NewPlayer100102
NewPlayer100102
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The original post's intent was aimed at what makes this game fun from a survivor perspective and I felt that it nicely mirrored what I experienced while playing a killer recently. This has nothing to do with balance, and I think the conversations got crossed here at the start and throughout.
Chasing is fun from both sides, I wish they would balance with the intent to make that most of the gameplay.
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I took all the gen regression perks out and replaced them with some random aura things+ scourge hook pain resonance across all the killers I play, and now run just these sets for 3 or so hours at a time.
I have more fun, because camping a 3 gen is not fun.
I don't break off chase, I don't switch targets, I just chase until they are down. This is actually fun.
Since I'm not breaking chase and just hitting, it has happened that all four wind up slugged. I get one up and restart the chases.
I don't kick gens because it was never fun.
If I'm facing a SWF of 3 or more, I just lose, and that'd be fine, except they act like ******** most of the time, if they win(some SWF do stupid things like mob starstruck)
If I want to win, I change the perks back.
I'm not implying that anyone should do this, just stating that it is it's own type of fun, and for me at least it beats what the gen perks have to offer from the killer side, fun wise.
On survivor solo I started running all gen rush perks. This is actually fun.
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@TealJade said:
What's your opinion on bleeding survivors to death without hooking at all?
On EU servers there are some killers deliberately do this for 'fun'. Yesterday I played against a nurse and at the end there were only me and a Mikaela left in game. The nurse downed Mikaela, slugged them while chased and downed me, which was understandable. But 2 minutes in while i was on the floor, Mikaela was bled to death. The nurse continued to stand next to my character to bleed me out, and only picked up last second for hook points. So yes, there were hooks around me, the nurse just chose to bleed me for 3.9 minutes for 'fun'.
While slugging could be a strategy to win the game, I think in the above case is unnecessary slugging. Standing over another player's character to bleed them out is a form of toxicity, trolling, griefing, or refusing to participate in normal gameplay (whatever you want to call it).
Sadly this nurse i played against repeatedly do this to many survivors. DBD devs say they don't tolerate toxicity in the community. I'd like to see if they would do anything to prevent these trolls to ruin others' experience.
What's your thoughts and experiences? Do you think unbreakable base kit could solve this problem?
... We don't tolerate...
I stopped reading here, because it was funny.
They cultivate!
They make their income from angry players, this is a bad twist on frustration based game montization.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303117#Comment_3303117
^ This is actually the main issue as well as tile strength and tiles chained together.
Most maps need to be significantly reduced in size and most loops need to be significantly less safe. Most killers can't properly pressure maps with how big they are and most pallets are auto breaks because the loop is nearly unplayable while the pallet is thrown if the survivor is even semi decent.
Those are the real issues. If those things are done then we can start throwing some strong nerfs to regression perks.
That said, as OP mentions the game needs to reward killers who play "fair". Playing fair (spreading hooks around, not camping/tunneling) needs to made to be the most optimal way of playing, it's currently not.
The ideal size that we should have all maps based around roughly is Coal Tower. Talking size here, not layout. Coal Tower is the size that even m1 killers without map mobility can have a chance of pressuring.
I like what you said and agree.
I think the biggest issue facing this game is that some of the killers just can not be enjoyably played well beyond a certain MMR point, and that sucks. Users want to play the one they want, not be feel forced into a tiny group to remain competitive. Just like survivors that can pick a skin and keep going.
Maps just feel broken, often you'll have three gens spawn within Wesker's bound distance from each other, and Its game tossingly stupid not to control that point. But, its not really fun for either side to play this way all the time. Also, it doesn't mean the killer will win. Certain tile set ups, as you mentioned leave the killer unable to catch the survivor twice, and combined with a COH across the map leaves a camping stalemate that drags until the survivors win or make a mistake.
I think the play styles can open up and get away from gen regression, camping, and tunneling, once the killers are all equally viable, the maps are better, and a few addon/perk things are added to make other styles possible.
Addressing the original point, I don't feel minor adjustments to regression perks can fix the core issues.
Tunneling isn't an issue, its more like a response to capitalize on weakness on that specific survivor. And I know its not really a fun tactic.
Camping is generally know as a dumb thing to do, its only really good in specific map layouts at specific times, and SWF seems to love it. They enjoy the back and forth around the hook at end game collapse or near a three gen, if they didn't they would just leave while you stare at your one hooked survivor. I don't think anyone really wants that camping to go. And I know no one likes a five gen face camp Bubba.
