if you're the first one found, or having to complete 12 gens worth of progress to even try to escape, then there are certainly things that should be looked at. None of those things get any better by punishing the player because the state of the game is garbage.
nail on the head for the whole punish people more argument
-
just got on to play and first match I die on first hook after trying to save teammate while our 3rd was healthy at gate just standing there. Traded, both teammates ran to opposite gates instead of resetting and just left
killer camped his first kill in basement but it was an easy 3 out that turned into a free 2kthese are the types of players you’re suggesting we finish our matches out for btw
culmination of bad matchmaking and cheesy mechanics that allow a killer to secure a kill that way and will scare off survivors from attempting a save because they assume they’ll just be camped too
-
@TiredDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786384#Comment_3786384
I mean I totally get where you're coming from, teammates like that are miserable. But there's just genuinely no way to make MMR or any sort of semi-functional matchmaking system actually work in DBD. There's way too many variables and the system is extremely black and white at the moment that more or less just encourages ratting until you're the last survivor and then escaping through hatch rather than actually trying to do gens and escape through the gates. The problems you listed aren't fixable because they're problems with the playerbase itself not the game, the best thing we can do is make it easy to go next whilst not screwing over teammates who still want to play it out.
maybe you can't outright fix it but you can certainly mitigate some of the solo q issues to make it less of a daunting experience
optional voice comms? scroll wheel comms? loadout visibility in lobby? teleport hook like 2v8? optional ability to queue up with members of your game? the list goes on, test some of these types of changes instead of churning out chapter after chapter.
also, no punishment is going to deter someone who does not want to play. If they do not want to play a match out, they will not play the match out
-
@TiredDBDenjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786358#Comment_3786358
I think all this would accomplish would just be extended periods of people giving up, this wouldn't deter people at all. They'd just go AFK after they get hooked and not do anything for the rest of the match and we're left with the same problem.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786359#Comment_3786359
Sorry but I'm going to sound like Mathieu Cote for a second, but if it's not fun why queue up to begin with? If you're not having fun with the game, why not just play Killer or a different game entirely? You're not being forced to play the game, it sounds like your time would be better spent playing something that you actually enjoy instead of ruining matches for everyone else and perpetuating your own misery. Nothing personal intended, obviously.
it was meant more as a general statement as to the state of solo q. I did not say the game was not fun, but solo q, which is what I primarily play, is just bad for anyone who plays alone (which is most). Suggesting players just drop the game is not really addressing the problems within solo q or matchmaking of which there are plenty. You don't queue up knowing what's going to happen although you have a pretty good idea based on history, but you hope for the best.
I don't go into a match ready to kms or dc, I go into a match ready to play and help the team so that some of us can get out at least. I don't mind not escaping, I mind the entire team losing because I get hooked and see one guy walking back and forth, injured, scared to play the game til someone finds him and heals him. I mind the entire team losing because 1 guy with a flashlight made it a 3 v 1 because he did nothing but spectate every chase just to get one save all game. Or when one guy goes 2nd stage while the other 2 stand there unwilling to save him against an m1 killer.
maybe these moments seal the match, maybe they don't, but they definitely give you a good idea of how your team plays and you can make a pretty informed decision that while the match is winnable, it won't happen with your team because they do not understand how to play beyond hold W and drop every pallet. A few consecutive games of that and yeah, I'm not gonna blame anyone or myself for just giving up in a later match.
make improvements to the solo q experience and I bet you'll see players DC and give up at a lesser rate
-
imo it's a symptom of the state of solo q but not the problem
solo q is not fun. the odds are stacked against you in solo q and in my exp it's mostly due to your teammates. This is due to the lack of comms and just the overall lack of trust/confidence that your teammates know what to do and when to do it or what not to do. It's cyclical and I have to think that others, just like me, just get exhausted and just say f some matches and want to go next
-
SM; has gone through two braindead kits
knight is less dumb now that he can't spam a guard right on you at a loop
-
I legit just finished a match where teammate died on first hook because the only teammate with 0 hooks is on a gen with little progress (stuck gen all the way), I was about to pop one and our 3rd was doing nothing. After I popped I went to hook hoping to see 3rd teammate but nope, 0 hud activity til right before the last gen popped as she got on it. Guess what, this same guy opened gate immediately and left. The guy with no hooks? Saw him running to gate as the killer carried me to hook despite me not being dead yet.
Unfortunately, by the time I realized the other 2 weren't gonna do anything I realized if I traded then I would just die for sure because they'd just not save me either so I really did not want to trade; I felt like I earned a shot at escaping after playing so well for the team.
Solo q is just a joke. Complete waste of time. I'm currently tracking my games and since it's sort of on topic: played 11 games this morning, escaped 0 times. Surprisingly little tunneling and more so due to inept teammates.
-
started tracking my games after seeing some users do the same, seemed interesting.
Tonight, I played 14 games, escaped 5 times. As a team, we won 6 games (3 out). I want to do a fairly large sample size but I expect the end results to be more or less the same since these 14 games felt just about right for an average dbd session
-
you can still 'flex' at the end game screen. 'Matching' the badge like wut??? Literally invisible throughout the entire match who cares
I don't think people grind for p100 to show off, they just get it because they play someone a lot. The only joy it provides is the bonehead killers who message you telling you 'ez' or mocking your p100 status because they killed you
-
@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785731#Comment_3785731
You mean like how skull merchant can just put a drone down on a loop and shut it down?
