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New In-Game Event: Light the fuse!
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Call of Olympus - How to build a boat?
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Does Heart of Thorns get any better?
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Mod Request: Remove CPU 2-Vanish Limit (Infinite/Configurable Vanish)
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31
UWE is now Suing the Founders for the Data Downloads like Krafton... but a MOVIE is confirmed REAL!
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StimJunky
En el foro "New to Steam"
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yo
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lemieuxnikki616
47
Stellaris Dev Diary #389 - 4.0.22 Released, Upcoming Planet Improvements
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Surasu Undying
8
Genrush is a real problem
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Felix The Pet
Publicado originalmente por Ironsights:
Gen rush as a strategy isn't really an issue, just like camping and tunneling as strategies are not really an issue. The problem is that gen rush is too effective in a balance sense. Look at it this way - the survivor team has to complete 6 objectives to win (1 door and 5 gens), whereas the killer must complete 12 objectives to win (12 hook states). If you count the killer as winning at three kills, go ahead and reduce that number to 9. I will, for the sake of argument.

So, the team that has 4 players working together has 6 objectives, but the single player team has 9. This is a fundamental imbalance of time. Perks are meant to correct this, but we are in a situation where the gen speed perks and SWF communication makes the pro survivor perks more efficient than the anti survivor perks, hence the killer's need to absolutely ruin someone as fast as possible in order to stand a chance at victory.

If we buffed killers, either in time to down or in gen protection, we can see this shift. The clown is a good example: time to down went down, gen rush is now less effective. But that is only one killer. So, we could buff all killers, or some perks to allow gen rush to be countered effectively or to make time to down shorter, reliably.

Alternatively, we could nerf gen rush directly, we could ham fist it by making generators harder in general, or we could nerf survivor chase perks. Unfortunately, historically speaking, BHVR has preferred to encourage survivor chase perks. They have certainly nerfed a couple, but most are still quite strong, and killer perks that allowed for camping, tunneling, and other non-chase related actions have been nerfed heavily. The devs seem to want action packed chases to be the core part of each match.

Action packed chases are fine, but when 1 survivor can force a 2-3 gen chase out of the killer, then we run into problems with Gen Rush, even when it isn't what the team is doing.

One of the easiest ways to reduce this issue would be to reduce the total number of pallets that spawn on a map, especially since there are perks to stand them back up and to rebuild them.

There are myriad other ideas and options on achieving balance, but this is becoming a wall of text so I will stop.

TLDR: gen rush is a problem because time to down in chase is too long and the survivor team is inherently more efficient than the killer team.
Your argument is heavily flawed, mate, because you do consider everything that weights in killer's favor as the survivors side, but do not consider what weights in survivors favor.
Unless you can arguable prove 4 survivors can do 5 gens and escape without : Altruism, running the killer, interactions with killer's mechanics, etc (If doing gens is the only objective of survs and hunting/killing survs is the only killer's objective, then you already have a proof survivors have thrice as much objectives as the killer, as they do have 1 chase, 1 unhook and 1 healing per hook).
Stop trying to argue with flawed BS please, that's becoming cringe now.
Good survivors are way too powerful, that's a fact.
But the killer holds as much overpowered imbalance when facing unexperienced/weak survivors, and the devs objective is to make it so ANY player can eventually win.
What you are after is making it so killers always win the game, and that's where you are embarrassing.
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Developer Corner | China's War: from Resistance to Civil War
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China·Jane
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