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Brimp
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092142#Comment_4092142
How would you like soloqers to cleanse Thrill totems with zero coordination against a killer that gets constant info while also being fast and invisible? Wanting busted killers and easy wins is the skill issue.
So the issue is solo q players not having enough communication. Sounds like a SOLO Q ISSUE and not Jason issue. Maybe once they get the tools THEN we can touch up on Jason. As much as I hate quoting content creators… We should not balance around ignorance.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091825#Comment_4091825
"Just get a perk that's behind a paywall to counter a potential build on one killer"
If the totem build is really THAT oppressive on Jason then at that point it might just be a skill issue on the survivors part. Don't know how to put it any other way.
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Hawk uuhhhh: counterforce.
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@TurnOffTheTVs said:
It's funny people want to argue that this killer is balanced meanwhile I'm having the easiest time of my life winning games as him.
It has nothing to do with him being new, Jason isn't this uber unique killer that takes months for people to learn how to play against. We've seen ranged killers before, only difference is that Jason circumvents EVERY single weakness ranged killers are meant to have. He doesn't need to walk up to people giving them time to prerun and maintain distance, and he's 4.6 for an egregious amount of time after coming out of omnipresent.
He's fundamentally a piss poor designed killer.
Ranged killers have existed in this game for years and yet it doesn't matter, people can't do ANYTHING in chase. The only time people win chases is when I, myself aim like a bot. The counterplay to Jason boils down to "Hope the Jason player can't aim". There's no real interactivity. And because it's like that, people are too scared to take chases which is why everyone feels like they have to crouch around stalling the game out for an eternity.
Straight up the only game I've lost was going against a literal DBD clan SWF with all meta perks which yea, I could be playing Jesus himself I wasn't winning that game. Every single other game is 4k's unless the hatch spawns on top of a survivor because oh funny he's also amazing at finding hatches, who would've thought.
What? People are having an easy time vs the new killer who nobody really knows how to play against? Who could have guessed that. It's almost like every other game that adds a new character has super inflated stats for the first few months.
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Just what we need. More pig nerfs.
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One is primarily used to actually further the game in favor for the killer. The other is primarily used in situations where it's impossible to be punished like exit gates or in other words, gloat. Not the same comparison. Oh yeah also the fact that t-bagging is rooted in being a toxic action so doesn't really work like that.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088698#Comment_4088698
The reason is because its dull for people to be forced onto the ground for 4 minutes being able to do bumkiss and becoming more and more popular that its becoming a common scenario. Doesn't mater if its a nerf, side grade, or straight up removal, if it CONTINUES TO BE A PROBLEM THEN ITS GOING TO GET BHVR'ED. Thats whats going to happen.
Superman off hook?…really?…I really wanna see the hoops for that thought. Its funny how often i see a tunneled survivor die quickly despite being a so called superman. Ds? Annoyance. Resurgence? Annoyance. DH? Three for three (and ususally see sprint burst more, which is 4 for 4).
Super man off hook. Gets unhooked, healed, runs to chase off in the distance, takes 2 hits, downed, DS'd, and then DH'd. Quad healthstate off hook build and all it only really requires is being healed. Not to mention unhook perks the unhooker may have like Baby Sitter so tunneling them becomes impossible for those 30 seconds unless they pay literally no attention with that 120% movement speed. Please tell me how they're NOT superman off hook with the right build. At the very least we don't old OTR to make it so they can immediately run to a chase off hook with the old 80 second endurance.
Maybe if it still costed 75% of their build to have the quad health state off hook it would be MAYBE arguable but now when its only 50% it's genuinely insane. -
@wesker_shades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088698#Comment_4088698
They are only "superman" off of the hook if your goal is to tunnel them. Just go for the person doing the unhooking instead, geez.
