ShamelessPigMain
ShamelessPigMain
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I used to get SWF's all the time, so I started playing Spirit and I never turned back. Welcome to the realm of wrath.
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@RiskyKara said:
Is spirit really that easy to pick up?
It's a very sharp learning curve, but nothing good prediction can't solve.
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Welcome to non-red rank SoloQ.
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It's the job of the killer to seek out survivors and kill them. Playing the game is not their fault.
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No. An easy counter is to approach with your vision at an angle.
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Exploits. Neither rubber-banding nor BNP's/Prove Thyself can achieve either of those things.
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Ruin has potential to be very good with high-pressure play styles, but it's nowhere near as ubiquitous and constantly useful as DS. Even then, hexes can be easily cleansed, as is often the case.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1921656#Comment_1921656
Yeah I can understand that. If I understand correctly, you believe the effect of DS just doesn't fit the anti-tunnel idea behind it so changing the requirement won't fix the problem. Given the points brought up in the OP and such, I can say that sounds reasonable.
Now the question is what to change the effects to. We are talking about 2 complex and controversial subjects, so apologies for the long post. But I'll try to break down the issues on their own in my current view and understanding if you even care to read about it.
On DS becoming a focused second chance perk:
Second chance perks are very volatile right now (and have been for a while) since their are so many of them and they can be stacked freely. I don't think we should go back to OG DS days where each survivor essentially had a extra hook state with deliverance attached (they free themselves). So a much different version of the perk or putting some general restriction on second chance perks similar to exhaustion but match long would be ideal. So you can only have one second chance a game. Then you can balance each one individually and they'd be easier to work with.
On a dedicated anti-tunneling perk:
I don't know what to really purpose at this time, it'd have to be something the survivors essentially have no control over or they would most likely abuse it. Something along the lines of UB before DS got redesigned. A survivor couldn't make a killer slug them so unbreakable was "fine" (potentially a little weak) as a second chance. Its when they got DS and got control to say "you need to slug me or you get punished, but if you do I get off free" that UB+DS became an issue as a lose-lose situation. Potentially we could lump them into the second chance category and put in the limit I previously mentioned, which would again, make them easier to work with as you wouldn't need to consider every other perk like what led to UB + DS.
It'd also have to be something that can detect when the killer is ignoring other survivors just to go after you. But even that is tricky since going for the guy that's on death hook and injured and not the other guy that is healthy (or even injured depending) with 0-1 hooks is just the right play to make and a common situation. Also, as you stated, just stumbling upon the same survivor is a thing.
Creating an anti-tunnel perk that can't be easily abused or is too strong is very difficult since that's directly tied to killers objective and their optimal goal of getting someone out the game asap. Turning the 4v1 into a 3v1 is a very big deal to the killer gameplay. Making a perk to cover that up will still leave core issues.
You can't really just limit the killers power to get someone out the game too hard since that's literally their main objective. Its a fundamental problem with the game on the killer side and hard to really address it without screwing the killer side over for just wanting to win/play well.
If you did, you'd have to do an equivalent to the survivor side to balance things out. The new DS deactivations are at least a good starting point, as far as I see, as that's what it does, both sides can't make progress while its up.
The ideal solution, in my opinion, would require a rework of the hook/death system and then tunneling can be more easily addressed by disassociating it from the objective. But that's not happening. So we'd probably have to settle for half solutions or something unrealistic like getting the whole community on board to purposely play the game sub-optimally on both sides so everyone can have more fun
The new DS is a half solution. Is getting someone out the game asap still optimal? yes. Is this an ideal anti-tunnel? no. But it helps a little without screwing killers too hard (at least that's the current prediction).
I would love a better solution and am open to hearing them out, but its very hard to do with the way the game was fundamentally designed.
Exactly; specifying its activation to be more tailored to tunneling is helpful (although it can expire while you're being tunneled, and requires you to be unhooked to even think that you're being tunneled), but it's just one stab and then it's done.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1920372#Comment_1920372
I can see where you're coming from with those arguments and wouldn't be opposed to a rework of the perk entirely.
