Something's strange about the next chapter...

Why is gen rushing something people complain about

isnt the point of this game to do gens then escape? so why do killers complain about survivors doing there objective? it doesn't make much sence to me

Comments

  • ElusivePukkaElusivePukka Member Posts: 415

    Because some killers lack the mobility to adequately defend the gens on larger maps, and a lot of killer players would rather complain than switch up their strategies at first.

  • RougeRouge Member Posts: 51

    Bait, but sure.


    People complain about Gen-Rushing because it's one of the main issues in the game. Most people will agree that generators are just done too fast, this issue causes alot of the other issues in the community like the buzz around NOED and other strong perks.

  • JMFF_4TheGr8terGudJMFF_4TheGr8terGud Member Posts: 7

    @ShyN3ko that doesnt account for heals, hook saves, or time spent walking around the map does it?

  • MiloMilo Member Posts: 3,705

    Why is tunneling/camping/"killrushing" something people complain about


    Answer is: its not fun.

  • ToastfaceKillaToastfaceKilla Member Posts: 199

    Because a well co-ordinated group can do gens and escape in less than 4 minutes, and the killer is expected to perform 12 hook actions in that time.


    Thankfully you don't see 100% optimal survivor groups every game, but when something like that is possible, its a problem. There shouldn't be a possiblity of either side having 0 chance.

  • LordGlintLordGlint Member Posts: 1,149

    @JMFF_4TheGr8terGud It actually does. Assuming the survivors in question spend lets say 20 seconds getting to a generator to work on at the start of the match and the killer doesnt IMMEDIATELY start a chase, due to having to cross the map and actually FIND a survivor... Its not unlikely for 3 gens to pop within the first 100 seconds. Thats 20 seconds for movement to a gen and 80 seconds working on the gen. This is without any perks or addons to speed this time up, nor is it taking great skillchecks into account.

  • darktrixdarktrix Member Posts: 954

    Killers want more time to kill and snowball kills. Thing is after two survivors are dead it becomes very unlikely any additional gens get done beyond one more. If they manage to kill two survivors and 2-3 gens are left to do, killer has a high probability of a 4k especially with EGC now. In contrast if survivors have completed 2-3 gens before a survivor dies, there is a high probability at least 2 survivors will escape.

    So this is why killers want longer gen times.

    You can see this with pure camping killers. When they camp they will get one kill for certain, with a good chance of two kills without exerting any pressure whatsoever on gens. This is if the survivors are not overly altruistic.

    Killers also expect to do well versus coordinated and experienced teams of survivors without expecting to be equivalent in skill themselves.

  • ElusivePukkaElusivePukka Member Posts: 415

    @darktrix seems a little bias may have snuck in, considering that a killer has only one character to control while survivors have four. In order for the game to be balanced, 1 killer is supposed to be roughly equivalent to 4 survivors, and yet when everyone in the trial is of equivalent skill the survivors have an extreme advantage. Killers who are genuinely better than survivors are more than capable of losing even to a loosely coordinated team.

    Perkless it's a different story, but a lot of design in DbD is based around the idea of counterplay, which is why survivor bias is often assumed. Inherently, reactions will tend to be more strong than initial actions given that they have more information, and so the many survivor 'reaction perks' provide a serious edge - the perks and visual notifications are catching up for killers, but they're not equivalent in exchanged information yet.

  • SlayerSlayer Member Posts: 1,148

    Why survivors complain about killer killing ? Because they are losing in this case.

  • SlayerSlayer Member Posts: 1,148
    edited July 23
  • darktrixdarktrix Member Posts: 954

    That is where it gets tricky with that base thinking - because as soon as one survivor is dead or dc, then it would be a sure win for the killer every time.

  • PigMainBigBrainPigMainBigBrain Member Posts: 397

    Or play nurse or spirit....


    The mobility plays a bigger factor in gen rushing than just "getting to the gen"

    The amount of time it takes some killers to end a chase compared to others is too damn long. For instance a nurse may take the first 30 seconds of a chase and you're down...done...

    A trapper vs the same opponent in the same chase may take 60+ seconds to down someone ^ trapper has no chase tools you just force concede loops the same way hag does.

    Then you have killers like pig or plague or legion who force extra objectives which has nothing to do with chase time but can extend the time it takes to get the total games gens done.

    Then you have wraith, and Wraith....wraith is about as basic as you get except you can't even force people to concede loops with traps, and you have 0 ZERO extra objectives to extend the game with.

    HIGH MOBILITY KILLERS DO NOT CARE ABOUT GEN RUSHING BECAUSE THE TIME IT TAKES THEM TO END YOUR LIFE IS MUCH SHORTER

    A WRAITH WILL BE COMPLETELY DELETED BY GEN RUSHING BECAUSE HE HAS 0 TOOLS TO EFFECTIVELY END A CHASE OR EXTEND THE GAME

    Chase effectiveness, and objective extension.

    ^ These 2 qualifiers are the only thing that matter to the effectiveness of a killer. Until they magically create another mechanic for survivors to complete this is it...if you get gen rushed and your killer doesn't have 1 of these qualifiers as part of their kit its game over...you lose...

  • vampire_toothyvampire_toothy Member Posts: 313

    There is a number of reasons why "gen rushing" is something people will complain about.

    So gen rushing is when survivors actively ignore nearly every aspect of the game with the only exception being generators, meaning that they do not waste time doing chests, totems or healing, they may even additionally leave teammates on the hook for a while as means to keep pumping out generators. This can usually be accompanied by running perks like adrenaline or resilience which rewards this playstyle, toolboxes to burn through gens even faster ontop of that or run perks to either make being injured less risky (dead hard, iron will). You get the idea pretty much.


    With this being said, let's completely disregard whether or not you win or lose and instead look at why people complain about it ;

    • Survivors make it their goal to end the game as quickly as possible by doing this, when paired with long killer queues you'll find yourself waiting in a lobby for longer than you can actually play the game itself. This in itself is very frustrating because you aren't exactly getting to play the game when it just ends in 3-4 minutes and then wait for twice as long just to end up with another match that could swing the same way.
    • The most fun part of the game is the chase and when people refuse to heal just so they can pump out more generators they're effectively cutting down chase times which takes the fun completely out of a chase. I like my chases to be decently long as I want to try and outplay the other player, you don't get to accomplish this when they go down before they even reach a pallet.
    • People want to have variety. Unfortunately a good chunk of the maps are unbalanced which depending on the players, it sometimes makes it downright miserable to play killers such as Wraith, Legion, Doctor or pretty much any other M1 killer as they do not have the tools to pressure generators, especially if you're on a massive map such as Mother's Dwelling or Rotten Fields. When people ignore totems, generators, chests or play as optimally as they possibly can, they worsen this problem.
    • It's the same reason why survivors complain about tunneling, camping, running broken addons or mori's - it cuts down your time to play the game, completely ruining the experience of the player(s) on the other side.


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