How is gen regression a problem? Its boring? I mean, what is the killer supposed to do? Play full offense with no perks that support that available? I guess, I think if the map/killer balance issues are addressed, you'll see that style of play, if the developers make it viable.
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I played this morning at an hour I'm usually not playing. Waited a long time for a match, and I got all red bar players from the middle east, where I don't live. It was a SWF 3 and not a fun match. They weren't as amazing as described above but there wasn't much to be done on my end as far as competition goes. My point being, the match making system makes some strange decisions when the wait time gets long.
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Isn't that like 1 shard sale character per 15 hours of play?(at 300 per hour)
That seems very generous, if you're actually enjoying the game.
This game has a lot of issues, but I'm not feeling like the DLC earned per effort, or even the real cash characters at half price are an issue. I don't begrudge them the income from impulsive players. I see your point about it being a barrier to recruitment at advanced play.0
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Why do you care if the killer runs NOED, or slugs to secure a 4k?
I get out like 25% of the times, inspite of all that stuff and an added helping of DCing tool.
It's still fun, its actually more fun like this.
Killer on the other hand is super tense with little to laugh at.
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I just thought you wanted to talk about it, since you mentioned it.
Would you just make gens take longer? Add more gens? Remove the generator repair perks?
I don't like any of those, I'd rather they added a great many extra objectives to fill survivor time, and expose them to risk. But, I think they know that based on the survey we just had.
Anyways, as you said, tunnel for win. Rotate hooks to entertain survivors.
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Spirit needs a sweater dress.
Wesker needs a sweater with socks and sandals.
IDK, it just feels bad to not get gifts when Ada got one.
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I just had a match on this map. They go in a side door and out the window. I chased them for a few rounds because it was SWF3, so they have less to capitalize with on me playing stupidly.
But also, I'm sort of fascinated by doing things in this game that I know are failures, and I know the survivor exploiting the loop must know it is dumb for me to do it. I like to wonder if they think I'm ********.
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@DBDVulture said:
Big picture question : Why do I need to tunnel to win and how do we prevent it?
The answer is : survivors need to be less efficient at finishing generators & killers need to be less efficient at killing survivors. Mathematically there is nothing wrong with the survivors having two gens done if one survivor has lost two health states. That is a bare minimum that is fair for the killer. But this is the speed at which the survivors want to finish their objective even though it only reinforces my need as killer to tunnel.
Tunneling is 100% cause and effect. If survivors tunnel generators it forces the killer to tunnel one of them out of the game to have a chance to win. If killers play enough strong SWF teams they become conditioned to tunnel every game because it is the most viable strategy. Survivors being hit with this tunnel meta respond with "more gen rush" that reinforces the need to tunnel even more.
There is even a very simple idea to fix the problem that plagues games past "middle" MMR that will make the game way more fun for good players. I won't be typing it here today however.
I'm at a point in the game where most of the survivors in my lobby are 2,500 hour to 10,000 hours played. Most of the time I get either : 2x 2 man swf, 3x swf or 4x swf. If you look like a 3/4 man swf and have lots of items I pick a different lobby. That's just too much of an advantage to overcome unless I feel "in the mood".
When I play a game as killer one of two things happen.
A) I tunnel one player out of the game quickly and the survivors struggle.
B) I am unable to tunnel for some reason and then I struggle to play vs 4 people.
Generally speaking my repeating kill pattern is something like : 4k , 2k, 4k, 0k.
The games at either end of this extreme are not fun for anyone. On the left side I tunnel one player out very quickly (maybe one gen is done and I stil have a very strong 3 gen). On the right side I might only have 2 hooks so the survivors didn't even have the possibility to pip.
The 2k game is still extremely frustrating for everyone because I'm still camping slugging and tunneling. It just so happens that the outcome is close. Reasons for that include : the survivors were in a 3 man that looked like a 2 man swf because their bro logged in on xbox instead of pc, the survivors had a boon, the survivors had reassurance, the game was held on an extremely stupid/unfair map like forsaken boneyard, what I thought were 3 brown medkits were in fact purple medkits or insta heals, the surv team had a clutch deliverance/unbreakable.
The fun game is the 4k before the 0k. And even though I killed all four players (or one got out via hatch) the match was nearly completed usually several times by the remaining three survivors. To be clear here: this game isn't fun because I won. The game is fun because it's close. There were good chases, good gen pressure but in the end I had an edge because all the super annoying things from the 2k game weren't there. I will mention breifly that I do not play Nurse or Blight anymore (and return to this later).
