Gwinty
Gwinty
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I generaly do not do it.
Camping is no fun for me as I want to chase survivors. The only occasion when I camp is if I have a survivor on the hook, its an open area and the exit is open. Not camping would be equal to just surrender as they would get the save and run to the gate with just a few protection hits. If I have a decent chance to intercept the rescue I go for it without camping but sometimes it is just the only reasonable play.
I think no survivor wants to face a killer that plays dumb on purpose more than once a day. As such I do camp here and I understand if a killer does the some.
Also if I get a good 3-gen and hook the survivor in the middle I will patrol there too. I do not go out of my way to hook the survivor on a far away hook while risking an easy rescue and loosing the game on purpose.
As for tunneling: I only do it when there is no better play or if the survivor challenges me.
If I run Ghostface and the guy breaks me out of stealth then I go for him. I can not just ignor this because I had hooked that guy just a few moments ago. Do not reveal me and I will go for somebody else.
If I go back to the hook and the Survivor runs directly into me to take a Borrow Time hit then I will chase him. Sometimes I wait out Borrow Time and then down him. I will not ignor you if you runs straight at me.
And if you clicker your Flashlight at me then this is an invitation to a chase. I take it sometimes even if I hooked you befor. You asked for it. If you point at me or t-bag, then I will go for you. You asked for the heat, you get the heat.
And finaly: If your team throws you under the bus by unhooking you and not taking my aggro. If they go into hiding or heal you under to hook and Sprintburst away to a safe loop while leaving you at an unsafe one, then I will go for you. I will not play suboptimal here just because your team refuses to take some heat.
These are the occasions where I will tunnle.
I do both when it suits the situation. But I will not go into a game and just think: You know that one survivor there? I will tunnle her down! I like running BBQ so I need at least hook everybody once. It is a mini challenge each game for me to do so and get max stacks and this forces me to not tunnle or camp as I can not complete this challenge with camping or tunneling.
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Honestly, while Ruin + Pop is a strong combo and Undying boosts it even further this build is not that problematic.
Yes you have to do Bones and sometimes their placement is bad. But this goes for both sides. I played Ruin a few times and its normal duration until they finde that totem is about 60 seconds to two minutes.
For Pop you have to work and it rewards you if you get a down. The typical scenario here is that your Tinkerer goes off mid chase and you just down that guy a few seconds later with the undetectable. Now you have to make a decision: Slug the suvivor and defend the Gen or hook him an hope that you can still make it to the gen in time to apply Pop. If you slug you risc loosing both: The Gen because you miscalculate the speed and the downed survivor because Unbreakable or a rescue happens. If you hook there is a pretty good chance to loose the Gen while carrying the survivor to the hook.
Yes, Ruin and Pop together are strong. But they are predictable and there are ways to counter them. Especialy Repressed Alliance can bail out the survivors here. Also you have no Perks for the chase then. No "Im all Ears", no Safe the Best, no Bamboozle. Also you have no information at the start, no Whispers, no Discordance, no Surveilance etc. (And for all Spirits: No Stridor)
So overall this is a strong combo, I agree. But it is no free win and sometimes other perks are much more important.
I would never play this on Ghostface as Discordance, Nurse Calling and Surge are so much better. Corrupt Intervention is much better sometimes (Myers) or Surge can get me better value with certaiin Killers and I recently started to like Surge, Sloppy, Thana a lot more. Also I like my BBQ for points so...only two of those Perks are in my builds at best and I am doing just fine.
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To sum up your comment: There is not way to reliable outplay Spirit in a chase. But all of this assumes that the Spirit player does this flawless.
Which lets me question: If you play flawless should you not be able to get the hit?
Do not get me wrong. Spirit could use a little tune (make noice while phasing, like with that one bug). But played flawless you should get the hit. The question is how long should it take.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2209064#Comment_2209064
The BT user body blocking so we can't hit the unhooker is ######### stupid.
