Brimp
Brimp
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How many Trail of Torment michaels do you go against? How many Third Seals? These have WAY more counter play than some of the meta survivor perks.
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I don't think dbd has ever been more toxic than since release up to pig maybe or whenever they switched to actual servers and not p2p.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858893#Comment_3858893
- He is insanely fast in his stealth mode that can completely ignore every survivors haste perk
- Unfair and busted speed boost after uncloaking that makes all loops unsafe and can get guaranteed hit every single time
- Op addons that makes him from slightly annoying killer to very painful to face (specially Coxcombed Clapper, "All Seeing" - Spirit and "Shadow Dance" - Blood)
- He is very ping dependant killer just like Huntress (if you have a bad ping against this 2 killers you screwed)
- Wraith is biggest tunneler and camper and hes power has perfect synergy with this strategy.
- Bodyblocking that is very easy with his insane speed at 6 m/s.
- He is stealth killer with no downside (no reveal mechanic, no lullaby, insane speed, very sneaky - if gen is around 80% and more hes noises almost unnoticable and bell with iri addon is complete silent, so you have no idea hes coming until its to late).
- That is literally one of the two things he has and even then you're still using that speed boost to bring him farther away from where you want him.
2. This is easily countered if you just… spam vault the pallet/window because survivors will always get priority for the vault action over the break/vault action for killer
3. "Op" Yeah no all seeing now is alright as an addon and shadow dance is countered by the what to do above.
4. This is literally every killer?
5. This isn't a problem
6. Its very easy to not let a wraith get past you when the collision box for killers are already big so if you get body blocked unironically a skill issue because most of the time you can stand in his way as he tries to get past you(and even then this would still happen with pre cloak speed buff wraith because no wraiths used him without at least one wind storm)
7. The downside is that he's a basic M1. Pig at least has pressure thanks to head traps or clown with bottles forcing pallets when you can counter wraiths cloaked form easily.
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Its hard to make the game fun most of the time for both sides in an A-symm. It's the very nature of A-symms to where either side trying to win is gonna be boring for the other at least in most cases.
Also is unsafe really that bad? Doesn't it imply you need to make more correct reads to be able to play the tile. Also before anyone says anything I am not including the death pallet that is the midwich hallway pallet. Basically every pallet can be played to some effectiveness when ran right. -
@sinkra said:
A balanced game, not ez mode for killer.
I'm sorry but if you get 4k'd by a freddy with pop as his only slowdown… skill issue.
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Wesker is FAR from problematic.
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I would consider chucky in the same if not right behind the same boat. Turned from fun to play as but debatable against to being unfun to play as and debatable against.
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Make them yellow and make them old brown map offerings where its just an increased chance to get sent to the map.
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Not gonna lie killing an addon for the sake to "come back to it later" is an ULTRA red flag. It just screams lazy. This would mark the third time they've done something like this (all though addon is less of an impact compared to chucky and SM).
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853407#Comment_3853407
Still a very good killer. His dash doesn't get collision from objects which is a huge win for him.
Problem was his dash was already kinda easy to dodge now it being slower and more frequent means easier dodges and longer chases even if the chucky player is good.
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@ratcoffee said:
It's wild because the speed "nerf" on paper is barely even a nerf (you gain the same amount of distance and spend a measly 0.6 seconds extra) so I guess this goes to show that on-paper calculations aren't everything
Old S&D: (10 m/sec - 4 m/sec) * 1.2 sec = 7.2 meters gained
New S&D: (8 m/sec - 4 m/sec) * 1.8 sec = 7.2 meters gained
...I'm realizing now, is it possible the new Slice and Dice is coded wrong somehow and the Chucky's not getting the distance he should?
Its the same distance yes but trying to use it around tiles gives survivors WAY more time to move out of the way when they already could before. So in that aspect the speed nerf is definitely a nerf.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853493#Comment_3853493
You can perform your mental gymnastics as much as you want, if it's possible to make the totems uncleansable under any circumstances then it is broken and needs to be reverted or changed. No one cares that you dont care if the game is unplayable for solo que because you play on comms.