DS is/was extremely powerful as its much more than just a stun. Its a stun + free health state + chase reset + do what you want free card (usually). Hence why it's run so much and It's been a problem since it's creation and it would probably be a good move to completely scrap the idea and remake it into something else entirely (like a much more focused anti-tunnel perk).
In the meantime, this version is at least better, but again a rework isn't a bad idea either. People aren't mad about DS because "oh now I can't tunnel" its more of "Oh I got punished hard for trying to stop the survivors and this is basically a free card for them to do what they want" and could lose people games. So yeah I could see making it more of a tunneling deterrent but it'd need to be a whole new thing because its current mechanics would be too strong to really use without it being abused.
I can agree with DS being incredibly powerful in terms of its payload. However, the modifications keep going to the activation requirements instead of its effects; that's what I don't like.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1920348#Comment_1920348
Yes we are talking about current DS, OP is bringing up the potential design philosophy behind DS over 2 years ago when it was first made. Then we got the redesign where they said its intended to counter tunneling and farming. Then Peanits made that statement.
The devs labeled it as anti-tunnel and anti-farm in their redesign of DS before Peanits made that quote, so that doesn't exactly line up.
Yes, and my contention is that the redesign was not done in the most optimal way. If they want to make DS an anti-tunnel perk, that's great, but don't try to keep old vestiges when they are only an impediment.
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I think that tying it to the completion of generators isn't a good idea. Really, how much is ten seconds of speed and no scratch marks going to make a difference when it procs at random intervals?
I generally think that it should no longer be tied to generators, and be another injured stealth perk. Maybe significantly reduce the amount of and duration of scratch marks while injured.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1920202#Comment_1920202
If that was the original idea, the idea changed 2 years ago into anti-tunnel which is what the perk is supposed to be now and that 2 year old ideal is no longer relevant since it was so long ago.
If your argument is that you think it needs a rework to better fit the function then that's a different conversation than what the perk is supposed to be for right now and what is intended by the people working on the game. If that's the point you want to move forward with then go with that and thats fine (as you did in part of the op), but saying its not intended to be anti-tunnel is just incorrect in its current form and the form it was in when that quote was made and since its redesign. As far as we know and have been told at least.
The idea shifted, but it did so in a messy and disorderly transition. DS is an awful, awful anti-tunnel perk, because:
1) It just doesn't discourage tunneling enough; if anything, getting hit with a DS is now free license to tunnel since you don't have to worry about it anymore.
2) It's too broad. Just because you got off the hook doesn't mean you're getting tunneled.
Just as the devs took the opportunity those years ago to take it in a new direction, they ought to change course on this as well.
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It looks fun. It's not the direction I would have preferred, as in keeping its old functionality but restricting it more, but this seems much more balanced and a wonderful intelligence perk, both in knowing the location of the killer, as well as what perks and addons they are running.
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I agree. The asymmetric nature really does make it hard for one side to sympathize with the other, especially on the survivor side, where your fate is determined by teammates. It's easy to get frustrated when you get beat by something you don't understand.
That being said, I think a bigger factor is that the community is just filled with awful people. Of course, other games also have the issue where people think "strategist" is pronounced "cheater" and "outplayed" is pronounced "robbed by noobs," but nowhere near the level in DBD. Here, toxic players come straight from Chernobyl. These are issues that can't be fixed by the developers; awful people will be awful people, and always find a reason to ######### and moan about how the game isn't spoon feeding them victories. It's a shame too, since DBD is really a wonderful game.
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I think it's a nice change. It's an interesting concept, but my main issue is that it overhauls the original functionality, which I quite liked. I think that if they changed it so that the killer had to be looking in your direction for the aura reading to activate (EG, you have to both be able to see each other's auras), it would have balanced it out a little, but I can live with the new idea. It'll make for a great perk information perk too; you can tell if they have BBQ or I'm all ears and etc.
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@TattooJake said:
Sad thing is no matter what the devs do people are still going to complain and whine. Bitchiest community I’ve ever seen.
