FrenziedRoach
FrenziedRoach
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Until I see some form of the old system come back and expeditions made optional, I will not be returning to this game.
It is unacceptable to me that I have to load a base I have no intentions of running so I can abandon it. It's a waste of time that can be better spent playing a game that respects my time better.
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Regardless of how you feel about Otz - I think most of us can agree that the rampant cheating has gone on for too long as it's now starting to seep in like a poison into everybodies mindset. So now we're looking for the "Subtile cheats" as we know they should exist.
Not dealing with it this long is dangerous. Game is on shaky credibility as it is - this non-action has the potential to tip it completely over.
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There is one basic flaw in this game that will cause killers to seek to camp or tunnel as long as it exists... Permadeath.
Once you are dead, you don't come back - no respawns. That = less people to keep track of.
So unless the devs are willing to greatly increase a killer's power so respawns can be in the game, this isn't going to change. Best they can do is discourage it.
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@Jinxed said:
If solo queue had all the information that SWF had they would need as basekit:
-bond (map wide)
-kindred
-rookie spirit (or something like it)
-The ability to see other surv's loadouts in a lobby
-a callout system (killer's on me, I'm going for the save)
These are all things that SWF get for free, and then they can play whatever perks they like on top of that. This is why solo will never be as strong as swf. If we actually did get these buffs I'm sure the community would cry and they'd be nerfed in a day anyway.
While I do not see Kindred going basekit, I've always been in favor of giving it out for free (along with unlocking all perk slots at level 1).
The ability for other survivors to see each others loadouts is an idea I'd like to see discussed as it has some merit.
I was also thinking a ping system of some sort (like Deep Rock Galactic uses) might be useful as well. Interesting others are considering this.
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Disconnecting is not as powerful as just not playing at all and letting the player numbers speak for themselves.
I mean - it's better than ruining the game for everybody on your team.
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Running about 50/50 by my estimation.
2 4k's
2 0k shutouts
1 2k
1 game where one person disconnected so I just let them farm then took 2 more and let the 4th go.
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Both sides get nerfed and buffed as needed. Welcome to the evolving world of multiplayer games.
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Depends on the killer I'm playing. When I was on doc, I used it purely for the bloodpoints as Doc doesn't need it. But on any killer with no information gathering ability, I still consider it a valid perk today.
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Eh, if somebody quits in the first minute, I've decided to stop crushing the team and go easy on people (especially if they put double points into play). I'm so behind on this grind it's become better to just farm it out when this happens and get something out of it.
I'm still going make sure at least one more is dead, but I wait to see if anybody volunteers themselves first before I pick a victom. That way it at least comes out to a draw.
However, if you want to crush them, have at it. I'm of a mind that most players aren't trying to bend the metrics to their will anyway, so the law of numbers will wash it all out anyway.
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I'm sorry, all I got is "Bless yer heart, Sluzzy"
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3085399#Comment_3085399
They can't add map configs for different MMR because that way players would know 100% what their MMR is.
Like if low MMR had tonnes of pallets and high MMR had none you'd know instantly.
And the devs don't really wanna give the MMR rating away.
Exactly - which is why it's such a non-starter.
So we're stuck with the maps we have - they can't remove ALL the safe spots as that would be unfair to the lower skilled players. Best option they have is to create these temporary safe spots that can be removed with wall breaks.
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Myers as he gives me legit jump scares and is such a simple killer. He can also be legit dangerous if you take him too lightly with certain addins - gives him just the right amount of edge to keep me on my toes.
I like going against fellow Docs too. More because I understand him more deeply than any other characters, so I have a good feel of how to play around him. It's also a possible opportunity to learn new tricks or builds from the player.
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@Dunkinspunkin said:
Long game with a few sweaty survivors using flashlights and firecrackers. The Claud was bugging me nonstop so I decided to let the meg hook trade with her, kill the claud, and let the meg escape through hatch. She tbagged until I got to her.
This won't be happening again. For all the people who want to cry about killers and their toxicity, most of that is simply the way the game is designed to play out (its so toxic when you get killed, isn't it?) But I decided to show some kindness and I got tbagged for it. So let's put an end to that.
From now on, I'll go back to my old way, which is slugging the last 2 survivors and either hooking them or letting them bleed out if they might have a problematic perk.
Brought this on yourselves. This is my patch now. You play by my rules.
You know you gave her the hatch, who cares she abused the crouch key.