Idk I see plenty of people say they love this meta because of counterforce existing.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853335#Comment_3853335
I agree, but we're talking about a game where you can't tell that player to leave the totem, can't queue for a competitive match where people will be more optimal, and can't rank up to stop getting matched with those teammates. The mechanic can't be tuned to the point that one survivor who disagrees on totems will throw the game for everyone. That's not good design given the current limitations of solo queue and matchmaking.
Thats still not an issue with the perk. Players are the problem not perk.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853307#Comment_3853307
Yeah, but you have to consider solo queue if you're designing a game to not utilize communication at all. The expectation can't be "get on social media to stay up to date on agreed upon strats". No communication is fine, but then the mechanics have to be feasible without communication or magical counterpicks. The trial just isn't playable when one teammate tries to cleanse a 46 second totem multiple times and gets interrupted each time.
I totally get why people don't want communication, but the problem would correct itself in a game with chat, because those players would be told to stop trolling when they get 30 seconds into a cleanse for the 2nd or 3rd time.
You see at the point where you get interrupted once you should just give up on the totem because at that point you condition the killer to always go back to the totem because they know for sure someone knows where it is. The killer doesn't know which hex it is themselves but they don't want the risk of thrill going first. I'm more for balancing around people actually knowing what they're doing and not BHVR's philosophy of seemingly balancing around people that spend half the match running around.
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I don't really find it that miserable to face. All be it I play with friends that realize… just ignore totems. I'm still against the whole notion of "well soloq". If you simply just do gens and use the already obnoxious survivor meta then most of the time you escape before devour even comes into play.
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Depends on the killer. If its an M2 injure (at least with most killers) it won't reveal devour since M2 powers can't down. It only reveals devour if a person got M1'd or (I don't know if this has been fixed ever) if blight rush attacks.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852376#Comment_3852376
Artist needs 4 hits with power, but her chase is strong. I don't think this fact alone is doing anything with strength of any killer. Trickster needs million hits and in some loops he is Nurse level oppressive and in others he is completely useless.
Artist can damage without having to hit twice and can sniper more consistently long ranges. Meanwhile Unknown is wonky bouncy grenade that can just randomly take a trajectory that leads to space thanks to a random pixel on geometry. You just get better overall zoning with artist than unknown because artist only gets a minor slowdown upon throwing crows.
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I mean yeah I always saw Unknown as a mid tier once people knew how to play against him. Just the fact that it was 3 (possibly more) hit chases for the M2 was enough to solidify my own opinion. Also the fact that direct hits apply nothing but a hinder that's counteracted by the Unknown also getting slowed to a crawl when firing a shot.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850467#Comment_3850467
Yeah, ruin might as well not exist, even with thrill. Face the darkness is the reason. If I were them, Id probably assume Devour or something was also in play and know its pointless. Next queue!
Regardless of if it's able to be cleansed or not, this iteration is negative fun. Would you play knowing you're not going to have what a video game is supposed to provide: fun?
Anyway, already been stated they're going to hotfix it someway.
I find most annoying part of DBD is the teammates not builds (unless its rare occasions like Overbrine Eruption meta).
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850464#Comment_3850464
They will not. It is not tough to find the killer, strategically interrupt what they are doing, and end up hooked. No killer is going to resist killing a survivor. The 4K is just too tantalizing. It bewitches you.
I mean you can still assume as the killer player what the survivor wants to do. If they get fresh unhooked and run to me 30 seconds after im chasing someone else I bleed.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/434172/i-guess-survivors-hate-ghost-face-now
play vs thrill of the hunt and you will see why
Me when i just ignore the hexes because ruins not a threat:
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850402#Comment_3850402
You can’t prove intent so survivors can still be downed and hooked by killers and move on to their next match. :) Now patch that out.
Thats fine as long as they are forced to play the game.
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I mean this was a thing before the thrill buff? People just never used it.
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Nah we should get this ASAP. Getting out early to circumvent the DC penalty… yeah. At least with it gone they are forced to play in the trial and if they do certain actions (like body block teammates in corners) it can be considered as griefing. I wish it was the same for just running to the killer to get out faster but I would consider it more of a gray zone.