And no, survivor isn't overtuned. Had it been the case, then escape rates of 50% or more would have been the norm, not the exception. On the contrary, quite a few killers are highly overtuned at the moment, and if the killer playerbase would actually play the game in a normal manner, instead of artificially keeping the kill-rates low by slugging/bleeding out, then I am sure we could have seen the true stats behind them all.https://us.v-cdn.net/6030815/uploads/TG7GZRES2TZY/trickster-stats-past-30-days-iii.png
I play mostly Trickster nowadays (the times I actually play killer), and over my past 30 days, the average is 73.28% KR
No tunneling, no excessive slugging, only hooking and trying to 8-man before killing anyone off. And yet, I still hover way above the average. So do you really need 4-man bleedout slugs to "win"? Or are you just doing it because you like tormenting people?Yeah they come off hook and body block you with their quad health state off hook build so you attempt to tunnel them and OOOOOHHH Shoulder the Burden on their next hook. So tunneling them just doesn't work as effectively anymore. Also 73% kill rate over the course of 29 matches? Really? Maybe if you had lets say 200 sure but this is legit like baby MMR considering on the website this is your "top killer".
When I'm talking about things like this I'm you know…. talking about GOOD players. Ones that will actually spread gen progress and wont drop in chases within 30 seconds. But since you can boast all this I would love your gameplay so I can point out the amount of survivor mistakes. -
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088656#Comment_4088656
Then recomend spreading the word to stop this strategy then because its growing and if it becomes a big enough problem the devs are gonna have to solve it…and i think we all dont want to know what kinda mess that will be.
There's no reason for it to be fixed by nerfing it though. The issue currently is survivors are potentially super man off hook so a lot of killer understandably don't want to deal with that. The issue isn't slugging being too oppressive rather it's certain killers being the most effective at it and survivor just being overtuned against a lot of the killers at the moment. This is something BHVR just needs to understand
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088639#Comment_4088639
I don't want to kill the strategy though, even though admittedly - I don't like it.
I just think bleedouts should be removed IF this is going to be considered a valid win condition. I don't agree that bleeding survivors out is the win condition. That's just my perspective on it
You don't intend to kill the strategy but the way you go about it will. Like I'll agree it sucks that it's the way it is right now but straight up removing bleed outs only just makes it viable for the strongest killers in the roster while the others can't do anything outside of opportunity costs.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088552#Comment_4088552
My issue with this kind of thinking is that we’ve never seen this happen in the game before. Back when Gen regression was at its strongest, people still slugged and tunneled. People still use full Gen slow down and slug and tunnel on nurse or blight. In the 1st iteration of 2v8, they didn’t have flashlights. They also didn’t have pallet saves possible, because the killer would just step on the survivor and they would teleport to a hook. There was no reason to slug, but full 8 slugging and bleed outs happened and they happened enough that they had to add some kind of anti-slug and flashlights and pallet saves to prevent it from happening again.
So I really can’t agree with the idea that if hooking gave you more rewards by even some kind of base-kit slow down, people would absolutely still tunnel and slug because history will repeat itself.People still slugged and tunneled because survivor stuff was also way stronger back then. Back at peak regression before 6.1.0 with ruin undying and 25% pop was easily dealt with if everyone ran dead hard which was easily the strongest exhaustion at the time. Also I never said anything about tunneling or slugging in the post you responded to I said people would hook more and it ends at that.
Also as for the 2v8 slugs. It's because 2v8 is just notoriously survivor sided unless you run specific killer combos. -
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088624#Comment_4088624
First of all, I never said people were "doing it for the hell of it" so not sure where you got that from lol.
Next up the comparison between being on a hook and being slugged:
- There is no built in counter measure to proxy camping/camping someone on the floor, meaning if the survivors try to pick someone up it's a lot easier to stop them
- There is no built in protections when you get up from the dying state, meaning a lot of times you just get hit straight back down unless the Killer was busy which they usually aren't considering they know someone has to pick up
- I'll just say this straight up, dying on the hook IS faster and that's a plus - it means the survivors aren't stuck in a match that won't drag on for an eternity because the Killer can't 4 man down everyone
- Most survivors are equipped to deal with being tunnelled off the hook or most expect it. Most people do not go into 4 man slug matches ready to deal with it. In fact WGLF being meta is one of the only saving graces most solo Q teams have at dealing with this strat.
- It takes longer to heal someone from the floor than it does to unhook; either they have to sit there and recover or someone has to heal them fully. Both take a while, compared to the brief time to unhook
Again you say "make hooks worth it" but even if they did, people would still do this. You and I both know that.