I suggest BT users have no collision so they can't body block killers for 12 seconds.
Sounds like a buff to me but like a good one. 12 seconds with a second health state and no collision. Pretty need.
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Well, I like going against Spirit and I like to play Spirit. Her fantasy as "ghost with a grudge" works fine for me and I like her story and design so far. Using sound as orientation is a welcome and fresh experience for me that I did not have in other games, at least not to this degree.
I do agree that she could use some changes. The "bug" where you could hear her while she phased was nice because now both sides were depending on sound. They could honestly bring this back.
Perkwise I always go for some that fit her fantasy. As such I run Thanatophobia, Haunted Ground, Deathbound and Sloppy. But I always choose perks based on the fantasy.
But I will say you need to play different against some killers. If you play against a Spirit like you would against Legion you will loose. Sometimes stealthing and not looping is better. It would be kinda sad if every killer felt the same way and would be little to fun for both sides. However I accept that you like some killers more...I hate Huntress more than Slinger or Spirit but that is just me.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/251039/i-want-to-give-up
I disagree that the maps are now more survivor sided. Yes, they added strong loops, but they heavily nerfed stealth, both on autohaven, coldwind (although the corn now works better than before) and surly the game. On autohaven, there are such wide open areas there is no way to break line of sight in some of them, and in the ones that are, there is nowhere to go. The game now has open areas and see-trough stairs. Yes, there are some of the old labyrinth-type tiles on the ground floor, but over all, heavy nerf for stealth.
The maps have not shifted to survivor side, they just shifted to looping for beginners. Its easier for new players to loop there, and stealth is hated by lots of killers and even survivors with the "this game is about looping" mindset.
Stealth is (and in my opinion should be) a valid option to play this game, but the map reworks nerfed them on every step.
The stealth nerf on autoheaven is a direct nerf to stealthy killers too you know. Ghostface and Meyrs play like a wet paperroll on those maps. Ghosty especialy if he does not bring any recovery add on because the small debrise loops on autoheaven just leave no room for any crouch play. Meyrs with Monitor is also bad as you can see him all the way across the map from the right position. As such this was a nerf for both killers and survivors.
I like stealth as an option for both survivors and killers. It takes skill to adjust your position in a way that the killer does not see you even if he is right next to you and it is a tense expirience, just one look in the wrong direction from the killer and he got you. Searching a survivor stealthing and finaly getting the cheeky one is a rewarding gameplay for me too.
The only bad thing about stealth is a Blendett that hides the entire match and does nothing for the team while escaping through the hatch last minute. But on the other hand this is a viable tactic for survival it seems and while egoistic it certainly works out sometimes.
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Well I think that Tinkerer is a device the killer paced within the generator. Once you trigger the device the killer gets his notice and the generator makes enough noise and distraction to mask the killer. At the same time the killer starts acting more stealthy to capitalise on the disctraction provided by the generator, resulting in the Tinkerer effect.
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As a map I wish for an abandon university (old style like Oxford) in remniscent to the Arkham University from HP Lovecraft. The game already has a lovecraftian style so it would fit perfect. Also I want to get chased through a lecture hall and a library.
And as a killer...well we are missing out on a killer that embodies the fear of drowning and water in my opinion. I know the Flying Dutchman is a meme thanks to a certain series but I honestly think a sailor themed killer with a drowning based ability would be a good addition to the game.
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I would not quit on using BBQ unless you replace it for another information perk.
Ruin and Pop makes for a good gameplane and is a much safer bet then Ruin + Undying. If you want you could opt for Pop and Surge as Bubba can get good value out of this: Hit one area with surge, see the survivors with BBQ and dash off to get a Pop on that gen. It is a bit of work but it is a fine one.
Of course there is Tinkerer which works nice on Bubba like it does on Billy, Infectious Fright for snowballing or Discordance to get more information. As said: One information perk is very helpful on Bubba BBQ is the most used on him because he just comes with it but Tinkerer and Discordance work very good too.