Inside the A and B options there are also some predictable flow chart patterns.
Let's consider the A path first.
1) If I hook a survivor and three gens pop the only way I am going to come back is if I hook the downed survivor next to a 3 gen and literally camp them to death (or stage two and immediately tunnel them down). If that happens the game just ended in my favor - but nobody knows it yet.
2) If the tunneling process is long due to a perk/good teamplay then I might be left with 3 gens that are hard to defend. I will have to down one player (slug them) and injure at least one of the other two players and then I can potentially keep the last player off the gens. If the survivors do not have a boon active then I can still possibly win this - but just barely.
3) If three people are alive and I have what my friend calls a "Y gen" (inverted 3 gen) then the gens are impossible to defend and I just need to down one person whenever I can and accept the 2k. The only way to come back from this is if any of the survivors become timid (want to escape and stop playing), or as killer I have strong 4v1 potential : Pinhead/Nemesis/ maybe pig on the right day.
The B path ends with three or four players escaping, Tbagging at the gate and name calling.
Question : If I win 3/4 game via tunneling then why should I do anything but tunnel?
Followup Question : Since I only seem to win something like 33% of games where I don't tunnel then why should I not tunnel?
Note:
I don't play Blight or Nurse because I believe the game should be in a state where every killer is viable and the difference between the best and worst killer is something like 15% "chase power". To quantify that you can look at doctor and sometimes with perfect play a doctor needs 5 or 6 shocks to get a m1 hit. With nurse you just blink twice and if your range was correct then you cannot miss.
The difference between those two killers in terms of lethality in a chase is close to 55% at my estimation in terms of effectiveness. That number is my opinion and completely arbitrary but you get the point. If we had a machine perfect killer that had wallacks and 0 ping you could see even with perfection the doctor would look terrible by comparison.
The only time I would have a chance at winning the 0k game is if I played Nurse or Blight every game. And in all the other scenarios I would not need to tunnel to win. But if I did tunnel with Blight/Nurse the game would be a complete joke (as can be seen by people who wanted to get 100-200-500 nurse game wins in a row).
I want to know what your "simple idea to fix the problem is..." This game has a lot of fundamental issues and even if they never get resolved the conversations about potential solutions are fun, especially if the contributors make an attempt at bias control, which I feel you have.
I must admit that I usually just throw the match when I encounter one of the SWF groups that would require tunneling. I just don't find the hatred worth the effort anymore.
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Just do it against players, it doesn't matter if you lose the match.
Her punishment mechanic for missing a blink hit is terrible, and after a lot of trying to enjoy it, I still can't. It's mostly the head swing and floor gazing that I can't put up with, the cool down is okay.
I tried the Blight instead, he still inspects the floor on a miss, but its just not as annoying, so I can put up with him. Maybe try him?
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Its a bad idea to chase certain survivors, you will always throw your match if you do that. That doesn't mean you shouldn't, but your only real way to win the chase, which people here call mindgame, is most similar to a coin toss outcome. Which doesn't strike me as game, it strikes me as random. What I find is if the tactics involved in the game don't seem fun at the moment, just ignore them and chase the survivors you want to chase in the loops you want to learn about, with the killer that you like playing. For me, if I know I'm facing a SWF and I don't want to camp 3 gens. I just don't. They can win, I'll chase their designated looper around, and take the occasional swipe at one of their designated generator repair people.
Take all the time in the world to lose the match and focus on the skills you want to build because you like using them. Some of the killers are cool with neat abilities, I find fun in using those, even if they are not competitive in light of what the opponent is allowed to do.
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I want to play with this killer so badly, its the creepiest idea I've seen in this game. Chucking babies at people.
But, it looks so broken.
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I don't think its spite. I think its frustration with the game play.
The game doesn't feel like its been refined to the extent that it needs to be, to strike a balance between wanting to chase people and keeping an eye on the overall match and gen status. There are just some places you don't chase a survivor unless you want to waste a lot of time, or you want to learn about the specific mess of that area of a map.
I'm not sure if anyone cares, but I think if you misunderstand the problem, a worse solution will be developed. The killers don't hate survivors. They hate impossible map areas and situations.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297629#Comment_3297629
Eh.
Okay, how's this for an analogy.
