RainehDaze
RainehDaze
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I have yet to see a compelling reason for "the time solvers being nerfed and the chain interrupts being gone is good" aside from "a power meant to pressure the entire team will in fact pressure the entire team if it's not dealt with". And people are bad at doing that, so rather than force people to adapt, scrap the entire idea so it's harmless against any slightly co-ordinated team.
Because to go back to my page 1 point: with a 6s solution timer, Pinhead is unable to (most of the time) even consider pressuring the box unless the person trying to solve it waits for him to get close or goes to say hello. It's simply unfeasible to cover that distance in the time allotted, or even most of the distance and land a portal and a summoned chain--particularly on any indoor maps, or ones with plenty of obstructions to ruin targeting. These same obstructions make the teleport pointless with a modicum of cleverness, as Pinhead is forced to be at least 10m away, which normally means no LOS on spawning--so what teleporting actually gets used for is trying to goad the player into breaking another chase rather than waste the ability.
Nerfing every effective way to keep the chain hunt going is taking what makes the character interesting from a gameplay perspective--his 1v4 potential--and basically turning it off. It becomes a slight time-wasting minigame that needs no coordination to deal with.
It doesn't feel like "turn him into another 1v1 anti-loop specialist only" is a particularly healthy development, since that's another pure example of balancing for complete lack of communication in solo queue and trying to design a killer in a way that a single survivor can basically win a match by outplaying.
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"It's not fair because it's not fair" is not a good argument for why, in fact, a killer playing to maximise the utilisation of their own power is not fair.
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I always say it unless you spent the entire match being deliberately antagonistic.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2658420#Comment_2658420
Because it's not fair? It shouldn't be a thing. I main Pinhead, and I think it's a good thing.
And what isn't fair about it...?
Like, if you've dedicated half your build (addons, perks) specifically to prioritising being able to keep mapwide 1v4 pressure, as the killer is designed to be good at, and then you manage to do that, then that's fair! It could be your bog standard gen regression build and "how can I get one hit downs" to achieve the same sort of thing, but instead you're playing around Pinhead's strengths.
And the counter is either leading Pinhead on a merry chase whilst gens are solved (since someone having the box does stop all sort of gen pressure and chain hunt), or--as with basically everything else--co-ordination. He can't chase and down everyone. And at some point, somebody needs to be hooked.
Then as soon as the box is solved, half that build does nothing for approximately the next two minutes. And Pinhead has 0 map pressure and is harder to play, somewhat worse Clown. That's fair.
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You... think he's an S-Tier killer, with the ability to injure survivors at range and a build that doesn't actually help at all with his passive?
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@IronKnight55 said:
The addons that made it take longer to solve the box needed the changes 100%. It was just too much when paired with hoarder/franklins (especially on small maps). It shouldn't be possible to keep chain hunt going all game. Most unfun thing I've played against in this game. I'm fine with the other changes as well.
Why shouldn't it be possible, on a small map, with two perks dedicated to being able to do that, and a build for it, and a Pinhead player prioritising the box?
Between this and "Pinhead can always teleport in time", it just feels like people really don't think that a killer should be able to use their power without survivor permission.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/296370/so-why-are-we-nerfing-pinhead
Yerp.
The weirdest thing - Fang wasn't even nerfed all that hard. It escaped mildly singed.
The 'faster hunts' and 'longer solve' addons were incinerated and the iri Box nerf...why?
The answer seems to be that BHVR are going off gross kill rates, meaning that it's about him being troublesome for newer players without any regards for high MMR viability.
By which logic - Nurse needs one hell of a buff.
I mean, they didn't do anything about the part of Fang that people could want nerfed, they just decided to make the rest of his kit more potato instead. Like, you might balance the kill rates, but does anyone really enjoy the way this has changed???
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Seriously, who likes preschools that much? It's a little concerning.
