danielmaster87
danielmaster87
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@jezebelthenun said:
The ready button is something I've wondered about for as long as I've been playing. Maybe they have to pee? Maybe they're getting a snack? Maybe they have no respect for others' time. Who knows. Used to be, if you didn't ready up as a survivor before it auto blocked at 15 seconds, you could expect to be tunneled for wasting everyone's time.
The other two, along with why do killers bleed out survivors when there's a hook nearby?, Or, why do killers make you think they're going to let you get hatch or open the gate only to slam it in your face or down you at the gate switch when you're almost done opening it?
It's because people think they're the main character of life and they need to be seen being "better than others" or they need to bully others in order to feel validated. It's sad, and I feel sorry for them.I'm no stranger to tunneling, but I've never done it to someone who took too long to ready up. It never even occurred to me. We just readied up when or if we could.
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@100PercentBPMain said:
Survivors are irrational when it comes to Franklins so anything that synergizes with Franklins is unfun by sheer virtue of Franklins existing in the match
He gets it.
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@jezebelthenun said:
As someone who plays survivor more than killer, but enjoys both, WA+Franklin's being such a hot topic kind of cracks me up. I was ready to jump on the hate wagon at first. The hype of it made it look ridiculously OP and uncounterable. Then I played against it a few times. Real talk, it's a nuisance at worst. It can be kind of annoying to have to jump off a gen, pick up my toolbox, and walk it to the map edges. It wastes a little time, sure. Getting hit with franklins is decidedly more annoying because I probably will lose my item charges and possibly a BNP if I'm lucky enough to have one. If I get hooked, hopefully a teammate picks up my box and carries it to the map edges. They waste a little time. Not a huge deal.
The real villains in this perk combo are other survivors who refuse to pick up and move items when they see them. Like, c'mon guys. It's not that big a deal. And if you know WA is in effect, STOP OPENING CHESTS FOR NEW OBJECTS.
All in all, a lot of hate hype for no reason.
I could say the same about many killer perks, and if people would hear me out I'm sure they'd agree.
Like Ultimate Weapon, right. It kind of power crept Darkness Revealed, it had a short cooldown, and it made people scream which countered aura hiding. I don't think any one of those things makes a killer perk OP, but even together, what good is it really? Like all killer info perks, I rate them very low because while it's important to have maybe 1, seeing a survivor does not at all mean that you get them. I feel that the people complaining about the perk could not handle being found by the killer, because they couldn't hold their own in chase, similar to why they complain of Doctor and his screams. I never really used the perk, because I've always had the opinion that seeing auras for a couple seconds beats seeing a scream for 1 second any day of the week, hence why I still used Darkness Revealed instead. "We're screaming all match!" Yes, but did that stop you from doing gens, unhooking, healing, anything? The killer probably could have found you on their own with a little intuition. And it has synergy with Dead Man's Switch, but so does Hex: Face The Darkness, which also activates every 30 sec, minus the time waste of having to walk to a locker and open it (another reason I could never get down with the perk). And to give the killer DMS value constantly means you were getting hooked constantly, which means you'd have lost the match anyway.
It's these little details that I think limits many people's understanding on balance, especially perk buffs and nerfs. Like you and I said, this Weave Attunement perk combo is aura reading and item depletion, 2 slight nuisances which are nice for the killer, but aren't anything to write home about.
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@indieeden7 said:
Not a good perk, but certainly an unhealthy one.
It's unhealthy because it gives the killer a chance to kill someone.
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A better version of NOED. Completely balanced at high level.
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This last version of her, before the rework, was the best. Simple to understand, albeit the reverse of her original version regarding the tapes. Not unbeatable, and not the easiest to pick up and just start winning. The decisions made on her current design are just the strangest thing. On any previous version, you could read her power description once, play a match, and then almost fully understand her. Now, you've got to play as and against her multiple times to understand what's going on with the condemned, like with the tapes, hooking, teleporting, add-ons, etc. Of all the killers who get complained about by new survivors because they don't understand them, she's at the top of the list, maybe rivaling Skull Merchant.
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@SOULWARRIOR71K said:
Am I the only one who does not find using the sweatiest builds on blight/nurse etc and relentlessly tunneling/camping to cheese win streaks even remotely impressive? lol.
Yeah, I don't know how long these streaks have been going on, or how spaced out the matches are, but I have a hunch a lot of those wins were achieved through old Starstruck Nurse and hug tech Blight.
