LordGlint
LordGlint
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@C3Tooth said:
- 1250 bp per Gen x 5 Gens, 6250 bp in total, split to 4 survivors.
- 1500 bp per unhook x 8 hooks, 12000 bp in total, split to 4 survivors.
- 300 bp per heal, in average after 8 hooks, 8 heal, 2400 bp, split to 4 survivors.
Those are the core score event for survivors, and its only ~20.000bp.
Killers' gameplay is a loop of actions: find a survivor - kick Gen - chase - use power - hit - chase - use power - hit - hook...then repeat the actions. Each of those gives killer BP. Kills dont matter, as long as you're able to make alot of loops of actions, you get alot of BP.
There are still totems, gates, chests and escape points... but still, survivors tend to have fewer BPs than killer.
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When loading into a match, you will get in as fast as the slowest connection will allow. If one of the 5 people participating lives on the moon and uses smoke signals for their internet connection on their Switch, the game has to wait for them to load in before letting anyone start.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597233#Comment_3597233
Well, are you trying to make prove that BBQ is better than Friend till the end?
BBQ is a better tracking perk for sure since you get the best form of tracking in the game (auras) after every hook. Friends on the other hand gives you the exposed hits SOMETIMES, but only if you hook a non obsession first which the perk doesn't help you find.
Between auras, killer instinct and screams... Screams are the worst form of tracking. Since Friends gives a single scream anytime you hook the obsession, and that's preferably the survivor you DONT wanna chase... Friends kinda falls short for tracking.
That being the said... COULD always run both...
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/398631/wording-of-3-gen-mechanic-has-me-worried
I think the much better option is to add incentives to have players do the things you want them to do.I'm going to be in the all stick, no carrot approach here.
The problem with the carrot approach, which was one of BHVR's major design flaws, is what happens if a player doesn't care? This was a major issue in Deathgarden (similar game by BHVR) where the Killer (Hunter) could execute a survivor (Scav) after the first down, but they got more points if they did an execution later.
Except what happens if a player doesn't care about points and just winning? Well, they kill right away. That was the most common experience.
If you don't want a design element to be in the game, don't let it be in the game. Full stop. I'll throw in 2 survivors hiding for hatch here as an example that they should smash to pieces on the other side. Don't deal with it via perks or points, if it is an element of the game that clearly results in unfun, dragged out situations, destroy it.
That's what anti-face camp did. I've seen one game so far where this triggered (basement trapper). It totally removed a problematic game element.
Hopefully they do the same with 3 genning, but I'll wait to see the actual solution.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597581#Comment_3597581
I've always thought a kick limit would really help. My guess is that the design philosophy is that killers don't run out of things (outside of Myers for some reason), so a kick limit would do that. But I think if they'd put in an amount of times a killer could kick (either per gen or overall total) we might never have even had the Overbrine/skull merchant problems we encountered.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597583#Comment_3597583
I don't have a problem with the idea, it just feels unnecessarily complicated.
I figured if they did something like removed the option to kick a specific gen after that gen has been kicked 10-15 times already... most people wouldn't even notice a change.
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There are ways to deal with 3 genning without affecting normal gameplay. If they do something like have a counter on gen kicking for example, it can be pretty easy to detect what's going on. Normal gameplay does NOT involve kicking the same gen 20+ times.
If they did something like place a limit on the amount of times you can kick any individual gen... 3 genning would be over. Just have to make sure that limit is at such a number that it does not affect normal gameplay.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597143#Comment_3597143
Obsession should be on the least hooked survivor. If a Dwight just got down and hooked, Meg become obsession and then hooked, then Dwight become obsession again is not right.
Some killers down Dwight, then Meg, then Dwight, then Meg, then last hook Dwight while not chasing Clau & Jake. Is quite effective (not as effective as hard tunneling), if the perk just luckily put obsession on Dwight every time a teammate got hook. Its not fair for him.
You do realize that in your example here, it meant that the killer hooked ONLY the obsession and only received from the perk 1 scream each time rather than aura reading/exposed. The perk is kinda screwy in that to get its stronger effects, you have to find and down the people who AREN'T the obsession, AKA the people that the perk doesn't help you find.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597172#Comment_3597172
I dont think its too strong, but the full blow info of the perk (screaming & aura). Blight/Wesker/Spirit can close to the target in no time, and have time for M1 chase (with 10sec aura that survivors cant mind game).