And people say that Chernobyl is the most toxic community on earth.
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Of course, it's just more partisan rancor.
The survivor side is not always the brunt of the devs nerfs. Moris got the hell nerfed out of them, as did undying. Like it or not, the devs are mostly impartial and do their best to balance the game from an objective standpoint.
I don't like the changes either. I think the DS change is misguided, since DS isn't supposed to be an anti-tunnel perk; if you're going to make it one, you need a complete overhaul. Object is an interesting idea, but I think that a better solution would have just been to diminish the range and require the killer to be making eye contact with you as well; that way, you can only see their aura if they know where you are too.
That being said, I can understand where the calls for change are coming from. What I don't understand is the petty entitlement of some of my fellow survivors. No, we are not going to leave the game over a good-faith change, no matter how much I disagree with it. It's literally just two perks, one of which nobody even runs outside of SWF, just like how undying and tinkerer were two perks. Same goes with old prayer beads bracelet, 5 blink nurse, brand new parts, etc. etc. Get over it, there's no reason to be so fussy over simple balance measures.
To be fair, there's a lot of the same on the killer side too. The only reason people are going to leave this game is because these self-righteous pop-up figures that ruin the spirit of games, in posting the most hackneyed, ridiculous philippics with both eyes blinded.
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@MrPenguin said:
@Kebek Thank you, someone who reads before they quote something. The misinformation and twist that have spread about this one quote is insane.
No perk is going to be purely dedicated to a singular purpose; power struggle is meant to be a rudimentary second chance, but can be transformed into an anti-slugging perk. Breakdown is meant to prevent farming, but hooks just don't spawn that far apart. Perks have an idea, or a focus, in mind when they are created, which is as flexible as the community pleases.
The idea behind DS was a second chance, hence why it procs only once. If anything, killers are going to tunnel survivors who DS them even more, now that they don't have to worry about DS. Of course, the devs tried to transform it into an anti-tunnel perk, but made the mistake of keeping parts of its old self. DS still revolves around a second chance, and trying to push it into the realm of anti-tunnel perks is like shoving a square into a triangle.
If they want to transform it into an anti-tunnel perk, they need to pull. tinkerer-style makeover. A complete overhaul of functionality.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1919731#Comment_1919731
https://us.v-cdn.net/6030815/uploads/T8NK95YJ9D2R/27-27purely-27-27.png
"Purely to stop tunneling", meaning it does that among other things. Peanits nor the devs never said one of DS's uses isn't supposed to help againt tunneling but that it's not the only function it has.
Community keept insisting it's only anti-tunneling perk which it never was and even after the nerfs still won't be as there are other uses it has beyond stopping tunneling which is fine as long as they aren't too easily abused.
@MrPenguin said:
@Kebek Thank you, someone who reads before they quote something. The misinformation and twist that have spread about this one quote is insane.
To be fair, detractors aren't wrong. The citation of this quote is meant to refute the idea that it is meant to function as an anti-tunnel perk. Of course it's not purely anti-tunnel; no perk is singular in purpose, but they have a focus that they wish to address. Playing around with "purely" is a matter of semantics and pedantry.
When said focus shifts by descent with modification, you get an ugly mess of a perk that has no direction in life. DS, at its core, is a second chance. The devs tried to combine it with anti-tunnel capabilities, but people complained that it's too broad and should be nerfed to fit an anti-tunnel capacity only. Its focus is not to discourage tunneling, hence why it activates only once.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/1917858#Comment_1917858
No, I was around. I never said it was implemented well, just the intention was there. Since that was the subject of discussion brought up. If it was implemented well from the beginning it wouldn't need as many changes as its seen.
At least they're on a better track right now.
My point was that DS' original concept was to be a second chance perk, but its activation requirements made it give off the appearance of an anti-tunnel perk. It's too broad and too situational to be an effective anti-tunnel perk, so it should just be nerfed as a second chance perk, while an actual, dedicated, conceptually anti-tunnel perk is added.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1917629#Comment_1917629
But Devs have also stated that DS is not an Anti-Tunnel Perk.
