Terro
Terro
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- Terro
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None of what's there is toxic. At most, ppl use these things to justify toxicity but the examples that you have by themselves aren't actually toxic. And no, just because you don't like hearing it doesn't make it toxic.
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Only bannable if u happen to hold the game hostage.
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@PigMainClaudette said:
Killers should really stop being so aggressive. I've seen so many won games literally threw into 3/4 escapes because the killer took one chase and didn't call it off when they should have or tried to tunnel the wrong person. People should learn that not everybody can be killed.
And now I wait. Let's see how the double standard plays out. Not picking on you, Justalittlepeeck, just half the forums.
The funny thing there is that I've seen it lead to tunneling the bad loopers out of the game. Like the killer will still ambush/hit the good looper when they get the chance or pressure them a little to get them off gens but they don't ever commit to chases.
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U do realize that no camping+ no puppy guarding (I think I know what that is) + no tunneling + those perk bans on both sides would probably make the game obscenely boring to watch? It would be the lamest 7 minute musical chairs game. There's just no tension. I'm not even sure if anyone on both sides would actually even enjoy playing a game like that on a competitive level. You might as well have asked for competitive dbd points farming.
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PH is a really badly designed killer. His only strength is that fake out/waiting for survivor to get stuck in an animation. You remove that from his kit without anything to compensate and PH will die. A bad PH who doesn't use their ability like that will get looped to hell and back. Here are the tips I have against PH:
1. Learn his range. Plan loops, drop pallets early, perks, etc around his power's range. It's not as far as it feels.
2. Try to force PH into using the attack you want M1 or power. So if PH is going to fake out his power u still have a vote in what happens. Just choose the option that'll waste his time the most or increase your chances of dodging. For example, there are some situations where I've noticed people trying to dodge PH's power when he fakes so instead of running in a straight line they curve a bit left and right, which let's PH gain ground on them. Chances are that if they had just run straight then they would've left the PH's range by the time he shot or the PH would be off a bit and they could dodge his power. Even if he does hit the survivor would be further away then if they got hit by a m1.
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@toukent said:
https://forum.deadbydaylight.com/en/discussion/comment/1595444#Comment_1595444
you mean like through small cracks and stuff? If so that would be ok. It would actually require some skill too, unlike hitting the air. But obviously its a difficult process.
There's also the big hatchet hitboxes hitting the terrain, the misc objects that makes up loops, walls, pallets and windows so not just small cracks. It will also weaken body blocking a tad.
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@Laurab84 said:
https://forum.deadbydaylight.com/en/discussion/comment/1595268#Comment_1595268
I find the game fun, i enjoy playing but I hate it when someone takes all the fun away trying to get an easy 4K.... how about going for max points instead. Why sit and face camp someone?
I don't think you understand what I said or maybe I don't get what you're trying to say about the fun stuff. As for the facecamping if it was an easy 4k then the survivors were being too altruistic while not having the right perks to deal with the camper. Otherwise I dunno why someone facecamp when it doesn't make sense.
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@Laurab84 said:
https://forum.deadbydaylight.com/en/discussion/comment/1595209#Comment_1595209
If its not meant to be fun for survivors then why are they even in the game???? Your telling me they created a game and intended for four out of the 5 playing to have a miserable time? Wow....
I think they mean that those events aren't meant to be fun for survivor not that survivor's aren't meant to be having fun. You could argue that every moment of the game should be fun for everyone involved but that's not possible and any attempt at it would probably be unhealthy for the game.
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The best way to have done this experiment is u get some 1 else to play until rank1 killer than play spirit. Then check how well you do.
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As much as the are face campers / tunneled or 4 man swf death squads there aren't as many as ppl make it out to be, yet everyone would get labeled as one. Plus they could private their profiles or turn off the ability to comment.
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Survivor cuz I find killer really stressful and frustrating at times. Although, solo survivor is definitely the most frustrating at times it's better than being stressed and frustrated. I was starting to play killer more when MMR was up cuz I was told you'd get nooby games so I could practice. Now MMR is gone.
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U already got the answer. Loop him or get caught. It's the same thing as any normal solo queue dbd game. If you're team is a potato all you can do is buy time, do gens urself, or hope for hatch.
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It happens because if you disable crossplay, it can't always match you with players with crossplay on cuz they will get sent to a lobby that has a console player.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1537136#Comment_1537136
That used to work with p2p, dedicated servers now use a different system
Did they say dedicated servers use a different system? If the devs weren't smart enough to check with p2p then why would they bother with what server you try to connect to.
