Well_Placed_HexTotem
Well_Placed_HexTotem
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As a Trapper main this nerf essentially kills all desire from me to continue playing killer. And I won't play survivor much because it's too easy and too boring. I have no desire to load into a match and have three gens pop before I'm even done setting up my traps. This is literally the most idiotic idea I have ever seen a developer propose to a game already released.
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@senki527 said:
https://forum.deadbydaylight.com/en/discussion/comment/970189#Comment_970189
wrong, new players should be included too, and hex:ruin destroys new players from the game!
If only the game had great perks for finding Ruin and removing it from the game... Perks that veteran players don't need because they know to just check by every gen until they find Ruin.
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@Alice_pbg said:
I don't even use ruin, so that's not the issue. The issue is the gigantic survivor bias this update gives.
And the fact that ruin went from strong early game until cleansed to weak/meh early game until cleansed.
But think of how strong it is end game 😂🤣😂🤣😂
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/974127#Comment_974127
Well, ruin is not gone, it's just adjusted according to the statistics they gathered. Let's wait and see what actually happens when it goes live.
What statistics? That a lot of killers use it?
Imagine actually addressing WHY a lot of killers use it instead of just nerfing it.
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In what way is it "not bad"? It's just another crappy band aid fix for gen times through a pretty meh perk. But only now they've removed the best perk to counter gen rush to make room for this lousy one.
Look at them try to talk about how strong the perk is end game, too. Like, do they actually play Dead by Daylight? Since when is a hex perk around for end game? If a hex perk is guaranteed to survive until end game why would anyone have been running Ruin when Devour Hope exists?
It's maddening to enjoy playing a game but seeing the developer just so shockingly out of touch with the core game problems. But I've said it before with the other recent killer setbacks. This is about money. This is about survivor groups having a good time gen rushing and bullying killers. Four customers are more important than one.
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Killers run Ruin because of the gen rush.
New Ruin means no reason to leave gens and totem hunt, which means more gen rush.
Complete failure.
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@Peanits honest question, do you guys even play the game?
Just trying to understand why a perk essentially required to succeed for most killers would be reworked in such a terrible way.
“it’s so strong end game!” - exactly why would this Ruin be different from current Ruin, which gets cleansed early most games? Oh is it because without Ruin, survivors will just gen rush and not look for totems? Oh maybe that’s why killers run Ruin in the first place?
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Give survivors a totem counter and NOED is useless.
Survivors have perks that make a totem counter pointless.
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@Jacksansyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951548#Comment_951548
His power is zapping them so they can't vault/throw pallets. Which they are buffing because he doesn't have to switch modes anymore. It does kinda suck that they are "fixing" him for stealth players, but that was a very small aspect of his character, and he is getting his terror blast, which is the same effect, but the doc has to decide if it's worth blasting, so whispers might get more use on him.
You get one blast a minute. It’s a huge nerf.
At the end of the day he’ll be an even worse M1 killer than he is now.
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@Jacksansyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/951068#Comment_951068
Where did you hear that? I thought he got reworked because he sucked, and was the weakest killer. The way they reworked him made him alot stronger, and people complained about fake pallets and forever Freddy.
He was nerfed right after release because survivors hated him. It took over a year for them to finally rework him into something viable.
They are reworking Doc because his static field annoys survivors and they complain that there’s no stealth because they don’t know how to play against him. His changes make him sound not only weaker but also less unique. He’s still a generic M1 killer only now his special power is limited to one use per minute which means less Madness for everyone which means more gen rush for survivors.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/947840#Comment_947840
Certain ranks you will see more but it doesn't change that its not 90% of games.
It may be 25% are 3 stacks at red ranks but it's still a far cry from what some wish to believe. You can check in steam also to see if players are in an swf and its generally 2 stack for the majority of the time and very rarely a 3 or 4 man.
I'd bet if you kept track over a couple of days in the lobbies you would be surprised at the results.
Nah it’s higher than that on Xbox.
It also depends on when you play. Later in the night or very early AM it’s extremely higher rate of four stacks. Either way that graph shows 5%, that’s wildly inaccurate. Is this info from BHVR themselves? They are certainly under no obligation to showcase stats that highlight broken elements of their game.
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@twistedmonkey said:
Becasue the lastly stats in April showed the amount swf which wasn't what people thought it was. It also isn't a console problem but a players thinking its always SWF they faced no matter the platform.
https://us.v-cdn.net/6030815/uploads/431/R1N2OM008SX1.jpg
PC actually had the highest number of all platforms from the last stats. The console version had been out for around 2 years before this was posted.
