buzzaman
buzzaman
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- buzzaman
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2768770#Comment_2768770
I never said anything close to that. You're insinuating something to fit your own narrative for the sake of your argument.
I'm saying that people are losing their minds over something that has no real affect on them. You literally lose and gain nothing for winning or losing. It's main goal was to keep experienced players from being teamed up with new players, and matching people based on information for a long range of matches. It wasn't doing so great at this because of backfill, but as stated by them, that's being worked on now.
But it doesnt work though. I constantly get brand new players in my lobbies that just get ######### on, and also get 15k hour swf with killers i never play. It just doesnt work. And the way our boy Patrick talked about how hooks shouldnt matter towards MMR shows that he has no understanding what a skilled player in DBD is.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/2768585#Comment_2768585
Which is what they're trying to do. Hence the whole, "They're still working on improving it."
Even if everyone escapes or gets killed, so what? GGs, next match. I can understand not liking the current meta, or being upset cause you're getting bullied by people with those perks. But once again, that's a problem with that combination of perks and the meta in general, not so much the match making itself.
The only way it becomes an issue is if you're only going against the full same teams with all meta perks, all day every single day. And that's just not happening, for anyone. Even some of the most experienced killers in this game aren't getting that every match all throughout the day where everyone is forcing you to play super sweaty or end up "losing". But even if you do end up "losing" you lose nothing for it. So again... GGs next match.
I dont understand what you are trying to say. To you it doesnt seem to matter how dysfunctional this system is, of course it matters. Matchmaking is one of the most important things in a video game.
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I dont even need bots, i just want to be able to queue in a match alone to practice snipes and curving
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Its sided to whatever side you are currently not playing
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This is a very weird post. What do you get? An accurate matchmaking that puts you against equally skilled opponents and not just against people running meta perks and "winning"
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Stop giving people who do that any attention.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2768298#Comment_2768298
That's being so disingenuous it's not even funny. Please stop acting like every killer camps from the first down and it's "so unplayable" My friends and I run one BT in group. And it's usually for end game scenarios. Very rarely do we run in to someone who actively camps and tunnels from the start.
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2768298#Comment_2768298
That's being so disingenuous it's not even funny. Please stop acting like every killer camps from the first down and it's "so unplayable" My friends and I run one BT in group. And it's usually for end game scenarios. Very rarely do we run in to someone who actively camps and tunnels from the start.
Im saying imagine if BT didnt exist. There.
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@[Deleted User] said:
I say go for it. At least PTB test it.
If CI becomes basekit, they could change the actual perk to block totems at the start of the match, which fixes spawning problems and nerfs boons without actually nerfing the boons themselves. It might also help change the meta for killers somewhat. I vote yes to CI basekit.
BT being baskekit might be too strong, since it is a free health state. Maybe if they changed it so each survivor can only apply BT the first time they unhook another survivor, but that's just a nerf to BT itself, which I think would be a bad idea. Ultimately I believe they can't make BT basekit without nerfing it in some way, so I would vote to not make it basekit.
They aren't equivalent perks though. BT is a free health state and CI POTENTIALLY delays the game at the start, there's no guarantee that survivors won't just run to unblocked gens and get to work. People are saying basekit CI would be too strong on S tier killers, but let's not forget how insane basekit BT would be on SWF groups. I guess if every killer knew that BT would be in play, we could adjust our gameplay to match. I just don't think CI basekit for BT basekit is a fair trade.
That argument is totally fair. I think it would be fair If they only get a nerfed version of BT to compensate for the free perk slot
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@psionic said:
Survivors still spawn glued to a generator even with Corrupt Intervention, so it does not solve the weak early pressure that killers have.
About Borrowed Time, I honestly don't think survivors need it as basekit, the game is not unbalanced without Borrowed Time. Survivors do need gameplay changes to make their role more interactive.
Well If I spawn at a corrupted gen I do get early game pressure no?
This game wouldnt be playable for survivors without BT. Thats why so many people are running it.
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@Gwinty said:
I do not think that one should be given out as a compensation for the other. They address different problems and should be evaluated on their own.
