Aven_Fallen
Aven_Fallen
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@Tryharder said:
https://forum.deadbydaylight.com/en/discussion/comment/2902706#Comment_2902706
And survivors can completely nullify his power by waking up or failing skill checks. Any good survivors would never be in his dream world so his snares and slowdown addons were useless, he’s even worst now that survivor get a whole minute of immunity of sleep just from using a alarm clock. Old freddy wasn’t even strong, survivors just want to gen rush with no downsides
Clocks were even worse back then than they are now, because you did not have the 30 seconds immunity against sleep when he hits you. And, you always have to travel full map to get your clock, which is a huge timewaster and in the end, you are probably asleep again when you reach your Gen again.
And failing Skill Checks? Which alerts the Killer of your position? Yeah, good way of waking up...
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7200 hours, currently probably 70/30 on Survivor. Usually I play 50/50, but I dont play Solo and I have some other games I take care of, which results in less Killer gameplay.
But ratio really depends on the mood, there were times where it was like 80/20 on Killer.
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What the heck are point 3 and 4?
3 Inifinte Loops if the Killer does not break the Pallet? With that logic, you can mark every Map in this game as "Has Infinite Loops". If a Killer gets stuck in an Infinite Loop because they refuse to break a very strong Pallet, they actually deserve to lose.
And 5 Windows? Do you think having a total of 5 windows on a Map is a positive thing?
I agree that there are too many strong Pallets. And ideally, the Devs can remove the breakable Walls and some Pallets (which were added because some Pallets can be Deadzones due to breakable Walls). And in the longterm, remove even more Pallets and add some more Windows to give the Map more variety.
But bringing up Killers not breaking God Pallets and stating that a super-low amount of Windows is a positive thing for Survivors...
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2904609#Comment_2904609
blah blah blah its a casual game. I have played at the highest ranks for years now.
sure it is.
As if getting to the highest Ranks at DBD is hard at all.
And yes - it is a casual party game. But if you feel better, you may keep pretending that DBD is the hardest and most competitive game ever and only you can be that good that you face Tournament Teams on a regular basis. Whatever floats your boat.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2904594#Comment_2904594
There is no regular DBD that died out long ago.
The game is PVP and as time goes it gets more and more competitive. Illustrated by the meta and how everyone knows once your MMR is high, you are no longer in a casual game.
You can pretend its not, but truth is, this game is extremely competitive, no one memes anymore. With SWF and comms, it is a tryhard fest and everyone knows it.
Its up to the player to step up to the challenge or stay at low rank MMR, I get sweaty teams every single match, cry me a river its a casual game.
Killers are not allowed to play casual, never have. Its a PVP game to us.
DBD is a casual game which is very easy compared to other games.
That you get sweaty teams "every single match" (which I doubt) does not make them tournament squads. You wont face a team with full organization every game. Tournament Teams are not compareable to every Team you encounter in public games. And you wont really face tournament teams on a regular basis, not even often, because they mostly dont play Public Games.
I have over 7k hours and I faced a tournament team exactly once, some time at 3 AM.
And you cannot compare tournaments and public games. In tournaments you have way better players than in public games and also you have limitations on Perks and Add Ons.
I really wish that every Forum Killer Main would stop thinking they are facing Seal Team 6s all the time and that they are just godlike that they get those teams on a regular basis.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2904584#Comment_2904584
It is amazing, how they consider killers playstyle "scummy" when it is literally tactics used in every competitive DBD tournament.
People who cry about PVP being scummy, just not ready for PVP games, go back to Hollow Knight
Comparing regular DBD to the sad tournaments is as wrong as it can be, lol.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2904563#Comment_2904563
Before SBMM and some changes (boons, DH server validation etc...) there were way less camping and tunneling. But the META, decided by the survivors, just brought more and more toxicity.
Killers cannot win if all survivors are using META perks + broken items. It is the way it is.
Nope, there was not less camping and tunneling. Killers just pretend that certain changes are the reason for their "change" of playstyle.
Same happened when Ruin was reworked. Or whenever one of the (rare and justified) Nerfs to strong Killers happened.
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Ah, yes, Killers only play scummy because the Survivors bring Perks.