I highly doubt its changed from this to the 90% to 100% figure people are now throwing around in the last 8 months.
Idk about on PS4 but on Xbox you can check the people in your lobby and see if they’re SWF. I get four stacks way more than the 5% or whatever the graph says. Three stacks even higher than that. At least for the Xbox side that chart is either old and irrelevant or completely false.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/945528#Comment_945528
Listen bud, you think I take someone serious with a noed picture in a totem counter post? Obviously you want to keep your crutch perk activiting against solos.
Nah sweetie I play in red ranks where killers mostly don’t waste time with NOED and even when they do, survivors know how to play it. I played for hours this morning and three killers had NOED. Once, it saved the game for a killer because my teammates were doodoo. Another time I cleansed it right after it spawned and the killer got nothing. Last time it got the killer two hooks before I cleansed it and three of us escaped. This is me playing solo. And none of those three times did I feel the game cheated me or was unfair. We just didn’t do totems. After any of those three games I could have changed out a perk for Det Hunch but I decided not to.
The balance is there, you just have to find it instead of whining for developers to hold your hand 👍
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/945142#Comment_945142
idc about small game, stop annoying me. You don't get the big picture, stay in your little bubble
😆😆😆
you do that crap in every single thread like this where you’re begging for solo buffs. You present an argument with no logic or reasoning and when someone presents a valid response you say “idc about ____, stop annoying me! stay in your lane/bubble”
What is with all this whining from people about solo play being so hard that they want these great buffs? I solo queue exclusively and I use these things called perks to counter things killers are doing. Idk if some of you know this but you don’t have to run Balanced, SC, Adrenaline, and Dstrike every game. You CAN mix it up and use other perks. Most of these things being complained about with how it’s “too hard in solo play 😭😭” can be remedied by simply slapping on another perk.
In this case, use Detectives Hunch. It’s been buffed now to where you don’t even have to finish a gen for it to light up everything for you. You run that and you have no one to blame but yourself to blame if you get destroyed by NOED. But I think that’s the problem, you and your ilk don’t want to blame yourselves for your shortcomings in the game, it’s the games fault.
What buff do killers get, by the way, if a totem counter comes and destroys NOED?
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Sure. And let’s make Mad Grit give 100% cool down on missed attacks while a survivor is slugged since were ignoring requirements for perks to activate.
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No because the game is being tailored to sell $10 skins to SWF groups, not be balanced for killers.
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I don’t get why killers have these insanely RNG challenges but survivors are like... do gens. Stun a killer with pallets. Escape with Claudette. Damn.
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@Raccoon said:
The day that killers are buffed to SWF power levels is the day the game will literally die.
It's not possible without breaking the game on several levels.
Clearly you’re forgetting that solo survivors are buffed too 😆
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You haven’t pointed anything factual out regarding Kindred vs SWF. Just your opinion. I’ve also detailed why Kindred is superior to SWF. Your reply is that it doesn’t matter that 99% of SWF don’t utilize communication well enough, I disagree because that is nonsense and not ideal for balancing a game. You’re welcome to disagree.
SWF gets access to some stuff for free because they can communicate. We’ve been over this already. Im still waiting on some logic as to why breaking the game somehow balances it. What are these mystical killer buffs that will account for the vast amounts of power all survivors will have now? A second objective? 😆😆
Again, adorable.
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And I’ll just say again that you can scream “buff killers accordingly!!!” all you want and I’ll continue to ask what game you people have been playing these years to have faith that this is even possible and more importantly wouldn’t take BHVR seven years to achieve.
Idk what you’re going on about in regards to looping and generators. You’re bringing up SWF getting free access to Kindred info, the problem with balancing around that is that one, Kindred is still superior, and two, SWF groups aren’t utilizing their “free” info nearly as well as you make it seem. And certainly not enough to remake the entire game 😊
Theres zero logical reasoning behind the idea that every survivor should by default get access to something as powerful as Kindred. Again, take off your exhaustion perk or Adrenaline or Iron Will and put Kindred on.
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It’s not “given to SWF” though. It’s available to SWF, but a vast majority do not use it. Is it fair to the killer that sometimes they face groups who excel in teamwork and communication and make it almost impossible to win with some killers? Of course not. But is the answer to that problem to buff every survivor whether they’re SWF or not? No. That’s adorable and ridiculous.