So what is the killer doing if they're proxying a slug? Why is the slug not crawling away to a spot wheres its harder to pressure said objective? If people are spread out across the map this is quite easily one of the easiest pick ups. I've even up surges in Plot Twist and Unbreakable. Slugging IS counterable but since you know it isn't the norm like hooking has been for years people aren't prone to know how to counter it. Like quite literally if you're being chased take the killer as far away from the slug as possible or count their mobility tools like Unknowns teleport cooldown. Also if a killer is proxying a slug… just do gens? Literally the same logic as proxy'ing a hook. I just feel like you want to kill a strategy because 4-5 killers can really capitalize off it but the rest of the roster then just has to suffer.
And "Most people do not go into 4 man slug matches ready to deal with it." is not even a point. It's like complaining about getting ready for one team comp in a game, they don't run said team comp and now suddenly you're way weaker. That's not inherently a bad thing for the game. -
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088613#Comment_4088613
It creates matches where even if the Killer can't actually achieve their 'win condition' (Everyone down), they still end up winning anyway because of the bleedout timer or survivors abandoning due to how mind numbingly boring it is
That's why I made the post saying it should be removed, because if people want this to be a valid strategy then they should only win when they actually get their win condition.
The win condition by slugging is literally bleeding out, not by getting a 4-man slug I don't know where you got that info from. 4-man slugs just speed up the process tremendously. Also can you please tell me what you can do on hook that you can't do while slugged. The ONLY difference is being in the match 100 seconds longer if you do end up bleeding out assuming you went through 2 full hook stages.
But until hooks are actually worth it on low-mid tiers slugging will always remain as the best choice to win. You get more pressure on average and don't have to deal with unhook perks that could be used offensively. People dont just slug for the hell of it there's reasons to it. -
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088610#Comment_4088610
You realise this thread is about Killers who are using a purely 'only slug' strat, yeah?
As in, never hooking ever and slugging until all 4 survivors are down.
Slugging when necessary is only complained about by people who don't understand it. People's complaints about 4 man slug playstyles however have validity.
Yes, and there's no issue with that. Tell me what's wrong on the players part for wanting to use only slugging as a win condition.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088552#Comment_4088552
So you seriously think incentivising hooking more will stop these playstyles?
You're completely wrong if you think that, straight up.
Most people do not play like this.
Incentivizing hooking will work for the people that would prefer to hook but simply dont want to since hooking is just the wrong choice in a lot of matches. People slug because understandably they want to win the game which shouldn't be a concept shunned as much as it is in the DBD community. And as it stands slugging is legit the best chance you have of winning for how little survivors have to work nowadays especially as weaker killers.
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@Brokenbones said:
Potential controversial take here, but
If people want full slug strats and builds to stay, then the bleedout timer has to go.
There are so many games where the survivors are actually pushing back and countering the strat but they lose anyway because someone bleeds out after being on the floor too long.
I know the bleedout timer was originally an anti-griefing mechanic to stop survivors being held in the dying state permanently, but with the abandon feature being a thing now it's not really necessary. Just add 'If a survivor is in the dying state for x amount of time, they can abandon'. Problem solved
If people want to ignore the hooking portion of the game, they shouldn't be getting kills out of it unless they manage to down everyone at once.
No bleed out has to stay. People are slugging because of the state of the game being, hooks simply arent worth it on a lot of killers. The issue is the GAME STATE not the players. So instead of nerfing slugging… how about we add incentives to hooking without the downsides they provided in the first batch of anti-everything ptb (9.1.0).
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@Blueberry said:
Why would they hook when the game punishes them for doing so by activating dozens of second chance perks? It actively encourages them not to hook. This isn't even counting the entire gens worth of time lost in pick up, carry, and hook animations or the risk of flashlight saves you could completely ignore. They don't really have a reason to hook.
Yeah unfortunately you can preach something so true and you would still be disagreed with in the context of "morality" or something like wanting to win in a pvp game by adapting. While it might not be EVERY game, do people seriously want to risk others using their anti-tunnel offensively?