I run a restaurant. A customer in the place is being obnoxious. Yes, he's a paying customer, but him being there is annoying my other customers. So I tell him to kick dust.
I actually did a little experiment, and checked over...yeah I forget now, but it was at least 100 games over the space of a week, just before the Halloween event if I recall. I brought flans and I didn't bring flans, also rotating through my killers. There was literally no difference in the rate of quitters.
Incentives don't work. This is an issue that needs to be done through moderation. I think a good solution would be forcing survivors to play games without DCing to get their penalty to decay.
Regarding perks - here's the thing.
SWF aren't hive minds or telepathic. Giving them what would basically be permanent, persistent wallhacks wouldn't do a ton for newbies (it would make some killers, such as Hag and Trapper completely unplayable though) but it would make experienced teams impossible to beat, as now they'll have almost constant eyes on you.
There's a reason why you see Kindred, Fogwise and even Bond in higher end SWFs - because having this information is not only sometimes really useful in chase, but it frees up airtime for other information. Giving them these baseline opens up even more room for scary perks like PTS and Potential Energy.
Remember OoO before they nerfed it? There's a reason why it still probably tops the 'most hated DbD perk of all time' list. Because it gave SWFs...honestly a bit less than what you're asking for. It's not going to happen and it really, really shouldn't.
As for BHVR not giving this to people due to some weird conspiracy...the light from that tinfoil hat you're wearing is giving me screen glare.
Yes, part of what keeps players hooked is unlocking stuff - but A. you can get almost all the perks you need from shards or shrine and B. any player that spends real money for perks is probably already hooked.
Lastly, no. Survivors don't need to win less. What we need is better tools for solo survivors, some of the top end killers brought in line , weaker killers buffed and maps balanced.
Before I consider kicking someone out I do everything I can to explain how to behave to them, or reach some other compromise. I do this so I can continue to exploit them for revenue. I would be a bad capitalist if I did not do that. To be honest, as you implied, there are some people you just can not service, and yes they have to go. I do not feel most DCing players are part of this group. I think people that cheat directly are in that group. Toss them.
I didn't think it was contentious to point out that the developers make things to sell, aside from cosmetics for Fang Min. From my point of view asking for basekit anything is like asking for free product, which most companies don't like to do. I'm not sure why you assumed I was pointing out a conspiracy. I was just stating the obvious, along with my buff request.
I don't especially care what solo que survivors get to assist them. I think they need something, I think basekit info perks reduce the learning curve for them, I think they would benefit most from knowing what the rest of the team is doing, and what the map layout is.
Your additional point about SWF having communication limitations is especially good. You can win by overloading their ability to process and disseminate. I like this tactic, I think they would enjoy it as well, as it forces brevity and clarity into their practice sessions. That sounds fun. So I would regret reducing the load via basekit info buffs. Also, some killers would suffer. They need help now, and would need more after any changes they might consent to make.
Map balance sounds great and buffs for weaker killers also sounds great.
Bringing top tier killers downward, does not sound great to me.
I said survivors need to win less, because I see this game at its most rancid in chat when a SWF loses and they feel they shouldn't have. That is a huge concern to me. Its just not okay to encourage or allow the level of venom I've seen here in a public space.
Anyway, keep in mind these are just my opinions. I'm not stating any of it as fact. Its from experience, and its intended as a contribution to the dialogue on the topic.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297562#Comment_3297562
Ahahaha...no.
Every team based MP game I've ever played, co-op or PvP, has been riddled with quitters unless some serious penalty was added. People will quit the second things look like it may get challenging.
Frankly, the game would be better off without these people, because for every DC, that's a game ruined for 4 other people.
This whole 'it's my game so I do what I want' mindset is better suited to singleplayer.
As for all the survivor map awareness perks...also no. Not only would this buff SWF to completely insane levels, but you'd make playing Trapper and Hag completely impossible, and within a few months we'd be back to pre rework kill rates, and they'd have to buff killers to insane levels.
But let's get real here. What you mean is 'survivors need to win more'. Because that's the only way, outside of adding a heavier (or better yet, more elegant penalty - such as making people playing out x matches to make their penalty decline) to reduce quitters.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297595#Comment_3297595
Bingo.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297576#Comment_3297576
That would be awful. You'd...basically never get a match on certain killers. But okay, let the killer see whether they are facing an SWF and what perks they are running. Then...sure?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297574#Comment_3297574
Maps would be a good start, but some of those changes were also aimed at buffing weaker (see: M1) killers and kill rates overall. There's a reason why a 55% kill rate makes sense, but it's complicated.