Or how trapper can just place a trap? Or hag?
Or how Freddy can put down a snare?
Or how clown can just throw a bottle on the ground?
if trapper is setting a trap you can safely leave the loop since it’s not just button press and trap is instantly placed. Depending on the tile you can even still run the loop for a bit before getting hit eventually if the vault is trapped. Some trappers place the trap poorly and you can actually still play trapped pallets just fine.
freddy snares? lmfao what? No one is feeling any pressure from Freddy. You can’t blindly set a snare and guarantee a hit
clown still has counter play at a loop albeit you have to be very smart about how you play it. Not a fan of his power but you can still play a loop.
knight would just spawn another killer and chase you from the opposite direction to get a guaranteed hit. That’s pretty brain dead
-
@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785329#Comment_3785329
This. Taking the strong Survivors out of the game the first chance I get is to good an opportunity to pass up
what does this even mean? who is actually starting 4 separate chases to gauge who is the strongest?
most of my games whoever gets hooked first is the first guy out. I don't think this guy happened to be the strongest, he just happened to get first chase. Why? Well, running back to hook and taking the free health state is easiest
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785161#Comment_3785161
Ah yes. a mediocre perk in top 5 perks of the game.
https://us.v-cdn.net/6030815/uploads/JEGK2Z0F65NP/image.png
Gen-speed perk are easily the strongest way to punish camping in the game. the extra 10 seconds enables you to do gen before friends against camping killers. the whole excuse is that they added +10 second to generators only to realize that no survivor is actually doing 90 seconds gens. they're 84 and 79 second gens. I see the perk enough to critic about it.
isn't this data also dependent on the people putting in the data?
best to just wait on BHVR's data…
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785049#Comment_3785049
Just like survivor cannot seem to play the game without Med-kit Red syringes and Deja vu gen-rushing.
💀 how little I see these types of builds in my solo games is crazy compared to how every other game is a tunnel and camp fest even with killer running ultimate slowdown; my last game of the night yesterday was a blight with pain res, grim and pop and my guy was just rushing back to hook
why do we always go to the extreme to try to prove a point. You’re not seeing syringes every game. You’re not playing 4 man deja vu teams every game. You’re probably not even facing legit swfs that aren’t simply friends who want to play together and not 4 people who are determined to win
Doesn’t deja vu save like 5 seconds? I promise the 1 random bringing this perk is not losing you the game. The 1 random with a syringe isn’t costing you the game. If a single survivor with a syringe is giving you so much trouble that you lose the game then it’s probably you….
people run deja because it feels good to see the progress bar glow but it’s only 5 seconds man, it’s not that great. You can spot a 3 gen without it so it’s also not that necessary. Hell, when I do run Deja I usually don’t even spawn near a red gen and realize I’ll waste more time running to one than just working the one closest to me
-
wiretab
-
@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784379#Comment_3784379
Yeah so just tab out and watch some youtube or something. Actually trying to comeback in the kind of situation will probably take longer and get you nowhere. Besides what right does the survivor team have to complain about the killer denying hatch? Both sides do whatever and anything they can do get the 4-out or 4k if the opportunity arises.
some of us don't play on PC. I have a 2nd monitor but that's not a resolution still. Why should someone load up this game with the intent to focus/play it and have to zone out as a workaround for a killer being a douchebag?
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773556#Comment_3773556
The devs are reasonable. I doubt they will gut her because they know that is not the solution either.
well they also pushed out 2 versions of her that should have clearly been reconsidered….
3 gen was not fun and there is nothing fun about holding you at a loop because it's unsafe to leave but also unsafe to stay
-
@Ohyakno said:
Probably because there aren't a hell of a lot of shoes at the bottom of a well
lol
-
@KoreWaPantsu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782737#Comment_3782737
pop and pain res got nerfed and still popular 'cause it's the only wait to play atm, any other build sucks hard and feels miserable.
Instead of saying just "no" and assuming that someone is using some perks, widen your point of view. The game needs a massive rework in many aspects, and yes, genrushing IS a problem as much as slugging and tunneling.
It's not "his problem", it's a problem for everyone, both sides.
pop and pain res pre-buff were popular and the fact that they continue to be goes to show how strong they still are. That's just how people like to play man, let's be honest. Sure, some people enjoy different builds but majority of matches people will always bring the strongest stuff similar to how people load into matches knowing full well they will tunnel the first guy out or slug the entire team for the '4k'.
what is even 'gen rushing' - doing the objective? do I 'gen rush' because I don't care to do totems or chests and just do the main objective? I'm always happy to take chase, aggro or take a hit for a teammate but gen rushing is not this prevalent strategy in solo q, we are literally all loading into the match with differing views of the best way to play the match.
yeah, game needs some stuff reworked but it's insane to think gen rushing occurs at the rate that people are slugged or tunneled because that crap is nearly every other game for me in solo q (I imagine it's the same for others) and my entire team dies pretty much every game. So trust me, at least in my games we are never 'gen rushing', I think myself or my random teammates would be escaping more often if we played this efficiently