Freddy Krueger
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What's particularly frustrating about these nerfs is that the main thing the non-Fang addons did is give Pinhead some measure of control over his own ability. Without time to get to whoever is holding the box (by time-extension and chain interruptions and the survivor not finding it until the hunt starts), the way it works can be summed up as "do survivors forget to do the box or invite a teleport into an open field?"
Except for having a very good idea where everyone is when it's time for the box to spawn, this shunts his effective 1v4 power completely into the control of the survivors.
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See... Pinhead teleporting to you is a good thing. It means nobody else is being pressured, if you delayed just a few seconds on solving to get into a good position you've dumped him into a loop staring at a wall (and not you), and (if you're in a good spot), he's now well away from any generators, because chances are it spawned where people aren't: dead areas of the map.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/296370/so-why-are-we-nerfing-pinhead
Where did you hear about any changes and what exactly are they?
PTB notes.
IIRC, Engineer's Fang will now spawn one less chain when you hook someone (i.e. if you hit an injured survivor); Iridescent Lament Configuration will now reveal within 24m (it spawns more than 16m away from Survivors, so that basically kills it if they're even slightly spread out; that's more than double the area covered); box-solving time addons have had their effects cut in half (green 4s>2s, yellow 2s>1s). Chatterer's Tooth gets a buff in how long the undetectable lasts.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2657979#Comment_2657979
Yes, and also what Otz said in his latest video.
To quote, "Chains will no longer interrupt the Survivor solving the box." I suspect this is referring to the Chains which spawn when the Chain Hunt is active, but I am not sure.
Oh boy, forgot about that one. Now there's no penalty for ignoring the box until after the hunt starts/is about to start, since it can't even delay you.
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As for the Engineer's Fang nerf, the way it was nerfed seems... well, I'll be honest, overkill? It's going to be easy to injure, but then practically useless for downing or in loops.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2657982#Comment_2657982
I mean to play devil's advocate
"GET THE BOX" turns into "Get tunnelled until he makes you drop the box with franklins" and "Never be able to solve it before then because he has hoarder + 2 solving time addons" and couple that with the weird chains still attacking you while solving thing and yeah
I don't think anyone complains about basekit Pinhead when it comes to the box itself
Since I don't really play anyone consistently but Pinhead, without the addons pressuring the person with the box is nearly impossible in most maps. It turns into a way for the survivors to get you into awful loops, since the spawning mechanics will almost always make it appear far beyond anywhere you can reasonably get to.
The box will always spawn more than 40m from Pinhead. So, unless you were headed that direction before it was picked up, it's already more than 10m away from where you can get to in 6s. The chains are much faster, but take half a second of time to even pan to the portal and be able to fire, plus the travel time. So, 6s is almost always too little time to do anything except maybe teleport into a jungle gym. It sucks.
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Because learning things is too difficult for low-MMR solo queue, so we need to make complicated concepts like "GET THE BOX" too weak to threaten them?
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2657047#Comment_2657047
I have never experienced that because I have never seen a person use DH while I have been killer after throwing a pallet lol but valid point. If that is happening, it should be fixed.
Less "throwing a pallet" and more "they DH after vaulting the pallet or something".
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Hi Sluzzy
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I mean, we can do some basic maths for pallet breaking to see how much difference 0.2s makes. Breaking a pallet takes 2.6s by default, which is enough for a survivor to travel 10.4m. 0.2s reduces the distance a survivor can travel by 0.8m, so they have 9.6m headstart on you instead if they hold W. At full bloodlust (the least favourable situation), a 115 killer travels at 5.2m/s and will therefore close in at 1.2m/s. Therefore, 10.4/1.2=8.66..s, and 9.6/1.2=8s. You save, in the end, 0.66..s total from your pallet breaking (of course, pallet breaking resets it, but just so we know the range we're working with).
Ignoring bloodlust entirely (inaccurately,) and with a 110 killer, the difference is instead 26s vs 24s. You save 2s of holding W.
So, 0.2s saved in pallet breaking saves somewhere from 0.6 to 2s of chase time. Slightly less, bloodlust will kick in after 15s (towards the end of the 115 chase in this instance).