The Survivors can be completely perkless and Killers would not change their playstyle.
Play scummy if you want. But dont blame Survivors for it, it is your decision to play that way and not because of them.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2904359#Comment_2904359
Because map geometry dictates that Survivors usually (not always) spawn very close to gens.
If there is any travel time, it's less than 5 seconds. Now, Corrupt can add more time to that. Certain Killers can too, Pig's auto-traps for example.
Yeah, but everytime I read that the Killer has to do this and that before getting a down, but apparently travel time (which can be quite a bit with Corrupt Intervention, depending which Gens are blocked and where the Survivor spawned) or simply Survivors not going on Gens right away (cleansing Totems, looting Chests, doing nothing...) are never mentioned.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2904095#Comment_2904095
If you take 15 seconds to find a Survivor, 10 seconds to get a hit, 30 seconds to down, another 10 to hook and then another 10 to get to a gen, that's literally 2.99 gens popping.
It doesn't matter if you down quickly. Even an absurdly short chase of 30 seconds will still cost you a gen.
Why is it always assumed that Killers take time to find the Survivors, etc. but at the same time, it is assumed that Survivors spawn on a Gen and start immediatly working on it? Often enough it is pretended that they do this on 3 separate Gens at the same time...
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@fussy said:
https://forum.deadbydaylight.com/en/discussion/comment/2903603#Comment_2903603
This is not a problem for a good Artist player. He always keeps this in mind. Yes, it can become a problem on literally a few maps, but it still doesn't stop her from quickly catching survivors.
Sure, you catch them. But it is boring HOW you catch them IMO. And I cannot really blame the Survivors for that, because it is how the Devs designed the Character.
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I guess to avoid something like Myers - you dont see Trickster all game, the other Survivors get hit by Knives because they dont attempt to avoid them and then when you see him in the open, you are basically instadown.
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The Survivors can only hold W against her. So this is what they do. In the end, you follow them and at some point you catch them, because you are faster. Thats it.
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Some people again mistake strong or OP with unhealthy.
But personally, I would not say it is the most unhealthy Slowdown-Perk ever released. This would be old Dying Light, a Perk which required the Killer to tunnel out the Obsession, leaving the rest of the Survivors with a big Penalty which makes it basically unable to win the game.
And while I would agree that losing a Gen resulting in blocking another Gen might not be the best concept, I dont have an issue with Deadlock personally.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2903394#Comment_2903394
And not tunneling, like I said, is a dumb decision in several scenarios.
The problem is that not tunnelling is a dumb decision in pretty much every scenario, if you take DS out of the picture. It is just way too effective a tactic due to the way the game is set up.
But seriously, the skill check being made easy is not going to do any harm to the killers but it will improve the accessibility of the perk to anyone with sub-par hardware performance.
https://forum.deadbydaylight.com/en/discussion/comment/2903395#Comment_2903395
Skill Check can go, it is outdated.
I want to hit the brakes there: The skill check should be made very easy, not removed. The way the skillcheck functions also forces survivors to use it very shortly after being picked up, and it is critical that that aspect is maintained. Yes, you could create a whole new system where it has a limited activation window, but it'd be more development hassle than simply expanding the hit bar.
Well, this is true, there should be a choice whether the Survivor wants to use DS or not.
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Killer Mains will be against every Survivor Buff. Even if it does not really affect them, because DS-Skill Checks (at least on PC) are rarely missed IMO. (But on the other hand, tunneling Killers are swinging when picking up a Survivor who might have DS...as if that will make them miss, lel).
Personally, I think the Skill Check can be removed. It is a relict from a time where DS did not have an activation requirement other than just being picked up. And with Ds being that strong back in the day, a Skill Check was justified. Nowadays the Killer can decide if they want to deal with DS or not, it has an activation requirement and gets deactivated by basically doing anything.
I would rather see a Buff in the Anti-Tunnel aspect, but we know that BHVR will not do that. So, yeah... Skill Check can go, it is outdated.
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IMO she does not need Buffs super-urgent. It is totally fine if the Devs wait some time. She is not the strongest Killer, but IMO a Killer which is really that simple to play does not need to be A- or S-Tier.