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@miketheratguy said:
I think a lot of the point here is that the maps appear to have become less atmospheric over time. Brighter, much less fog / mist. Games like this need creepy ambiance to help immerse the player into the horror themes, and it seems like they've toned it back over time for some reason.
This is a valid point. But I do not think that the game got less scary.
If you turn everything dark then you miss out on some creative ideas.
I for one think that the new corn maps are great. I especialy like the Tompson House with its interior. The corn which is hated by some for its mechanics obscures vision and leads to another aspect of "fear". Running through that can be very immersive: You are out in the open, you do not see if the Killer is right behind you, will you make it to the building to safety? Meyrs and Ghostface, while terrible for the player when stalking can make these maps intense if you let them immerse you a bit. I once even manged to recreate the scene from Texas Chainsaw Massacre when I caught a Diwght right at the door and dragged him into my basement (and no, I did not camp the poor soul, I went out to get the other intruders. Bubba needs to get his 4 stacks BBQ, Bubba likes his BBQ. Xp)
The fact that those maps are bright and not dark makes them no less scary form me. The question is how you create an atmosphere not if you make it dark. Being dark alone is no atmosphere. I especial dislike the new autoheaven maps for this by the way: They just lack the feeling.
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Matchmaking is not good, true.
But I rather have 3 wonky matches then 1 match where I need to wait an hour to get it.
I do not need a competitive MMR, I need fun and wonky matches are fun for me even if I get beaten to the ground by rank 1 survivors.
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For Killers I play: Ghostface and Hillbilly for sure.
His add-ones offer no real changes to his power and the best are his recovery add-ones. I dislike this, I want add-ones that change the gameplay and offter new and interesting interactions. Bligh and Meyrs are perfect, Meyrs especial with his Scratched Mirror.
In my opinon add-ones should not only make a power better, at least one or two should add a twist to the power.
Ghostface is just boring when you look at it this way. You either make his power better or you do nothing. No interesting add-ones here. Same with Hillbilly.
I know it is hard to design this. But let me have my wishful thinking.
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Self-care got me the best downs with my Nurse Calling on Ghostface.
Good perk, I like it.
As a survivor I like Inner Strengh or Second Wind more. Better healing more interesting conditions.
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Well, I am a mercyful Ghostface / Cannibal: You offer me extra BP and I only expect you to give me one hook each for my BBQ.
For that I will have mercy on you after the second hook and if I kill you it was an accident. I like Party Streamers as much as I hate a Haddonfield offering. But if you Genrush or badmanner I will return to my regular modus to kill you all if I can.
But that is my choice. Other killers make other choices and that is their thing, Party Streamers are signal, not a rule.
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I did camping when a was a new killer.
It was weak, it lost me games and it did not gave me any points.
How am I supposed to get 4 stacks on my BBQ if I camp? Right, no way. Thats why I do not camp.
Sometimes I put the survivor within the perimiter of my 3-gen. But this is endgame and follows the general rule to hang your target next to the action. I do not camp that one survivor, I patrol my gens and he is just in the middle of my patrol fields. If I find another target and you take the aggro, your teammate can go for the unhook.
Tunneling is the same. Does not help me with my 4 stacks BBQ. I need all 4 hooked once for that, so why tunnle.
But if you run into me on my patrol and I do not find any other survivor, why should I let you go?
I am a simple killer: I see a target and I attack. If you unhook a guy and go into hiding, I now only see the poor unhooked soul. Am I supposed to have mercy because his teammates just threw him under the bus?
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The thing is that this 1v1 videos are just a fun challenge for the killer and the survivor side.
Best case they are a model, a vague representation of reality that is oversimplified to highlight a certain aspect. As you said, there is no incetive to drop the chase, no switching targets and all pallets are up. Now what kind of information do we get from those videos? That in a 1v1 situation a survivor can run a killer around for what seems an eternity.