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@C3Tooth said:
Boop to kill switch the Pig
Nerf them again.
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Flukes, to be sure. Doesn't the MMR reset every season reset? That's probably something they capitalize on a lot. Or this recent event which had no MMR. I say this because of the simple reality of having your killer streak broken: you went against 1 decent team. If you went against people your skill level every time, it's possible they'd stop you from even getting a 1-win streak. There's a reason why not just any killer player can get streaks like this. They're luck-based anomalies. That being said, I would be wary about a supposed survivor streak that had been done where they prevented the killers from even getting 1 hook. At least with the killer win streaks, they're like, "Eh, 1 person can escape through hatch or gate. Eh, that counts as a draw, and doesn't end the streak." Denying any decent killer player a single hook is freaking ridiculous, and is very eye-opening about the game's balance of power.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757352#Comment_3757352
Killers don't have an option to leave the game early without a DC penalty. Survivors do.
Which is why the exits should be openable by them at any time.
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@appleas said:
So Killers should give Survivors more handicaps or people should play Survivor less? I see your point but I don't see what your solution is OP
Tbh all these arguing about % kill rate and whether it's " fair or not" is moot since the devs already have their own vision of what is fair for their game and I highly doubt a few forum posts would dissuade them. They could say 90% KR is their goal for the game and no one can stop them save for their shareholders. That's the reality of the situation
The kill rate percentage is such a deceptive, crowd-pleaser argument. And it still doesn't work for what they're trying to say, and in fact it destroys their own argument. We're playing a game where the killer is trying to kill*, and the survivors are trying to escape*. Why would a 60% kill rate be ideal, even for people who were killer biased? It still means that on average, half the survivors escape, which is a draw not and not an imaginary subjective 'win' condition "because it's about fun" or some mumbo jumbo. If you cut out the matches where the survivors completely threw, it was a complete mismatch, or someone gave up, kill rate would be like 40%, and that's being generous. The things that survivors have to do to win, and the skill they have to employ, is so much lower than what the killer has to do, and that shouldn't even be up for debate.
But yeah, the devs do what they want to do, even to the detriment of the game, and against the advice of the game's most experienced players. Somehow, the community has deemed them killer mains and survivor mains simultaneously. I think we know it's the latter, since (heck) is there actually a killer on the roster who hasn't been nerfed at some point? I'm really struggling to think of one. The devs are gonna continue to balance for, not survivor in general, but the lowest caliber of survivor possible, as in teams which fall apart the moment someone gets hooked or the killer uses a gen regression perk 1 time. If they balanced for high skill survivors, I'd have no issue, or at least less of an issue. But as I said, beginner survivor players, who still treat the game like a horror game, are their target audience, and the balance reflects that.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757584#Comment_3757584
If BHVR used trials were people D/C'd as a metric for their balance changes, it would incentive the community to D/C to get things nerfed.
They have, and so I don't fully trust that they don't still do. Look at Freddy, Spirit, Wraith, and Skull Merchant's nerfs. 100% DC rates were considered, because everyone was doing it, and sure enough after the nerf, mysteriously people stopped. And these weren't all strong killers either. "Freddy OP because teleport and slowdown perks! Wraith OP because fast, invisible, AND long lunge!" The only exception is Skull Merchant, because people are so ignorant to balance changes (or to putting in a minutiae of effort, idk) that they still DC against her.
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Yeah, because if you do the math, which Tru3 has done, you'd come to the realization that you can draw like 80% of your matches, and that's technically 60% kill rate. Ideal results, not.
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@Tostapane said:
If People DC they can't complain. Period. The opinion of those kind of people don't interest me in the slightest because they are too much entitled for seeing the things by a neutral perspective...
Yeah. Even I give up as survivor sometimes. But I don't get on here an say, "These killahs are so OP!" I blame the team, because it's seriously so easy as survivor when everyone does things that make sense. But because a majority of the playerbase, which is what the devs balance around, don't make sense, we get this. Killers are weaker, compared to survivors, than ever before and yet survivors are dying and DC'ing en masse. You can't balance around nonsense, never-try players.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757360#Comment_3757360
When you say terrible to play all I can assume is that you're saying killers don't want an equal challenge and want to win with ease.