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@humanbeing1704 said:
how did you get skilled huntress
That achievement has a 0.05% completion rate on xbox
You have to keep in mind, on Console you need 100 Downs via Hatchets from 24m or more away, on Steam it is only 20.
So Steam is far easier to achieve (M/K and way less Downs needed). This is because Console does not like Achievements being changed if they are obtainable. You can obtain 100 Downs via Hatchets from such a distance, so it was not made easier, unlike the Steam-Version of the Achievement.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2902690#Comment_2902690
Imagine trying to trashtalk someone because they changed their profile picture..
Was more meant as a Joke. Sorry, I forgot my big "sarcasm"-sign at home.
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I have also seen it recently that the Church on Father Campbell's Chapel spawned without any windows upstairs, they were all Drops.
But this is just RNG, as far as I know. Unless it happens very frequently, you should assume that you just had bad luck.
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2902616#Comment_2902616
Hardly any skill? Knowing when and where to place dream snares takes skill because you dont get value from them if not placed correctly. You can argue about skill with the dream pallets, but dream snares take skill.
Are you for real?
Freddy has unlimited Snares, because old Snares get replaced and when he did not slow down, he could just spam them at a Loop. Basically reverse-bloodlusting, just that he does not get faster but Survivors got slower.
Freddy after his Rework was basically Skill Floor = Skill Ceiling. You could play one game as Freddy and you new everything what he can do. And he was stupidly strong for the effort he took.
Freddy is still a solid Killer at this point, but he is very boring to play and play against. Pre-Rework Freddy was an actual unique Killer and they could have added the Teleport and tweaked his Kit a little bit and he would have been alright.
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Nice try changing your Spirit profile picture to Cheryl after creating this thread!
But nah, it was completely justified that Spirit got nerfed. She is still a strong Killer. However, it is not effortless anymore to play her well, and this is completely fine for an S-Tier Killer.
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IMO Adepts are really easy since you get set back to Ash 4 every month.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2901526#Comment_2901526
SWF and KYF was intended
SWF with the ability to communicate with each other across the map at all times wasn't
The Devs knew that it will happen that people jump on Discord (or Teamspeak at this time) and play together with communication.
Nobody creates a Multiplayergame and does not know that people will communicate via 3rd party software.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2900726#Comment_2900726
https://forum.deadbydaylight.com/en/discussion/comment/2900725#Comment_2900725
I was posting the question to everyone. The op is mixing up the meta by using slightly less top tier perks, a weaker killer and I was asking every survivor "would you rather have faced a nurse or blight?"
I should have explained myself better. My bad.
If those Nurse or Blight would not use 4 Slowdown-Perks - yes.
If they would have had the same build - hell, no.
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In a perfect world an MMR which takes into account everything mentioned (SWF, Solos, Add-Ons, Items, Perks) would exist. In a perfect World, Maps would also be calculated, including everything what happened due to RNG (the Survivors who died on a Map with the minimum amount of Pallets are not worse than those who survived on the same map with the maximum amount of Pallets).
However, something like this will never be possible.
This is most likely the reason why they went for a super-simple MMR - no MMR in this game can be accurate, because there are way too many factors.
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Yes, DS would need his Anti-Tunnel aspect buffed. Because especially against the strongest Killers, DS is practically useless, a Blight or Nurse does not care about DS in the slightest. And the impact on lower-tier Killers is also not really relevant, if a Killer wants to tunnel, DS will not stop them in the slightest.
A removal of Scratchmarks, Pools of Blood, cries of Pain would be great. For a duration of like 15 seconds, this would allow Survivors to at least reach LoS-Blockers and maybe get some distance before the Killer is on them.
However, since the Devs released a Perk with exactly this effect when you stun the Killer (and made it weaker before it even hit live), it is definitely not planned to add something like this to DS.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2901067#Comment_2901067
I think it mostly comes down to playstyle, just like @Chewy102 said.
I play a defensive Portal oriented build, so I don't focus on aggressive chase Perks, but when I do, I usually run Enduring to help me create Dead-Zones faster.