Im not complaining about the lack of balance in some situations because, as I’ve said, it’s virtually impossible to balance without breaking the game down completely and rebuilding it. And that certainly doesn’t include giving every survivor free access to one of the strongest perks in the game 😆
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Frame rate honestly seems worse than ever on Xbox One X. A complete **** show.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/939726#Comment_939726
Depends on your definition of try hard. To me a SWF does not have to make super quick accurate call outs or have great perk synergy to be try hard. Just running the meta load outs and knocking out gens is try hard enough and very hard for most of the killers on the roster to combat.
Your "try hard enough" isn't really "trying hard" if they are not communicating pertinent information effectively and quicky. Yes, "knocking out gens" would make winning difficult for most killers, but in order to do that, survivors need to be very aware not only of the killer's movements, but also of the other survivors. That's why Kindred is good for solos - to make up for the ability that SWF is capable of. Key words being "make up."
Again, as a solo player, I run Kindred. It instantly tells me where every other survivor is exactly. Which direction the killer is going after the hook, exactly. Where a killer may place a trap, exactly. Whether someone else is in a chase and exactly where they are being chased. Most SWF don’t get this. At best you’ll get call outs that may or may not be super descriptive, and are very often not. With Kindred it’s all there instantly with zero effort required. That not only buffs solo, it buffs SWF.
Again, good SWF are capable of communicating all of those things (if they are any good). Where the other survivors are - check. Which direction the killer is going - check. Where the killer is placing a trap - check. Whether someone else is in a chase - check. The exact positioning of these things hardly ever matter because the only things that needs to be clarified are 1. who should go rescue, 2. who should stay on gens, and 3. who is/should be in chase. The advantage of equipping Kindred on members of SWF is very minuscule. That's why, if they are any decent at SWF, there is no reason for them all to be equipping Kindred - it makes almost no difference to a good SWF group, and in fact, take up perk slots that could be used to make themselves more effective.
In addition, SWF still have advantages that Kindred doesn't. For example, let's say you are all far away from the hooked. Even if you are slightly closer than other survivors, you may want to finish your 90% generator first because you know that the killer has the PGTW perk equipped. As a solo with Kindred, you still have no way to relay that information to other randoms, while SWF can obtain that information even before the hooking happens, thereby getting into position much more quickly. Another example - even if you are farther away than the other survivors from the hook, you may have perks that may make up for that loss in time to get there, such as WMI (for non-camping killers) or BT (for camping/patrolling killers.) Again, no way to relay that to randoms as a solo, while SWF can take the initiative. Speaking of camping/patrolling killers, sometimes you actually may require two people to go rescue - one player as the new target and one player as the actual unhooker. Again, no way to communicate that to randoms, but SWF are able to do just that. You also spoke about traps earlier. It's true that sometimes Kindred can be helpful in the regard that everyone can see the trap-placing animation, but when you actually get close to the hooked, it's often difficult to determine exactly where it is so you are forced to slow down some, while SWF can simply direct where not to go. In addition, Kindred also only allows a Killer within a range of 16 meters to be shown, so even if the hooked survivor can see that the Killer has gone back to a strong chokepoint around the 20 meter range, there is no way to inform the survivor who is about to unhook you to not go in that direction. Again, good SWF can.
So in conclusion, even if Kindred is made base kit, it still certainly wouldn't make solos as strong as SWF - it would, however, bridge some of the massive gap between them at the highest level.
And no, I don’t think they should bother nerfing SWF down to the level of solos because as I said, it’s not possible.
No, what you said earlier was,
"So again, whine to BHVR to bring SWF DOWN to solo, not solos up."
But now you are saying BHVR shouldn't bother trying to bring solos/killers up to SWF level, NOR should they try to bring SWF down to solos/killers level. Basically - to give up on balancing the game. It's true that SWF will always be stronger than solos (as I just demonstrated in my example above), but to not even try to diminish the gap between them to make a more balanced game? To me, it sounds like you actually want an unbalanced game - where a good SWF will always dominate over good killers, and good killers to dominate over solos. Perhaps you are satisfied with how the balance is broken due to it, but the developers (and people who actually care about the game quality) should never be.
Yes, I said people complaining about balance should be asking for SWF to be brought down to everyone else, not to buff solo survivors to where they’re on par or closer to already broken SWF. But I’m not one of the people complaining, so I’m not sure where you’re confused here. Hope that helps.