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@Arbmos1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850187#Comment_3850187
"If TOTH isn't tweaked down, it'll just lead the every single survivor bringing Commodiuses, BNPs, maybe Built to Last, Streetwise and every other gen rush perk and add on imaginable as well as dead hard, syringes, borrowed time in a bottle and everything else to extend chases. That will be all survivors will be able to bring."
They do this anyways and have brought it in long before this TOTH buff was ever a thing? Nerfing TOTH what's stopping Survivors from bringing that stuff you mentioned afterwards? I go against green toolbox's and insta heals A LOT as is. If Thrill gets nerfed should also that stuff you mentioned be looked into as well?So the average game then?
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849853#Comment_3849853
your past comments are just “killer is a plaything for survivor” or “survivor op killer oppressed” so it is funny hearing you defend being unable to cleanse hexes as a survivor skill issue.
I mean if you have the game sense to figure out what hexes the killers running then yes it is a skill issue? If a killers running ruin, thrill, face of darkness and some other random hex perk that does nothing… its just not worth cleansing. Base regression speed is NOT a threat.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849789#Comment_3849789
“being good at survivor is not hard”
And being good at killer isn’t hard either yet you make it seem impossible.
How is me stating facts about certain hexes making killer seem impossible?
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848316#Comment_3848316
I’m still using this build (with ruin, Tana, thrill and face the darkness) and survivors waste so much time cleansing. It’s funny.
yeah this is such a nothing burger build and people still don't catch on.
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@[Deleted User] said:
What are people doing on killer? No, the survivors cannot safely ignore hexes and also get gens done. Unless you're completely AFK. Unless you're somehow getting 3 staged and Devour isn't going off. And again, unless you're completely AFK, you're going to win if survivors spend 2 minutes on a totem quest. Counterforce will not change this.
The only hex you can't safely ignore is Devour. But by the time devour gets powered up… either the survivors just didn't do gens or are getting stomped in chase. Ruin is still a joke, H. lullaby is a joke, Pentimento you ignore by just not doing totems and every other is just super gimmicky. Of course I'm using good survivors as an example of why hexes are weak but being good at survivor is not hard.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848404#Comment_3848404
I mean it does have a defined hard cap. 5 in regular games and 10 in games with Pentimento. (well, 4 and 9 since you can't cleanse another totem once you've done them all).
It has no hard cap built into the perk itself.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848398#Comment_3848398
I don't think you know what infinitely means.
Thats why I said as long as totems are available. There is no cap to counterforce.
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Counterforce doesnt really need a buff. It already can scale infinitely as long as you have totems available to do.
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These survivors were throwing by the time they realized. This wasn't a perk issue it was the survivors not recognizing the perks because ruin regression is basically nothing.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847707#Comment_3847707
And at this point the game is lost. Seriously, Survivors dont have that much time anymore to do Side Objectives. If you spend your time cleansing Totems the whole game, the game is basically lost. But yay, you can cleanse Totems in seconds afterwards, cool.
Idk I see survivors constantly full reset and have 20 second chases and still get down to 1 gen and gates. From the looks of those games people have plenty of time to do totems if they lasted just 20 seconds longer.
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Counter force: Even through thrill by the time you cleanse the 2nd one you already counteracted thrill there is no stack limit so eventually you get to the point of doing totems in literal seconds.
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I've only met one person who gave pity kills and that is a close friend. Other than that unless I forgot them I have never seen another survivor give a pity kill.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847685#Comment_3847685
But if you're saying it's RNG then that's not consistent with saying Killers need to tunnel and camp in public matches either as RNG will also favour Killers at times. My position is that matchmaking and game balance is loose enough that it's not necessary to tunnel and camp to win the majority of your matches (and it is the developer's stated intention that Killers win more than they lose). I gave two specific outliers where it would feel different but I'm not discussing outliers; I'm discussing the overall state of public matches in DbD where it's not necessary to tunnel or camp to have more wins than losses.