Maybe that's why I don't see STBFL's strength, because it doesn't fit my playstyle
Most likely.
I run Black Heart and Barbs Glasses, STBFL and Infectious Fright. So very chase-orientated and while Demo does not have an Instadown, being next to a Demo with 8 Stacks STBFL and screaming due to Infectious Fright is not the best position a Survivor can be in.
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- "Black Heart, a Common rarity Add-on, does it's job better, without needing to gather Stacks, and applies it to your Shred instead of M1s"
This is why you run Black Heart AND STBFL. ¯\_(ツ)_/¯
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Only if you want the Cosmetics.
However, going from P0 to P3 is not really that much grind, at least compared to getting all Perks.
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Unlikely.
I think BHVR would need a new contract and would probably need to pay again for the license. And this is most likely not worth it for them, since many players already have the Stranger Things-Content, so they wont buy the Chapter again.
Also, and this is just my personal opinion, if the ST-License Holders wanted to do their own thing and see that it was failing, BHVR should not take them back.
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Something medieval like a Knight is missing IMO.
Powerwise, mobility-Killers are the most fun to play.
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@BenOfMilam said:
Here's an actual solution:
Reports for harassment or toxicity result in the end game chat being sent as a text dump to BHVR, for either manual or automatic review. If they decide that the report was accurate, that player is banned from sending or receiving messages in chat.
In addition, allowing players to disable chat for themselves if they are the sensitive type. Getting your feelings hurt easily is nothing to be ashamed of, so take steps to protect yourself.
Both is already the case. You only need to make an ingame-Report for Chat-Stuff, since the Devs can see the Logs.
And you can disable the Chat by clicking the small Icon next to the Textbar.
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Prime Gaming-Goodies are now called "Rewards"? You get something for free for something you would have anyway (Amazon Prime). It is not really a "Reward".
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Man luckily we can complain about players using Metaperks now with MMR. As opposed to the time before MMR where players used Metaperks.
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IMO it is stronger than before. So if it was worth being a Hex before, it is worth being a Hex even more.
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@VirtuaTyKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2896584#Comment_2896584
Oh that makes sense. Rough though!
I mean, the system is not working properly anyway. Because apparently it takes quite a long time until you are in an area where you can actually learn the Killer without having rough games.
But overall the MMR is flawed, because it only factors Kills and Escapes. The only positive I have seen so far is that Adepts for Killer are easier when you get reset to Ash 4 each month.
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This is not what the Killswitch is for.
Also, the Devs dont need to disable DH. If they want to know anything, they can look at Survivors in games who dont run DH and compare them to those who do.
A Thread like this was done multiple times in the past. Maybe use the Search Function so that you can read there why your idea is unreasonable.
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@VirtuaTyKing said:
How do I get matched with good survivors in my first 4 games ever playing as Trickster? Your MMR is trash. Put it in the bin.
Because the first games your Rating will be around the same like your usual rating. It would not be fair if you would start at the lowest rating and it would completley clock the low SBMM-Matchmaking when a new Killer is released.
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@Khelendrose2020 said:
Because many of those 7-8k survivors are lowering their MMR. I used to get many matches where survivor SWF would destroy me, then refuse to leave after opening the gates. They clearly won, but lowered their MMR.
MMR is easier to game than ranks were. With ranks, you could not do much without zero pip'ing. Now, you can run the killer forever, do 5 gens, 5 totems, open gate, refuse to leave and lower MMR while leaving with 25k bp. Absolutely insane.
I have never seen Survivors who waited until EGC to lower their MMR. But the general nature of the DBD-"SBMM" makes it that good Survivors can have a lower Rating.
You can be a really good Looper, this does not help if you die in the end due to NOED. Or if you are an altruistic player, if you rather help someone else to get out, your MMR will be lower. Because it does not factor Skill in the slightest.
@Topic:
More hours does not really mean that they need to be more skilled. E.g. I have over 7k hours, but I lose to Killers or Survivors who have way less than me. It is not the case that hours correlate with skill, a player who plays a lot will not be better the more they play. I have seen players with 12k hours who are not really good at the game.
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Yeah, their ratings are over the top for most of the Killers.