Im not really going to bother debating what qualifies a SWF as good or try hard etc etc we can just agree to disagree. But I will say a vast vast majority of them are not nearly as sweaty as you’re describing.
Kindred is a great perk. If you want it, take off one of your meta perks and run it.
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Why nerf a perk that is entirely RNG. A survivor can spawn five feet from it and cleanse it before a killer can even make it over to try and defend it. Or it can spawn right next to a gen making it very easy to erase.
Or even if it remains up for most of the game you can power through a gen getting 0 or 1 or 2 skill checks.
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/937880#Comment_937880
SWF don’t get all the info Kindred gives. It gives you a lot of info easily.
What kind of information can Kindred give that SWF can't give that would also save them a lot of time?
Even try hard SWF groups would have to have detailed lightning quick info and awareness to communicate the same information Kindred gives you.
Part of being a "try hard SWF group" is being able to give important information as quickly as possible, and being able to communicate in the most efficient way possible. The failure to do so says more about the quality of that particular SWF than the effect of Kindred.
This idea that a game can be balanced around coordinated SWF groups AND solo players while giving killers an equal chance against both is an adorable pipe dream. People fail to realize any buff for solo players will buff SWF also. So again, whine to BHVR to bring SWF DOWN to solo, not solos up.
If you want to push the developers to nerf SWF down to solo/killer level, go for it - I personally don't mind that as long as the game gets balanced for all solo/SWF/killers at the highest level. The only reason why many people are pushing for solos/killers to be pushed up to SWF level is because that's what the developers are already claiming they want to do - the problem is they are doing it in the most sloppy, half-baked attempts possible and people are simply sick of the unbalance. If you truly believe that you are capable of changing the minds of developers and convince them to nerf SWF to solos/killers level, then more power to you.
Depends on your definition of try hard. To me a SWF does not have to make super quick accurate call outs or have great perk synergy to be try hard. Just running the meta load outs and knocking out gens is try hard enough and very hard for most of the killers on the roster to combat.
Again, as a solo player, I run Kindred. It instantly tells me where every other survivor is exactly. Which direction the killer is going after the hook, exactly. Where a killer may place a trap, exactly. Whether someone else is in a chase and exactly where they are being chased. Most SWF don’t get this. At best you’ll get call outs that may or may not be super descriptive, and are very often not. With Kindred it’s all there instantly with zero effort required. That not only buffs solo, it buffs SWF.
And no, I don’t think they should bother nerfing SWF down to the level of solos because as I said, it’s not possible. Four random teammates, even great players, will be outclassed by equal levels that are in SWF. There’s no way to make them an even level. Even Apex Legends which goes far and beyond anything I’ve ever seen other games try to do to bridge the gap between solo and groups, can not replicate the group dynamic for solo players. The only thing BHVR can do is make in game voice chat which would essentially make everyone SWF.
Theyve had years to balance the game around SWF. They haven’t done it. Because they can’t. It’s a nice fantasy to want to solos buffed to match the OP status of SWF but the reality is that would just make killer pointless to play.
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@Raccoon said:
Chase indicator = Gen rushing intensifies
uh no duh bro but don’t worry killers will be balanced accordingly 😂
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Not unpopular with anyone I know, its a very survivor sided map. The pallets are insane.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/937880#Comment_937880
That's wrong.
Here some buffs that will NOT buff SWF at all:
- Totem counter in the HUD
- Chase indicator in the HUD
- showing a fully recovered survivor in dying state with a different aura colour
- Showing perk loudouts in the lobby to create synergies with randoms
Just to name a few. All of this won't make swf stronger at all
I agree, kindred would help swf aswell. But it would help them just a tiny bit, while solos will benefit muuuch much more. Ultimately, the gap would bridged a lot.
How would a totem counter not help SWF? I’ve watched plenty of SWF on streams who get hit with Devour or NOED because they forgot how many totems they got.
Plus all of these are terrible for killers. Chase indicators on the HUD, totem counter, auras for fully healed slugs.... yikes 😆
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@knell said:
https://forum.deadbydaylight.com/en/discussion/comment/937622#Comment_937622
If Kindred is such an extremely valuable perk that is worth the perk slot, then what people should be asking themselves is, 'What entitles SWF to gain pretty much this same extreme advantage without having to use that perk slot?'