Idk I've seen and played plenty of games where people go cross map just to down multiple survivors within 20 seconds, they get unhooked and full reset and somehow still get gen progress enough to get down to 1 gen or even gates. That scenario doesn't scream "not in my right skill bracket" that screams "man this game really is that easy for survivor". Dbd never has and never will be a game thats super hard to play which is impressive considering average skill. The highest form of skill factor in this game is communication/common sense.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847647#Comment_3847647
You have to pick a position and stick to it. You've argued two points by now
- Survivors are so bad that they're throwing games and that's why hooks can be spread ; and
- Survivors are so good and efficient that Killers have to tunnel and camp.
I stated that in the majority of public matches I win most games without tunnelling and camping and, that in public matches, there are only two niche situations that someone could feasibly argue it's necessary (and one is self-inflicted). I've also stated that over thousands of matches since 2021 my MMR would have settled.
Am I on a magical server where, after thousands of games, I only get survivors that throw matches or is that if you feel tunnelling and camping is necessary it's more likely that you're either at the soft cap but not substantially above it and are paired against Survivors with much higher MMR than you or you've tunnelled and camped so much you're at an MMR where you can't compete without it since tunnelling and camping is a crutch but not necessary?
Also, are Survivors so bad they're always throwing matches or so good it's necessary to tunnel and camp? They're not compatible arguments so you'll have to pick one.
Double edged sword. Weak enough killer and the average dbd player can beat that killer. Stronger killers still have a chance to lose to the average given dbd is half RNG. Of course I also include perks which perks can make up for bad survivors. The RNG allows for bad players to climb up because oop you got pallet city as trapper now you just default lose because no matter what you do another pallet is within 16 meters so the bad survivors can still win despite being bad.
Point being DBD RNG plays a major factor. If maps were more static with tile spawns then yes you would see bad survivors lose more and good survivors win more. But that big part of RNG is what messes everything up.
Hard to put it into words because bad survivors win cause of favorable RNG and perks while good survivors can still win with bad RNG cause perks (which is fine). -
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847627#Comment_3847627
But it's not necessary. It hasn't been for a long while. If so, then explain why I win the vast majority of my games without tunnelling and camping? What's more likely? That if it is actually necessary it's due to the two niche situations I explained above (of which one is self-inflicted) and it's not necessary to camp and tunnel in public matches or that I'm on a magic server where, after thousands of games since 2021, my MMR hasn't settled yet?
Considering the devs stated intention is that Killers win more than they lose in public matches which explanation sounds more reasonable?
You win a vast majority of your games because survivors end up throwing or are bad in some way? If you can post gameplay I can probably pin point exact moments what survivors should have done.
Also it's no joke that bhvr balances around the average of the game which the average of the game is like toddler level. -
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847611#Comment_3847611
Or perhaps you're either at the soft cap but not significantly above it or you've tunnelled and camped enough you're stuck at a level where you have to. Either of those situations suck but the current game is designed so that you don't have to tunnel or camp to win the majority of matches. A specific individual meeting either of those criteria doesn't change that it's still not necessary to tunnel or camp in most public matches.
No this is just how DBD has always been. Even before MMR and the horrid rank matchmaking system which was somehow better.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847595#Comment_3847595
It's a regular pattern over hundreds of games. The bottom line is that's what regular matches give as opponents. The majority of matches are not against 4 person SWFs trying to dethrone Team Eternal; they're against solos or at most 2 person SWFs and even 4 person SWFs overall die more than they escape.
There's no need to tunnel and camp in public matches unless the two circumstances I stated above are met. The game is literally designed so that Killers win more often than they lose at every level. Sure in a minority of games it might be necessary but only in those few specific examples. Most of the time it's overkill.
I can guarantee you that if I go into matches doing that I will only win because the other teams skill is astronomically low.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847572#Comment_3847572
In public matches I not only win but quite often keep survivors alive for longer than optimal to maximize pips and BP at the end. I do exactly what you're saying is dangerous and still win the majority of my public matches. This is with Killers I've played regularly for years so it's not a case of MMR settling; it's a case of how MMR is designed. I spread hooks intentionally and still win the majority of my games with a very early survivor death being the fifth hook but more typically the first death occurring at 7 to 8 hooks.