Well best information for any killer is: Sometimes you need to drop the chase. When the survivor is in a strong tile you should not chase the survivor more than 30 seconds or so. Sometimes you can not gain anything more then a single hit, sometimes not even that.
Take your loss and search for a weaker target. You do not have to chase all survivors equaly if some survivors steath around or are only on strong tiles. Take the easy targets first if you want to get hits and hooks. There is no rule that you have to follow a survivor into the house of pain or any structure like that. Let them have their save zone and punish them when they leave it.
Problems only arise when the map is only composed with strong tiles.
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There are so many things about this video...
This was a challenge by Otz who could run him the longest right?
And the conditions where "No Perks" and "No Powers" for both sides. So this is pretty much a model of how a M1 Chase would go without anything added to it. It is not a general statment about how Survivors are better or Killers are worse, because that was just not the question here.
If anything, then this video shows that just chasing someone as a basic M1 Killer is a huge wast of time and you should sometimes just drop the chase and catch another survivor or wait until you can use your power. A basic M1 chase is a huge wast of time if both sides are equaly skilled.
Also this video shows you that without anything added the survivor is the one playing the mindgame. Otz can mostly just react to the way a tile is run, maybe change the direction (LT-Wall) but never make a huge play. Zubat is dictating the pace of the chase. This is a bit interesting as most people think that the Killer dictates most chases when in fact it is the survivor.
However this is just a model, an simplified version of reality with as few elements as possible to make a basic observation. This is in no way represantative for a normal chase. And if it is representative for your chases, maybe you should change something and not play into a weakness.
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Plague is just fine as she is.
Her mechanic has flaws, mostly her hitboxes, yes. But on its own it is an interesting change to the gameplay as you have to make your choice: Cleanse and give her the power-up or stay sick and be a one-shot. A loose-loose for any survivor.
Your only choice is to cleanse in a way that Plague has to go to an uninteresting area, so that she can not use her power near you. This however slows you down and takes time away from your team which is equal to a slowdown.
Now if Plague just plays Thanatophobia (Nurse, its free) you have an even worse choice: Slow-down or Slow-down?
Also Plague rewards skillful play: Can you aim your Infection right? Can you spread it through all survivors to force them to make a bad choice?
She is an interesting killer to face and a powerful killer when you can play her. I lost many times to a good Plague and aside from wanky hitboxes on both sides it was always a good match.
A debuff for injured Survivors would be a general idea. Currently most descent survivors are far to comfortable to stay injured against most killers (Ghosty, Meyers and other stealthy things aside) as their most powerful perk (Dead Hard) is up or they can just Sprintburst away. It is actualy more often a wast of time to first heal and then do the Gen and in most cases the better choice to finish that Gen and then maybe heal up befor the next one.
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Ghostface.
Fun killer to use, fun killer to counter. His playstile has a clear counterplay for the survivors and if you pull him off he is rewarding for the player. Maybe a bit cooldown reliant for his add ones, but overall fine.
Plague.
Interesting to play against, the cleansing mechanic forces you to think twice and you have a clear indicator when she has the most power. Some goes for Oni.
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Power creep?
Sorry, I just do not get it.
The power level of DbD is quiet consistent and the most broken things are from aeons ago: Unbreakable, Deceisive, Dead Hard. Newer perks usualy pale in comparison: Smash Hit, Power Struggle, Head On.
Even Killers are like that: Ruin came with Hag, Save the Best came with Meyers, Nurse Calling well, Nurse and Trinkerer is Hillbilly. And if you consider NoeD its even a basic perk.
Newer Perks? Oppression, Crowd Control and Coup de Grâce...honestly, Star Struck is the most dangerous new perk.
Most dangerous perks are old and / or even come for free. You can play Survivor just fine after leveling Bill, David and maybe Meg and finding a Spine Chill. All free old characters for the good Spine Chill, Borrow Time, Dead Hard, Adrenaline / Unbreakable.