Which is why I like the silent down voters. Instead of blaming the current game state as to why some players play that way they blame the player. -
"Or make it so he can only put players into deep wound" and what would the compensation be? Because Twins is literally MEANT to be a snowball killer and removing the snowball aspect just makes them bad. Not to mention if Twins is that much of a struggle… walking in pairs with wglf…
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A lot of the time its to ego in your face. Killer still can't abandon in EGC btw when its 90% of the time already a lost game.
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@Chomperka said:
Main objective of survivors is to repair 5 gens and survive. Does sprint burst help with that? Definitely. Exhaustion perks are all about buying surv more time without(mostly) much effort.
There are survivor perks that straight up punish you for not tunneling like resurgence or deliverance. Those are far more problematic if we talk about tunneling encouragement.Eh perks like sprint burst and lithe encourage it just as much. Imagine someone sprint bursting to a strong part of the map where you'll undoubtedly spend more time chasing than you gain back in pressure as most of the killer roster. Pair that with most of the popular exhaustion being no earning requirement and it goes into other areas of unhealthy game design.
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Its a harsh truth. A lot of what survivors can actively encourage tunneling without them realizing it. Tunneling can be a reactionary action. Let's say I hook someone across the map and come back to near where the previous unhook was and found a survivor near a dead zone on a gen but just sprint bursts away to a strong setup by pre-running. What incentive do I have to go for that person when there's a survivor closer to death hook who I also know the general location of? At that point it's just better to let that gen go. This is especially the case on weaker killers and I'm not even talking about Ghost Face I'm talking a solid B tier like nemesis.
That's where I find it funny when people use the "if you tunnel you wont get much better" when it can be quite the opposite in terms of improving your macro gameplay because its either go through guaranteed two health states in a strong setup with less hook stages or go for the person thats at least 1 hook stage in which would cause way more pressure for the team. -
@dbdplayerabc123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084258#Comment_4084258
What is stupid is ruining it for everybody because someone picked certain maps u didnt like. Congrats now you have no choice but face the chance of playing those maps because NOW YOU cant use a map offering.
People almost universally agreed that map offerings guaranteeing the map was not healthy. There are very few like you that think the opposite and a few that think about the achievements which Is a little stupid yes but way healthier for the game for map offerings to not guarantee the map.
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You don't know when a map offering is going to be played so "just run sac ward every match" is kinda of ridiculous. And guaranteeing a map that was great for you is really stupid.
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This only really affected haste stacking long term which is fine. People did tests and full healing builds were nerfed at most 15%. And even then you could just run botany + auto didact and that's 2 separate healing sources so diminishing returns wont affect that. As for gen speeds…. We really don't need more gen progression to be in the game.
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Not really unpopular as of now thanks to game state but…
>Exhaustion perks (mainly Sprint Burst, Lithe and Dramaturgy) was always a problem with bottlenecking weaker killers to a point where you can't exactly buff them in meaningful ways without making them more frustrating to play against. Kinda like how Nurse was with Awakened Awareness (despite what the devs wanted to tell us that it was not the case nurse was the reason it was nerfed out of PTB) -
@Mikeadatrix said:
You weren't forced to watch the entire thing. I went to bed after a couple hours because I knew it wasn't ending anytime soon. I woke up to Jason and a cool breakdown of the easter eggs. You are owed nothing.
Yeah but when BHVR has said in the past (paraphrase) that they want to respect our time more this is definitely not respecting our time considering people in EU like Otz stayed up for even 3-4 hours and was visibly frustrated by the time he ended. It didn't build anticipation until maybe around the 6th hour mark which honestly this was just sad.
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I feel like this could have been done so much better. It could have gone along the lines of "Tune into our Live Stream on Saturday the 23r with live commentary at 10 A.M" while secretly starting a stream on the 22nd late at night. Because I'm going to be honest if it is Slender Man this was most definitely NOT worth the buildup and wait. This is like a requirement to be Jason at the end of all this, or many will be severely disappointed or hell maybe even a double licensed chapter.
Or maybe "Our stream is tomorrow but we noticed weird movement in the woods near us so we set up a camera overnight to catch anything"
Now if this ended at 12 AM the 23rd and gave a huge hint it would have been way better than what we got now. -
13 second clip but the clip gives off heavy slender man vibes….