I'm not discussing comp or anything like that but, with the actual real life circumstances of public matches over the long term tunnelling and camping isn't necessary unless either of the two circumstances I already mentioned is in play. It's overkill most of the time.
If you end up in those situations and still win then the survivors were either also messing around or just bad. Simple as that. I could also play bad survivors and win by spreading hooks because the survivors are bad. Sure tunneling and camping against those survivors would be overkill but then theres the survivors that try to escape which is required as most killers.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847484#Comment_3847484
It (tunnelling, camping) is a crutch to natural skill level and I do win most of my Killer games in public matches without tunnelling or camping. The MMR system is literally designed so that, over the long run, a Killer, competent or otherwise, will get a 60% or higher kill rate.
The only exceptions are if you just hit the soft cap but stay at the soft cap (so you're facing people who have significantly higher MMRs than you on a regular basis) or if you crutched so hard on tunnelling and camping those are the only developed skills you have. Otherwise, it is not necessary in the slightest to tunnel and camp to win the majority of your games in public matches.
Tunneling and camping are mainly a response to how survivors played out the game. If survivors sprint burst to a main building every time I chase them where they get to use a god vault 3 times then yes I am going to make that time back up. If survivors do their objective and are good reasonably 2 and a half gens should be done by the first chase is done against most killers. That's already dangerous territory to keep 4 survivors alive so you NEED pressure. And let me tell you something going for chases on people who don't have hook states aint it unless they're in a REALLY bad position and depending on the perks you brought.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847558#Comment_3847558
This is literally 'I won a match as survivor, that's OP, nerf it now'.
Nope. It just how dbd is at its core when both sides are good and mid to low tier being used.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847527#Comment_3847527
If the killer got 8 hooks and 0 kills both were bad or the killer was playing way too nice if they wanted to win and the killer who got a single kill is just average DBD in a match where everyone knows what they're doing.
You're missing the point.
Choosing the path of least resistance isn't 'skill'. It's not some tactical decision that needs to be weighed against its alternatives. It's like asking someone if changing the difficulty setting to 'easy' is a skilled play, since it makes you more likely to win.
No, choosing to tunnel is not 'skilled'. The execution of the methods chosen is where the skill resides.
You call it cutting corners but in reality making the game easier for yourself believe it or not is an indication of skill.
No, it isn't. Not by definition, anyway.
And you guaranteed always play against solo q or some of the worst survivor teams if you can still "win" this debate is NOT going in your favor when comp dbd is good for one thing: showing the state and reality of the game. Survivors get MASSIVE handicaps in comp and they still can consistently 2-3 out against killers which rarely ever get handicaps.
They also ran a tournament with no holds barred once and it was still a 60% kill rate.
Besides, it is a catastrophically terrible idea to sacrifice the entire game on account of .5% of the playerbase's experience. You can't point to comp gameplay because you don't play comp. No one here plays comp. What you and I play are completely different from comp play.
What's much more comparable is Hens and four of his friends playing 113 total matches without camping, tunnelling, slugging AND using killer powers and scoring a 3K+ in 104 of them.
Once again different sides different objects. Survivor is overall easier than killer and can get way more done than killer so to keep up you need to employ different tactics which is skillful.
Thats why I said its not restricted to comp. Comp is the most extreme example but it doesnt have to be extreme to happen in normal games. I've had solo q games where everyone just… did the objective and we 3 outted because the killer didnt decide to camp or tunnel until end game. Was the killer good in chase? Yes he was but he was also running pig which CANT keep up with people doing the objective. So being good in chase simply isn't good enough to win games against good survivors. Which is crazy because being good at the game should be the average but the average of dbd is bad.
Also I would like to see those tournaments that had no rules. I can already tell it was ONLY nurse and blight and possibly billy depending on how recent it was. -
@Autharia said:
And here we have 2 people straying from the original point of the thread to get it closed.
Perk wasn't nerfed to the ground as post claims. There the gist of it is done.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847484#Comment_3847484
Ah there's your problem. Sure you choose to handi cap yourself by not tunneling and slugging. It's not a "delusion" when there was legit nothing someone could do better in the current position.
