NullEXE
NullEXE
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I never believed this would fix the issue, but I am excited to see how it fairs out.
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My current meta is get to rank 1 and complete the rift, and then stop playing Killer till the new MMR/Ranking system comes out - and tells me if I stop playing this game or not. (not because of the imbalance, but because of what the community has become)
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Learn Map Layout's, Spawn Locations, and Killer's strengths and weaknesses. If you gave us what Killer you play most we could help more. Also what maps you find yourself best on, and which ones you don't.
Perk synergy is important, obviously some perks are used more than the rest, and also many Killers require certain perks. This includes Add-On's for the Killer.
There are many YouTuber's/streamers you can follow for advice. TrU3Ta1ent, and FunGoose are well known as some of the best players, who provide a lot of criticism and coaching while they play. Tru3 even accepts "sellout builds" which he will test builds you suggest to him. Honestly if it wasn't for these two I never would have made it to rank 1 on my own.
As far as trick's go;
- Learn how to hide your red stain.
- Learn common loops like; The Safe House, TL loops, jungle gyms, etc.
- Harvester Tech (you can run across the bales next to the Harvester)
- Learn the difference between an unsafe pallet, an average pallet, and a safe pallet.
- Learn the infinite loops - every realm has them on some maps (Your survivor games even becomes amazing when you learn the 2 on Hawkin's Lab)
- Learn to Juggle survivors - instead of camping, or tunneling. Survivors will still accuse you of tunneling, but look at it this way if all of them say you were camping/tunneling then that means you did a very good job Juggling.
- It's okay to Slug, Attack Off Hook, and "proximity camp". The game is designed to be faster and more intense after the first 2-3 gens are done. Don't be scared of the first two gens lighting up fast, but be scared of how fast they get the last 3. These are terms survivors will try to use against you to make you think you are a worse player, but your not, and chances are you didn't even do it.
- Tunneling is not attacking a survivor off hook. Tunneling is when you single out one survivor and focus on only sacrificing them against even better options. It's the fastest way to lose, because survivors can safe loop you till the exit gates are open. Learn when to give up chase and keep pressure on the other survivors. (Not Gen's, but Survivors, if everyone is running around not doing the objective - generators. Then you will win).
- It's easy to find survivors by patrolling Gen's. Ensure to add your hex totems, and hooked survivors into your patrol. You never know when someone may try to make a break for them, and if they do it unsafely then it's free hits/hooks for you.
Tru3 Stream and Youtube: https://www.twitch.tv/tru3ta1ent/ ~~~ https://www.youtube.com/TrU3Ta1ent
FunGoose Stream: https://www.twitch.tv/fungoose/
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@scrubbingdishes said:
Are you fine with just eating it and continuing the chase? Do you slug the survivor until their perk timer runs out? If you feel it’s OP then what type of changes would you like to see? I’d like to know your perspective of it. I always get drastically different responses when I ask players about this.
Are you fine with just eating it and continuing the chase? No i'm not fine with it, because doing so guarantee's you lose points in emblems. However sometimes you are required to, because they are the only survivor at the time that can be punished for making bad plays.
Do you slug the survivor until their perk timer runs out? Yes if I have the option to. It's not my fault that they, or the other survivors performed an unsafe save - or is it my fault for maximizing on their mistakes.
If you feel it’s OP then what type of changes would you like to see? For it to get ruined like Ruin did. It's not needed anymore, and as much as it's a fun crutch for survivors - it's being abused to grant survivors immunity. Not to mention it's "No fun for Killers"
The survivor role should be a weak role. You should be in a constant state of peril. You should be feeling scared, excited, and stressed. It's a casual HORROR game, and it's not even scary.
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I like this idea, it would pull the game away from the boring looping simulator it's become, add some actual skill for both sides when they are forced into more mind games.