For all you know she might of been saying thank you as what else are you going to do to gesture... Point? Pointing is taaaaahxic... so it beckoning... hell, literally anything somebody does is toxic if you choose to put that meaning on this games limited options;
Hell, I had a guy beat me to the hatch butt-dance it so furiously I busted out in laughter. I said to myself "Yah, I'd be doing that too man, you deserve that little celebration". Gave him a GG and moved on with my night.
You can't let abuse of a crouch key get in your head man. But hey, if you want to play ruthlessly, I'm behind you man. You do you - just be aware of how ridiculous your being getting offended at butt-dancing.
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I've come to the conclusion over the years that map tweaking/reworks will always be a project they got going on in the background and will never be perfect.
Best we can hope for is improvement over time - and too their credit they get it mostly right.
When it comes to maps, we have to keep in mind that maps themselves have to keep both low skill and high skill players in mind. Which means every map does need a few easier loops for the low-skill survivors to have a fighting chance on.
Not unless they decide to start creating map configurations based on MMR rating.... and I don't see that going over well with the playerbase.
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Upvoted.
If Lefty says there's a problem - there is likely a problem. He knows Trapper inside and out.
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If it's the end of the game, I don't blame them.
But I also understand that when the chips are down, your own points and survival come first. I don't pretend that anybody owes a random solo anything when it's time to end the game.
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If you want to get your "permanant" solution to fixing the grind out first because it will take just as much time to remove the perk tiers, I can accept that, but I will NEVER accept it if you choose to not remove them eventually. These perk tiers are an unnecessary residual part of the game that just needs to go.
The more perks that get added to the game, the more people are going to resent that these perk tiers exist to begin with.
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Their excuse for removing NOT the Perk Tiers is BS.
It'll take down the grind we have right now by 2/3rds AND make balancing and adjusting the perks easier for them as they only have to adjust 1/3 as many numbers.
Just get them out of the way and stop muddying our bloodwebs with them and get it done with.
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I miss Orion. One of the few people I felt had an open mind around here.
I choose to not recognize certain notorious members who have extremely biased views however. Kidding or not, they muddy the waters with nonsense.
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Says the guy with a reputation of disconnecting the moment the game gets slightly hard....
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Especially now that we have several cawing bird sound effects available. The whole reason I stopped using Spies From The Shadows years ago was because its notifications were difficult to distinguish from other things.
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@SquidBad said:
An example of BM that is already bannable is body blocking survivors in corners, and I think it should be extended to BM that serves no gameplay purpose and is solely to spite other players. These are:
-T-Bagging at exit gate
-Loud noise/Iron Maiden notification spamming
-Repeatedly striking survivors on hook
-Slugging for 4 minutes (provided it is extremely clear it is for BM and not for gameplay purposes like avoiding DS or being unable to find/hook the survivor)
The problem with this is not that they're doing these actions, it's your mindset in how you handle them.
Regarding T-Bagging - survivors have no means of communicating effectively. I've seen the repeated tapping of the crouch key be used for not just BM, but as a "Thank you" as well. Never assume a T-Bag means anything other than somebody is trying to unstick the crouch button is how I deal with it. I also take a page out of Samninations book and just call it "Butt dancing". When you stop calling it T-Bagging and start mentally referring it to butt-dancing: it suddenly loses a lot of it's edge.
Notification spamming is annoying, but it's nothing more than a way to try and get your attention. I look at it as a way to know where the survivor is. If I'm engaged in a chase at the time, I chuckle to myself and mutter "thanks for letting me know you're being useless to your team". If it's the EGC and they're near the gates - I just assume they want to gloat and let the timer run down.
Striking survivors on the hook is again giving away information that survivors fail to do anything about. Instead of thinking "what a piece of trash", your mindset should be "Thanks for announcing to everybody your camping, now everybody else should grow a brain and do gens".
Getting slugged? Yah that sucks, I won't deny it. But it's only 4 minutes. You can get a lot done in 4 minutes that doesn't involve staring at the screen. It's 4 minutes of your night, nothing more. That's not even 1/12th of an hour of game time you have to deal with it. Put yourself in that mindset, keep your perspective - and it won't seem so bad.
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I can't believe I'm about to do this; but it's deserved.
11/10, will gladly get baited by this again.
Well played sir.
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I will try to play it out normally. In this server/client environment the lag can work against the survivors as much as it works against the killer.
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Yes indeed they take the game too seriously. They act like they are locked in a real life or death struggle to the point they will threaten you, your family, wish cancer on you, and tell you to end yourself; all because you beat them in a video game.