Or another way of thinking about it is: it's only useful if it would take a survivor 24-26s (with a 110 killer) or 16-17.33..s (with a 115 killer) to get to another pallet/obstacle and start looping again (also ignoring lunges and dead hard because that's just going to give more headaches). With map design, that seems rather unhelpful. Otherwise, you'll save maybe a second, which is technically useful but "one second saved" is not a good perk slot use.
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What blood? If someone's out of LOS for 5s, there goes any blood.
Seriously, though, if one of your killers is "I need to use sound to find people", one of your perks should not be "AHAH, I MAKE NO SOUND".
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I guess if Pinhead was removed... Plague? I dunno, Doctor or something? I'd probably go through a bunch of things trying to decide between some form of indirect pressure and "I hate circles".
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@[Deleted User] said:
You know what I really don't like? That basically every killer perk identifies itself to the survivors immediately, while survivor boons don't give you any information whatsoever until it's too late, and you've already lost someone to Shadowstep or had the entire team heal with CoH. And then of course they can just re-boon the damn thing when you snuff it.
I hate boons.
My favourite part is having to identify ever survivor perk on sight just from what the survivor is doing, rather than anything the game is telling you. "Please memorise every exhaustion perk to play Killer in order to be relatively sure someone's not hacking".
I think the only direct feedback is "someone has some type of boon" and Decisive Strike/Dead Hard stunning you?
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/2657134#Comment_2657134
IDK what the hell you mean, but what I mean is Killers or Survivors who will stick it out till the end, and accept their loss when it comes without Rage Quitting/complaining. You know, someone who uses a loss as a learning experience, and tries to adapt instead of someone who quits the moment things don't go their way, and doesn't give a damn about their team. No matter their tactics, you can't blame them for doing what they can with what they are given to achieve their goals.
How is that UNSPORSTSMAN like?
Because normally when somebody in this forum talks about crybabies, they seem to mean "people who don't like the teabag/clicky clicky brigade". It was hard to tell what you meant.
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You think true sportsmen are the people who aren't sportsmanlike? What a strange world you live in.
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I don't think it particularly helps anyone that only one side can do any sort of gesturing (sort of wiggling around and hoping that your head accurately conveys information. Or whacking bits of scenery).
And literally half of what people can do with it is "taunt killer".
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2657007#Comment_2657007
I feel like when people wants to buff a Killer, they want to put half addons into basekit...
I think that says something about what killers are add-on reliant.
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Either that or BHVR will need to buff the hatch or nerf camping.
Buffing the hatch again would also make playing killer suck, because it's a return to "survivors don't even need to finish their objective to get out".
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2656954#Comment_2656954
Okay, going in order here:
- To them? Probably. I know I get yelled at for 'try-harding' when I fight for the exit gates myself. But outside of specific 'endgame' perk comboes like NOED+NWO, I can't imagine this happens very often. Mostly what happens if 4 survivors are alive at gate-time is that I hook at most one, someone unhooks, I down them, hook them and then everyone leaves. Or they get away scott free.
- Yes, that would be a 3k. I'm sure it felt like a stomp to everyone else.
- 8 hooks...yeah someone is dead already. Depending on when the game is, this is probably going to be a 3-4k or a 1k.
- I don't camp. I barely slug unless there is someone clearly around. I do tunnel someone down when I can, but that's just smart play. I'm still getting a decent balance of losses and wins.
- I'm not sure many survivors feel that way in 4k situations. The amount of DCs I see is somewhat testament to this.
https://forum.deadbydaylight.com/en/discussion/comment/2656960#Comment_2656960
It's funny, because this is said about every MMR system in basically every team game I've played :D.
It's not sabotaging you. What's happening is that either you are facing very sweaty, very skilled killers with meta killer/addon/perk choices OR you are getting less skilled teammates to get the team average around that of the killer's.
I'd be really curious as to what the actual numbers say, but the chances of us seeing them are slim to nill.