Either way why would killers be using VPNs to purposefully lag uncontrollably when they could just lag switch.
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@RoxanaKawaii said:
As a beginner in playing killer, I find impossible winning a match against gen rushers.. I don't have Ruin or Thanatophobia on every killer.. Not even Pop.. And I just can't stand at how fast they do gens while I am putting only 1 survivor down in the first 2 minutes, they doing 2 gens already.. Any tips?
That's normal for balance (devs want it this way). You're supposed to have 1 on hook 2 gens done. Then 1 being chased, 1 on hook, 1 on rescue and 1 on gen. Then 3 gens done and 1 on hook. Things usually get unpredictable here so:
Then ???. 2 dead and 2 escape.
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To people who play an online game. Why do you think ppl are using a vpn suddenly? I'm asking you seriously. Why is this becoming a topic?
There's less killers right now so you might be matched with ppl around the world. There are already ppl complaining that it's going all over the place for some ppl.
Also to answer your question. The one thing that's been mentioned time and time again from near the beginning of dbd is that when queue times are long try a different region.
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I thought ppl tended to change download region in Steam in order to try to get matches when their queues are super long. Or you know... It's an online game and you can get matches with people all over the world? Cough cough killer draught... Queue times are real bad right now.
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@Veen said:
I suppose they didn't wanted billy to mindlessly use his chainsaw at every occasion, making less pressure for survivors and by the same occasion trying to make billys more mindful about its power usage,
I find horrendous that a rank 4 billy tried the whole trial to hit with his power even in tight loops when he coudla downed more than once survivors with his M1.
Maybe most "billy mains" have a level way below the average.
I agree with you that some Billys were mindlessly using the chain saw but as u said it was fine cuz u could easily just loop the Billy. The worst part is that I much much prefer playing against old Billy than new leatherface. I think the Billy mains will be moving over to him if they push the overheat mechanic too far.
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Maybe it's cuz you move so fast with the chainsaw that you feel slow without it?
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You're right about one thing. It's buggier than what most people think lol. Yes there's not too many massive bugs but that's not the point when ppl say the game is buggy.
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@AVoiceOfReason said:
@Terro I don't know why your reply was deleted but I think a better way to remove or diminish camping and tunneling would be to actually supply a way to reduce the pressure and stress on the killer. A reward for leaving the hook. Not a direct benefit to killer or a negative to survivor but a middle ground that is fair for both.
I think we'd see a lot more positivity and keep the nature of the pvp game play without changing everything. Feel free to contribute.
I dunno why it was deleted either. I must've hit something wrong when I was trying to edit words cuz I realized I made a bunch of minor mistakes cuz it's late and I'm on my phone.
I was hoping that this idea with the right tweaks would hit a fair spot by accomplishing:
1. No face camping and less tunneling (hopefully leading to less complaints and toxicity)
2. Giving the secondary objective of saving other survivors more weight, which leads to less gen rushing and less dumb farming for BP. People have been clamoring for giving survivors more objectives and survivors have been complaining about how they're not getting enough BP so why not hit both?
3. Giving the killer a lot more information on where the survivors are so killers can plan ahead more and have less downtime. It's basically a weaker BBQ but it'll give enough information so that a good killer whose paying attention could capitalize on it.
4. It's something new and interesting but doesn't totally change everything. It'll be nice to shake things up. Both killers and survivors will have to adapt.
Of course the idea is definitely not perfect and it could easily be way too survivor or killer sided depending on how it's implemented. And it probably wouldn't make those that go out of their way to Facecamp or tunnel off hook too happy but I always thought that the majority of people did it out of necessity not cuz they want to.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1501085#Comment_1501085
It's a PVP game. A killer shouldn't have to do this and this and that to make another side happy before they can kill them. If you want to fix gen rush and problems with people trying to remove someone quickly (tunneling) then make it so after each hook and the killer leaves, all gens are blocked from survivors for 25 seconds. It gives a killer a chance to find and down another survivor and allows the hooked survivor a safe unhook without the pressure of being removed from the game so early.
Relieves a lot of pressure on the killer so he/she doesn't feel rushed and it evens out the flow of the game. Trying to remove something that is efficient in a pvp game is not something someone will agree to normally. If COD made it so you couldn't camp a corner for that last 2-3 kill nuke, it just wouldn't be COD. They use an MMR system also. Removing a play style or forcing someone to play how another wants isn't a pvp anymore because one side is being forced to play a certain way.