I used to have that rage - then I realized the problem was I was playing a game that I clearly wasn't having fun in. Since learning that lesson and sticking to it, my rage issues started going away.
This is why despite how much I loved World of Warships and World of Tanks - I stopped playing them and moved on. It's why games like Overwatch no longer take up space on my hard drive. If you get into a game so much that you are getting mad and saying such aweful and cruel things - you clearly are not enjoying the game.
No no no, it doesn't matter how people are playing. Bottom line - you can't control how people play. The only thing you have control over is yourself. You will never shame people out of using those tactics - people will use everything in the game to have their fun and it's inevitable. It's on you to decide if it's worth dealing with.
If the game allows for certain tactics to be used and you hate going up against those tactics - then it's your fault for even firing up the game to begin with. If you can't have fun getting beat, you have the wrong game and need to move on.
For the sake of your own sanity and the people in earshot of you - turn the game off and find something else to do. You'll thank me for it later.
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@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/2796752#Comment_2796752
Yes! Thank you. I don't think all of camping and tunneling is inherently bad. Proxy camping a hook when there is one survivor left makes sense! So does tunneling or camping when there is 2-0 gens left and you have no kills, it's a killers job to kill obviously so by all means camp and tunnel to at least secure a kill or 2 at the end. The kind of camping and tunneling I'm fed up with is the ignore all other survivors and only get this one person. Or camping from first hook till last at 5-3 gens, these "strats" just don't allow the play to earn points or properly get to play the game
To me, getting myself camped is akin to fighting a boss I wasn't ready for (LIke a certain monster that tossed me out on my ass in 20 seconds flat last week). I didn't really get to "play" the encounter or learn anything from it. But instead of thinking the game was unfair, I just accepted I wasn't ready and did something else.
Sure, this is a multiplayer game and we don't get to choose our opponants, but the concept is the same. You faced a strat or opponant you were powerless against and obviously not ready for.
We as players are the only ones responsible for being good enough for our points.
That being said, I like that you are at least trying to address the perceived problem instead of calling anybody toxic or scummy. I respect that.
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Balance wise, it may be closer to even. However, that being said... and I believe even Otz would agree with this - it takes considerably more work as a killer to get good results as it does as a survivor. AND, fighting better players as killer feels considerably worse as they are stuck in a game they are powerless to affect. A survivor who gets camped or tunneled out is out of the game and into the next is out of that miserable experience considerably faster.
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@SimplyPixelated06 said:
Camping and tunneling is a pretty unfun thing survivors have to deal with most games. Sometimes survivors don't even get a chance to properly participate in a match because of it. Being hooked and camped from 1st hook till death or when a killer completely ignores all but one survivor, tunneling and camping them till they are dead. It is very frustrating only being on a hook or holding w the entire match. So here's some thoughts on what could maybe be done.
- If the survivor is hooked 3 times in a row (so no other survivor has been hooked since this survivors 1st hook), they get an extra hook state to allow them another chance.
- If the killer is within a certain radius of the hooked survivor, the hook timer is significantly slowed down in order to give the other survivors a chance to attempt an unhook or get gens done as a sort of trade off for the killer camping.
- Base kit Borrowed time (or something like that). Killers tend to wait out bt anyways, so this wouldn't be too taxing on killers and would allow survivors to get some distance or a chance to escape the killer if they tunnel off hook.
- If the survivor is on their first hook and the killer is within a certain radius of them for an extended amount of time, the survivor gets a 100% chance of getting themselves off hook, allowing them to possibly make an escape from the killer, especially since you'll find in solo queue your teammates will not attempt to save you if you are being camped.
These are just some fairly vague concepts of what could be put in place. Hopefully we'll see something done in the near future, thanks for reading. :)
Point by point, my responses are as follows
1) Given the amount of potential "extra health states" survivors already get with second-chance perks like Dead Hard, BT and so forth, th is is a non-starter. Survivor has other team members that should be protecting them anyway.
2) This has already been tried and was quickly discarded by the devs as it was exploited by the survivors too easily.
3) Basekit Borrowed time is reasonable.
4) No - this is another non-starter. If people are coming near the hook, the killer has no reason to leave and every right to defend it.
Nothing here you've posted hasn't already been suggested and rejected.
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Personally, I'd rather deal with a Basement bubba than to play against a Hag. Hag is more dangerous at guarding ANY hook and doesn't need to insidious camp to do it.
