People seem to not realize the greatest strength of the survivors is that there's 4 of them. 4 people to complete 5 low skill, static objectives. Where the the singular killer has to "complete" 4 objectives (hang a survivor), potentially, 3 times each (12 times max). And their objectives move and dynamically react. It *always* a more intense job for the killer to win.
I'm in favor of reworking the gens to have different objectives themselves before being able to do the jump starting, i.e. this gen has no gas, go fetch some, or this gen is missing a part go find it, just something to extend the game, and have survivors doing more than just sitting in place holding a button sometimes pressing another. 5-10min games in this genre is a goddamn crime.
@@romdog1818 while that's a good start, it needs to be more skillful than that. Perks that mess with gen skill checks would be the most direct. You want to find ways to *skillfully* extend play and not artificially though time. Reward those who are better at the game and put the time in. That's why old ruin was a shining example of a really good perk. High skill players could bypass it, low skill players got punished. Sadly Behavior listened to the loudest crowd (which I understand) and ignored their "vets". I personally think that they need to create a system where you have more objectives other than gens. That is unless your idea also included a minigame of timing and skill play.
@@TheWhiteFoxTruth Well having to find other stuff before gen repairing means survivors have to move around a lot more, more survivor movement = more chances of killer finding them = more chases, which is the only part of the game for survivors that actually involves some skill. Plus, stealthing in the game is actually fun. I don't really like the gen minigames as they are, unless the killer is Doctor, only then does it actually feel like a fun mechanic, especially when you're getting back to back skill checks on different spots of the screen, switching up the rotations.
1 survivor = 80 seconds 2 survivor = 47 seconds The time it takes for 2 survivors to complete 2 gens would be 80 seconds if they both worked on individual gens, and 94 seconds if they both worked on the same gen and the next. So 14 second difference. However, there are of course other factors. Splitting gen times gives killer more opportunity to use pop because there's more partially repaired gens available; being on the same gen means that if the killer approaches then 2 people have to start running aka not doing gens; etc.
it's called sarcasm guys...i was adam in this match and we were so comfortable that we didn't need to tryhard and gen rush a wraith..however 5 gens in 5:30 minutes? i wouldn't call that a waste of time 😉
I'm sort of curious, Tru left before Wraith was noticed, but the other surv left which made Tru go back which is logical to keep 2 people on the gen. But I wonder if the surv left because they saw Wraith round the corner and the other surv didn't? I've noticed him and pegged it while the other 2 stay on a gen. Depending on map or how dark it is, or costume or even the players eyesight it's difficult sometimes. Though it's a shame, I know 3 on a gen is less useful than 2. But, you get coop points and if the gen is done, points for that. So it's more efficient points wise usually.
People seem to not realize the greatest strength of the survivors is that there's 4 of them. 4 people to complete 5 low skill, static objectives. Where the the singular killer has to "complete" 4 objectives (hang a survivor), potentially, 3 times each (12 times max). And their objectives move and dynamically react.
It *always* a more intense job for the killer to win.
I'm in favor of reworking the gens to have different objectives themselves before being able to do the jump starting, i.e. this gen has no gas, go fetch some, or this gen is missing a part go find it, just something to extend the game, and have survivors doing more than just sitting in place holding a button sometimes pressing another.
5-10min games in this genre is a goddamn crime.
@@romdog1818 while that's a good start, it needs to be more skillful than that. Perks that mess with gen skill checks would be the most direct. You want to find ways to *skillfully* extend play and not artificially though time. Reward those who are better at the game and put the time in. That's why old ruin was a shining example of a really good perk. High skill players could bypass it, low skill players got punished. Sadly Behavior listened to the loudest crowd (which I understand) and ignored their "vets".
I personally think that they need to create a system where you have more objectives other than gens. That is unless your idea also included a minigame of timing and skill play.
Not always, it depends on the survivors. The majority of them are scared and run in lockers all the time and do some stupid plays.
@@TheWhiteFoxTruth
Well having to find other stuff before gen repairing means survivors have to move around a lot more, more survivor movement = more chances of killer finding them = more chases, which is the only part of the game for survivors that actually involves some skill.
Plus, stealthing in the game is actually fun.
I don't really like the gen minigames as they are, unless the killer is Doctor, only then does it actually feel like a fun mechanic, especially when you're getting back to back skill checks on different spots of the screen, switching up the rotations.
@@cant_handle_deeznuts At low rank play, yes. The toxicity and imbalance issues exist largely in higher rank plays.
Hello beautiful creatures ❤
No you ❤️
2 people on 1 gen = 47 seconds.
3 people on 1 gen = 38.1 seconds.
ok
ref fer ?
"Oni or Billeh? I'd probably say-"
WHY YOU CUT OFF THE VIDEO RIGHT THERE WE MUST KNOW
He said billy literally before that
@@Streudles yeah but he sounded so unsure. It sounds like he was about to go into detail before the video ended
He said "I probably say billy because he always get his power, oni is strong but he not always got his power"
I was the one who asked the question :))) He said Billy because he always has his power
Hey true how come you play yui most of the time, new main?
They're saying hi just say hi back and they should stop
So one person on a gen saves how much time? I mean compared to other numbers?
;P
1 survivor = 80 seconds
2 survivor = 47 seconds
The time it takes for 2 survivors to complete 2 gens would be 80 seconds if they both worked on individual gens, and 94 seconds if they both worked on the same gen and the next. So 14 second difference.
However, there are of course other factors. Splitting gen times gives killer more opportunity to use pop because there's more partially repaired gens available; being on the same gen means that if the killer approaches then 2 people have to start running aka not doing gens; etc.
so if the gens were efficient, the game would have ended at like what? 2 minutes? instead of 5:30?
Not possible to have 5 gens in 2 minutes bud
I mean you gotta add in travel time, potential pressure and if the gen can be worked on by multiple people but sure.
it's called sarcasm guys...i was adam in this match and we were so comfortable that we didn't need to tryhard and gen rush a wraith..however 5 gens in 5:30 minutes? i wouldn't call that a waste of time 😉
non-efficient
Im pretty sure its 46 to 38
notnoverT 47 to 38.1
hello
Hey
I'm sort of curious, Tru left before Wraith was noticed, but the other surv left which made Tru go back which is logical to keep 2 people on the gen. But I wonder if the surv left because they saw Wraith round the corner and the other surv didn't? I've noticed him and pegged it while the other 2 stay on a gen. Depending on map or how dark it is, or costume or even the players eyesight it's difficult sometimes.
Though it's a shame, I know 3 on a gen is less useful than 2. But, you get coop points and if the gen is done, points for that. So it's more efficient points wise usually.