SWF don’t get all the info Kindred gives. It gives you a lot of info easily. Even try hard SWF groups would have to have detailed lightning quick info and awareness to communicate the same information Kindred gives you.
This idea that a game can be balanced around coordinated SWF groups AND solo players while giving killers an equal chance against both is an adorable pipe dream. People fail to realize any buff for solo players will buff SWF also. So again, whine to BHVR to bring SWF DOWN to solo, not solos up.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/937465#Comment_937465
'Devs have been unable to buff killers.'
'None of the buffs helped.'
Pick one and stick with it.
I said buff killers to a balanced level. If you have to cut off half a sentence when quoting it, maybe just don’t quote it? 😆
Please list for me all of the killers you think BHVR have given us that are balanced with SWF. Because I can list a large chunk of them that aren’t even balanced around high rank survivors let alone SWF.
Hope that helps.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/937346#Comment_937346
The one that buffed Ghostface and Demo after the ptb. The one that made one of the worst killers in the game, one of the best after their rework.
What game have you been playing where you ignored those changes?
GF didn’t receive anything substantial. Demo is still one of the weaker killers. Either way you’re trying to compare small QoL changes for two killers with completely overhauling the mechanics of the game. Because that’s what it would take to buff killers to a point where they match SWF.
Also, are you really bringing up Freddy? 😆
It took them over a year to rework one killer, who they’ve already nerfed of course. As I said, I’m not trying to wait around until 2028 for the killer role to be playable because they buff solos to match SWF. You’re literally making my point by mentioning Fred.
Again, anyone who really cares about balance would be wanting SWF taken down a peg or two. Not solos buffed to match broken SWF.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/937314#Comment_937314
You seem to be under the impression that killers won't get buffs after this implementation.
Yes, the developer who has been unable or unwilling to buff killers to a balanced level will suddenly now be able to get it done just because they give all survivors a massive buff. Makes sense.
Again, what game have y’all been playing the last few years? 😆
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@Mc_Harty said:
'Kindred basekit provides way too much information'
Isn't that the ######### point? Most SWFs already have access to this information without needing to run the perk. The hypocrisy baffles me.
Yes, SWF is broken and breaks the game. We all know that. Where the logical ones are confused here is how exactly does giving every single survivor all of that info for free basekit make the game any better for anyone except survivors.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/937124#Comment_937124
If it's gamebreaking, then so is swf. We can't delete swf. So what's left? Kindred basekit, balance the game accordingly (killer buffs). Simple math, it's the only logical way to balance this game
Are you new to DbD?
Imagine having faith in 2019 that BHVR can significantly buff solo survivors and then “just balance accordingly” when it comes to killers. Yeah sorry but no, I don’t feel like waiting until 2028 for killer to be playable again.
As I said earlier, Kindred isn’t just about seeing a camping killer. The info it gives you is huge. Also do you really need the devs to admit SWF breaks the game? Of course SWF breaks the game. But the solution isn’t to just go ahead and break the rest of the game.
Imagine there’s a MP shooter where one weapon is far beyond anything else. What a good developer would do is balance that weapon around everything else. What some people here seem to believe for whatever reason is that instead of fixing the broken element, you buff everything to match that broken aspect of the game. So instead of one super broken weapon they’re all super broke. But oh don’t worry because then you just “balance accordingly” 😆
If any of you guys cared about real balance you’d be begging for SWF to be brought DOWN to solos, not solos brought to the same broken status as SWF.
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I run Kindred as a solo player. It’s huge. Not only does it let me know if I need to go for a save, I can see anyone who is in a chase even if they aren’t the obsession. I can also see if the killer is coming my way after hooking the survivor.
This effect base kit on every survivor would be stupid powerful. Not only are you by default getting all of this power but now you don’t even need to use a perk slot for it.
Like I honestly wonder sometimes what game people have been playing for years when they think of this stuff. Killers are already in a bad spot, why would it be healthy for the game to cripple them even more? What is this going to do to already bad killers like Trapper? Or trap using killers like Hag or Fred, now everyone can see that they are trapping an area up.
Its way too much information for a game built around your only way of communicating being literally two gestures.