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Eh... only thing that bothers me is the free progression they get for taking a shortcut. That just feel's excessive to me.
The wiggle part I can deal with, even if I don't have Iron Grip slotted.
Frankly, if you really want to get back at the Boil Over "abusers", just run counter-builds and have fun with it.
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I've always been fond of using Lithe+Dance With me if I want to go "poof" on somebody.
But, as a Doc main, I laugh in the face of "poof I'm gone" combos. *evil grin*
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Little history of NOED before I start.
AT RELEASE - It worked indefinitely once gates were powered.
FIRST REWORK - It was given a 2 minute timer - certain elements still complained about it (so the timer suggest made somewhere above me was already done)
SECOND REWORK - it was made a Hex totem, and it's where we at today.
My view is simple - Killer is up against 4 people who can stack second-chance perks which gives him the potential to be stymied by these perks several times during the course of the game. Additionally, using NOED is giving up a perk slot for POTENTIAL end game power and it's tied to a totem. To me it seems like a fair trade. I'm no stranger to seeing people in a game play good all game only to not be able to carry it to the end because they overlooked something. In this case, the survivors overlooked the potential for NOED to fire.
I don't want NOED to go away as the concept of giving up power for stronger power later is a good concept and it seems unfair to me for the killer to give up such a cool ability when they are faced with so many second-chance perks that allow survivors to cover their own mistakes. (if you don't think Dead Hard and other second chance perks are for covering up mistakes, you're deluding yourself)
However, I'm not opposed to one more change to NOED - Anytime a killer gets a down using NOED, self-destruct the Totem it's at and migrate it to another dull totem. If there are no dull totems available, NOED is out of play for the rest of the game. This rewards survivors who cleanse dull totems while still retaining the edge NOED should have.
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Judith's pretty much requires you to use Play With Your Food if you want a good chance to actually catch anybody once the addin fires. And Play with your food pretty much requires you to give up injuring anybody if you want to keep your speed boost. (And heaven forbid you actually get an obsession who actually knows how to remain out of sight and prevent you from getting the tokens) So Myers actually needs to give up a lot of pressure to actually use the add-in effectively. Which is why many of us just don't bother using it.
And good luck getting Tombstone grabs with these servers - we have a hard enough time getting gen grabs these days....
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Survivor - Bond is underrated for so many reasons. While Kindred is very good and I understand why most people favor it, Bond tells me so much more and nobody needs to be hooked to get use out of it. With it I can see which generators are being worked on, where the killer is being led, which pallets have been thrown, lead the killer away from generators being done or teammates being healed, and be forewarned if a teammate is bringing me an angry package. (And, it can tell me if somebody is leading the killer away from the hook or going for a rescue just like Kindred)
Also, Bond has comedy potential as watching my teammates derping around with each other will send me into fits of giggles.
Killer - Generally BBQ in most cases, but I'm starting to really appreciate the power of Lethal Pursuer. Unfortunately it's edged out by a perk I can use all game.
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@jakers said:
https://forum.deadbydaylight.com/en/discussion/comment/2795505#Comment_2795505
Respect your decision making process. The best part of the game is a deep love/hate due to the unique intensity of its design - but that is undone by a failure to scale the game into a broad range of player types.
Don't tell me that multiplayer games can't have more than 1 MODE.....most do. A casual mode is possible and those who think it will make a giant rift and the universe will fall apart are probably sitting too close to their monitors :)
Where do you draw the line at sending surivvor teams into this SWF Q? Would you require it at 3 man premade? just 2 friends together? I don't have a dog in this race so I'm honestly asking out of pure curiousity.
I personally don't think it's a matter of dividing the playerbase. I think the reason it hasn't been considered is simple; how would you incentivize killers to play this "hard mode"?
I think the consensis is that for most killers is that playing at high level is exhausting and unfun. So how would you get people to play a mode that would be objectively more stressful?
This is why I tend to favor what the devs say they're trying to do - bring up solo players to the same level as the SWF in performance - then they can be free to buff the killers.
But until they get off their cans and finally do it, I'll keep my play time to a minimum. I still have faith it can be done - overall the game has been getting better even if it means they have to take a step or two back with the frequent mistakes they make.
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Hag has the same short view as the Blight, actually. She's pretty short.
But that being said - all short killers actually more options for mind games on certain "Partial visability" loops due to their shorter stature that you are not going to have with Oni. Not to mention Oni is VERY LOUD and has a hard time sneaking up on anybody. He's more of a "Brute Force" killer.