On the queue time topic, you are talking about BEFORE the BP role bonus was introduced right? Because after 6.1 killer queue times went up to 10 minutes but the BP bonus already solved that problem, so it's no issue.
We want an equal challenge within reason, as in, "Wow, those guys played well and I played sloppy, so I deserve to lose." unlike how it usually is which is, "Hmm. Outplayed them at every chase, had full meta, detached and committed exactly when necessary, memorized all hook states and played accordingly. But they still got 3-4 out and I didn't even get DS'd or Dead Hard'd. Guess I still deserved to lose." When you hop off Nurse, Spirit, and Blight, that's how killer goes, when everyone's on the same skill level. So we're not saying, "Killer's so underpowered I don't ever win." We win plenty. It's just that when we lose, we'd at least like to be out-skilled, not out-advantaged, which is what gen speed, second chance perks, and god loops create.
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High level bait.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755670#Comment_3755670
Trickster loses a stack with every knife throw
Wow.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/419797/should-huntress-get-her-buffs-reverted
The hatchet count buff should be reverted but the windup time buff is absolutely necessary and I don't understand why people complain about it as thought they wouldn't be complaining if babushka got nerfed without the basekit being buffed, crazy thought but maybe addon reliance isnt good game design?
I think she should keep both changes, but yeah she's still very much add-on dependent. Babushka and Rose Root still her best add-ons. I'll still run Iron Maiden/Darkness Revealed with her. People don't seem to observe just how many killers are picking the same 2-3 add-ons, not because "They're the most popular!" as the devs put it, but because they need those add-ons.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756920#Comment_3756920
I think giving her 7 hatchets was a mistake for two reasons.
One is because of Survivor effective counterplay. It was hard but you felt like you COULD dodge some hatchets, at least enough that she'd have to reload prior to the change. Now, though, you don't have that anymore. Even if she misses a Hatchet and downs someone else, then comes for you, she's still got three hatchets instead of one.
This feels bad to play against, because it feels like your good play doesn't matter, we see this with Trickster as well. You can dodge ten knives, but that doesn't really matter in the chase.
And the second reason is that it's a band-aid fix for bad locker placement. This affects both her and Dredge. Instead of actually fixing locker spawns, they decided to just give her more hatchets
We can expect her to see tournament play then, alongside Nurse and Blight?
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756886#Comment_3756886
7 hatchets is quite a lot, and doesn't feel rewarding if you do manage to dodge it. Plus, the player will simply hold the hatchet forever until she manages to hit you at the right moment, doesn't seem fun or have much counterplay to me. Her hitboxes are somewhat fine only if the ping is good but I still even get hit in odd places, but if it's not good then its a nightmare for the survivors.
Tricksters blades take 8 to injure, hatchets take only one out of seven, there is a major difference, Huntress is a bigger threat, and the survivors should have a chance of dodging them.
Those buffs were band-aid fixes, and also indoor maps like Midwich can be good for Huntress with the hallways and stuff, locker spawn changes were all what she really needed.
Well then sounds like Trickster needs a buff, not Huntress a nerf. And you're seriously complaining about her power when the survivor chooses to run in a straight line area.
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@HexHuntressThighs said:
No they don’t need to be reverted she has literally the most counter play in the entire game besides singularity because his EMPs are so abundant he almost doesn’t have a power.
And why are we still clueless why she got buffed? She was the third lowest in kill rates at all MMRs and the 5th lowest at top 5%. And before anyone brings up that stupid nurse has a low kill rate argument, Nurse does NOT have a low kill rate at top 5% MMR like Huntress does.
The buffs she received were mainly to help on indoor maps which gut her power almost entirely and also to help with cluttered maps as well. Locker spawns need to be fixed as well but 7 hatchets is fine. She is one of two killers in the game that has to actively drop chase to go get ammo.
You should NOT be able to dodge all her hatchets. Just like you CANT dodge all of Tricksters knives.
Her Hitboxes are fine, they changed them to be smaller before and her kill rate dropped to the lowest in the game. So unless she receives insane buffs in other departments her Hitboxes should remain the same. 99% of the issue is survivors not knowing how their own Hitbox functions and how it doesn’t follow their model at all and if it did it would kill looping overnight.
She should’ve kept the movement speed buff honestly. It Would’ve made her a little bit higher in A Tier but I would rather play against more Huntress than Blights/ Nurses
Her not getting that movement speed buff was huge. It means that the scenario still exists where, "Oh, the survivor found a rock loop? Time to waste 45 seconds for maybe a hit, or let them get away for free!"