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Imagine complaining about killers dodging, when the ability to see teammates ranks was removed because of survivor dodging 😆
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The only interesting thing about Doctor was treatment mode. Because outside of that he’s a very very bad M1 killer, easy AF to loop and his only map pressure is his passive static field raising your madness. Seems like this is just a nerf on the killer side to appease crappy survivors who don’t like the madness element. Haven’t seen anything to replace the nerf to his map pressure. Haven’t seen anything about something that actually helps him in a chase. Counter clockwise skill checks that require an add-on is a gimmick.
Is this another Fred where a killer is getting a sizable nerf because lower skilled survivors don’t have fun against it? There’s barely anyone using Doctor because he’s so bad.
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I haven’t read anything about helping him with what he needs most, a way to shorten chases. Seems he’ll still be doodoo in high level play.
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Keys would be fine if they were only obtainable via blood web, like a mori. You shouldn’t be able to load in empty handed and find an item that changes the game so much. When I’m playing killer I can’t break a pallet and an ebony mori falls out for me to pick up.
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It was countered correct by knocking out gens. Don’t give killers like this any angry messages or salt, it’s what they are looking for.
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It’s insanely strong. You get so much information and a lot of free perks. You don’t need to run, for example, Bond, or Kindred, or Self Care etc etc. You can coordinate saves and end game plays that utilize your perks and make it very tough for the killer.
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It’s bad game design.
A survivor can mess up repeatedly and still recover and survive.
A killer cannot make many mistakes, if any at all on some maps, and still win the game.
Plus if you survive as a survivor, no matter how you play, the killer is highly likely to not even bother messaging you. If you’re the killer and you break one of the survivor rules then you’re getting pooped on in chat, adding to the stress.
Its why I don’t play as much killer anymore and when I do I don’t care.
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Give him a gun
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@MADPEPPERONI said:
https://forum.deadbydaylight.com/en/discussion/comment/922150#Comment_922150
In a perfect world where killers perfectly pressured the map and didn't stay near hooks ds wouldn't be needed or used but we don't comparing a face camper to a ds user is just obnoxious and blasphemy i would much rather use that perk slot for something like botany love that perk.
You can use DS without being obnoxious and locker hopping.
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@MADPEPPERONI said:
https://forum.deadbydaylight.com/en/discussion/comment/922111#Comment_922111
The only reason i did that was because she basically stayed near my hook and bolted when i got pulled off all pallets near my hook were used and no one had borrowed it was my only option which she just waited and blood lusted me after at a vault.
Hey im sure face campers have excuses too.
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Locker hopping DS user? I’d mori you too.
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Level 59 IIRC, all challenges done.
The only one that was a problem was the five traps challenge because I swear to God the first two survivors I’d trap every match would insta DC. I had to eventually farm with someone after two people DC’d.
One match I had two people in the basement and I trapped every entrance but both survivors must have been hiding in the upstairs lockers, I get across the map and there are unhooks with all traps still set. Two run right into traps, another gets down, DS’s me and runs into the third trap, all three DC 😆
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Unskilled survivors = ez killer win
Moderately skilled survivors = about even
Skilled survivors = survivor sided
Of course this changes depending on the killer being used and if that killer user really sucks. But for most of the roster, if you go against an optimal team, you rely almost entirely on them making mistakes to keep you in the game, very little of it revolves around your actual skill as killer.
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I've never experienced or seen a killer complaining about gen rushing but also camping. I've seen a couple say they eventually camped because the gens were being blasted through, but the gen rush was already on in those games well before the camping begun. On some maps as killer there gets to be a point where using a hooked survivor as bait is a better tactic than going across the map to chase another survivor.
Where gen rush is a problem is when you're using one of the doodoo M1 killers and there's nothing you can do to stop it. Survivors have a good map, there are strong loops everywhere with safe pallets. You can give up chases and ignore the objective or you can commit to a chase and watch 2-3 gens pop depending on the map. It's entirely up to the skill of the person being chased, not the killer.
Also, LOL @ "Ruin is a great perk!" and you have a screenshot of a hex totem sitting by a tree out in the open incredibly easy to spot. Hell, in this scenario the killer is probably making their best move. You have Kindred, which makes everyone else see his aura, and Ruin is right there, meaning that one person not on a gen is probably looking for Ruin and guess where they won't look? Right where the killer is face camping. Killer probably winning themselves the game there. Looks like you might die and they'll only have one gen done and Ruin will still be up. Actually yeah, looking at the ss again, you're almost dead and no gens are done.
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55 or something. It’s not that hard to level up by just playing. It’s actually much more relaxed than other battle passes I have experienced.