My impressions of the 3 are as follows.
HAG - My strongest of the 3. 40 meters is more than enough distance if you are good at making sure the survivors don't split the gens and keep them grouped together. This essentially means that as the gens pop, the territory you have to defend gets shorter which makes your teleport range limitations a non-issue as long as you're good about keeping your traps placed. She can be outright oppressive when it comes to preventing unhooks. Devour Hope is undervalued to most people - you don't even need to get 5 tokens to get value out of it. Just getting 1 insta-down from 3 tokens alone makes the Hex worth it in my book as it not only saves time in that specific chase - it has a tendency to pull people off gens while they go looking for the hex.
BLIGHT - Strong killer, wish I was better at him. Unfortunately, my eyes are too bad to get much value out of him - have a hard time picking up where people are and judging how much I need to turn on every bump. Pity though, I really like the little freak.
ONI - One thing I realized really quickly with Oni is how good he is about picking up information on where survivors like to run. All you need to do is start spilling blood and the little orbs left behind leave you a ton of info. Like, who is willing to push gens injured, where people like to hide, the loops they favor and so forth. His snowball potential when using slugging builds is absolutely crazy.
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I expect this will likely be fixed, probably sooner rather than later. Devs likely consider this an exploit (as do I) based on their past stances on simular issues. Need I remind you that blocking the unhook prompt is the reason we have swivel hooks now for rescues. Additionally, this is also the reason Pyramid Head's cage's spawn so far from him and will move if he sticks around for too long.
I fully expect the devs may choose to have the box keys relocate if the Pig blocks the button prompt for too long or something similar.
I will fully tunnel or camp people without a second thought - but even I wouldn't use this exploit. It's clearly unintended and must be addressed.
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You don't have to dedicate every minute of your life to this game or any game. If the game becomes unfun for any reason, the logical choice is to put it down and let the dropping player count do the talking to the powers that be.
And SWF is a unsolvable problem as the man above me has pointed out. You cannot under any circumstances prevent friends from playing together. All you can do is decide to wait it out while they crawl toward a solution to even up solo players with SWF or just move on to another game.
Those are your choices like it or not.
Myself? I just choose to not play this game more than a handful of hours per month. It's just not worth making your main game anymore.
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@Gamerzilla2018 said:
https://forum.deadbydaylight.com/en/discussion/comment/2795435#Comment_2795435
That's debatable I mean stranger things was better than a lot of originals if you ask me
You are not wrong there. They did a superb job with Demigorgan.
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@SunsetSherbet said:
I find it funny how survivor mains always attach weird emotions, intentions, etc to the killer. Often comes across as projecting. "HE JUST WANTS TO BE MEAN AND TOXIC!" "HE'S DOING IT TO GET BACK AT US!" "HE'S JUST A BAD PERSON!" "HE'S MAD!" "HE MUST HAVE HAD A BAD DAY!" "HE'S DOING THIS TO MAKE ME MISERABLE!!!" Rather than the most simple and logical answer: The Killer is attempting to win the game, just like you.
Or just get a flippin' ritual/tome done. Some of which require us to <GASP> sacrifice players.
Seriously, as grindy as this game has been gotten, you shouldn't be surprised some of us just want to make our grind through tomes and rituals more efficient. And if hard tunneling at 5 gens so I can finish up the game with a 4k and get on to the next to progress my tome/ritual works... so be it; JUST TRY AND STOP ME
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2793761#Comment_2793761
1.) Its asymmetrical, not 1v1, 2v2, 5v5, etc.
2.) Category limits exist, both in emblems and points.
3.) Situations aren't supposed to be under your control 100% of the time. RNG and luck are both massive factors in multiple aspects of the game, down to even simple concepts like tile generation.
4.) Literally every single sports comparison I have seen is a false equivalence. Apples and Oranges are both fruit, but they're empirically different things.
5.) None of this would matter without the word "skill." It was an extremely bad choice as it has both positive and negative connotations behind it. It adds insult to injury, and coddles people who win primarily on luck.
6.) None of it matters anyway, because of how absolutely bad the matchmaking system even is. Theoretically its fairly accurate, but backfill issues and timer priority systems make it pointless and arguably worse than the old system.