Though, its clearly beat BBQ in every aspect.
- You dont need to see 4 survivors at once, but one, killer can only chase 1 survivor at a time.
- Less counter (BBQ has range limit at <40m), the perk let you see at all range.
- Expose
- Longer aura reading
Unlike BBQ, Friends to the end basically announces itself. You KNOW it's in play if you see stuff like screaming and obsession changes happen after hooks. This makes it pretty easy to play around since the current obsession can choose to avoid showing their aura.
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@CatnipLove said:
Is the perk meant to expose only one survivor for the entire match? Everytime Chucky hooked someone I was exposed. It happend four times and it exposed nobody else. Please tell me it's a bug and BHVR didn't build a perk specifically to help killers tunnel.
The obsession changes. Anytime the obsession gets hooked, a random survivor screams and becomes the obsession. The exposed part would then kick in for THAT person if a non-obsession gets hooked later on.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596096#Comment_3596096
Manna Grass Braid or Flower Babushka basekit I guess. No point in so long wind-up, when we have Nemesis and Alien in game.
Bringing back old machine gun Huntress, lol
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597199#Comment_3597199
Argue your point please. Really want to see how Xeno was undeserving of a nerf, I made a whole discussion about it and you might be the first person to have a valid point!
I would say we could've seen how he was SUPPOSE to play after fixing the bugged speed rather than just arbitrarily nerfing it from 2.0 to 1.2
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596556#Comment_3596556
Technically Dying Light still does the same thing. Just in a weaker way. Not to mention it doesn't require the poor obsession to be tunneled out A.S.A.P.
Its still a gen slowdown perk.
And DS could still be an anti-tunnel perk with a different effect.
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@BUFFDECISIVEPLS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596536#Comment_3596536
I think completely changing an iconic perk like decisive strike would be a weird move since it’s been a staple perk for years now everyone knows what DS is all they need to do is change the stun to five seconds and then it would be perfect
Dying light was released at the same time and got a complete overhaul. Ruin ALSO was iconic AF and got a completely different effect. It's not insane to think DS might see changes like that.
Heck, maybe something like if a killer hits a survivor during their basekit BT timer, the killer gets hit with a hinder. This would remove the idea of God mode from survivors following the killer for a flashlight save, while also giving the survivor plenty of distance incase of tunneling to simply run away. Wouldn't come down to the killer picking up or not, and could be used twice.
I'm just spitballing here...
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@BUFFDECISIVEPLS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596525#Comment_3596525
I mean what they gonna do nerf it to 1 second and Up on escaping the killers grasp it gives the survivor a 10% hindered status effect for 20 seconds
Survivor uses the shard in the picture to mori themselves... Sounds fair and balanced, lol.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596525#Comment_3596525
I think people are just assuming it because nerfing it now would be like nerfing self care.
For 1... self care has been jokingly called a Killer perk for AWHILE now, and they still nerfed it.
For 2, we might be seeing a complete overhaul. They could change the perk effect entirely.
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Did they actually say they were BUFFING it? I saw the chart where they said they'd be looking at various things. Was the word buff ever used or are people making assumptions?
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@Coffeecrashing said:
If BHVR doesn't want Hag to excessively create a 3 gen, then she needs to have a much larger teleport range. Because right now, her teleport range is "3 gen"
That's why I always bring at least 1 teleport range addon.
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Kinda nervous on what they are gonna do to Huntress.
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@FFirebrandd said:
This seems like another good reason to make yellow Mori basekit.
That would be cool. I don't run moris much at all, so I don't tend to see the animation often.
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@Zokenay said:
I know its not a true definition of skill but... nobody is gonna point out how its four P100 survivors against a P11 killer?
That actually looks about right considering there's less reason to spread out your BPs on survivor than there is on killer. This killer could easily have just as many hours as those survivors.
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@Xernoton said:
However did and do people play without these drop vaults, I wonder. It is NOT intended and that's why it's removed.
Hug Techs on multiple killers? You mean 2. Exactly 2 killers. And on at least 1 one of them we know, that they do consider it an exploit and they already announced, they would remove it. I don't know why we haven't had any news since but here we are.