I've seen it happen because people got greedy on unhooking, or because they underestimated Plague, or even just plain bad luck. But, if you're saying that "feels like a stomp to them" then we're not using the phrase in any way that makes sense. Stomp, to me, would imply a completely one-sided game from start to finish--the sort of thing where no gens get done, regression effects keep sabotaging the same generator as survivors die around it, etc. Not just "I lost big time on score".
But the way you're describing it, a single survivor dying is a stomp to them just by dint of them losing. It doesn't matter how much was achieved, how many BP they get, or how well they did, it's just loss=stomp. That's a silly description.
As I said, 8 hooks no deaths is rare, but it happens. But that's also one of the few times you'd get a survivor win that didn't feel really lopsided.
I'm not sure many survivors feel that way in 4k situations. The amount of DCs I see is somewhat testament to this.
Mmmm, people who DC like that are kind of pathetic. You expect me to stick around even though I'm losing, stop denying hooks and any effects they might have. If you're in the game to enjoy the game, then stop ragequitting because you happen to lose after a bunch of game time.
But we seem to be disagreeing on the idea of a stomp. I'd say not every 4k or even 4e has to be one, despite the result, everyone can still have some back and forth during it--sometimes a team is doing really well but overreaches on the altruism and gets a bunch of kills; sometimes the killer gets greedy and a bunch of people get out when it should've been a few deaths; sometimes it just becomes a long game as the sides aren't super lopsided.
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DbD is a snowball game. It generally feels like a stomp, win or lose. That's not MMR's fault, that's just the nature of the game.
I don't know about that one, though. Here's the thing, does it feel like a stomp if the survivors do all the gens and get caught at the exit gates? Or if the gens are nearly done but the fourth person goes for a hatch escape? Or if the killer somehow gets 8 hooks but hasn't actually killed anyone (which, tbf, seems much less common in my experience--if there's enough of an advantage to get 8 hooks someone's normally dead).
Like, a lot of 4 escape games seem to fall into a similar pattern: a bunch of gens go fast during the first chase, not camping leads to an easy unhook, the rest of the gens go with maybe one or two more hooks, everyone escapes. Game time: 7 or so minutes max even without super optimised genrush setups. Killer experience: hold W and play Tom and Jerry.
Some 4k games snowball out of control really fast and everyone dies at once, but there's a lot more room for people to... play. More chases, unhooks, healing checks.
4e games seem to tend towards "Not only was it a loss, but it was a loss where nobody did anything for most of it". Which might explain all the teabaggers; they didn't do anything except hold M1 on gens, got to find something fun to do...
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2656874#Comment_2656874
The box is much closer to survivors on smaller maps. On bigger maps they may think it's too far or someone else will deal with it. On smaller maps it's right next to them.
"On bigger maps solo queue might be more stupid" does not make him stronger on bigger maps, given he's not got great mobility or straight chase potential.
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@themoobs1984 said:
https://forum.deadbydaylight.com/en/discussion/comment/2656815#Comment_2656815
Gens go way too fast. That is the truth. However, smaller maps hurt some killers like Pinhead, Ghostface, and The Pig. I think fixing generator speed is the main issue along with limiting the amount of the same perks on survivors. For killers, perhaps making survivors just off the hook invincible to attacks for a few seconds will discourage "tunneling" attacks. The main issue is gen speed. They just go too fast and it's a big problem.
No, Pinhead also suffers on larger maps. Survivors can see the box fine at a distance; on a big map it's way more likely to spawn way out of the reach you can patrol it. On a smaller map, they're forced to solve it somewhere you might (maybe) be able to reach.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2656822#Comment_2656822
What?
That's absurd.
If 4 equally skilled survivors should always defeat an equally skilled killer, that would mean that this game was immensely survivor favored.
What MMR should be doing, when it works correctly, is matching up killers with groups of survivors that they have an even chance of beating or being beaten by. Naturally, this is very difficult.
The famous '2k per game' is often misinterpreted as 'killers should kill 2 survivors every game and 2 should escape'. I thought about it that way for a long time.