The only Killers labelled as easy are Trapper and Wraith. But I would count others as easy as well, e.g. Leatherface or Sadako. (Especially Sadako, she is not complicated... You have something similar to Wraith + a Teleport and thats it)
But they also label Killers like Doctor or Pig as Hard. Would not count any of them Hard, Doctor used to be Hard when you had to switch stances, but nowadays he is easy compared to back in the day (overall probably Medium difficulty).
And while they aim at new players, they could label most of the Killers easy when it is for new players, since new players will have very good results when starting as Killer due to facing new opponents as well. And even then, a 4.6m/s-Killer plays roughly the same as the next 4.6m/s-Killer. Whether you have a Trapper or a Bubba, the Basekit which is used most of the time is the same. And you dont really need to use Traps or your Chainsaw at new player-Level.
Then the descriptions also focus on the unique aspects of the Killer. But this would mean that every Killer is hard, since every Killer has unique features.
The ratings are confusing IMO.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2894452#Comment_2894452
sorry to cut in here, but is this gonna be the new strawman: "you want to see this game die therefore your opinion is invalid"?
im not even saying you're making bad points in your actual arguments, but this whole part where you just assume that anyone speaking against you instantly just wants to see this game fail, etc. is just super unnecessary. it drags down your entire post.
and just because i have to now:
no, i do NOT want to see this game die - if that were the case i would not be here on this very forum.
what i want is that people stop excusing away the alarming drop in player numbers and the devs actually go and do something about it.
i want this game to CHANGE, not die. to go in a positive direction that will stop the bleeding in playernumbers and makes people like me, who quit for a variety of reasons, want to actually return and play this game again.
i want more changes like the most recent ones. those were overall good changes that i am very happy with - something i, sadly, can not say for any patches ever since MMR dropped (including said MMR).
Nah, but everytime this topic comes up it only shows the stats from September until now. The stats before are not shown. The screenshots are always cut at this point.
This is either coincidence or ill intent.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894378#Comment_2894378
Well they said they were looking at that aspect though.
https://www.youtube.com/watch?v=wIocxDbQ-9g&t=1148s
"specifically in regards to the speed boost."
Yeah, if they take this away, they can basically delete DH. Since the I-Frames are not worth the Perk Slot at all. Would be a contender with Smash Hit when it comes to "worst Exhaustion-Perk".
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2894382#Comment_2894382
It’s a red addon. It’s supposed to be strong and rare.
It’s unreal you keep pushing for killer nerfs, especially on a trash tier killer like Pig meanwhile the devs are thinking about introducing bots to compensate for the lack of killers.
I am not pushing for Killer Nerfs. But something like equipping an Add-On and going "afk" in front of a Box should not be a thing. And there is a difference between strong and unhealthy - this is clearly unhealthy, even if it is not strong.
And if the Devs decide to nerf the Add-On because of it, Killers should at least blame those who exploited it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2894452#Comment_2894452
What do you mean with "anomaly and that it adjusts to a normal value"? All those people that bought DbD and the RE chapter left. Probably for good, which is honestly a shame. Since more players usually means a larger pool of simultaneous matches and therefore shorter queues for everyone.
There is no "normal value" here. Just because the game had less players before the RE chapter, doesn´t mean it has to go back to those values. The devs should take a look at why the player retention rate is so low. Things like the grind, accesibilty, mmr, balancing, toxicity and queues all come to mind here.
Someone who just bought the game, has a couple of perks unlocked and goes against fully decked players that roflstomp him and say "go uninstall". Won´t stay for long. Especially when he looks at how little bloodpoints he made and how much he needs to unlock anything. Its simply not motivating for new players. This needs to change for the better.
The RE-Chapter brought a lot of new players and an All Time-Peak. But again, I know that people like you want to see the game dying, they want to see dropping numbers. This is why all screenshots on that matter are cut off at September.
If you compare March 2022 with March 2021, you have around the same number of players. There is a 3k smaller average. Which is not dramatic.
And the numbers will probably go up again with the Anniversary Chapter (and Event), regardless what it is.