@Topic: Reducing the Stun-Duration would render DS useless. When it was 3 seconds, you were not able to get away at all, since roughly half of that time (around 1,5 seconds, I think 1,3 was it to be precise) was used for the animation, which allows the Survivor to get away 6 meters.
I'd agree on the stun duration; yet it still feels like 5 seconds is a bit lengthy and 3 seconds is too short.
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@BMO said:
I like this change since if you call it a nerf you are indirectly admitting that you can use the perk to have a get out of jail free card for 60s while still progressing the game
Side tangent:
The just slug them argument is flawed due to the fact that the only reason you would chase somone with ds is either you are genuinly tunneling or you have no one else to chase since the unhooker hid
The whole point of slugging is that you leave someone on the ground since you have the chance to imediatly chase someone else but as stated earlier you only chase someone with ds if you have no other reasonable option so slugging is a very inefficient solution since you dont deal with the d-strike you just band aid the damage done by in the best case wasting about 20s of somone elses time when they run over to pick them up at worst they just unbreakable up and go do a gen with ds still active
And ignoring them means losing most of the progress on a gen and i dont think i need to explain why that is bad
Side tangent over-
But back to the point the perk still prevents tunneling with this change all the change does is make sure that the perk is exclusivly for anti tunneling instead of the current 60s of not getting hooked the problem with the current ds is that during that time you can do whatever you want such as do gens for around 60% of their progress or save somone with 0 risk or plently of decisions that would be punished if you didnt have ds active
Getting hit with a DS means that they can find another loop to burn time at. It can be devastating, in the right hands.
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@MrPenguin said:
"As many have said, DS was not intended, ever, to be an anti-tunnel perk."
Those people are wrong, DS was intended to be anti-tunnel and anti-farm from the beginning.
Quote from the devs about DS in its redesign/rework/w.e.
"players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed"
Source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike
Perhaps you weren't around in the original DS days. You could escape the killer's grasp once at any time you wanted. Its purpose may have changed, but its adaptation was ill-thought.
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Licenses are hard to negotiate, and maps are hard to design. Simply put, it's a lot of effort for not so great a return.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/1905370#Comment_1905370
At least you could keep juggling the survivor and avoid the DS. Now there is nothing you can do other than wait.
That is precisely what you do now; you deny the second chance. Before, it was get one free escape whenever you want.
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You should have seen how DS used to operate. Be grateful for the balance as it is.
Survivor perks aren't "OP," just as ruin/tinkerer isn't OP. Your attribution is more likely due to your own inability to adapt; the same applies for me. It's incumbent on us to learn how to get around the meta. Besides, if you're leaving over a ridiculously RNG-based perk being reworked to be somewhat more versatile, I don't think the community will have any tears at your departure.
People blaming the devs for their own shortcomings is not new. When you're done with the histrionics, you can take it as a learning experience instead of complaining about the state of things.
Ruin/undying wasn't even that good; it only works on certain high-mobility killers, who devote their entire playstyle to gen pressure instead of chase. That's exactly why people hated it; it was boring as hell. What people need to realize is that DBD is just a game. The purpose is to have fun. Ruin/undying is a pointedly unfun perk, for both sides. There are plenty of other fun killers to play with unique perk builds. Try Make your choice/Furtive chase/Dead man's switch/Dark devotion with any decent chasing M1 killer (Spirit, ghostface, clown); it's incredibly satisfying, and doesn't make you look like an ocean of sweat and salt.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/222674/why-were-keys-added
Instant? You need to finish 5 gens for an "instant" 4-man escape.
Sheesh.
It's in reference to not requiring time to open, like an exit gate.
Sheesh.
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DBD is asymmetric for a reason. There really is no survivor analogue to camping.
Genrushing is literally just doing objectives. Genrushing is the equivalent of killers getting survivors down often. Camping would be like running the old Haddonfield infinite, although that's a poor analogy.
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Her power is kind of difficult to use. When you have a dual map presence, it really shakes up the rulebook. I think we should give it a while and see how people judge her.