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My survivor hands down. I may not the best survivor, but know all of the get out for free cards. My Killer wouldn't stand a chance - he just doesn't have powerful enough tools.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082251#Comment_1082251
Yeah, when you are doing a gen that has like 3-4x corners or LOS blockers near it, and the killer has literal wallhacks on you, it will be super obvious which one they are going to pop out of.
Don't lie, you never play survivor.
MonkaS
See this is the kind of idiocy that i'm talking about. You rely so heavily on Spine Chill, you can't even do something as simple as go "One side of the map is there, the other side of the map there, and the rest of the map is over there - so the Killer should be coming from over there". Not to mention that when spine chill lights up, you just walk/run over to the nearest safe loop and will most often get there or just have to take a hit to get to the nearest safe loop. At that point you just loop the killer till they leave you alone or the gates are powered.
It sounds a hell of a lot more like you don't even play this game.
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- Take Trapper
- Place Trap around corner of bottom of stairs
- Place Trap on stairs as close to wall as posible.
- Stand just above trap as close to other wall as possible.
- ???
- Profit
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082214#Comment_1082214
It doesn't tell you which direction they are coming from, unless you pair it with premonition as well. And that uses half of your perk slots, which is a waste in my opinion.
Nothing is going to save you from the stealth killers on close quarters maps. Otherwise, you are probably taking hits entirely for free.
Should scratched mirror myers just murder everyone without counterplay? Let me tell you, there is basically none on a map like lery's.
That's why I will never take spine chill off, in case I run into builds like those.
It's pretty obvious which way a Killer is coming from, any half good player can figure that out. Why even mention promotion - that's a useless weaker version of Spine Chill.
Spine Chill literally turns stealth killers into just m1 killers with no abilities.
Yes? Myer's is a KILLER he should be the power role. If the player wants to play a jumpscare HORROR character they should be able to. You are the SURVIVOR. This isn't supposed to be a competitive game, it's supposed to be casual. YOU ARE SUPPOSED TO GET SCARED AND EXCITED. Important to also mention giving a player a perk that guarantee's you know when the killer is near you ignoring things like terror radius, and stealth as a "counter" is not balance. That's just broken. Balance would be giving a survivor an equivalent advantage. Which also wouldn't make sense for a HORROR game.
I also never take Spine Chill off, because I also like getting free win's by taking a perk. Just like Decisive Strike, Borrowed Time, and Dead Hard. 2 Immunity perks, and a confirmed safe hook for the Benevolent emblem. YES PLEASE! Though i'm not going to sit here and lie - to say that these are not broken to hell perks, and they shouldn't belong in a Horror game.
Honestly I get scared more often by Survivors stunning me as Killer than I ever do playing survivor.
You can know which way the killer is coming from by just knowing map layout. The easiest solution is knowing where the corner of the map is. He is most likely not coming from the barrier, the closer you are to the corner then the easier it is to predict where the killer is coming from. As the game goes on, you get a mental idea where the killer is all the time via Hooks, Chases, and Sounds - it gets extremely easy to predict.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1082119#Comment_1082119
At the start of the game, I can usually use whispers to pinpoint exactly where the first survivor I am going to chase is. I have played with it for hundreds of hours, and know about what 32m is.
If it's the last survivor left, they will have almost nowhere to hide.
Yeah which makes sense for a Killer. What doesn't make sense is a perk that directly tells you danger is nearby like Spidey Senses - in a HORROR game. Not to mention how much of a crutch that ability does for a role that shouldn't be the power role.
Not only does Spine Chill give more information to the survivor than whispers does a Killer, but it's easier to use, and more reliable.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081909#Comment_1081909
Yes, and whispers "counters" every stealth perk in the game. It is too powerful for killers to have.
There's a big difference between knowing a survivor is in your vicinity as Killer, and knowing the Killer is in your vicinity and looking your direction as Survivor.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/1081938#Comment_1081938
Keys = Have to finish X amount of generators or be the last person alive. You then have to find the hatch and assume the killer isn't going to body block it. You then also have to of survived with the key to begin with. Key carriers tend to take priority over anyone else.