What it actually means is that you should have as many 0-1 kill games as 3-4k games, as usually it's one of the two.
And because of snowball effects, you're probably getting more 0-1 and 3-4 than 2k's, unless that's a super clutch play.
Most 0-1k's don't feel very fun, as those are the matches that are most likely to be over with almost no hooks and really long chases. I'm not sure that's supposed to be fun for Survivors, given how non-interactive it is--are chases only fun if they're won?
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@glitchboi said:
He's incredibly underrated but he needs buffs that's for sure, which is the same situation as Nemesis. He's also very fun to play as in my opinion. People overlook both of them. Pinhead right now is decent, his base-kit is not bad but his add-ons are going to get unnecessarily destroyed soon. He can absolutely demolish solo queue, but he struggles against good SWF squads.
What I would do to change him to make him better to play as & against:
- Make Hoarder and Franklin's not affect the Lament Configuration in order to make him more enjoyable for solo queue. Don't worry, we'll be buffing his kit to compensate.
- Torture Pillar base-kit: Reduce Chain Hunt activation time by 10 seconds (90 => 80), rework Torture Pillar into something else.
- Increase the amount of time it takes to break out of each chain by 0.33 seconds, making it take 3 => 4 seconds total to break free from chain bound.
- Rewarding long-range shots: If you chain bound a survivor from a gateway at least 12m away from you, the chain will instantly injure the opposing survivor. This will not down the survivor.
- Remove the cooldown after leaving the gateway, or cancelling it via M1. The cooldown is completely unnecessary and is a hinderance. Also, remove the cooldown of being able to do actions (such as breaking pallets) and M1ing survivors after finishing the chain bound.
- And finally, revert all of his add-on nerfs, but keep the buffed Chatterer's Tooth.
This would put Pinhead from B tier to high A tier, which is exactly what we need, more A tier killers.
Oh yeah, the delay on doing actions is just ridiculous. Dropping pallets in his face is super safe regardless of power usage because there's zilch that Pinhead can do (plus stopping to hook someone if they won't drop it just extends the looping). This is exactly what we need; hard to aim powers that just lead to drop pallet and hold W because you can't break them or go around them.
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Deerstalker is such a weird perk.
90% of the time you need it it's because you've misplaced someone and just want to end the game already. That's not worth a perk slot.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2656245#Comment_2656245
To be fair these were his best add-ons and they reduce their effectives not by a little. If I am not mistaken it is at least -50% worse for all time solving add-ons, then decently big nerfes for his Ultra Rare Add-ons (they are still good, Feng is still very good just a bit worse). But overall it is not a tiny nerf. All his good add-ons are in total much weaker and the add-ons that weren't nerfed are trash or no need for them.
Oh, the nerf to his Iri box is super bad; like, once you understand how the box spawns work it's total garbage.
The box will never spawn within 40m of Pinhead, or 16m of a survivor (unless there is nowhere that's not within 16m of a survivor).
Currently, Previously, the iri box prevents survivors from seeing the aura of the box if they're further than 16m away from it: they must go searching. The nerf means they can see it from 24m. Not only is this more than double the area they can each see it in, it now means the box can spawn inside their view range, with the ultra-rare addon that's supposed to hide it.And it already did nothing once the hunt started (i.e., when it was super important to find it).
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Short version? He's fun and I play him more than anything else, but his power is super unrewarding for the work it takes.
The longer version is that the chain hunt is strong, but it's of all things skewed heavily in the survivors' favour. If you do the LP trick to activate it early, you'll at least get the one chain hunt and maybe be able to snowball it from there, but if you can't then it's always going to spawn closer to survivors (even after the initial hunt), and the teleport notification will oscillate between "annoying" and "trying to goad you into teleporting into a horrible loop". Also, on large maps there's nothing you can do to keep it, even though this is supposed to be your map pressure tool.