Grab saves are intended, so they stay. Same as 99ing things. If that wasn't the case, they'd already made Mangled and Ruin's effect base kit for killers (not saying they should ever do that!) and removed grab saves along with locker saves. I'm not sure what Window Techs you are referring to but the one that's also a FOV tech will be significantly weaker, once the FOV slider comes. Which is a good thing in my book. Because crouching and using the very limited FOV of the killer against them, doesn't sound like good design to me.
I would really like to know where you get 30 seconds as a hard cap for chases from. It's easy to exceed that with minimal effort against more than 2/3 of all killers in this game. Against the rest, you'll actually have to play good yourself.
Window techs is where survivors can pass through killers during the killer vault animation. Typically they will run one direction where the killer can see, then turn around and pass through the killer in the OTHER direction. Kinda surprised a hitbox exploit has lasted this long tbh.
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@SweetbutaPsycho said:
I dont think you can adress this issue without really changing the balance of the game.
If you look at the really high MMR players, for example the top streamers that make their money playing this game, you will notice that even for them it is sometimes impossible to win matches without tunneling. They can literary play a perfect match, without any or only little mistakes and they would lose just cause the survivors play coordinated, are maybe even on comms and run meta builds, are good loopers and run good items. Many streamers at this level have to resort to strategic tunneling or they would never stand a chance.
Now if u implement a mechanic that makes it impossible to tunnel or that buffs the other survivors gen speed etc. these matches would be as good as unwinable. It would make the already strong teams that exist in the high tiers even stronger and every killer that has played against a death squad can tell you how little fun that is.
Same goes for super low MMR. Most killers that begin will probably be dragged up into higher MMR early on cause the system values queue times more than fair matchmaking. These players only chance to get something out of those matches is most of the time to just tunnel a survivor out. If you take that away from them they will pretty sure get hard stomped their first 60-70 matches if they even last that long and will then quit playing killer and go back to survivor. And according to most statistics and forum posts and how often I get +100% BP for playing killer, DBD needs new killer players more than it needs new survivor players.
I agree that the tunneling situation has gotten worse in the last couple of months and implementing a mechanic against it would make things better for survivors. But just implementing it would make high mmr killer and low mmr killer pretty sure even more unbearable to play. If they implement such a system they would really need to rebalance most stuff around that.
Like they would have to make sure that even a game where u go up with the weakest killer against the sweatist swf squad on the worst map with meta perks would still be winable if u play it perfect and go for a 12 hook. And at least from what we've seen from BHV in the last couple of years they are not to keen on rebalancing too much of their game at once.
So imo it will probably all stay as it is now, cause adressing this issue would probably open up even more issues at other places
What would a mechanic that makes it impossible to tunnel even LOOK like?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592173#Comment_3592173
Ok… So you’re essentially saying endgame perks activate during endgame..?
I'm pointing out the argument people make around killer endgame perks rewarding bad play.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591553#Comment_3591553
I mentioned haste stacking because you implied that Batteries Included should not deactivate endgame. It does so that haste effects don’t stack (NOED, etc). You referenced Adrenaline and Hope which have stackable haste effects (although adrenaline’s effects expire). You created this analogy so I pointed out if you’re against one form of haste stacking (survivors, it seems?) you should be against the other as well. And then I brought up BL as an example of killer being able to stack latent haste abilities with a perk—which isn’t restricted at all. But you tried to say that’s meaningless b/c Bloodlust requires 15 seconds to activate, you can’t use a m2, etc. I don’t mind haste stacking either way but I see why it would be restricted on killers.
Haste effects DO still stack, deactivating battery's just made so that 1 perk can't stack with NOED. Me pointing out adrenaline and Hope however was never about haste effects, but rather as examples of endgame perks. Endgame perks don't require someone to play poorly or well to activate... THAT was the point. Hope and adrenaline will still activate if 0 gens are done, 3 survivors are dead and you failed to find hatch.
I thought I outlined this point pretty clearly in my original post. Haste in general was never even mentioned, while Fire Up WAS.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591501#Comment_3591501
People always bring that argument that "killers are faster". I wonder how killers would get hits at 4.0 with pallets and windows in every map. If small percentages of haste can make survivors hold W indefinitely, imagine if killers were slower??