Moris = Hook one person. Tunnel them off the hook after and gone.
Are we going to pretend like a mori after a hook is difficult to pull off? Worst case you have to eat a BT. Just one mori is enough to basically secure the match if its done early... Unless of course they got a key.
So yes, moris are stronger. The only times keys circumvent the entire match is if literally an entire team DC's or kills themselves on the hook. In which case the solution is to punish that behavior. The only thing that comes close to a mori's lopsided effect on a match is disconnects and hook suicides.
Now lets then move onto the fact that as a killer you in theory should be generating far more points than survivors are to begin with. Even a bad game as killer is enough to offset what is lost when it comes to offerings.
Oh! The survivors are bad at the game, OKAY - yeah then the mori is strong. You were gonna die anyways.
Any good survivor wants to be tunneled because the Killer can't kill a survivor they tunnel - tunnel vision loses the game for Killers. Killers need to be smart and take survivors by surprise and juggle them. Good survivors can look a killer for a whole match, and if you got a key - then till the other 3 leave and you open the hatch / take the door.
As I said - any survivor with a key is a free win. A killer has to meet a requirement to actually be able to mori someone.
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I think since the game lacks real progression (Ranking, Learning Curve, etc). No one understands when they get better over time, so they just sit in this mindset they are the best all of the time without getting better at the game. Till a losing streak pisses them off making them toxic.
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@AsePlayer said:
The amount of times I've been called a SWF while playing solo queue for just doing something even remotely skillful like a flashlight save is really appalling.
Is it really that hard to believe you've made a mistake and to adapt for the future when you lost as a top tier killer? (Not talking about the mid and low tier bois, you guys need some love).
Blaming SWF just seems to be a dumb blanket statement to validate yourself and every decision you made that match. (Especially when it was solo queue and you were a Nurse at green ranks lol).
Not saying Survivors don't do the same when they lose, but this happened to be my most recent experience on DbD.
Why are people so allergic to wanting to improve?
Kind of like when Survivors accuse killers of camping, tunneling, killer op, needing NOED to win, etc - etc - etc when they make 1 mistake, or don't know how to play.
There are a lot of common idiocy's in this game that players use as excuses to avoid getting better.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/1081520#Comment_1081520
Moris are stronger than keys and are map offerings. You're saying that like you can't just kill a survivor for their key or carry Franklin's demise.
Keys = Doesn't need any requirements for free win
Mori's = You have to at least hook a survivor once before you can Mori them.
Hmmm... You sure that Mori's are "stronger than keys". I have yet to ever use a Key that didn't guarantee I was escaping that round. You would have to be pretty bad if you died with a key in your hands.
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3 - It counters all stealth killers.
4 - It counters all terror radius perks/abilities in the game.
Basically it's the perk that gives all the Killer information you need when your solo that you get for free when your SWF. The opposite than Bond, but doesn't have a requirement to be useful.
Though at the same time, that makes it too powerful for survivors to have.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1081520#Comment_1081520
Because they’re an offering and offerings are always consumed.
You're right, they should just remove keys - or make it an item unavailable from chests.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1081520#Comment_1081520
That doesn't even make sense. Also, they are not even rare.
Wait you think Key's are rare?
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/1081520#Comment_1081520
Can I get a perk that lets me knock the add-ons off of the killer every time I hit them with a pallet?
Not gonna lie, that would be funny af. Give all the killers a pick up animation, like they dropped their car keys 😂🤣
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@Pulsar said:
Something tells me he is not solely in charge of balance. Therefore, his individual skill has nothing to do with it. From what I have seen, most of the Devs are fairly good players, not outstanding, but definitely above average. Let the man have fun.
He has even mentioned before there are times where he goes the balance team saying "This needs to be fixed", and they turn around and tell him "There is nothing wrong with it". Lol I find that kind of cute.
