Kills are the best way to balance the game and have fun matches
Just watch this video entirely:
https://youtu.be/sFI3laPfTGkDo you really think this is a fun way to play the game? Being almost forced to use Victor as a way to eat DS/proxy camp areas with Charlotte and secure hook stages camping?
Because this is the result of what happens when killers that can eat DS with almost no negative: Nurse, Blight, Twins, Hag (is she had good setup), Spirit decide to use that power and don't play in a fun way.
And then killers with instadown powers use that power to massively facecamp, and all killers in general when there's a chance to bodyblock an area or a hook to force a second stage will try to abuse that in all possible ways. (Add Pyramid head that uses the torment just as a tunneling tool)
This is what happens against really good survivors, not even against the best survivors in the world.
If anybody or developer was listening, please ๐๐ fix or find a temporary bandage fix for the foundation of Dbd once and for all, even in normal games I'm just seeing killers, especially Blights, that tunnel survivors out of the game.
This is not only competitive/super strong survivors breaking the game, this is becoming the normality of the game sadly.
Comments
They're playing Hockey remember it's like shooting a puck ;)
In theory kills should be a proxy of skill because you have to snowball as killer in order to win, the problem is that in practice the only efficient way to do so is to tunnel someone out of the game ASAP even in the dirtiest way possible, facecamp, or slug everyone. The only killers that can actually apply pressure by themselves are Pinhead and a few others, but Pinhead is the only one who consistently doesn't have to play territorial or tunnel if he can manage the lament configuration and keep chain hunts going.
slugging is snowballing with the killer. Tunneling can also be considered snowballing as you are attempting to remove one survivor out of the game early on by skipping chases on other survivors. Why are these two problems? Players are acting like MMR changed entire landscape of DBD when all of this was possible before MMR.
problem with facecamping is that unlike tunneling and slugging, facecamping often has very little gameplay interaction between survivor and killer. With tunneling, the interaction between the killer and the survivor is the chase. The same can be said for slugging. you need down the survivor to physically begin slugging. With facecamping, you chase once and it is done deal. It usually just leads to dry matches of draw results. Due to lack of interaction, it ends up not being very fun for the survivor unlike other two.
I'd say larger problem is that most players do not want to play in specific ways to win. Killers in particular want to go for many chases and be rewarded for their short chases through 3 hook kill condition. Ideally, they want the win to feel natural and organic towards gameplay. Tunneling a single survivor out of the game does not feel organic to the gameplay. your really forcing the result to occur. The same can be said for proxy camping+slugging. Twin's proxy camp+slugging gameplay feels too unnatural towards gameplay. That is main reason why I stopped playing them because the wins felt way too hollow for my tastes.
A large reason why I dislike playing weaker killers is because I feel obligated to follow these strategies to stay competitive with my competition. I think this actively drives you away from enjoying killer. for example, when I'm playing bubba, I'm not actively looking to camp with bubba, I'm actively looking to do 12 hooks chase gameplay because the chase interaction is the fun part of dbd. negative killers changes just kill the joy of playing killer and further reinforce the idea of requiring these strategies to produce forced outcomes. I am not sure how to describe this, but changes often rarely affect the the forced outcome elements of these strategies but instead focus on micro-elements of each individual chase. you get actively punished for chasing as a whole with killer so the end result becomes how should you play minimize the amount of chases needed to win as a whole. its very counter-productive to the fun aspect of playing killer.
Kills is not the best way to Balance the game because most killers can't actually kill. That's the issue here, killers can't kill unless they make the game as unfun as possible and we don't want an UNFUN game and neither do we want OP killers so maybe instead of individual Balance changes we make game changes that better reflect the swing of momentum.
It takes so long and it becomes so hard to kill a single survivor that killers just take the easy way out whenever they catch someone, a single chase and a single hook is so time consuming that making that single hook as important as it can be becomes the priority for killers thus camping and tunneling runs uncontroled, especially in the age of MMR.
A very simple solution to this is to change the Hooking system. Instead of being able to camp hooks or just make quick rescues, the game should keep the Hooked player on a time based exclusion. Every time you hook someone, that someone is excluded from the game and when the exclusion time is up the entity frees them and allows them to participate in the match again.
This means that temporarily the match becomes a 3v1, reducing the pressure on killer significantly, you no longer need to camp and you also dont need to worry about a quick rescue either, it's a guaranteed 3v1, it makes every single Hook very meaningful.
Limiting the number of active survivors is key to managing the match as killers. This change to the hooking system would provide a very positive change to the flow of matches.
On Survivors side not much changes, you can still attempt to prevent the hook with flashlight saves, bodyblocks, hook sabotages, pallet saves.
In all honesty i can't understand why a timeout system like this hasn't been talked about. It helps vs SWF's, its 1 less coordinated player, it helps reduce extreme reliance on some perks, especially on killer side, knowing theres less input because theres 1 less player will give killers more chances to run other perks and if the same regression perks keep being overused then you can tweak those perks to have a smaller effect while increasing the Hook system timeout or some other aspect that benefits and promotes killers to not rely on multiple regression perks.
Even the lore suggests that you should not tunnel, Pinhead himself says " I MUST be going now"
A hooking system would feel super unnatural and wouldn't make sense in a lore prospective, Dbd should be a mix that in most casual matches is, where if you get in a situation where the killer can take advantage from camping or tunneling it's ok, but not where Bubba HAS to facecamp at a certain point during the match because there's no other efficient way to get kills quickly.
So the game should be reworked totally with an entirely new game mechanic, and good lucky before and IF something like was to be implemented knowing Behaviour.