Sure, it could have been done more elegantly, but I think the idea was to move towards more of a 'we're balancing around the SWF versus Killer match up' design philosophy. Hopefully solos get some love, but the survivor role really does require teamwork to get the most out of, and balancing around solos makes killer miserable.
I'm not going to argue endlessly because there isn't a solid argument to back either side, my approach to the DC penalty is just service based. Its dumb to tell your paying people, you can't pay, or use the service I built for you. Thats as far as my thinking goes here. I don't care how they resolve the issue of discouraging DC mid game, and I will acknowledge that it needs resolving, I would just prefer it was a carrot based approach(You get bonuses or enjoyment for toughing it out).
The awareness perks I would argue over though, It just looks to me like SWF group already have most of these tools. Need a totem? You have four eyes looking. Which gen is closest to done? Same issue. Same with pallets that are down or are available. I don't feel making new players memorize these things adds enough to the game to deny it to them. I suspect the only reason they aren't base perks is due to a monetization strategy that revolves around selling perceived game advantages. And when playing as a killer, I would not care if they had all these things. New people don't know how to run, lack of spatial awareness defeats them.
I think survivors need to win less. I have no idea how you go about making that happen and making the game tense and fun. I firmly believe most of the in game issues grow out of survivors expecting to have an easy win and the entailment that that breeds.
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Increasing DC penalty is not the way to go. You can't force someone to play a game well. You can try to force them to stay at the screen, but all you'll do is generate resentment, and this is dumb for a service provider to do to a guest.
Also, when the DC penalty reaches any intolerable number, the player will go find a new game. That is a bad thing to do to your customers, because it will cost you money. Only SWF groups would put up with it, and few of those DC for trivial reasons.
I think they should make all the survivor map awareness perks base kit, with reduced durations and intermittent activation so new people can learn the maps and key spawns faster, But something will still need to be done incentive wise to motivate survivors to work as a team early in their careers. None of this addresses the underlying issue, which I think is survivors should expect to lose the match, they should be rewarded for entertaining the entity, they should have fun doing that, winning via an escape should be rare and unexpected.
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Cheating.
Rancid twitch streamers, usually small ones.
Being called ***, like its a slur. Watching BHVR not perma ban people for that, also very annoying.
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I play survivor and killer equally. I don't want Eruption changed, just FYI because someone stated that I must want it changed, due to my group associations.
Survivor with competent friends, is easiest. There are a few moments of stress or work but most of the game the Killer has his hands full trying to control three other people who are either in verbal contact or at the least know what they will mostly do, and not do at any given time.
Solo play is so different, no one does helpful things. They often deliberately sabotage the match, accidently throw the match, or just don't know what to do.
Killer is constant work. As a survivor I might get mad at some perk they have that counters something, or annoyed with a cascading failure on my part, but they're still working, constantly for their wins.
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That cheat software package is very nasty, it has lots of functions that go beyond basic cheating to outright harassing the players joined to the cheaters game. I'd feel like I was facilitating some downright repulsive humans if I allowed such things to persist in a game I had control over. Check out you-tube to see what this toolset can do to hurt a real live human on the other side of this game.
Wish some heroic game company would throw some resources at cleaning such trash away.
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Yes. On PC.
Its really only an issue on maps with lots of ground cover, like Pale Rose
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@WesCravenFan said:
Aside from the obvious free information SWFs get that feels unfair to killer players, there is another element.
Twitch and Youtube are filled with SWFs that mock, belittle, and insult Killer players and make content out of it. This has created a community of jerks that act like jerks for views and clicks and so "groups" of them now invoke that same energy.
Yes. This is why I very much dislike SWF.
The competitive edge they gain from grouping isn't an issue, it'd be a welcome challenge to work around. It would provide a fun game play element.
The issue is their attitudes, they are bad. This is bad for the community and game, although it is monetizable. If I suspected anyone really wanted to fix the issue, I'd start there, make it very unprofitable to act as such.
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For me, 90% of the times that I've been personally attacked after a match, its always a SWF set up, usually 3+.
In groups of 2, I think they adjust their expectations for the match out come to include maybe not steamrolling it.
But, most 3+ groups are just determined that they win. And no amount of anything I do will have them take a graceful loss.
So yah, I'd dodge everyone of those ****in lobbies, if the game would tell me the SWF was present.