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Why don't I get an add on to keep ebony Moris?
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Not gen's the map sizes, and layouts are.
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Freddy: The whole reason I was first interested in this game since 2017, my favorite slasher series. I like the control of being able to trick Survivors with teleportation, and stopping their ability to abuse safe loops with snares. You actually feel like a killer and a power role.
Legion: I like his play-style or running across the map quickly before honing in on one survivor.
Clown: I like the chase control I have when I throw bottles cutting off areas of loops, or making looping difficult.
Ghostface: Another nostalgic film I enjoy. I actually feel like i'm scaring survivors when I appear out of nowhere around a corner.
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@Waffleyumboy said:
It's a pretty boring experience, no? Not to mention your proposed counter to tunneling is the classic "don't go down 4head"
Yeah it is boring, and doesn't work. Which is why only bad killers do it and worse survivors fall for it.
The counter to tunneling is being good at looping and escaping. Not just "don't go down 4head" thats the reward for being good at escaping.
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@ThisLadyRightHere said:
https://forum.deadbydaylight.com/en/discussion/comment/1080250#Comment_1080250
- Infinites don’t exist. 2. Not everyone is a BLENDETTE blending/ hiding into the corn. 3. “Rotten fields have the least amount of totem spawn.” It’s still randomly generated in different spots regardless if its the same map. 4. Majority of killer are using NOED because they are still crying over their ruin nerf lol.
Oh my bad, I guess I should’ve been more direct.
I’m sorry you suck at the game that you think camping and tunneling every single game is ok, fun, not an issue with ruining one survivor gaming experience.
SORRY YOU RESTRICTED YOUR DEVELOPMENT IN THIS GAME AS A KILLER BY TELLING SURVIVORS TO JUST GIT GUD INSTEAD OF ADMIT YOUR MISTAKES AS A KILLER AS WELL.
RNG DOES EXIST BUT I GUESS YOU FORGOT.
insert kappa emoji here.
Oh look at her tremble. I think she's gonna burst a blood vessel because I called them out for not learning the biggest survivor sided map.
Listen darling, if you think Rotten Fields is a good example to combat this kind of thread you have a long way to go before your opinion has merit.
- Ifinites do exist, only some needed balanced landing.
- Not everyone has to be blendette - good players don't need to be, thats what breaking line of sight means.
- Randomly generated or not, its randomly generated for 5 totems to spawn in the same places - still easy to find/remember totems placements and all 5 totems being gone in the first 2 minutes of a game is nothing new for good players.
- No good player actually uses NOED its a useless perk, and only works against bad survivors - that don't cleanse totems, or simply escape when they have already won.
^ Thats how you make a numeral list.
Also your response is further proof that not only am I better at Killer than you, but also Survivor. So yeah. As they say "Git Gud" 🔥
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@[Deleted User] said:
No.
Also. Freddy's " unnecessary nerfs " were basically some nerfs on three of his add-ons because of the " forever freddy " build. and (almost) everyone was happy with the devs' decision.
Lol 🤣🤣 The add on nerfs was uncalled for and a poor decision. Forever Freddy wss his weakest build, and easiest to counter. The nerf was just another band-aid solution to not have survivors learn the basics of the game.
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@Saitamfed said:
Actually... no. Because when you're camping even if everyone manages to survive and "the killer don't pip" there is a single survivor who had an awful experience. And BT/DS shouldn't exist as a bandaid for killer's behaviour.
Safe loop him and leave? It will be a good strategy in red ranks where everyone focus on gens to leave or SWF when you know what your teammates are doing , but not for solos in green/ yellow ranks where the match can last 20 mins or more because no one is touching gens.
The Killlers fun matters too.
You should encourage players to get better to some extent. Not spoon feed them. Spoon feeding leads to entitlement, and entitlement leads to toxic communitys - which is actually the current problem with the game.
