On how to fix items, killers and perks that are broken on account of being too easily exploitable.
We get a daily onslaught of threads about Killer/Item/Perk X being broken/OP etc, but honestly, I rarely see any reasoning in these threads that go beyond
'This keeps me from having one single MO when playing'
lbr.
Which, honestly, is ridiculous. If you say something is broken because you don't know how/want to deal with it, it's not necessarily broken.
But where things become an issue is if they are too easily exploitable due to being 'not played as intended' in lack of a better term.
I'll use the three big offenders as example: Spirit, Keys and OoO.
Spirit is a killer that shares a category with Wraith. Her 'weakness' is that she cannot see survivors. On paper, the intended way to play her seems to be intended to be strategically phasing from gen to gen and listening for survs, while survivors switch into a sneaking mode.
In practice it's too easily exploitable as many seem to have her go 'phase camping', not to mention she's very fast in and out of phase, with little cooldown in between. Her counterplay (not running when she phases) is much of a gamble, and often times pointless, as phasing is more used as a more controlled blink.
Keys, on paper, seem intended as a last resort if the game goes on for too long. In practice you'll see people use them asap, scoring points for an escape without the killer having much counterplay against that.
OoO, on paper, seems intended as 'one survivor acts as diversion', in practice we'll have four people run that perk, often when they are on voicechat, thus scoring a major advantage over the killer.
Without looking at what a perk/item/killer etc was intended as I dare say it'd hard to make proper suggestions as how to fix the exploits.
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