For those who says "killers are faster" i recommend playing Huntress without using her power anytime in a match. She is faster numerically, so this should be enough to end chases, Right?
T1 Myers is faster too and doesn't gain bloodlust. Try looping with him.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591466#Comment_3591466
As a killer main, I still don't think long term haste effects should be a thing at all. Haste breaks map balance. Killers shouldn't get it. Survivors shouldn't get it.
Should definitely have loops to jump through.
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If the killer WASNT faster than the survivor, they wouldn't ever be able to catch up. It would be akin to chasing ppl as T1 Myers, but worse.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591589#Comment_3591589
Because they want gens to get done. Thats the point of the build. If they managed to get a 4k before endgame, its still an ez win. And if they do get a 1k before endgame which is not hard to do against solo q players, it will be that much easier to get a 4k from your endgame build. Even if u have to slug to do so.
And somehow that 1 person you tunneled out is the key to winning once you let everyone do gens? I'm really failing to see how 1 person being out is gonna make or break opening the exitgates and leaving. You cant even get NWO stacks. It feels like you died to what is essentially a meme/troll build, so your tying in the completely separate tunneling issue to try to make a point.
That's like me claiming Nea should be deleted because Bully squads use her to T-bag.
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@Quizzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591488#Comment_3591488
Its literally a common strat among endgame killer builds. Im surprised ur just finding this out. It literally makes 3v1 very difficult for survivors if they even make it to endgame. Some killer streamers even do it now.
How is a person MORE successful at tunneling someone when they have no perks to aid them at any aspect?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591485#Comment_3591485
I’m just explaining why slowdown perks have been nerfed. As for BL, it’s not omnipresent but no form of haste is. The point is that it becomes haste stacking because you can activate a perk like, say, Batteries Includes then wait 15 seconds to gain BL. Which stacks the haste. I don’t personally believe haste stacking is an issue.
Your first comment on this thread is what brought up haste stacking to begin with...
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@BenSanderson55 said:
Killers basekit speed already faster than survivors (not to mention ranged killers), bloodlust, NOED, cry more.
You wouldn't have a game if the killers were SLOWER. I really don't get how you thought you had any kind of point there.
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@Quizzy said:
Listen. Endgame perks are a dangerous game as it is. Tunneling is already a huge discussion here. And most killers who run only endgame perks tend to do just that. Its an ez strategy tbh. I dont blame them. But i dont see introducing more endgame perks helpful for this community if its going to cause even more commontion on tunneling.
How does endgame perks have ANYTHING to do with tunneling? How are those 2 things tied together at all? Honest question, cuz I'm not seeing a connection except with Remember Me maybe since it doesn't affect the obsession.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591466#Comment_3591466
Bloodlust is always in play; it only takes 15 seconds to activate.
And gen regression perks weren’t nerfed due to the possibility of them stacking; they were nerfed because they blew up kill rates. Killers essentially abused their synchronicity. Games took ages and often resulted in 4Ks because survivors died to the overwhelming pressure of 4slowdown perk attrition. So the devs decided to scale all gen regression perks back so the kill rate could come down to where they want it.
Your telling me that using OC and COB together isn't "stacking", or the slowdown addons for Freddy wasn't "stacking"... Those addons got nerfed because someone thought the minor slowdown each provided was by itself an issue?
As for the bloodlust thing, you immediately pointed out that it's NOT constantly in play. It comes on after 15 seconds of being in a chase and not breaking pallets, using powers or getting hits. It seems very reasonable to only have 1 source of haste to be active at any given time and just work off whatever the strongest one is.
If I have 3 stacks of PWYF and BL1, the PWYF value should be taken as opposed to if I have 1 stack of PWYF and BL3, in which case only the BL3 value should be used (this is purely a hypothetical and admittedly ridiculous example).
This way having 37 sources of +5% haste only gives +5% haste total.
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@Ayodam said:
If a killer kills 3 survivors and closes hatch neither hope nor adrenaline is saving that survivor. At the very least they die to EGC which still counts as a kill for the killer. That is not a difference you can ignore.
Batteries Included deserves its nerf. Killers already have bloodlust. Haste stacking is problematic, no?