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God I hate the rng on this map so much
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@ThisLadyRightHere said:
Gets rotten field
first one found, get caught, camped
teammates: we’ll punish killer by doing gens
camped survivors gets saved after going into struggling
killer tunnels , survivors goes down because there’s no pallets in the entire middle of rotten field (BUT REMEMBER GUYS GIT GUD. Even though there’s nothing to work with)
killer gets ds, 5 sec stun, chase continues.
survivor is down gets hooked DIES
final gen pop
killer has NOED , killer starts to slug and camp the gates that are literally on the same wall.
camping and tunneling is totally fine don’t think about the RNG IN THIS GAME.
insert kappa emoji here.
There are 3 infinites on the map, and safe loops around the whole outside of the map. Its also a very large map that takes most killers a lot of time to get across. Not to mention the great ability you have to break line of sight in the corn field, which is another thing that requires skill.
Sorry that you restrict your development in the game by accusing killer, or other survivors for your own mistakes. I believe you can learn map layout to become a better player.
Rotten Fields is a map with the third least anount of totem spawns - all easily remembered, if the killer does (which they rarely should) get NOED that - again - is another mistake made by survivors for giving it to them.
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@Waffleyumboy said:
I'm sure killers will have fun in lobby simulator, followed by tunnel simulator.
Broken record: Ruin wasn't required nor was it effective against great survivors.
How to counter DS: Don't grab the unhooked survivor for 60 seconds if you want to avoid the stun, otherwise eat the stun as fast as possible to resume tunneling with ease.
How to counter BT: Don't hit the unhooked survivor for 15 seconds. After that, hit em and hook em so you can continue camping.
How to counter Dead Hard: Don't be a potato and swing at invincible survivors.
How to counter Unbreakable: hook survivors
How to counter Adrenaline: Noed I guess?
How to counter Iron Will: Infectious Fright and Stridor
How to counter Adrenaline: Kill them all Before the last gen lights up.
God Adrenaline is such a god awful perk. I don't even know why people have an issue with that perk. Its like as bad as NOED. Wastes of a perk slot.
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As a Canadian. That hurt.
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@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1075514#Comment_1075514
tunneling isnt the same as camping at all when it comes to gen times #########..? if someones getting tunneled after an unhook thats 2 people off gens extremely decreasing the speed. that does NOT make them bad survivors. survivor is the only real power role once its clear that the killer is mechaniclly weaker than all 4 survivors skill wise.
One person being tunneled - actually tunneled is 3 people on gens and the killer being looped for 5 minutes because the maps are littered in safe loops. Sorry that you, or the people your matched with are not good enough at the game to know the map layout that well, or understand what actual tunneling is, but once you get rid of that mentality I believe you will get as good as the survivors that are proving survivor is the power role.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1075731#Comment_1075731
No, you misread. I said they *just* go into the next state. No unhook, it just puts them into struggle, the next kills them. They don't get off the hook, they just progress towards death.
It's an absurd statement to counter the absurdity of the quoted statement.
The game is not entirely the chase. If all I do all game is run from the killer until the gate opens, even if I escape, that's an insanely unfun game for me. This is why I go out of my way to try and lose the killer. I want to do other things. Honestly, I enjoy games where the killer never even sees me more than anything.
Then why play a 1v4 asymmetrical game? That makes zero sense. Like goto Stardew Valley or Harvest Moon if you want 0 horror aspects and sitting there watching plants grow (equivelent of sitting there watching a generator light up).
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1075611#Comment_1075611
That's absurd. You're basically saying they shouldn't have any chance to defend themselves before you just slug them and wait the DS out. Why don't we just make it so trying to unhook someone just advances them to the next state while we're at it?
That already happens. Unhooking someone they do end up at the next hooking state when they are hooked again. But it's true, if you are looping the killer then he no longer has the advantage as you can easily loop a killer for the rest of the gens. When you max chase, you receive a black pip anyways, and anything more to that point you essentially already won.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/1075633#Comment_1075633
Slug at unhooked, chase unhooker, hook them, go back and rehook the downed survivor. If you want to go that route, DS should be permanently ready if you're slugged, for as long as you're slugged.