Only if you want to play something "funny" you maybe need some new stuff. But "funny" is not equivalent to "strong" here. So I fail to see the power creep, when the worst offenders perkwise come from something like chapter III (we are at chapter XIX).
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Honestly I like the current version of the game the most.
The Coldwind Rework was nice, as I like it that not all maps are dark. Bright places can have a scary feeling too and Tompson House had so many details that I just love it. The changes to Demogorgon made him a viable killer, the last changes to Clown make him interesting and not a joke anymore. Wraith is now a thread and the current Rift has some neet rewards.
And while I would love a chance to play the old Hillbilly with his dumb add-ones and I dislike the Auto Heaven rework overall the current version of the game is fine. Of course it can improve, as always: Change perk XYZ, give us more events, change Meyers and so on. But overall, I like it.
Oh and the Trickster intro has a pretty good beat.
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I think its hard to tell if camping or tunneling is a bad thing in itself.
Sometimes camping is the best choice: All gens done, gates are open, survivor 1 in basement, what are you to do to get any pressure? Run to the wrong gate, look like an idiot and hear the unhooking sound? Come one, you can not except people to play suboptimal.
Same if you 3 Gen a team and hook one person in the middle of your 3 Gen. It is the optimal choice, hanging the surviror where the action takes place. Do you except the Killer to go out of his way to hang the guy at the edge of the map, just play "nice"? I sure as hell don't.
Most times camping is also punished pretty badly if your team reacts: Killer face camps? Do gens, get a 3 man escape and show the camper that his choice was wrong.
Tunneling is a similar thing, sometimes it is just the best play. Survivor got unhooked, his friend ran of and I only see that one injured guy. Should I just ignor him, let any pressure go and search the stealthing Claudette in the corner? Of course not, I go and hunt what I can see. And if you unhook without Borrow Time, why shouldn't I just hit that guy again. You got Borrow Time and want to eat that hit, sure, why not I hit you. But then again, why shoudn't I hunt you down if you run to a deadzone or a bad tile?
There are so many scenarios where "tunneling", "camping" or "slugging" is just the optimal choice that I will do it. Unless the survirors go out of their way to and make the bad choice by themself. Sometimes I give respect: You found your Glyph? I will wait. Your friend throw you under the Bubba-Chainsaw truck? I will hunt him not you. You want to finde the gnome? Lets search. But in the end those are bad choices made by me and you can not expect me to make them.
Just like genrushing, bodyblocking, running Deceisive Strike or finishing the Gen when I down your teammate right next to you. You make your choices, I make mine. If I feel generous I will play suboptimal, but never expect me to do so.
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I don`t get you.
I get scared by Ghostface and Meyers all the time. I think Bubba is a surefire reason to run and hide and Wraith is still a scary hunter...also Spirit appearing next to you...
Well, let us just say, that it depends on your own mindset. If you want DbD to be spooky, then go on and play like that. Immerse yourself into that fantasy a bit more, do not bring Dead Hard, Deceisive Strike, Iron Will and Unbreakable. Leave your Spine Chill and Object of Obession at home.
Horror games are not scary because of jump scares. They are scary because you allow them to be scary, because you immerse yourself and let the game "do its Horror-thing". So get into that fantasy if you want, nothing is stopping you. The Killers do not have any goofy costumes (even Clow is still a Terror), the maps get more detailed and play to more Horror then just "dark and spooky" (Reworked Coldwind is brilliant, showing you just how scary even a bright place can be), the devs do many things to help you immerse if you just let them.
And if you play Killer, well, play to the fantasy as well. Bubbas basement is scary, Ghostface stalking done right is scary, Pigs game can be nervwrecking. But you need to be good at them. Nobody would take a Chainsaw murder serious if he misses all his swings, nobody would take a Stalker serious if they get revealed within 3 seconds and so on. You would not be scared of a bad killer under any circumstances. You get scared if the killer is skillful, because then he has a chance of well, killing you. Same here: You want survirors to fear you? Hard work for sure, I am bad at it myself. But I can not blame the survivors for not fearing an incompetent killer like me playing Nurse or Executioner.