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@shitney said:
You forget that the majority of the chase encounters for survivors end up being a 2v1. Therefore the sprint burst prompt is 100% warranted.
2v1 is quite literally the best team state you can possibly be in. 7 survivors unchecked resetting or cranking out gens.
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Yeah it's a perk that gains most of its value on higher mobility killers. It's still alright on lower tiers but honestly not even pain res on those killers can save you against efficient survivors.
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I just don't see an issue with this. All it takes is 3 seconds to clear the trap and uncage. You can also just manipulate cage logic to send you to a side of the map where no gens are so going there for the killers wouldn't be good (people already do this in end game to end up next to gates).
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Sure I guess as long as on demand sprint burst gets taken out.
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Basically either pray they make game throwing mistakes or play a stronger killer with a strong build in the future. That's as straight forward as it goes. Relying on "skill" wont get you far when its the survivors at that point controlling the pacing of a trial.
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Cheating debatable (not really) and bannable would just be redundant. The software might get flagged banned for it but for simply having a cross hair that wouldn't be a reason since anybody can just find the center of their screen and put a piece of tape on it and boom nobody outside of you would know.
Not to mention a lot of modern monitors and maybe even TV's have built in crosshairs which are undetectable by any anti-cheat. -
@Valuetown said:
Unfortunately as expected, your post will be downvoted into oblivion despite Nemesis and Oni being one of the most prevalent combos this 2v8.
But yes, Nemesis is not fair. Neither is Oni. Downvotes with no discussion just proves that killers don't want to work for a win.
Well when other combos are simply just Nurse + blight you tend to see why those are played. Playing huntress and trapper for example is quite literally just baby sitting at that point. Every 2v8 game I've seen where the killers werent running the strongest was always a 6 out at the least.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077264#Comment_4077264
lol, no. Not even compareable, lol.
If you would nerf Sprint Burst and Lithe, those Killers would still be bad. Because it is their own power which is the issue, not anything Survivors have. Meanwhile, Nurse and Blight are balancing bottleneck because they hold back things like Perks for Killers (even if this is not really the case, the Devs just dont care too much about those being overtuned).
But really, at some point - can people like you stop trying to blame the game for losing? Now you are losing games because of Sprint Burst and Lithe, before you were losing games for different reasons. Maybe instead of moving the goal post all the time, accept those two things:
- You cannot win every game
- You might not be as good as you are and you lose games because you make mistakes and not because the Survivor has Perk X.
I know, it is hard to do this.
It is VERY much comparable. Lets say you make some killers have better chase power or slight map traversal. Guess what pre run shift W with sprint burst lithe still leaves those killers in the dust. Never have to interact with the anti-loop if SB enables you to just never get in a loop near a killer until like 40 seconds of them following you.
I would rather lose to SKILL and not someone holding W AKA the bare minimum which is why a lot of lower tiers suffer. -
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077259#Comment_4077259
Yet those exist for years and did not get complained about. Complaints only started when so many other things for Killer got improved, as I said, the goalpost got moved. Now it is "We will stop tunneling if Exhaustion Perks are nerfed". Before it was many other things.
How the Perks are balancing bottle necks or compareable to Nurse and Blight needs an explanation for me.
How they are balancing bottle necks: Some killer powers simply aren't built around survivors being efficient. So when survivors are efficient and have on average longer chases it creates a sisyphus scenario where it quite literally it would take the survivors throwing for you to have a chance to win. And given the skill floor of survivors keeps getting lower and lower because of basekit changes or nerfs to killer in general some changes DO need to be made.
Back when survivors were just running around doing nothing or the general rank system and not MMR exhaustion would have seemed fine but giving free distance for doing nothing to the role that has more players is just not healthy game design. -
@Aven_Fallen said:
No Exhaustion-Perk is overtuned. You see how much better the game for Killer has become if we are now at the point where they complain about Exhaustion-Perks, which are the same for YEARS. But all other things got better and better and now the bar moved to that.