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@OnryosTapeRentals said:
For the purposes of being fair, I should say that I’ve never particularly enjoyed going against Huntress, but prior to her buffs I didn’t mind too much. She was one of the killers I loaded into a match against and just thought: “okay.”
Now though, I find her irritating. My biggest issue is the hatchet count. It feels REALLY bad dodging hatchet after hatchet and her still having more to throw at you. The correct decision would’ve been to standardise locker spawns and spreads across the maps, not just give a flat buff to a killer that was already well balanced IMO.
You must have it rough then when facing killers that don't run out of their ability so easily, instead of winning the chase for free because they had to dead stop to get ammo. You're forgetting that the more you dodge, the more of their time you're wasting, on top of the time they're gonna have to waste anyway to reload. Y'all keep suggesting more lockers instead, but watch them do that and then you'll start complaining about her for that, as well as increased Dredges.
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@Laluzi said:
Hm. I'm not sure, honestly. I thought she was balanced before and didn't understand why she was buffed, but in my games I don't think the buffs have really changed how strong she feels or how I play against her. It feels the same as it always was, but she stops and reloads less.
My main complaint about Huntress is that she's very good at ignoring the anti-camp mechanic and she's attracted players who just want to proxy camp hooks, so there's a higher chance any given Huntress plays the game in an annoying way. But when she's not doing that, I haven't had complaints (that I didn't have before, her throwing fridges that hit you around corners has always been a problem.) VSed a P100 yesterday going for crossmaps and sniping people off gens and it was a blast; the player was clearly very skilled and I didn't make it out, but I never felt like I didn't have counterplay.
She's the same but with more hatchets, bro. You literally said it. Huntress "proxy camps" hook whether she's trying to or not, because she's a ranged killer. If survivors think it's smart to heal under hook, or to not look for where she is before they unhook, that's on them. And the "throwing fridges" thing I keep seeing about her is the fakest claim. You try throwing over half the loops in the game, and watch as they turn into dust instead of hitting the survivor whose hitbox is clearly hittable. If the hitbox for her was so generous, she'd just hit them every time.
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@Spirit_IsTheBest said:
I'm not asking this in terms of experiences I've had, but mainly just to ask for opinions, Huntress was already a very solid killer prior with 5 hatchets, but with 7 along with a quicker windup speed, she's very strong. Some people say that she was perfect prior to the buffs, and that those changes ruined what made her a balanced killer.
The main issue with Huntress wasn't the amount of hatchets she had, it was mainly locker spawns and maps that made playing her annoying at points, making her have 7 was not the way to do it, it was more of a band-aid fix than anything.
Another issue is her hitboxes, depending on the killers ping it can be extremely bad if your versing a Huntress with 120+ ping, and your get hit when the hatchet doesn't even connect to you. Even a Huntress with good ping can still hit some questionable shots with her hatchets at points.
Huntress at the moment is in a weird spot, because she earned so many odd changes that she really didn't need, should those changes get reverted, me personally I do believe they should. How do you all feel about them?
Nope. She still needs wind-up add-ons. You're saying she's strong because supposedly every player that plays her is lagging. Any killer that's forced to use certain add-ons to be decent... is not decent.
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@sprogster said:
She's fine. I get that survs want easier games against her, but any decent surv who know's how to consistently break line of sight doesn't even need to be good at dodging hatchets. I play her a lot and don't feel like I win any more games since they buffed her.
Because she's not that good. No 110% killer is. They're 110% because they're supposed to be powerful, but they've all been balanced to where their strength doesn't even break even with the movement speed downside. "What? But Huntress, Hag, and Spirit are SO STRONG!" Until they go against a team that uses a minutiae of brainpower, and employs their counters. Huntress, hug everything til she's close enough, then the real chase begins. Hag, disrupt traps and don't run straight into an area you know she's set up in. And Spirit, just play normal and stay out of grass, because you get Iron Will for free anyway.
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No. This is what's called proactive balancing. It must've slipped through the cracks at BHVR, because they're always reactive, but someone must have seen that Huntress was gonna fall behind in the tier list, like way behind, and suggested a buff. What you would have us do is believe she's Blight level, accounting for perfect accuracy and always winning mindgames, when in reality I'd probably rather play Pig or Deathslinger than her because even they're more consistent than 5-hatchet Huntress. You may yet get your wish, and she'll be nerfed. Then when people notice, "Oh, now she's at C-D tier because of power creep, and is always losing vs good teams, now we can buff her." That's reactive balancing, and it's why killer is the way it is, and why people want to run to the 60% kill rate to prove their point, because they know practically speaking everything else goes against their claims.