I can guarantee you that not a single one of you lot that all claim that these tactics are required to win have ever played a flawless game in your lives.
Also you claim yourself as not a competent killer but then say slugging, camping and tunneling is a crutch to natural skill level? Would not taking the smartest play to win the game NOT be considered skilled?
Cutting corners isn't an indication of 'skill'.
Who's more skilled: The killer that gets 8 hooks and 0 kills, or the killer that gets 3 hooks and 1 kill?
How would you know that when you claim yourself you aren't competent enough at killer? Even in 2v8 if you chose wraith and trapper you're BEGGING for games to be 5 minutes because you get basically 0 gen pressure other than wraith which is just out classed by blight in every way.
Because I've still won matches without using any of those tactics. And if I can do it, you can, too.
If the killer got 8 hooks and 0 kills both were bad or the killer was playing way too nice if they wanted to win and the killer who got a single kill is just average DBD in a match where everyone knows what they're doing.
You call it cutting corners but in reality making the game easier for yourself believe it or not is an indication of skill.
And you guaranteed always play against solo q or some of the worst survivor teams if you can still "win" this debate is NOT going in your favor when comp dbd is good for one thing: showing the state and reality of the game. Survivors get MASSIVE handicaps in comp and they still can consistently 2-3 out against killers which rarely ever get handicaps. Except its not like these examples are restricted to comp, dbd survivor is just a WAY easier experience to get into and do well in than killer. Thats just the natural order of 2 teams having different objectives. -
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847338#Comment_3847338
Ah, but the critical difference is: I am not a competent killer. I can play a decent match, but I've no delusions that when I lose, there was nothing I could've done better. I've won plenty of matches without slugging, camping or tunnelling though.
Ah there's your problem. Sure you choose to handi cap yourself by not tunneling and slugging. It's not a "delusion" when there was legit nothing someone could do better in the current position. That someone COULD have chose to play a better killer before hand or choose better perks.
Also you claim yourself as not a competent killer but then say slugging, camping and tunneling is a crutch to natural skill level? Would not taking the smartest play to win the game NOT be considered skilled? Because you can still learn to chase by tunneling and taking the option to spread hooks really isn't so much a "show of skill" more of survivors playing badly. And matter of fact is… a lot of tunneling and camping is a direct result of what survivors do. there is those games where the killer player REALLY want to just do it for the hell of it but I doubt its that often.How would you know that when you claim yourself you aren't competent enough at killer? Even in 2v8 if you chose wraith and trapper you're BEGGING for games to be 5 minutes because you get basically 0 gen pressure other than wraith which is just out classed by blight in every way.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846773#Comment_3846773
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846956#Comment_3846956
you could not be more wrong. the game is balanced around killer taking shortcuts to win.
"Considering the game is perfectly winnable with evenly distributed hooks" we are not in the same world. Try even distributing hooks as trapper or clown and you will easily get 3 outted if not 4 outted if the survivors know how to do the objective and run from yellow to yellow with windows.
I know this is a point that forum killers love regurgitating to one another, but there's nothing to prove this. It's always just forum killers pointing towards one another as sources without any kind of underlying logic or argumentation. It's always just a presumed consensus, with nothing backing it up.
You run the risk of confirmation bias, since every match you win with tunnelling/camping/slugging gets chalked up as having required it, without considering the possibility that you could still have won without it.
You mess up your MMR, since these tactics can crutch you above your natural skill level, which in turn makes the game feel slanted against you, when in reality you're just not where you're supposed to be matched.
You are relying on being an accurate judge of your own skill level, since you are the only one judging your own games and finding that there's nothing you could've done to play the match out better -without- tunnelling/camping/slugging.
Yet despite that, it is held as some kind of holy cow to the forum, and anyone that suggests these tactics need nerfs is committing heresy.
I mean you can do the experiment yourself. Get some good survivors in a custom lobby that actually try to escape and try to spread hooks with a lower to mid tier killer. You'll find quickly that spreading hooks wont get you wins. Sure you might be aiming for more fun and dont care about wins but not every one thinks that way. They don't even have to know each other they just have to try and escape so no swf.
Hell even decent survivors will do with the right map.