A different version of Borrow Time would be a good option. Maybe a Borrow Time that removes collision from the survivor so that he can escape for sure and does not abuse it for Borrow Time bodyblock-plays. The goal here is clearly to remove camping and that goal I support.
I feel different about Corrupt Intervention however. While this is a good idea to slow down the early game this can quit easy push Killers like Hag over the edge, not to mention it would benefit Nurse, Blight and Spirit just as much and those Killers do not need help. If we introduce a basekit mechanic to slow down the early game we should think about Killer specific abilities or a Killer specific stat.
You know what the community is like: Make any one-sided changes and people start screaming. You have to give both sides something to make people happy.
Any balance change you make will influence the strongest killers just like it does the weaker killers and there is no way around that.
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@BrokenSouI said:
I would rather see lethal pursuer become basekit over corrupt. For all the attention it gets. It's vastly over rated as any sort of a slowdown perk. Outside of a few select killers.
I'd rather know exactly where I need to go at the start to get things going.
Lethal can produce some very unfun situations. You can spawn relatively close to the killer in a dead zone if you are unlucky. If the killer has an insta-down for example, that will lead to complaining.
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@Oiry said:
I like both idea. Corrupt sometimes is kinda bad, because it can force survivors to do the gens I don't want them to do. A notoriously great example for this is Storehouse.
Another problem with corrupt is that against focused SWFs it may force to just 2 min stealth it. If it's basekit everyone may just decide to stealth it, and that would be boring. People suggested BT + Lethal Pursuer instead, as a more straightforward and interactive solution. I'm not a fan, though.
I feel like the map design is a huge issue when balancing the game. Maybe doing smth like BT + all survivors always spawn together unless used an offering. I feel like making survs spawn together is long-time overdue. But I guess I'm alone on this :D
Absolutely agree. Survivors should always spawn together and little bit away from gens
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@jesterkind said:
I do approve of a nerfed variant of Borrowed Time becoming basekit, but I don't know that Corrupt Intervention would actually give the same value when made basekit- it's already kind of inconsistent, which making it basekit wouldn't fix.
I think a better fix to generators flying would just be to take a hard look at how many repair speed boosts there are, and whether some of them could be scaled back or reworked to do something else.
The biggest issue is spawns imo, and corrupt does improve that sometimes more sometimes less
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The design is objectively terrible. I even dislike it as survivor. I cant mindgame anything, just drop and keep running
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Make corrupt basekit
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If it was selfcare speed for everyone I´d be OK with it.
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From a standpoint of getting you kills, yes.
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Im not doing it all the time, but if I flick onto someone as Huntress or Blight I will certainly have to re-adjust. Its a question of playstyle and DPI
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2762609#Comment_2762609
Why do you assume that I want this?
You can be a skilled player going up with no perks against a medium good Killer (me) with perks and our match could be fair because of this. If you talk about a "fair" match you have the problem that you make an assumption what is "fair".
You leave out equipment and self set boundaries.
Getting 8 hooks without tunneling is such a boundary. Same if you refuse to use certain Killers or certain perks. Hell, even survivors set boundaries and do not use Stiptics or Syringes that often even thou this would massively improve their performance.
I would agree if hook were counted if you kill the survivor in that trial. Like "bonus points" if you manage this. A perfect game 8 hooks built into a 12 hooks/4 kills could give more reward her.
However coming back to my assumption: Isn't it a self set boundary to get 12 hooks?
And to illustrated: Should I as a Killer who gets 0 kills but 4 hook while using no perks get more points than a full meta Killer with 8 hooks? After all my boundary made it more difficult to archive even half of what the other Killer did...
This not about fairness, this is about skill. MMR cant change inbalanced things in the game, thats not what its for. MMr makes the assumption that everyone has the same roster of perks and items to use and make themselfs equally strong.
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@Taingaran said:
But players should not have a goal to increase mmr. For players, the goals are to increase grades , kill as a killer or escape as a survivor of the match, make as many hooks as possible, never get caught by the killer, have fun. Mmr is a system exclusively for the selection of players.
It's like a shooter. The goals of the player are to win, to destroy a lot of opponents, to have fun... And MMR is a matchmaking system.