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Every perk is a balance between payload and counters. Some perks are either not particularly strong or self-regulating such that an active counter is not needed (Autodidact holds itself back, Adrenaline is kind of countered by NOED). DS can be countered by 1) not tunneling 2) let's be serious, just slug. Unbreakable is a pretty meh perk in most circumstances, which is why its counters are pretty sparse. It's the opposite of the hex perks: highly variable payload, consistently difficult counter. Botany knowledge isn't great, We'll make it times itself, and the exhaustion perks have the exhaustion status effect.
Hex perks do away with this fragile balance by replacing the counter with a prayer to RNGesus. Good survivors will get used to totem spawns, and then it's gone. The strength of its counter is heavily dependent on chance. That's why I never run devour hope; it requires a large amount of time to even become useful, all the while being vulnerable, for a pretty good, but not excellent, payload. In many cases with hex perks, the payload is simply not good enough. Huntress' lullaby is the definition of useless, ruin can be excellent in certain builds but usually gets cleansed in moments, retribution is simply not powerful enough to be a hex (or even a non-hex perk), haunted grounds usually only gets you one down and rarely any more, etc. I can understand the idea behind them, and I think it's a great idea, but they just are too inconsistent to see constant use. I generally think that a buff would be to lower the counters but also nerf the perks. Built-in old undying would be nice for something like 80/90/100% regression speed ruin, 7/6/5-token exposed devour hope, undying that only includes the aura reading and token retention, current-state third seal, lower token requirement huntress' lullaby, etc.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1899979#Comment_1899979
i thought this was survivors.
side note but I personally don’t understand how people can find a half plagued walking STD attractive but I won’t judge
Apparently gastrointestinal fetishes are a real thing, google "Cleveland steamer" if you're mentally prepared for the 10th ring of hell
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Quentin, obviously. His brain has so many wrinkles that it spread to his face, and everybody knows that smart is sexy.
Just kidding, I would literally let Bill choke me. Total daddy.
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In theory, yes. In practice, you're already busy with another chase, or if they're teaming up, it's too late. If it pops multiple times, you can only pursue one. Information perks just aren't as good as people claim.
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Aside from the skin legions and wound necrosis, the Plague's dress is really quiet stunning, if a bit revealing.
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I think it'll be a little more nuanced than burn barrels, maybe another prop.
At the moment, I don't think such changes will be completely necessary. Looping is an intricate skill, and although it favors killers in lower tiers and favors survivors in the mid-tiers, it becomes a contest of skill at high ranks.
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1) Don't cleanse; good players will know how to oppressively deny the plague of her power, and are perfectly comfortable playing injured anyhow.
2) Corrupt purge is incredibly hard to aim. There's a tricky wind-up and the speed of the stream can be inconsistent, or just bad. Juking out her vomit will come with experience; tight loops will usually do the trick for mid-tier survivors. I played her a lot, and there have been games where I couldn't get one corrupt purge hit.
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Toxicity and BM are not on the top of the list for fixes. There are bigger fish to fry.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1898618#Comment_1898618
Whoa calm down buddy, why would you put anything but the classic's the newer games haven't even existed for a decade yet to be considered classic's. Resident Evil 7 has the potential to become a classic Re7 and horror game, but it's a little dicey and I'll save that for another time.
I'm not sure if you played any of the classic Re's but I think you should give them a chance play Remake,and the original Re2 and 3.Which are still the most popular one's ,by most demands people to this day still either speedrun the Originals and play them,just from viewers choice.
Because, as I've said before, Capcom wants to promote their new game with their new characters. Nobody is buying RE1, but people are going to buy RE8. On the other hand, BHVR would want to introduce the classic characters, as they have the most recognizable brands.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1898390#Comment_1898390
In the Leatherface remake,his new name was Jethro Sawyer,originally his name is Bubba Sawyer.The anniversary is to promote the upcoming newer Resident Evil things,but it also proposed as a commemoration for their series.An original character from the series seems very likely weather you're a new fan ,you should be able to admire where the roots of Resident Evil started,really no matter what character makes the roaster, not saying you can't have you're own person pick ,but to show 25 year's of Resident Evil you must show and commemorate the beginning.