I agree, haste stacking sucks. Haste stacking itself should be addressed rather than limiting individual perks or addons. It doesn't make sense to nerf individual perks/addons on the basis that OTHER sources of haste that might not even be in play exist.
This has been my attitude for just about ANY stacking. I thought it dumb that various gen slowdown perks were nerfed due to the possibility of stacking.
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If BP offerings like BPS are played and I can tell who played them, I try to remember how many hooks they got so I can let em go after 2 hooks. I try not to make it blazingly obvious I'm doing that since farming matches are boring but... if I down someone on deathhook, I might give em a little nod before walking away.
I also might take pity on ppl who don't give up early. If there's 2 survivors left at 3 gens and they arnt just waiting for their teammate to die so they can get hatch... I might just let em go depending on my mood. I'll show em where the remaining gens and hex totems are, then we can do a slug race at the exit gates.
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@DyingWish92 said:
Make tunnelling impossible by game mechanics. But sorry survivors gens will have to take like 120 seconds to complete if tunnelling is not allowed.
How would you make it impossible without just making the survivor immortal?
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@Komi said:
Yeah I agree, it feels like overkill when the perk is already leashed by only activating near generators. It giving you more locations to take advantage of it when endgame begins made it a solid perk thats useful at all stages of the match.
I hope they backpedal on this nerf because there'd be no reason to run a perk that only works in four spots of the entire map.
4 spots that you really shouldn't be chasing anyone at that. Think having the perk reversed be too much, where it is only active near UNFINISHED gens? Then I could understand it not being on during endgame.
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The 1st and 2nd points just kinda makes it look like your teammates saved ya before you could suicide on first hook after seeing a killer you didn't like...
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591338#Comment_3591338
Because this doesn't happen as often as you think it does (globally, for the player base).
If you truly, genuinely think this is affecting BHVR's global statistics, then you should be giving the last survivor hatch in every game.
I've seen it happen a crap ton, lol. Often times if someone sees they got a killer they don't like, they don't even bother running. My Skull Merchant is only P1, but the amount of players who run up to me at the start of the game so they can hurry up and die is staggering. Between THAT, and the amount of ppl who get scanned 50 times when not even being chased because they aren't use to new SM, I kinda take her killrate with a grain of salt.
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@jajay119 said:
The distance between hooks and gens being fair is also questionable and also quite boring to play against. If they're making maps smaller they need to go back to the drawing board and try to ensure everything is better distributed.
Hook spawns is a whole thing... I know alot of times it gets ridiculous where if 1 hook gets saboed, or God forbid someone die on it, that entire area just becomes a hook deadzone that ppl will run to. Hawkins 2nd floor is really bad about this.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589534#Comment_3589534
no it is. i always look for that 3 gen setup on merchant. it is rng to get it but this variation means you do not need to play the god windows on that grim pantry side.
I'm just imagining a Huntress camping the dock with a hatchet raised, just staring at that 3rd gen.
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I like to believe the entity is just floating around the Killer's head playing sick guitar rifts for the chase music, not realizing how very distracting that is.
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@Hexonthebeach said:
It's nice how this thread turned into a bait for people not reading the entire thing. 😂
Bet ya we can post the same pic, change the title to mention "gen rushing" instead and no one will notice.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590439#Comment_3590439
Tbf there could have been more to the convo than what OP posted. I don’t think they meant speed hacks because they seem like a person who would say “I’m reporting you for cheating”
The window can only show so much of a convo, and the guy was already complaining about "Speed". We arnt seeing the last of the convo, just 2 messages from that killer.
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Yeah... You can get the same effect with a piece of tape and a sharpee, so I wouldn't really call that cheating. Just gotta remember hatchet have an arc to them, so the cross hair doesn't help you aim up and down. People for some reason have this idea that crosshairs can aim FOR you and it becomes an unskilled action all of a sudden.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590227#Comment_3590227
He was? I don't know where did you get that lol.
He dc'ed when chasing me and then we argued why SB is busted and boring.
Look again, he DIDNT say SB, he said SH. Maybe he thought someone was using speed hacks. Facing a hacker would get me to dip.