For the same reason MMR should not be shown.
MMR should go up naturally as your skill improves, and should match you with the right players. And at the moment it doesnt do that at all. Playing well doesnt equal killing people in this game.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/306136/bhvr-dont-understand-what-sbmm-is
Quick math: 4 survivors, 3 hook stats, die on 3. state.
How did you not kill anybody if you get 9 hooks?
But aside from that. Would you be happy if we just call it "Kill Based Matchmaking"?
You also assume that I want to increase my MMR. That is not the case at all. I also do not want the facecamping Bubba go against even worse survivors than me. If I can not deal with him, how are they supposed to handle this?
With the current system facecamping Bubbas as well as sweaty SWF squads go up the ladder and chilled players go down. With various shades of grey of course. Bubba will meet his equal and the chilled players who play for hooks as well...
So...where is the problem?
You want skilled players to against equally skilled players. Someone who consistently 2-hooks everyone is a good player and should be placed against other good players. The end result alone is not a good reflection of that. Especially in asymmetrical game where both sides have different objectives. With the current system an AFK player gets the same MMR rating after the game as someone who 2-hooks everyone and is 4 hooks away from a perfect game. You have to at least include some form of how well a player has been doing in a match. Im not saying kills shouldnt matter, but hooks should matter equally.
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Its definitely changed the way I play killer, cause i dont.
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Anytime BHVR nerf anything, no matter how insignificant the change is, people will stop using it for a while. Remember when no one used DS when it got changed a year ago? Now everyone is running it again. Its gonna be th exact same with slinger and spirit, they will make a comeback
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This is the exact reaction that these players want. they want you to feel bad. Pls just dont care
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@Leachy_Jr said:
https://us.v-cdn.net/6030815/uploads/F8286J0WWNP4/image.png
Sponsored by MS paint, Airal black, snipping tool, google images and 5 minutes of my time.
"Going on a break" is funny because the balance team has clearly been on a break for the entire year, with mclean (who isn't even a balance dev) hard carrying it with some actual decent changes.
Please revert the ADS time for slinger.
[Also for whoever reads this merry soon-to-be christmas :)]
The changes they made are healthy for the game. Zoning is a very uninteresting mechanic for any killer and slinger had the strongest zoning by miles. His nerf isnt massive but its noticeble, and i do think they couldve given him some better compensation (faster trejectory f.e)
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Practically never, and i get why. its just set up birds, zone ppl into them, repeat. gets super boring quickly
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I dont think theyre able to stop it, otherwise they would do it
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@Raccoon said:
It's apparently a hellish landscape, where only the other 3 guys (obviously SWF) perform well!
For real, though, I don't understand - I've never found it as bad as people say.
Occasionally, I'll get games that I feel are 'impossible' to win (sometimes I do manage to win/draw in these games), but I feel that's just the way it goes in a game designed with so much built-in randomness.
A lot of the topics I see regarding Solo Queue almost seem like the posters are playing a different game.
It almost feels like people want to remove the 'randomness' from the game and just have everyone, Solo or not, pumped full of free info and running meta.
I'm not a pro or anything, but I think Solo Queue is way more fun than SWF because of its random nature - Most of my matches are dynamic when compared to each other and I honestly think that's why people that play (and like) Solo, do so.
I enjoy the randomness, sometimes you play with absolute potatos and sometimes you get 3 god-survivors. If i play with my friends we usually stomp killers, and that feels kinda broken
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His best addon was the tuned carborator which decreased charge time without any downsides. Pair that with old engravings and you have cracked billy. thats the only thing they shouldve changed imo
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Thats hacking
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@Sandwich_Jesus said:
ive seen a lot of threads regarding DH, so here is another.
how would you personally rework/nerf/balance deadhead.
personally I would remove one of two aspects from it, as currently DH offers distance + I-frames, thus I would propose, one of these aspects being removed or altered.
I think, getting rid of the i-frame aspect of dh would probably be best, due to the numerous issues regarding i-frames, such as feedback, frustration on either side. because clearly the devs cant solve the issues such as incorrect feedback on players, or the frustration of either side of the player base, ending up exhausted on the ground or feeling robbed of a down on the killer side + incorrect feedback as a result.