Capcom isn't making money from RE1-5, that's the issue. It's gonna take a lot of negotiation to decide who gets ported over.
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It would be interesting, but alas, TR mindgames are notoriously inefficient. Survivors usually wait until the TR starts blaring or they see the killer to start running.
Moreover, Furtive Chase literally means secret chase. It could probably have to do something with chase, such as suppressing the chase status for some period of time or whatever. Fooling survivors into thinking you left is the idea, so your suggestion probably would work best for distressing. Nevertheless, it's an extremely interesting and creative idea, and with a few buffs, would constitute a near-meta perk.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1898357#Comment_1898357
That’s not the point though.
Cote himself called DbD the Hall of Fame for Horror or something and Jason is the last one that is clearly missing, even if Trapper was inspired by him.
Well, as @hatchking so eloquently stated,
License hell
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Usually, the devs are reticent about having perks that directly impede the killer; they're supposed to be helpless against the killer. Yes, DS and pallets are a way of fighting back, but they're temporary and don't make the killer cry and beg for mercy.
That being said, I would be open to a perk that slows down killers. Maybe one that causes the entity to slow them down would work, in terms of lore, although I'm not sure about the applications of that. It would need to be tailored to be either 1) Impede chase 2) A method of protecting other survivors 3) slowing down their patrol.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/1898304#Comment_1898304
Yeah maybe it's just speculation, I would think the clues were given for a reason,Capcom has done alot of promotions since then and continuing for the Capcom anniversary,Why wouldn't you put one of you're monster's on the most popular asymmetrical games.,about the Friday maybe a reach but coincidentally the movie's intro has the director, of the game quotes about the upcoming content will have stars,and we're 5 months away from the anniversary of DBD.I guess it's alot of kids here the only reason why I can't understand why you wouldn't want original Nemesis,or even Original Tyrant 003.
The conflict of interest is still a roadblock; DBD wants classics, RE wants the young and the new.
To be fair, I think that there will eventually be a RE chapter, but marketing ensures that any chapter negotiated now will be fraught with disagreement and discordance.
Far from the killers being the focus, I think the survivors will be the main contestants in what they choose. Nemesis and etc. are kind of generic (Big zombie things oh no 2sp00ky4u), and RE has a lot of great and developed humans. Aside from the big hits like Leon and Claire and Chris, I think we're going to see a more subtle character be the survivor; when such specimens become so popular as to become godlike, seeing them adapted to another game might take attention away from the RE release. So far, most of the licensed characters were either 1) not the main character 2) the protagonist/antagonist to a more popular antagonist/protagonist. Laurie wasn't that popular compared to Mike, who the hell even knows that Bubba's full name is, Freddy was a pop culture icon but is kind of old now, Amanda is a relatively minor character next to Jigsaw, Ghostface isn't even any of the real ghostfaces, Demogorgon is the lone iconic exception (but only because Stranger Things is a TV show, not a game that it has to compete with), and Pyramid Head is iconic but old. Bill was popular to a niche, who the hell has even heard of Quentin or Ash, Tapp is another rando from SAW, Nancy and Steve aren't even the main characters, and Cheryl is like the tenth in line of Silent Hill survivors.
I'd love to see Annette or Piers, or even Ada. The former two both die, so it won't be a lore issue (which many took issue with in Halloween), and they're both deep and unseen archetypes.
Of course, that's all dependent on us getting a RE chapter, which may not be anytime soon. But who knows, the world of brand marketing and licensing is about as complicated as the universe itself.
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There's a lot of licensing shenanigans. They're still litigating who actually owns Jason, which needs to be settled before BHVR extends an offer.
I think we can all tell that the Trapper is pretty much Jason, anyways. Mask, machete, cunning cruelty, it's all there.
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Spirit+legion might do well. Spirit is great at finishing off injured survivors, legion is great at keeping survivors injured. Same goes with Plague.