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Ironically, not even the guy in the original picture was complaining about SB, lol
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590161#Comment_3590161
Yeah I was deliberately skipping over cross play... 😏
Crossplay is nice... console gets all the benefits of dedicated servers, which is great. I've seen people say the game was better before dedicated servers... but... no... honestly PtP frigging sucks, and I refuse to listen to any argument to the contrary. I remember when I would scoff at a server higher than 30 ping... wouldn't touch a server higher than 50. Now it's a good day if i get less than 90 on most games... 😫
However of course that does also mean we get to sample the fruit of hackers/cheaters as well... At least regardless of our differences... PC/Console gamers stand united in hating those swines above all others. I'd use a stronger term... but I've been done twice for being too loose with my tongue already in the forums 🤣
EDit: OFC to anyone who is still on a last gen console... please do yourself a favour and buy a PS5... Xbox if you have to, but either way, it's so much better on PS5 than PS4.
Unfortunately dedicated servers arnt the fix all alot of people were hoping for. I tried playing a game as Singularity yesterday to see if it was as horrible to play on Console as I've heard. It DID suck... but one thing that just made the match worse was a 600+ ping Meg who kept teleporting. Game felt less like Hide and seek/Tag and more like Wack a mole. I'd lunge and see the Meg appear 10 meters in a different direction.
I've played on PC, Switch and currently on PS5 and honestly... all I'm really asking for anymore is KB/M support. Blows my mind that I can plug in a keyboard to type in a chatbox, but can't play with it. The same console that can handle a VR Headset as an added accessory can't handle a USB mouse? Make it make sense Sony!!!
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@UndeddJester said:
Well, it's a kind of give and take really, and I'd be wary of "the grass is greener".
Advantages of PC: -
- More fluent and customisable control schemes in mouse and keyboard.
- Free online, usually with dedicated servers (though someone has to maintain that server).
- Ability to update components in PCs with modern specifications to maximise game performance.
- Games generally cheaper and usually updated sooner, with a larger catalogue of indy/small developer titles. Also test servers.
- Third party components as standard business model, allowing highly customisable or even cheaper set ups over console.
Disadvantages of PC: -
- Very high up front cost and need to constantly reassess system specifications. Developers are not necessarily forced to optimise as heavily on PC, also placing more demand on greater specs.
- Disparity of player systems, giving players with more expensive rigs an inherent and almost unavoidable advantage.
- Signficantly harder systems to protect against hackers/cheaters, and a constant arms race for all PC developers.
- Considerable maintenance required and possibility for compatability issues due to a wide catalogue of drivers and software able to cause unexpected conflicts and issues.
PC's are the best systems you can have for gaming, without question... However they require constant maintenance and have to deal with a lot of crap like hackers and system breaking bugs that consoles don't typically need to bother with (issues are usually resolved on PC and then arrive on cnsole with the fix already in it).
Consoles in my opinion generally resolve a lot of the more annoying problems you face on PC, but come with less freedom and customisation, and usually, with an overall cheaper gaming experience (anyone who says otherwise also seems to forget their £1000 graphics card they installed last month after selling their existing one from the month before 2nd hand for £200 xD) . If you have the patience and the bank roll to fund a PC, it's great, but if you just wanna play, console is better.
On console you never have to spend 2 hours reading forums for clues on how to reproduce an issue, and then another 2 more reading through batch files in a cloud system to discover some mook didn't bother checking his ERRORLEVEL values when he tried to copy your game data to send to the cloud, then blindly just going ahead and deleting your original save after the copy failed when you close the game... 3 times in a row... I'm not bitter Ubisoft! >.<
Unfortunately most of your disadvantages list kinda goes out the window when it comes to crossplay titles. You're gonna have a hard time convincing anyone no matter how outdated your PC rig is that you arnt outperforming the Switch gamer. The hackers and cheaters... are playing with everyone else too.
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Was he even complaining about your sprintburst here? It says SH... Maybe he thought there was a hacker in the lobby and SH meant speed hacks.
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I like running it for the sake of knowing exactly where gens are. While some gens are in fixed locations, others can be in several spots within an area. This cuts down on those times where you're running around a house to find the gen spawn THIS time. All of a sudden indoor maps like Lery's arnt as much of a pain.
Also it saves you from wasting time running to a gen location you DO know, just to realize it's already done.