This all applies to both killer and survivor in terms of MMR. #5 in particular has been a big part of why its become such a community schism: Players already get taunted enough by other players, and a lot of people reacted poorly enough to "ENTITY DISPLEASED" when playing killer. This whole thing just added another layer of salt in the wound, and made it apply to both sides to boot.
This tends to make people even more angry when they do everything right, but the game tells them they played bad. This leads to people playing safer and being unwilling to take risks, which has made the game more miserable for both killer and solo survivor alike.
Just because sports and the game itself rely on separate mechanics and rules does not invalidate the central point. MMR only cares about the final result and it's doing just that in the judgement of the devs who have never made it a secret that they look at kills and escapes in the half a decade this game has been active.
The point stands because like MMR, advancement in the above sports only cares about the final result - not how well you played.
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@Lat0 said:
They are terrified of losing so they tunnel at 5 gens against the most casual players
You have no idea how many people quit the game because of these sweaty losers
This complaint is familiar......
Did my Nemesis curb-stomp your team in The Game last night?
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2793640#Comment_2793640
Jane will be the most played survivor if they give her a bikini cosmetic
If this happened, I might actually buy a cosmetic for this game for the first time ever.
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You can run an entire race brilliantly, but stumble in the last lap and end up not finishing and losing the race.
You can pitch a brilliant game, then give up a grand slam and lose the game for your team.
Your team can have control of the ball the entire game, but one or two bad fumbles and you've lost.
Why is the fact that you can play well the entire game but still lose at the end such a hard concept for DBD players to accept? Patrick was 100% right - you people just can't accept it.
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I had a rare night and actually fired up the game and this argument came to the forefront in my mind again after a superior team utterly crushed me as a killer.
I didn't begrudge their victory - I played badly they earned it. But I find it odd how we as killers are expected to not focus hard on our objective, but I don't exactly see survivors offering themselves to be hooked on a regular basis when the killer is doing badly. Why is it you all are expect us killers to "give you a full game" even when you are playing badly. But if we're clearly playing badly, the most we get is a pity hit out the gate?
Don't get me wrong - I don't want pity. You try to throw yourself on a hook in front of me and I'll likely carry you to the exit gate because it will feel unearned. But I still find it really odd how one side is expected to show mercy but that ######### isn't given back in return.
As I've said before - expecting the other side to not play in a way you disagree with is just opening yourself for disappointment. I've seen this argument played out again and again over my past 20 years of multiplayer gaming. Nothing changes - players are always going to leverage every advantage they have. It's on you to decide wither or not it's worth dealing with it or not. If you find yourself getting mad, go play something else; it's okay to know your limits and move on.
But sitting here and complaining about people playing their objective and asking loaded and hypothetical questions about "how can you have fun playing this way?" is a waste of time. You're just pissing in the wind and it will change nothing; stop frustrating yourself and accept it.
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Given that Iri heads are basically ranged insta-down, I'm going to have to say no.
As maku pointed out above, there are lots of animation locks you can catch survivors in with minimal skill with the iri head. 3 hatchets was just too much. It was tried and in play like this for over a year and it was just proven to be too much.
Huntress is a strong killer on her own - she doesn't need a perfectly good add-in on it's own to be buffed. Either get better at throwing your hatchets or move on.
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Naw - Whereas the public games are acid rain, the forums is a radioactive cesspit that we have to wade up to our armpits is toxicity in order to glean anything other than the same tired complaints.
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@Mileena_Kahn said:
Wouldn’t you get bored of chasing the same survivor and hardly interacting with the other players and/or defending your gens?
I defend my gens just fine. But if I find there's some strong loopers on the team, you bet your ass I'm going to leverage my advantage on the weaker loopers first.
Here's the problem you "please don't tunnel" folks don't seem to get: Doing gens is a task that even the weakest loopers can do. Every moment a hand is on a gen is a moment I'm losing. So I want to spend as little time in a chase as possible to pull hands of the gens. Best people to do that against are the weak links. Why waste time on a strong looper when you can down somebody fast and get them out of the game?
I'll get my interaction with the stronger loopers or that person hiding... just as soon as I make sure they're out of teammates.
If people don't like that - then get better at looping. Take the opportunities you are given by being focused to get better at it.
Most of the time, you dont' have to be a superstar looper - just better than the rest of the meat on your team.
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More powerful, but less annoying to deal with from the survivor side. Also synergizes well with generator-blocking perks like Dead Man's Switch.
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I mean.... slugging is a legitimate counter Boil Over. That and Iron Grip. He just chose the former. I fail to see an issue here.