Since when did I say that the killer has to do this or that to keep the other side happy? I'm not talking about doing any of that. I'm talking about game design not forcing killer into doing stuff. I like your suggestion. u do realize that it would make tunneling and Facecamping way too strong and need a nerf right? It would change face camping from being highly inefficient to one of the most efficient things to do. While tunneling would be stronger in more situations. Bring on your change. It'll bring on other charges to balance things out.
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@AVoiceOfReason said:
Camping and tunneling are legit strategies. It's a PVP game. Handicapping a player and forcing them to do something for the benefit of another player/players without the intention of balancing but to make their play style easier is not and should not ever be the standard. It's their job to kill by any means. Just like someone telling you to stop doing gens because the killer just hooked someone and they left. People would lose their minds. Stop trying to force your wants on another players' choice.
Yes they're legit strategies. Your ideas of how games should be designed is really one dimensional. Balance is important but so is QOL, feel of the game, direction the game is headed in and general health of the game. Just because something is a legitimate strategy does not mean it's, balanced, healthy, or fits in that PvP game.
Okay so now explain to me how this doesn't help balance the game. If I said face camping and tunneling is too strong against bad survivors but too weak against good survivors and impossible to balance then perhaps it would be easier to remove it. That way we can shift power around else where. If done correctly we may even solve gen rushing with my solution since it could force the survivors off gens and helps the killer locate approximately where the survivors have been.
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@zoozoom6 said:
seems convoluted and it doesn't fix the tunneling problem
The good news is that I think it'll be relatively cheap to set up cuz you could reuse a lot of animations and textures. I don't see how it's less convoluted then the hatch mechanic, which I find a lot of players are still confused about.
It fixes most of the tunneling problem. I dont really mind a dumb killer over focusing on one survivor for too long. There's no way to fix that. The tunneling off hook problem is pretty much solved with this. If you manage to mess this up at this stage I don't think it's the killer's fault.
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@mrtlxifi said:
Egc starts after the 3rd survivor dies boom done
Then why not just end the match there and just say you win to killer? Why drag it out?
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Nope. I refuse to save, heal or be on the same gen as anyone who buys the rip off stuff. If I played killer more id also be tunneling and face camping away.
By buying these cosmetics you're incentivizing BHVR into focusing more on similar forms of monetization and the more you use them the more you're advertising these cosmetics for BHVR.
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P3 Claudette wearing a ghost face mask would be hilarious and probably stronger than Ghostface.
Pyramid Head survivor. Those muscles....
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You also have to point out that person b is solely looking for the item and person A is wearing a bike helmet while looking for both.
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U guys do realize that it is a pretty decent survivor buff right? You can still Kobe 2 times but now you can do it at anytime and the only thing you'll take is an emblem hit for failing (dunno which one). No other consequence. If you fail a struggle (the devs already refuse to remove it so we have to assume it's in) normally you'd outright die. The only thing you really lose is suicide tech. It's such a niche Strat that I'm perfectly fine to trade that with essentially free kobes.
Ppl keep talking about punishing bad teammates, trollers or campers or people who play a certain killer... In this case, you're the bad teammate and troller. Killing yourself on hook is no different from trolling other survivors you don't like, except one of them is actually reportable (working with the killer). If you want to be selfish and have full control. Why are you playing the side that's literally a team and meant to have less power? You're completely reliant on this game on others as a survivor and you spend a monstrous percentage of time stuck in one place either downed, holding m1 to do an action, being healed or hooked. As for the choice/USA rights thing. They don't let you suicide in the States. If they find out you're suicidal they try to save you and keep watch over you until they think your stable. And they'll probably make you pay for it too.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1490092#Comment_1490092
"Let's force people to stay in our game against their will. DC penalties aren't enough".
If you were to make a video game, it would fail.
I believe a more accurate quote would be:
"Let's remove a mechanic that ruins the game for 4 other players. If they really want to stop playing, then they can disconnect. DC penalties are enough."
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1490009#Comment_1490009
When you go force people to stay, it goes from being a game to being an obligation. They can remove the option to dip when they start paying us to play the game.