Ditch the invincibility effect
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Dont rely on ruin, there is other passive slowdown perks that are way better.
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Billy, Huntress, Demo, Blight,
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Im my opinion dead hard is the most problematic perk in the game. I dont think there should be a perk that in a lot of situations gives you a free healthstate on command. Every other exhaustion perk in the game has a certain stipulations to using it (not sprinting till needed, dropping down, vaulting a window etc.) and there is certain skill and disadvantages to all of these perks. Dead hard doesnt have that, its active whenever you want wherever you want and can be used in ways where the killer can do absolutely nothing about it. The least they could is remove the invinsibility effect. Dead harding over traps, dodging hatchets etc. is ridiculous. I still think there should be a stipulation for using it like being in chase for 30 seconds but that might not be necessary after all.
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Youve had a rough match, get over it
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@Chocolate_Cosmos said:
For Killer:
- Dead Hard
- CoH
- BT (because of body blocking the rescuer)
For Survivors:
- Tinkerer
- Rancor
- Hex: Ruin
...and yours?
Survivor: Dead Hard, Iron Will, CoH
Killer: Ruin, others i dont really care about
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@BenihimeWrath said:
There should be an endurance perk that gives you self BT when you unhook yourself with Deliverance, Slippery Meat, naturally/with luck etc etc.
No one would use that. If you have deliverance you wouldnt use it in the killers face, unless youre forced to. Completely useless
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@sluc16 said:
Is amazing how much people is face camping now. I just got 5 face campers in a row. 2 Leatherfaces, 1 huntress, 1 legion and 1 trapper.
They just ruin the game for everyone and I don't understand how they can even enjoy the game just standing there.
If you camp the first hook you will lose 4 gens, this is not a strategy that will get you anything.
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I dont know what youre on about. Twins can be played very effectively if played well. keep in mind that twins is a killer that does well even in competitive games. I can recommend Lynxi on twitch if you want to see some good twins gameplay
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@Mileena_Kahn said:
Im hoping they do something about them in the mid-chapter patch.
Blight is totally fine. The only thing i would change is the "alchemists ring" and maybe think about giving him a fixed turn rate similar to billy.
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Hes by far my least favourite to go against, but he doesnt need a nerf whatsoever. He needs a rework imo. Bhvr have again made the mistake of designing a killer that is slow, has 0 map pressure, and is super oppressive in chases. This leads to both sides not having fun, as the chases are boring, and with the killer still most likely losing. Hes just got the deathslinger problem
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Its a strong addon of course but i also think it can lead to playstyles of survivors that can make you lose. If i see pinky finger in play, all i will do is pre-flip pallets and hold w. And because everyone is playing ultra save, often times the games are an easy 4 out.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2709646#Comment_2709646
Just got to ask... what was with the whole five-minute gap between the second-to-last-gen and exiting??? I don't think you were involved in chases then, so it should've been easy to just... do gen and leave.
Since there was plenty of time, i was hovering for my cracker save
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@Percival_nxs said:
Honestly, whatching this makes me very sad about the game. Litterally a bully simulator, be honest, why would a person play killer? Personally, i have 2500 hours, i play both sides at mid/ high mmr, and be honest, why would a person play killer? The purpose of the MMR was to find you more and more difficult games with the accumulation of victories, but this apply only on killers matches, because on the survivor side is quite the opposite, the real challenging matches as a survivor are those at the low mmr, because it puts you in a team with low skill people which will most likely be the cause of your death in game, while at the high mmr you find capable Survivors who abuse the broken mechanics of the game and the game is easier and chill, with the result in which the killer makes 4 hooks and everyone escapes more easily.
Personally, I rarely die when I play Survivor, at most they can only kill me if they tunnel and camp, but then everyone else would escapes.
Vote up if you agree.
Solo queue Quentin here: What my teammates did here was obvious abuse of main building espacially the locker spawns. But Tru3 should have realised that from the second locker save at least. At times it felt felt like he gave them exactly what they wanted. There was one gen at main, let us repair it and dont go to main, its as simple as that. Im not saying this couldve been easily countered, but it felt like he didnt even try. When i saw it was Tru3 in endgame chat, i was very surprised.