The chains themselves are... so much a mess. The hunt chains are easily dodged, seeing as they show up, give warning before firing, and fire straight at you. The possessed chain is finicky, has multiple chances to be avoided (except for firing straight on top of someone when they can't position themselves to be on the other side of your FOV and thus immune), and yet it has such a cooldown you can't capitalise on most loops because by the time you're in position the survivor can still work out what you're doing--it winds up being a much harder to aim Clown "fire when you're nearly caught up anyway" deal. The environment easily works against you, especially on enclosed maps. If you miss a shot badly, that's up to 3s+ of idle time without range extensions on your shots to draw it out more.
And against someone that doesn't know what to do, you can shoot them in the middle of a field, slow them to a crawl, and just saunter over before they break the chains.
It's a high skill floor of a kit that puts all the effectiveness in the survivors' hands to misplay and make any part of it function.
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[deleted]
(Something in this post needed moderation approval so I ended up rewriting it, seems it got approved later)
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@Mistikus said:
if im not mystaked they have sopke about it last year, the explenation was that killer can use black ward to use it unlimited amound of times while survivors lose it forever couse it consume the med kid
oh no, people could spend lots of BP to preserve a yearly event reward so they can play with it occasionally! The unmitigated horror of this.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2655564#Comment_2655564
Yes. And while we're at it, fix the tool enabling the racism.
You're STARING the point in the face and somehow not getting it.
Okay, and once again: how broad is this tool? Is changing it to a different thing like glasses going to stop the same people from using it for the same purpose? Are we assuming that any Claudette-based cosmetics will not suffer guilt by association because of this situation?
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2655547#Comment_2655547
No it isn't - you've completely missed the point.
We're talking about the cosmetic being used to harass and target black content creators - NOT how it arose. Texture issue or not is irrelevant, what's relevant is the IMPACT it has. NOT the intent behind it.
My concern there, if the problem isn't actually anything to do with the asset itself, is that any cosmetic based on the four survivors will, at this point, run into the same issue. So... what then?
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Either the problem is
1) Racists using the cosmetic to make targeted attacks. The solution to that would seem to be to ban them when they're explicitly doing so. It's rather up in the air if removing the cosmetic or reworking it would actually stop anything or just have them find something else to move onto. Particularly since I'm sure they could easily milk any replacement cosmetics for the same purpose because people would know what they mean.
2) The badly-done textures changiong skintone. Solution: fix the textures so Bubba's skintone is actually constant across all cosmetics, not seemingly left blank.
3) Bubba wearing Claudette's face is in and of itself racist. But nobody seems to think that's the case (at least AFAIK), so that's not a concern.
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I suppose it's also more indicative the less time has passed since reset.
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The feels less like blackface and more like the texture artist forgot that it's a mask and shaded accordingly, since it's the same deal across all of the cosmetics.
More incompetence than anything.
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@Marigoria said:
The ranks are visible anymore.
The only reason you feel like people are more "welcoming" on here is that the ones who aren't get banned. In game bans don't happen as often, if even.
I mean, I'm pretty sure the ranks they're talking about are visible, they're just not the invisible MMR...
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@coolmacc said:
https://forum.deadbydaylight.com/en/discussion/comment/2654238#Comment_2654238
That is not true
Okay, how is it not true? What part of it are you disputing? If a killer spends 4s snuffing a boon, that survivors don't get 16s of cumulative generator progress uninterrupted?
That every second the killer spends doing something not pressuring a survivor is 4s of time for the survivors?
That 4x4s is greater than 14s?
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I keep getting Lery's as Pinhead. Like every other game, unless someone decides we need to go to Haddonfield or Ormond (I keep seeing Ormond offerings too, a disproportionate amount).
Occasionally, I get to admire nothing but corn.
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@Underdawg said:
I think at the heart of the issue are the concepts of "efficiency", and "winning".