Sprint Burst and Lithe are DEFINTIELY over tuned. We call Nurse and Blight balancing bottle necks. When SB and Lithe specifically and to some lesser degree Dramaturgy do the exact same. These perks existing is my sole reason of not playing low tiers because it just incentivizes boring gameplay on both sides.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076752#Comment_4076752
Not really weird, we all know they don't care about killer only survivor.
People downvoting this but we had an entire killer removed from 2v8 because they were "unfun to go against" but sprint burst on demand with a 20 second cooldown stays…
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076674#Comment_4076674
Sorry, but that looks just as bad as Xenos tail animation. Could we stop giving blight a pass at some point?
I just think there should be meaningful nerfs and not just "oh make a killer feel bad to play" as a lot of the blight nerfs usually suggest. 2 tokens lost of pallet break. Great start but this is not it. Literally a majority of the blight nerfs I see are fueled by anger and stress for the "I just don't want to see this character again in my life" than actually create a healthier solution.
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@azaxydbd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076546#Comment_4076546
https://www.youtube.com/watch?v=qnor3kYTfc0
there are plenty of those hits btw, u can also gap hits from turning hit from left to right or right to left to cover bigger hitbox and avoid getting spinned when u normally shouldve missed. this vod is just a random youtube video i found to show an example, those type of hits should not be possible and it looks weird and unprofessional.
So, it just looks weird. No statement from the developers on whether its intended or not. Also a LOT of things look weird and "unprofessional" in the game like chainsaws applying deep wound and not insta-downing when they normally would. Should we patch stuff like that out too? Also that's LITERALLY how blights hitbox was designed by the OG creator. It was supposed to be large at the start and narrow down to a cone.
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What about "avoiding X amount of perks that are common" is a straw man? Any other PVP video game and people would tell you to do exactly the same thing. Like sure it's not the most engaging in some aspect but for people wanting to win it is a very valid reason. It's like complaining about survivors wanting to survive aka win.
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@azaxydbd said:
shoulderflick is an exploitable bug that should be fixed asap.
Proof or just dont approve of it personally?
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@GeordieKiller said:
why? majority said to remove it and you still adding it in this was not needed to show the killer
As long as its only in game and not pre-game lobby it's mostly fine. People giving up will still give up either way even if there is strong builds.
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The current meta is a reason. Seeing a lot more gen rush perks to the point where using the time to hook isn't worth it if you aren't a killer that has map mobility.
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Another 10 seconds to hook stages so we have 2/3 of Reassurance base kit!
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In the harshest terms. Yes. His entire power is "did you play better than your opponent?"
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074426#Comment_4074426
Precisely why it shouldn't go live until its ready then. If it it "isn't good until other stuff gets changed" then why not wait to change those other things so that we can actually properly test it. Otherwise all the data will just be "it sucks"
I see it as. If it goes live as is we can see actual build diversity now while making stacking at the current level worse (even though it doesn't really change much unless you do a full dedicated build) or in other terms, I'd much rather rip the band-aid off sooner than later.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4074878#Comment_4074878
Which CC is responsible for this mantra of "survivor is really strong right now" that I keep hearing, because it seems like a way to just avoid responsibility? You can blame the game when survivors win instead of blaming yourself.
You're also saying "survivor is really strong" in a post where the dreaded and all powerful 4man, supposedly the strongest thing in the game, got full-team slugged. So what does weak look like?
Also, I have higher stats on Henry, Dredge, Freddy, and Vecna than the official numbers you posted and I'm mid, at best. And it's only those four because I've never played the others. But you're right, the statistics don't paint a clear picture because matches with DCs are cut. The numbers for thise killers are likely 5 to 10 points higher in reality. That aligns more with my own stats.
So why is it the default "which CC said this" because this has been the norm for a while now with a lot of the slowdown getting consistently nerfed until recently along with BHVRs refusal to really impact the survivor gameplay loop. Please play and record your game against competent survivors that actually try to win and come back when you play as your average B tier.
As for the 2nd paragraph. Trying to use that is questionable. Its a screenshot of the end game screen. There was no video on how it was played out. It could have been a slaughter. It could have been down to the wire at 1 gen left against Ghoul so trying to use that as a "gotcha" doesn't really work. But if you want to go that way play this match as almost anyone under ghoul except Singularity and Twins and then what. You get stomped if you try to do anything.