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@BillsHere101 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295281#Comment_3295281
change into something better. they should all be reworked.
What's wrong with the Nurse?
I don't see her struggling when I play against her.
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Yah its too fast.
I run 4 slow down perks so I can practice other killers on survivors. I don't care if I win. Come to think of it, I'd rather not kill anyone and keep getting low MMR matches so I can focus on the specific parts of certain killers' toolsets.
Against the higher MMR people with coordinated coms, I need the slow down. They need to make mistakes. And it's just not fun. And no matter what they nerf, I'm not going to find that fun.
Why not break the game up into leagues? So the people that want slowdown perks vs gen rush can entertain themselves, over there.
Everyone else can play hide and seek and snowmen and ****.
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If they are new it is different. The game may seem scary to them, the killer capable of providing a jump scare or maybe intimidating them with it's presence.
So, as long as the SWF elements aren't interfering( and they sadly often are) I will hit and confuse the new player toward the end, and escort, or toss them out, depending on what the game allows.
I did get lucky enough to face a 3 SWF that streamed one of these a long time ago, and it was very enjoyable to watch them be afraid. Like the game reached its design goals, if just for one match.
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The players of this game are toxic. It doesn't matter what tool you give them to express it.
I play a lot of 2 SWF or solo and its pretty bad from that point of view. You have to loadout to survive alone and these are not perks that help the generators got done. I do really want to see the escape rates broken down into better categories. I want a great big spreadsheet of that **** for Christmas. Keep the outfits.
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Most of what I wind up matched with is 2 SWF, and then 3. And a full four is very rare. But it hardly matters, 2 SWF+ some luck + some practice is enough to make the game no fun at the least.
Because the developers allow/encourage this style of play, I never mention it in end game chat, because it is as intended. Even if I feel it is not fun and I would rather opt out.
I usually waste time at the start of the match trying to determine how the SWF elements are set up and playing, sometimes it doesn't much effect the game flow and I just treat them as normal. Unless they make it obvious and then decisions are made based on them. Basically the SWF dictates how the game will go, and in a PVP game of serious intent that is not a good spot to be in. I would never really compete with that set up.
I'm not sure if you're asking this to troll, or you really want to know what would make killers not camp and or tunnel. For me if no SWF elements are present, and their in game actions make this apparent, I won't camp or tunnel and most likely won't kill sac a survivor out, unless I space out and over hook them. But if they are present and they are in control of the match, I may, if I decide to compete, tunnel the solo out, so the SWF can't abuse them as free corner gen labor.
Camp/tunnel isn't actually a fun use of time, but neither is facing a group on coms.
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Camping and tunnel are not good solutions for a lot of players because they increase resentment from the survivor side. I don't personally like encountering a wall of **** talk because 1 of 4 SWF had their butts hurt too much. The whole cycle sucks and it drops my jaw that a company in 2022 isn't taking steps to curtail it.
I don't personally care if the balance issues that led to this set of situations are resolved via rounds of buffs/nerfs or simply allowing the player base to self segregate. I don't really want to win, I want to have fun. I don't want to be included in a round of verbal abuse because someone in a group demanded that I engage them in a conflict and they didn't like the outcome.
If you make it require more of a time investment to complete gens. Why not simply require 8 of 10 gens to be done? This increases survivor movement around the map and increases the chances they'll encounter the killer, increasing the time they are exposed to making a mistake, or simply using up unbeatable resources on the map. I'd suggest that, if you must go with a mechanical nerf/buff and the developers refuse to allow players to self segregate into happy strata of like minded and similarly competitive people.
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The killer that plays nurse and slugs the entire team at gen 5.
And then that keeps going. For like 20 minutes.
And I want to DC, but I don't want to hurt the nurse's feelings. So I keep crawling.
we all keep crawling.
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I think the game promotes bad game play because its 4 people against 1. The group of 4 amplifies and reinforces the bad behavior put forth by usually 1 or 2 of the groups members. The solo player responds as if bullied and itself becomes mean in a natural response.
It feels kind of dumb to allow this to grow, and to reinforce the behavior with in game rewards.
I think a good fix might be to regulate game coms by incorporating a vastly superior communication system into the game itself. Add tutorials that focus solo survivors on playing with your team and a reward system for that that reinforces team work, not necessarily escapes. And finally discouraging killers from tunneling after the much harder to implement but foundationally necessary first work is done.