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Honestly I think Spirit is not that bad.
I agree that an indicator that Spirit is using her power would be nice. There was a "bug" not long ago that allowed people to hear Spirits noise while she was phasing and it allowed some cool interactions. Even while I was playing I liked this: Now we were kinda even, as both me and the survivor were just listening.
I do not hate Spirit, I just think she needs some tweaks to her power. Mostly a tell if she is using it or not or a penalty for missing her post-phase swing. The thing is, you need to retain her "ghost with a grude"-fantasy of suddenly appearing. As such the occasional Spirit appearing next to you, scaring the life out of you and hitting you is important.
And finaly let us not forget that Spirit is the divine reconing for toxic SWF squads that t-bag, flashlight-flicker and overall bad manner baby-killers.
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I would suggest Ghostface.
It is a very different approach to the game when you play him for the stalk and not just use his power during chases. You need to understand survivors pathing outside a chase and predict where they will be. Also you need to balance abonding chases and getting some stalking off while leaving the one survivor for the other in order to mark her later. You reward for good stalking is a one shot on the marked survivors and feels very good when done right. Also you can nearly constantly find new angles from where you can stalk the survivors. Not to mention the occasionaly fun parts when you sit next to a survivor doing a gen...
As for perks, you said you like meme-builds and different perks?
Well of course Ghostface has a "standart build" with Whispers, BBQ, Pop and others.
But you can also use nearly every other Perk on him: Spies from the Shadows, Dragons Grip, Mind Breaker, Beast of Prey...you can run so many dumb combinations on him. Try his ulra rare add-on the Outdoor Camara with "Knock Out", "Infectios Fright", "The Third Seal" and one more. Or Thrilling Tremors, Surge, Pop for Gens. You can even build a hit-and-run Ghostface with Sloppy, Nurse Calling, Thantophobia and Whispers.
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Depends much on how many fresh ideas the developers get.
Look a games like League of Ledgends. The core of that game has not changed at all and they add character after character with rework after rework over the course of years.
Same could work for DbD if they keep the ideas flowing.
Bugs are bad but once again you can take a look at League of Legends. There are champions whos fame is based on how many bugs they had at the release (Azir) and there are still bugs left to be discovered. Yet people keep playing and paying.
I can see DbD last for many years if they play the cards right. Fresh influx from other movies or games can help very much here just as new maps and changes to the game mechanic itself.
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@goatslinger said:
If we pretend that every survivor is in a 4 man then yes, your points are valid.
The problem here is around what you want you balance.
A general rule of thumb is, that if something is broken at the highest level, then its broken periode. You see this with LoL where they balance the game around those level.
Now with DbD its more complex as there is not only one "highest level", there are two: Solo and Teams.
Funny enough most people would agree that Killers should be balanced around the high end. Arguments against Deathslinger, Nurse and Spirit are about this most of the time. Deathslinger is deemed unfair by some because a good Slinger will not miss a single shot and end chases very quick. Great Slingers can quickscope you down, leaving no reaction time at all. However your regular everyday Slinger is not that guy, he misses, he makes dumd decisions and struggles to get map pressure.
Now should the developers balance Slinger around the higher or the lower end of the spektrum? Most people argue for the higher end on the same ground as the developers in League: If its broken at the top, its broken periode.
Now you have to keep the argument straight. If you want to balance the Killers around the higher end, you also need to balance the survivors in that direction. And the high end for a surviror is a squad of four on a voicechat, constantly sharing all relevant information.
So yes, if we go by that route, we need to assume that every survivor is indeed a squad of four. So the points are valide.
Otherwise you need to balance the game around the lower end for Killers too and I would not like that. I think high skilled players (not myself, I am pretty trashy by the way) should be rewarded.