Hell, you could slug the unhooker at the unhook, slug the farmed survivor, hook the idiot that farmed him, and then be free to go rehook the one on the ground.
No. That's far too easy to abuse. It's really simple. Just leave the person who got unhooked alone. Let them have a chance to actually play the game.
Slugging is also considered a skillful tactic used by Killer - another survivor can easily come over and recover a slugged survivor, also there are perks you can take to make slugging more bearable (Tenacity & Unbreakable).
Don't forget, you are not supposed to be the power role as survivor, you are supposed to be vs a stronger power than you.
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Charity Event For Veterans: Bill gets a army veteran's uniform.
Charity Event For Breast Cancer: Feng Min, and Kate Williams get's pink outfits/hair.
What Could Be Done Currently
Australian Bushfires Charity Event; Claudette gets a cute Australian Safari outfit with a Koala as a backpack, and Jake get's an Australian Safari outfit. Detective Tapp get's volunteer firefighter fatigues.
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Or get into a locker. If it's meant to be a "anti-tunneling" perk you shouldn't be able to force it. Also survivors please stop locker spamming a locker right when you get unhooked. I wasn't going to chase you anyways, why do you have to remove my ability to hear sounds while you're immune to getting picked up.
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Killers; Freddy, Legion, Ghostface, Clown
Survivors: Feng Min, Steve Harrington
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Put him back in the garbage, where the trash goblin belongs
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Easiest: Playing Survivor
Hardest: Playing Killer
I've said what I've said.
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There is literally challenges that are easier done on Doctor, and Challenges that you require to play doctor. In addition to him just being reworked. So obviously a lot of people are going to play him.
Lol why would you complain about that?
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@Gh0stDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1074155#Comment_1074155
Nightmare powers are useless if they are not afraid
Which proven in the Freddy VS Jason movie. Freddy can literally just see in your own nightmares to learn your fear. The only killer that may have a chance against him is Myers because Myers is the embodiment of fear itself.
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@Hsizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1074393#Comment_1074393
this point is severely anectodal. alot of my new friends that played survivor just got camped and tunneled to oblivion thus making them feel bitter. it goes both ways with new killers too dealing with toxic smurfs. both sides have the toxic issue.
That's a point I made. Were you actually camped and tunneled? Because if you were Tunneled you would have won easily - since gens would have been done faster, and you can loop a Killer for an entire match on safe loops alone (and every map in the game you can do this). If you were camped, then gens would have been faster and everyone would have escaped with only 1 death. Which the one person with a death would have been given a black pip (single pip if you contributed to the match) for being camped because the emblem system is built that way.
So my point is clear. If you blame that you lost on camping/tunneling - then it's just an excuse that you are convincing yourself not to get better at survivor. Which I've experienced while I was learning, and then once I removed that mindset I became a much better survivor that I can see how much the survivor is the power role.
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No they don't work for me. I just use Med-Kit as a free-superior self care, when i'm not running Inner Strength.
I rarely even use toolboxes. I never run Maps, or Key's.
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Definitely watch the 2006 Japanese version. Much better than the american version.
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That's because of the Sacrifice Emblem. Since you didn't Hook, and kill the survivors via that way, you did not receive enough points in your Sacrifice Emblem that it forced you to only get as high as a "Brutal Killer".
It's funny that the Survivor emblem system enables them to play many different ways that they desire - stealthy, self-sacrificing, very fast, alone, or as a group - But Killer emblems are designed in a way that if you don't play one specific way you lose points in certain categories, and have to make up the points by alternative means.
Interesting way to run an asymmetrical game that the ranking system punishes the solo role, for being a solo role. It doesn't work. But it is interesting.
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Survivors.