U can think whatever you want on whether you deserve to be paid to stay in a match but how does this have anything to do with the downward spiral the game faces from no more suicides on hooks? There are plenty of other games that don't even give you the option to suicide to leave the game early. They seem to be doing fine without the option. Then there's the fact that ppl seem to be very keen on paying game companies to not have to deal with inconveniences that feel like work so maybe you should have to pay microtransactions to suicide on hooks.
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@SloppyKnockout said:
No.
Simply put - you can integrate DC penalties, but the second you force people to stay in your game is the second your game goes into a heavy downward spiral.
You can not force people to stay in game.
https://forum.deadbydaylight.com/en/discussion/comment/1489415#Comment_1489415
I escape from Hawkins regularly. Sounds like someone needs to take some looping classes.
...so forcing 1 person to stick to a match for the enjoyment of 4 other people will lead to a downward spiral for the game. If the game isn't enjoyable for everyone then a vote system should be fine.
Meanwhile, letting that 1 person suicide on hook so they can quit and keeping joining other games until they find that one acceptable game will not lead to a downward spiral of death?
@MaybeShesCrazy said:
If I want to suicide cause I'm stuck with an SWF who's leaving me on a hook or farming me. Imma suicide.
If I'm being farmed by a killer and teammate - Imma suicide.
If I need to suicide to save a teammate from themselves - Imma suicide.
If a killer is camping / tunneling - and imma gonna die anyway without any real play time - Imma suicide. (If imma NOT gonna die anyway - then I'll stay. If it's obviously the team won't or can't come get me from, that. I have to say "no thank you" and move on. Really it's not a suicide though. Eg: I'm going to get immediately hooked again which leads me to believe there may be a farming situation about to go down. In which case I'm just on the hook 2 or 3 times without any real play time. Yes, I'm leaving by way of suicide via hook.)
There are reasons (and more than above) and darn good ones.
I don't DC and points are given proper - but that's where it ends.
For the negative things - No 3 hook farm, no two. No hook and heal farm. ONE. Those situations don't deserve more IMHO.
So yeah I don't think suicide should be punished.
I never said suicide should be punished. I said it should be completely removed. Gone. When you fail a Kobe or struggle you just get some other penalty without being killed. Something with the emblems.
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@Snowbawlzzz said:
Does the word filter censor suicide?
I wrote k to the self. Oops. Suicide probably works.
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Cuz they find the way you play ruining their fun.
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Aren't spirit mains the ones who are generally the first ones to complain when the sound bugs out? At the very least I notice a severe lack of spirits when the sound bugs act up. I think this might just kill spirit completely. Imo spirit is fine where she is. The argument always seems to be around whether or not she's fun to play against. I enjoy playing against her but that might just be me.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1463729#Comment_1463729
Example 1 - they would have been saving it for if the killer returns, a common strategy from both sides.
Example 2 - a situational scenario and one that may not have allowed the SB user to have it again when they needed it. Or they didn't see it that way.
Sometimes you need to get into the mindset of these players. Understand their way of thinking. I'm not saying that you're wrong 100% of the time on this, just that you seem a little uninformed on parts of what you're asking.
Example 1 leads to the survivor u unhooked getting screwed over.
Example 2 yeah it's situational but its generally a time waster. U would probably save more time running then it wastes the killers time saving u in that chase. Now if you're stealthing when it makes sense, sure. I dunno how many times I've seen YouTube videos of a killer seeing a survivor walking to the hook, making note of them and continuing their chase. Then still having enough time to go back after the unhooking. Since the survivor took so long to do the unhooking the killer can still figure out the direction a survivor could've gone. That's how it looks from the other side. From the survivor side im just screaming hey the killer has been gone for awhile! I know you saw the killer go! Here's your perfect chance to run!
I don't see why u need to get into the mindset of the other survivors to give criticisms and tips.
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I said this on a different discussion but I'm calling it now. The new MM isn't there to match ppl wit equal skills. It's there to predict wins and losses. Then make ppl physiologically happy with the results. Statistically the game will become close to 50/50. The devs said it themselves. Their system has gotten good at predicting whether or not the person succeeds or not. That doesn't imply skill.
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I predict that all they're going to do is make the statistics be 50/50 cuz according to the devs they can predict whether some1 is going to win or lose fairly well. It's hard to figure out actual skill and how that correlates to the otherside's skill. The best thing to do is just force matches to be 50/50 in a non noticeable way. U just have to make the players feel psychologically happy.
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I think it's more similar to window tech or blendette. Not quite what the devs had in mind but doesn't seem to be ban worthy. As for the survivor's getting somewhere using dead hard where they're completely safe and the killer is forced to either leave or hope they come down is a pretty big difference.