Winning
Most people who play this game want to "win". Most Killers have defined this as some variation of 3 kills. On the survivor side, most people see their victory condition as escaping the trial. The goal of SBMM, as stated by the Devs, is to get that average to be a 2k and 50% escape rate. Most people on the forums do not seem to accept that as a win condition. So to counteract that, they try to run the best builds they can to chase their own win condition. This is why a lot of people say they are "forced to play sweaty". It's a bullshit claim that removes all self-responsibility. They claim that they don't want to play sweaty, but the reality is that they enjoy "winning" more than they enjoy "playing chill". Or they want to play chill while still dominating their opponents. As their MMR goes up they face more efficient competition (because yes, the MMR system is not measuring skill - it's measuring your success), and to maintain their win conditions they feel like they need to use the strongest tools available.
Efficiency
People here seem to prioritize efficiency over everything. What's the point of running a survivor perk like Distraction when you can run Dead Hard? Whenever people complain about camping and tunneling what is often the response? "It's the most efficient way to achieve your objective as Killer". Why do people run DH, DS, and bring strong medkits? "It's the most efficient way to waste the killers time, extend chases, and prevent yourself from being tunneled". Survivors try to finish gens as fast as possible because they want to "win", Killers try to secure as many kills as possible because they want to "win". As you climb up the MMR, you start going against people who play just as efficient as you do - and it sounds like most people don't like that.
IMO people who prefer the old rank system do so because they had a balance of games in terms of the efficiency of their opponents. They would only occasionally play against opponents who played as efficiently as they did - and those games would be balanced by people who didn't play efficiently or simply did not have the same game knowledge. It was great for them - not so much for the people who had no business going up against them in the first place. With SBMM, the more efficient you play, the more efficient your opposition becomes.
The problem, of course, is that this is an asymmetric game with a heavy snowball effect. If one person goes down early enough, the rest of the team has to do more, it's harder, they're more likely to go down, etc.
If a killer drops down enough that they can use non-meta stuff, they probably have enough of a skill advantage to get that win, snowball the game, and then pop back up to the meta ranks. If a survivor drops down that far, there's a chance of being snowballed out because the rest of the team can't keep up and falling further, or getting a killer that can't keep up at all, running them, getting a 4-man, going back up again.
Trying to balance around a 50% kill/escape ratio is just bizarre because the game just doesn't have that sort of linear response. 8 hook states could be anything from 0 to nearly a 3k pretty easily. A survivor team easily clears 4 or 5 gens, then gets greedy trying to rescue one person off hook and a bunch of them die? Everybody winds up getting a less satisfying matchup with this simplistic results-based logic, since the winner/loser moves into a bracket they're not actually equipped for.
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What sort of situation would this leave us in if BHVR gets permission to remove this cosmetic, but can't renegotiate it to something else? Or is only allowed to change this one (maybe extend this to Jake, too).
Wouldn't that just offend a different set of people?
Not even counting the part where bigots might still use the Claudette-specific cosmetic to specifically target people, as making it less obvious won't necessarily change the incentive, and it'll obviously be on everybody's minds for a while to insure the conclusions can still be reached.
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The problem is that the current balance for higher MMRs has no split between "win" and "sweatfest" unless you're much better than your opponents.
And without those meta picks, the game will be over without getting time to enjoy it.
Telling people "play for fun" is therefore synonymous with saying "lose until you drop into an MMR you curbstomp in", which A) sucks for the lower MMR, and B) does not fix the problem of having an excessively limited pool of viable options at high MMR.
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Okay, but the problem with the intentional "make your own fun" thing is that the MMR does not care that you're playing to another set of objectives, it's just going to score you on your performance according to its criteria.
Which leads to the same sort of problems as smurfing and teams having someone take a dive to drop their overall MMR: it plops the high-MMR player amongst people they're vastly outmatching, which makes the other side not have fun.
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Often, "playing for fun" seems to translate to "playing to lose".
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Its binary win/loss metric really punishes doing anything but going for kills/escapes. Don't go for kills? Your MMR will fall and the games will be super easy. Go for kills? Tunnel and camp sweatfest. Flip it over for survivors; be altruistic and do gens but die a lot and then the MMR will go potato and give bad teammates.