People's first response to me all the time is "There are toxic killers too", but from my experience, and the experiences I hear of and see from all other people that mainly play Killer - they were not toxic to begin with. It's the constant entitled mentality that Survivors get. Even when I first started playing Survivor I started to get that entitled mentality thinking "I only lost because I didn't get my 3 hooks", or "I only lost because the Killer avoided my DS, or BT", even "Dead Hard is bugged I should of dodged that". Even worse when you are blaming the Killer for Survivor mistakes. Calling a killer a tunneler for performing unsafe saves, and calling a Killer a camper for "proxy camping" or simply including the hook in their patrol - then survivors continue to go for unsafe saves. Blaming the Killer for "cheese tactics" just because they don't know how to counter; slugging, camping, NOED, stalking, or chainsaws/dashes. Blaming the Killer for "tunneling" just because the survivor didn't know how to loop, or perform long chases.
Which all of this mentality stems from the fact that Survivors have so much to their kit - so much to their arsenal to ignore punishment when they make mistakes. They expect the additional chances when they make mistakes. They feel entitled to it. They work hard to get these powerful perks, expecting the perk to carry them through the ranks (that don't even matter), and when it doesn't work that way - they get frustrated and take it out on the Killer.
Now there is an even bigger issue. There are more survivors than there are Killers. Yes the dev's say "statistically most players play both", but that doesn't define the difference of who plays Killer/Survivor more than the other - or Challenges, and Daily's. With that being the case, these entitled survivors have the superior vote when it comes to any - and all decisions made in the game. So while Survivors complain to dev's, and people that make decisions to make the game easier for them - the game goes in a direction that makes it harder to play Killer.
We are now reaching the point where the Dev's finally made the changes Ruin, which were needed, because Ruin - like the half a dozen survivor perks - skew statistics for Killers greatly. Getting back on point, they removed it. Which changed the dynamic of the game greatly for many of the weaker Killers. Forcing Killers who stayed around to play differently: To apply more pressure, to eliminate players faster, and to use alternative methods to remove players from aiding in objectives (slugging). These very same tactics that entitled survivors had the biggest problems with to begin with.
So now you have a group of unhappy Killers, many leaving/switching (que times is proof of this). With groups of unhappy survivors. The immediate reaction? To hide the rank, and introduce a new MMR system that you are supposed to blindly follow and obey. Will that make the game less toxic? NO IT WILL NOT. People will get into end game screen, not be able to see anyone ranks, and immediately assume they were mismatched and become more toxic to each other "You don't belong in this rank", "You're boosted", etc will start to get thrown around, and at the same time people lying about their rank and most other people just never believing a person when they say they are in a certain rank.
Now you can just "Turn off Chat", but I have been turning off my chat - and you wanna know what the game becomes when you turn off chat? Boring. It's absolutely boring. There's no reason to play, there is no reward, there is no one who gives you a "good game". Which made me find out that I keep playing this game for the moments where in the end game screen everyone says gg, shoots the #########, and congratulates each other on a job well done.
So how about we just remove a lot of the extra chances survivors have to try and flat-line the entitled mentality? Well then you are looking at an even bigger uproar then you had when you ruined Hex: Ruin. I honestly don't know what BHVR can do at this point to save the game, and maybe that's what they see too - which is why we have more things to put money into like the rift, and faster cosmetics. That's just speculation.
So anyways TL;DR: The game's biggest issue is the toxcity that is the entitled survivor mentality. It tore this game apart, and made the worst kind of mess for BHVR to clean up, and just by removing it would cause an even bigger problem.
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I don't care if you keep keys in the game. There is no reason why the Entity would willingly put a key into a chest for survivors to open the hatch that some guy built in the entity's realm against the entity's knowledge.
It doesn't make sense for the lore, also it's broken af for the killer when it happens.
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Just remove the initial slowdown on his chainsaw attack. Just give him increasing movement speed from his base speed.