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@PigMainClaudette said:
You know WHY people use Sprint Burst, right? There is no point in straight up using it right away. And they could also be running Fixated.
I personally use it on a Stealth build so that the killer can't reach me as quickly or even decide to not give chase.
It's also fantastic against attacks like Pig's Ambush or even Nurse's Blinks just to throw them off.
I agree somewhat with the OP of this discussion. Some survivors save it to only use sprint burst against the killer but then walk everywhere. It's super frustrating when they could've used it dozens of times when it makes sense. Or they just use it to steal an unhook from you lol.
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OoO is fine outside of SWF. It gives killer plenty of useful information. Though I will say that it'll probably kill some builds but sometimes you're unlucky.
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Did he deserves to get ######### on? Yes. Definitely for the reasons u said above.
Did the gens still go by super fast? Also yes. And he did actually do some pressuring throughout the game, which is the only reason why you should be surprised gens finished so fast.
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Not their culture, cultural appropriation, stereotyping. Imo it would be way too risky or expensive for them to do it in this cultural climate. You're going to offend some1. I really don't care where the killer or survivor is from or what they identify as, as long as gameplay is good or they're not too in your face about things.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1457977#Comment_1457977
All of the things you mentioned are extremely unlikely to pull off against a good Legion. It's just bs that the survivor has input as to whether they take that first hit. If the Legion is bad, maybe you can make them whiff or pull of a window tech to lose them. If they're even average, you're taking a hit 99% of the time.
Other killers do not have abilities that are uncounterable to that extent. Spirit is close, but she's vulnerable to perks and you at least have a chance of making a play, especially if you're not injured.
Think of it this way. I can pull off a dead hard to Dodge killer attacks, hit great skill checks, hit that locker thing that stubs the killer (I forgot the name), bait unhooks so that instead of being grabbed i get hit and loop/counter killer mind games 60% of the time. I think of myself as an average survivor (and a very sub par killer). My point here is if I can do this, then outside of server problems and hit detecting problems a lot of people can do it better. The thing is you're acting like it's up to the Legion when u decide to pull the trigger on the pallet.
As for the other things, some things are out of your control and some things are. Ur goal is to do your best not to be in a position where the Legion easily gets that first hit. If you force the Legion to have to walk close to you and then use their power, then you've done your job. You've won that battle and you still have another hit. What do you think would be fair then?
By those parameters technically no killer is counterable. They will eventually get that first hit on you and eventually hook you. You're control is when this happens or if you manage to escape.
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@D_Orien said:
https://forum.deadbydaylight.com/en/discussion/comment/1458163#Comment_1458163
Last Chance isn't abusable. It prevents being instantly downed after getting off the hook from a face camper once and forces the killer to hook you a fourth time as punishment for camping you.
For DS, a 10 second stun is just factually better than 3-5 seconds. If you gotta chase after me after being unhooked and not allow me even a chance, you f-ing deserve it.
All together gets into the killer's head that they are not going to take the easy way out because they want to be lazy.
Last chance is full on abusable solo and wit swf. Do you realize how short 10/8/6 seconds is? The killer barely has enough time to kick a gen or break a pallet before the timer ticks away. There's plenty of situations where id use it's power to screw over the killer knowing that I've turned into a land mine with no consequence and it wastes killer time.
Yes it's factually better and I'd factually abuse it.
As for all together, it's very rarely on the killer that the killer manages to down 3 survivors but whatever here's how i'd abuse it. if I was solo and realized that one teammate got downed, then another stupidly got downed nearby, I'd try to get myself downed or purposefully bring a flash light so the killer is forced to pay attention to me. If the killer ignores me then great I can save 1 survivor and 2 of us go free. If the killer downs me the perk activates and 2 survivors get up while the killer will probably down me again. Either way 2 survivors go free.
Now looking at the perks separately they're already strong. I combine them with each other or other perks and all 4 survivors do this, then the killer is screwed.
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The biggest problem with all 3 of these perks is that they're really abusable. I think the only one that isn't too abusable is all together unless u do swf tactics to force 3 slugs. Then there's the fact that I can combine these perks with other perks and there's 4 survivors. the killer would be cheesed to death.
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@emptyCups said:
DEAD by daylight
A game where most survivors live.