Oni+legion occupies a similar vein. One gets his power by keeping survivors injured, legion keeps survivors injured. Same goes with Plague, and this time, both have massive snowball potential.
Doctor and Ghostface might go well, but might also clash. Ghostface depends on survivors not knowing that a killer is around; if the doctor is running amok, it negates ghostface's stealth. However, doctor can also tell Ghostface where to go, for an unanticipated sneaky hit.
Spirit and pig may excel together. Pig has excellent game slowdown, and helps the fact that Spirit's only strength is in getting downs. Pig is also good at getting sneaky hits on unsuspecting survivors, which pairs well when being injured with a phasing spirit is pretty much a death sentence. Pig would tail the spirit, splitting up groups, while the spirit would be slugging left right and center, so that the pig could hat, hook, and regress gens. Excellent combination of game slowdown and chase.
Pyramid Head and Hag are both zoning killers. When executed perfectly, meaning both killers must have taken trigonometry honors and passed with an A, they can make every loop a lose-lose. The problem is that they require setup, which won't go well for them in the beginning.
Nurse and doctor will be wonderful. Nurse has limited map presence and tracking, while the doctor excels in both. Just the presence of a nurse will force survivors to preemptively leave generators, and the doctor can pinpoint their location for the nurse to strike. In the same situation as the spirit and the Pig, the nurse would go around attacking and the doctor would support.
Ghostface would do very well with
1) Killers who can keep up map pressure, who can complement Ghostface's sneaky setup.
- Blight has wonderful mobility.
- Billy has wonderful mobility and instadown potential.
- Demogorgon has mediocre mobility but leaves a lot up to guesswork.
2) Killers that can get easy or sneaky hits, to take advantage of Ghostface's exposing.
- Spirit is a really good chaser, but is not optimal, as she needs survivors to be injured in order to track them well.
- Nurse is a very good chaser, but lacks map pressure.
- Hag excels at getting sneaky hits, especially in combination with good zoning from ghost face.
- Deathslinger is deathsligner.
- Wraith is pretty meh, but will suffice.
Nurse and Spirit would be oppressive in the chase, underwhelming in map pressure. Impossible to escape once you're found, with the two greatest chase killers ever. Substituting either one for the hag will force pretty much a catch-22; either they path weirdly into a phantasm trap, or they path predictably and get smacked with the spirit/nurse.
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Believe me, once you start diving into the hellscape that is matchmaking, you're going to be seeing more rainbows than a gay pride parade, SWF or not.
Even then, ranks don't really mean anything for skill. I'm a rank 1 survivor and I can guarantee you that I, without equivocation or qualification, massively suck. Hopefully, MMR will fix this, but we all know how that dealt with the intricacies of skill and aptitude.
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I think it's premature to make any assumptions; licensing is a complicated process, and since DBD tends to suck up players from other series' (Like people who bought DBD just to play pyramid head), I think that Capcom would have to have a long and hard discussion about their promotion.
Moreover, since the new RE games are likely going to to contain new characters, Capcom would do well to be promoting them. However, DBD's licensed killers are mostly classics. There's still many conflicts of interest to work out before they can even begin development.
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That's not a commentary on survivors' desires, that's a commentary on your skill on wraith. Be careful not to mix them up.
Survivors, no matter what some may assert, want balanced killers, not hackerman nurses or farming clowns. Same thing here; I want to play against somewhat decent survivors, not 3 year olds and not deities.
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There's no solid statistics to back up any assertion on the ratio of killers yet. But now, there seems to be a healthy balance, as queue times are somewhat reasonable.
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Such a team would be a massive investment for little return, on the behalf of BHVR.
To monitor every single game to watch for cheaters is an arduous task. The amount of people required to constantly surveil the games is ridiculous, especially since they may not catch any exploits by the naked eye. You would need more than one person per game, too, since there are many different things to watch.
Video game companies run on notoriously thin margins, and BHVR doesn't have the ability to fit all those jobs on payroll. It would be nice to have a dedicated branch, but I think that'll remain a pleasant dream, for the time being.