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@Veinslay said:
These people are sad. Guaranteed none of them have a significant other or fulfilling employment
i love that being good in a video game means you have no life
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@KateMain86 said:
The title says it all and really needs no explanation. The perk No Way Out is so unfair and overpowered that I don't know how it made it to live in its current state. If I read it correctly, the killer can get up to an entire minute of the exit gate levers being blocked off from survivors. I have seen so many survivors literally stare at the lever and die from time running out with the levers blocked off. The perk punishes survivors in the end game for being hooked during the match. It doesn't matter if we make it to the end game if the killer has max tokens with this perk. How in the hell is this freaking perk fair when the levers to the gates are blocked off from interaction for that long? This perk being the way it is along with keys being nerfed to hell and the camping/tunneling just has me so done with this game. I am so sick of killers getting insane powers especially in the end game and having situations where survivors are literally powerless to do anything about it. This game isn't fun anymore.
What a ridiculous perk to complain about. The killer uses an entire perk slot that doesnt do anything the entire game and gives him some extra time before endgame. it doesnt give him anything more, you can stealth it out and thats it. this perk is good in the current meta, but its no way (see the joke?) overpowered
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@saltmineinaction said:
Okay, I'm just curious
To all surv mains and players:
Why are you being toxic to killers? Especially Nemesis?
I'm currently trying to get Adept Nemesis, and all I get are toxic players. I don't tunnel, I don't camp, I'm not toxic myself in any way. Yet I always get toxic ones. Why? Why do you play like that? Is it fun bullying people behind a screen who just try to enjoy a game?
Explain me this because I am honestly very confused about it.
Like in any game, people like getting the other side upset.
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@IamFran said:
Using stretched is cheating, you can't change my mind.
Stretched make some structures "unmindgamable" like rocks and some jungle gyms like Autoheaven ones. Also the Ghostface problem mentioned above.
When I see a random streamer in Twitch using stretched and people supporting and watching him make me feel embarrassment.
Well unlike other games changing your Res also messes with your vertical FOV, which no game i know does in this way. They could fix that if they want to, but they obviously dont care enough. Stretched res alone wouldnt change anything in this game.
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@Chocolate_Cosmos said:
Blight is like one of the top tier killers to play (if you play him well) and he is super fast and can down quickly. He is rly fun to go againts and I love playing him but... the ammout of people running 3+ slowdowns (Pop + Ruin + Tinkerer + Corrupted OR switch Ruin + Undying + etc.) is just overhelming. Also that build is super boring to face and don't make you any good if you win with whole build focused on slowdown.
Note: I don't complain about running any slowdown perk, that's 100% fine. I am talking about running 3+ perks oriented about slowing down or tracking gens, etc. And before you ask: I play blight a lot and I don't run these days not even a single slowdown perk and I can still perform many times well without needing them.
Edit - Seems like I have to make something clear here: I am NOT saying you can't play these builds, I am saying you DON'T NEED them to win since Blight is allready very powerfull.
Every Killer needs slowdown if you play against a very efficient team, thats just how dbd balance works, but I agree, in most games you wont need any if you play well, but that goes for most killers in this game.
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@Kalinikta said:
Have an objective view on what type of killers are chosen and are considered strong?
The fact of the matter is a killer either can traverse the map or they can guaranteed end chases quickly or they are considered bad, rng, etc. Most of the 'boring' killers you mention rely heavily upon downing survivors fast in order to apply any type of pressure on the team of 4! This is not a 1v1 game? What do you suggest that the developers do? Only make mobility killers? Is that interesting?
A good 1v1 doenst make a killer strong if he has no pressure in a 4v1. Take trickster as an example: Even after the buff hes still considered pretty weak, even though hes got one of the strongest 1v1s in the game (up there with slinger imo). But at the same time hes much less interesting to verse, which leaves both sides unhappy. the killer because he still lost, and the survivors because they cant have interactions with the killer, thats the point im making. give the killer a 4v1 potential (like blight, nurse, freddy, billy...) and make them less oppressive in a 1v1. that will make them more fun and overall stronger