And the killer role keeps getting nerfed to be more difficult and the longer survivors play the less mistakes they make for killers to capitalize on.
A game built as the killer win condition to be a 4k but Ballence for 2E.
But don't worry as long as a survivor walks out they win. Gens or no lol free hatch every match :D
I think the game is decently balanced at this point outside of mm, swf vs solo queue and little tweaks here and there for everyone. Definitely not perfect but it's getting as close as it can humanly get without changing the core game mechanics, like gen times, number of hits, etc.
@Koukdw said:
If the only counter to those killer is rushing gen at rank 1. It's very boring gameplay. Chase is what is fun in this game. If you bypass that then all the game are the same. You split, you press m1 you pray to not be the one he decide to chase. Rinse and repeat. And if you play solo and your teammate are potatos then it's gg. Where is the fun in that.
I played Pyramidhead for quite a bit. It's super easy to play and way too effective at zoning.
The sad thing is I think gen rushing is the most optimal decision to do against every killer, just like tunneling/slugging and even camping at times is the most optimal decision for killer. It's definitely not the only counter against 99% of killers though. The 2 killers that its the only counter to is the afk/farming (usually Wraith) killers and the 1st hook facecamper.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1455773#Comment_1455773
Even average Legions are good enough at respecting and baiting pallet drops that you really shouldn't even try to go for the stun. If you do, there will be zero pallets left to use when you're injured and looping normally. I don't really care about increasing the time it takes before the first hit, or reducing the likelihood of the second hit. My frustration is that the first hit is free and applies deep wounds. The 12m bit ignores add-ons, lunge, the fact that you may not know exactly where they're coming from / that you may be facing a wall and unable to run directly away, etc., but it's sort of besides the point. It's entirely up to Legion how close they get to you before they trigger their Frenzy. So, unless they really mess up, they will trigger their Frenzy close enough to get that first hit.
There's certainly counterplay as a team, like staying split up, running away once you see that first deep wounds indicator pop up, etc., but I'm not really concerned about winning and losing. I'm talking about how irritating they are to play against, and that's mostly due to their ability to deep wound for free.
The thing is you're proving my point. It isn't that there is no counterplay to fight it. There are plenty of things you could do to fight it. It's that we're talking about whether it's fun, fair, feels like you're actively fighting or the strength of Legion in this aspect is too strong. Respecting pallets and baiting drops is still mind gaming each other. If they respect it too much u just wait it out and waste their time/power. If they try to bait u don't fall for it. If the servers actually worked out this would be a lot better and hit validation would probably be a good step for this. As for the 12m thing, you're right about the add-on stuff but it only extends it a small amount. You run, get to a loop. Play with the pallet and the timer hopefully runs out. Legions 1st hit is only free of you let it be free. You are also right that there are situations where you're screwed with the hit but that goes back to what I said b4. Should survivors always be able to counter things a killer can do at all times, leading to m1 bloodlust being the on average optimal time saver against good survivors. Now you can argue that it's harder to avoid the situations where Legion can give you that 1st smack when compared to most killers but that's why Legion has those other draw backs in the 4v1 and the second hit. You're going to kill the one thing that makes Legion relevant. That's probably a big problem with BHVR design philosophy. There's always that 1 situationally uncounterable thing a killer's power let's them do and ppl want it nerfed so it's either gone or even more situational.
You really have to start thinking of the game in a 4v1 situation cuz if even survivors don't think of the game in as a 4v1 killers won't either. That'll lead to toxic facecamping cuz they won the 1v1. At least that's what a killer actually told me lol.
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Survivor is skill based. It's just that the skill floor is too low when it comes to ranking up and skill ceiling is lower relative to killers like nurse but higher than a lot of killers. Plus there's 4 of us that takes off the pressure of each survivor.
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My idea to solve this has always been to make the unhooked survivor completely disappear and can't be interacted with by the killer cuz if you just make the survivor invulnerable they're just going to body block the unhooker or do gens in front of the killer (at least that's what I'd do). This means the killer can't see the unhooked survivor and can't touch them either. The survivor also can't see the killer but can hear noises and terror radius. That's so they're isn't swf spying. It doesn't work If all gens are on. Lorewise it happens cuz the entity clings/claims them or something and having the gens powered shines lights on them so they're not invisible. If the unhooked survivor does any interaction like putting down a pallet, getting healed, healing others, doing a gen then they lose the intangibility. To make things a little more fair the survivor who does the unhooking is revealed for 5 seconds.