But ignoring the fact that the RE-Chapter brought more players than usual is just wrong. And I also dont think that those who started because of RE all quit. Probably many of those quit, because if you are only interested in RE, you might not find DBD fun since it is not a game focussed around RE in particular. Others will have quite because of other reasons. Which happens in every game.
But ignoring hypes and then saying that the game is dying if the player count goes back to normal is misinterpreting the data.
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894461#Comment_2894461
How do you think players get into matches?
The people in matches were in queues before.
Lets make the math, just as an example:
40 Killer in Queue and 2000 Survivors in Queue. This is a ratio of 1:50.
Now we have 20000 players in matches. This is a 1:4 ratio, so we have 16000 Survivors and 4000 Killers playing.
This means, at this point, 22000 Survivors and 4040 Killers are online. So the actual ratio of players playing is around 1:5,45, so for each Killer, 5,45 Survivors are playing. Which is not bad.
You can do that with actual numbers and you will notice that the result is not even close to something like 1:50 or even 1:30 or 1:12. Looking only on the players queuing up is wrong, you have to keep in mind those who are playing, because those who are playing are in the ideal 1:4-ratio.
(Obviously, you have some other things to keep in mind like players just having their game open and not queuing or playing or Survivors requeuing because they died in a game, but there is no way to calculate that)
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@Basement_Bubba420 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894452#Comment_2894452
If you look at certain blogs that analyze queue populations you'll see that survivor to killer ratio is 6:1 in the morning (EASTERN USA) and quickly goes to 12:1 and 30:1 during prime time. At night it can reach upwards of 50:1.
This would seem like the game is dying. Only a few people left that actually play killer.
This Data only showed players in queue, but there were fare more (8-10 times as many, if I recall correctly) players in matches. Which does not add up to a 50:1-ratio.
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@anarchy753 said:
It's losing players less quickly.
That said, trends like that shouldn't be expected when a significant licesned chapter dropped during that red period, there have been multiple large sales, and they've run several "log in every day for rewards regardless of whether you play a match" events to artificially boost the numbers.
Ringu is not a "significant licensed chapter".
But this discussion is pointless. Players WANT to see this game dying. They always ignore the fact that the RE-Chapter caused an anomaly with way more players playing than usually. The numbers are basically corrected to the normal number of players in this game.
Other games are also not dying when their big hype is over. They just adjust to a normal value.
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Nurse. Design failure from the early days which is still allowed to be in the game because the Devs fear the outcry when they change her to a more appropiate Killer.
Twins is also not really well-designed. The concept is great, but the excecution is terrible, it is miserable to play against Twins. And because it is so miserable, they had to add big Cooldowns to them to not make them too unfun to go against. IMO a complete Rework would be needed (same goes for Nurse).
Legion is also badly designed, mainly because of the same reason as Nurse - a Killer who can ignore Pallets and Windows (even when not in a way Nurse does) is bad. And because of this they have always been a Killer on the weaker side and they will probably still stay weak after their Buff.
Then there are a few design flaws for other Killers:
Artist-->Being able to injure Survivors who are not swarmed at Loops is not really a good idea and it is one of the reasons why holding W is the most prominent way of facing an Artist.
Hag-->Being able to spam a lot of Traps next to a Hook forcing Survivors to either crouch (which gives the Hag time to get back) or to trigger them (which will let her teleport) is bad. And you are basically dead once you are in the Basement against a Hag.
Myers-->99ing and then downing or even killing that one Survivor who has not seen Myers the whole game is also not the pinnacle of game design.
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@Murgleïs said:
It's her power. She has to put a trap AND someone has to finish a gen AND she has to know it's this box exactly. Sorry but she deserves the kills, they are no free escapes.
Except when using the Videotape, she does not even have to put a Trap on their Head. All Survivors start with a Trap attached to their head and they have to complete a Gen at some point to actually have a chance for the game to end.
This is just a cheap "strategy". And I hope it will be changed at some point, however, I already expect a lot of Killer players complaining about a Pig-Nerf because of "crying Survivors" if they nerf the Videotape somehow to avoid this "playstyle". Because in the end, those people exploiting it by blocking a Box at the start without any intention to move from it are those who might get a good Pig Add-On nerfed.