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Then let them complain.
If you have fun using your perks, then everything is fine. Running meta is neither offensive nor against the rules. Something is meta because it is effective and survivors dislike loosing just like everybody does and when they loose its easier to blame it on the killer and his "op perks" then to focus on their own gameplay.
And if I have to run a meta perk on my build because it is fitting then I will not let myself get shamed for that. Because whats wrong with Pop or BBQ, if your killer can use them well? As Hillbilly I like running BBQ, Pop, Infectious Fright and Tinkerer. They all fit him well and Tinkerer is even his own perk.
Perks are your toys and you are allowed to have fun with your toys. Same for survivors by the way: If you want to run OoO, DS, Deadhard and Unbreakable, fine by me. I dislike object and will focus you but you made your choise to become my obsession and I play to it...take what you like and do not let yourself get shamed for it if its fun for you.
Fun is what you make it.
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"Trail of Torment" on Hillbilly.
Stealth Billy can be very funny also you get informations about the gen. With you mobility provided by the chainsaw you can do some very funny plays.
Also literaly every perk on Ghostface. I think you can use nearly every weired "information" perk on that guy and get value out of it. "Dragons Grip" is very funny here as it misguides the survivor about you needing to stalk them and how long the exposed status remains.
And finaly my most favourite idea the doctor with "Dark Devotion", "Distressing" and "Coulrophobia". Huge radius and then he transfers it, applying the penalty and becomes able to stealthy. Had it once as an opponent, cool build and it took us forever to figure out that it was "Dark Devotion" he was using.
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The Twins. Victors noises are just scary and when I hear them I get spinechills for real.
Also Deathslinger: Your out of chase, you heal somebody and suddenly the shot ripps through the air and your friend gets dragged to that fiend. Scary...gameplay wise and horror wise.
Blight gets an honorable mention, but only when he uses his True Blight skin. That thing looks like it crawled out of the abyss and is a fine piece of horror.
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As said, tofus guide. I also play Billy, I love him and it helped me.
Billy comes down to practise and descision making a lot: Should you chainsaw? Can you chainsaw or just M1?
I was bad at him first, hitting only lucky saws and not getting any good hits during chases. It gets better every day and every match as I learn on which tiles I can get a chainsaw hit and where I am bette off just chasing and M1. Also using the sprint for gapclosing comes with time.
I am still learing but I feel just how much of a difference practise makes in regards of Billy for me.
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I like the Mori nerf very much. Now I can equip them without this feeling of dread because I ruin somebodys game after the second hook. Also I think that Pyramide Head is a great killer. His chase music rocks, his abilities are fitting (cage is better then hook struggle) and he was just a good translation from his own game into this. Also he fits well into the world of DbD with the hooks and the entity so even lorewise its very good to have him here. Silent Hill fans always adored this guy and now we finaly get to play as him and against him.
I would like to see a big bug fix first. Bugs are unfun and should be purged as much as possible.
I also would love to see more perks that reward or punish certain gameplay: Perks that reward killers for not camping or tunneling (Make you Choice and BBQ are fine, please more), Survivors for not genrushing and perks or mechanics that punish these things (faster hook progress when the killer goes away / chases somebody, slower hook progress when he stands beside you).
And finaly: A good rework for Spirit. I love to play her but I get the complains about this killer. There should be more interaction while maintaining her "Ghost with a grude"-fantasy.
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For me it is the opposide around.
I rather have a match within 5 minutes and accept that I play against 2 red ranks (I just reached green) sometimes. I just accepted that matchmaking does not exist in this game and that the rank not always reflect on the skill. I get outplayed by Rank 20 and I get 4Ks against two red ranks and two purples. It is as crazy and I just accept it.
I can still understand your complain and I think for people who want a more competitive experience they should add another queue system. You should have the free choice: Short queue with weired matches or long queue with balanced matchmaking. But please do not take away my "quickmatch".