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Only in my solo matches. As killer, never.
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@Choaron said:
Every single killer in the game is viable. Next question.
On god they are not. Only viable ones are S tier, which means Nurse and Blight.
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@Dreamnomad said:
The anniversary event is the best event in the game for collecting bloodpoints. Surely you've created and accomplished some goals over the last couple weeks. Brag about them!
Mission accomplished. Got so many bloodpoints I was able to push 1 killer and 1 survivor to Prestige 20+.
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With how far behind the times a lot of players are (i.e still using Pop/Pain Res), they probably think it makes them move faster just from being injured.
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Ruin, Undying, Pentimento, something else.
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Calm Spirit. It makes no sense why it makes you do chests and totems slower.
Play With Your Food. It makes no sense why Deathslinger loses a stack for the shot, and then loses another stack for the hit, as well as other killer interactions which work super bad with the perk.
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@kvar said:
I bought $35 dollars of Auric Cells and picked up a bunch of licensed killers when they were still on sale.
I have no idea when I'm going to want to spend another cent on Dead by Daylight.
With a bunch of killers to prestige for perks, I feel like I'm going to be in bloodpoint debt for MONTHS.
Just get them to P3 one at a time. Whichever perks are the most fun or useful to you, get them first.
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@bazarama said:
I wish people would get this killer kill rate percentage out of their head.
4 slugs = 4k
Do this 10 times = 40 kills no hooks.
Add to this survivors killing themselves on first hook and the kill percentage rate is meaningless bs.
Until Devs count hooks you will never get a true measure of killer strength.
Exactly! How many free kills are being given every match?! And then they say, "Well, the killer must just be that strong!" Yeah, he's so strong he took control of the survivors to make them play bad or DC.
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@Ilikechips said:
Yes the entire game has been dumbed down in the last couple of years. Many mechanics have been removed, maps have been made smaller, killer has been made baby mode easy thanks to a 60+% kill rate target. Survivor has become indredibly bland and lame to play.
Enjoy, gameplay will only decline in the next two years.
And yet y'all never have a clue why those stats are what they are. It's bad, deceptive data.
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@Pulsar said:
Despite all those nerfs to Killer, Killers haven't ever killed more.
A fluke.
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There is no counter. You just have to hope her blink gets messed up. She's my Achilles Heel as well. No matter how good I am at running other killers, she's just impossible to avoid unless you hide all match.
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@Pulsar said:
One of his issues was that he specifically asked if YOU got tunneled, not if you saw tunneling.
Being tunneled 27% of the time actually seems to support the idea that tunneling is fairly frequent.
What tunnelers are just waiting at hook like that, and don't get body blocked by the unhooker or anything? And you understand that hitting them off hook gives them a sprint burst which they wouldn't get if the killer was just waiting out normal base BT? So how does it do nothing?
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@Nazzzak said:
I've said numerous times on this forum that I don't see tunnelling often in my games. I kept stats on alot of my games (421 was my longest streak) and I saw a tunneller in approx 1 in every 12 games. I think for a lot of survivors it's negativity bias rearing it's head. It's why I've always said that perks should be the solution to tunnelling and not a basekit solution, because that way survivors will able to determine just how much value they get and therefore how much it actually happens. Babysitter is a good option. Also goes to show that the "tunnelling is necessary" killer crowd is a minority and it's likely a skill issue.
Not a skill issue.
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It wasn't even that strong. Geez.
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Just shock the survivors with him so that they don't get to use windows or pallets. Obviously easier said than done. And I'm with you on the aim thing. Either his weapon looks longer than it is, and it messes up our heads up aiming, or he has really bad aim dressing. I think it's the latter.
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@stanheights said:
https://us.v-cdn.net/6030815/uploads/Q0GGTX4WLOQF/img-5898.jpeg
If you’re lobby dodging over these numbers when things are still in your favor it’s genuinely a skill issue at that point
There is no more skewed stats in gaming than this. The amount of matches survivors throw for no reason, because they're stupid solos, or because they're overly altruistic SWFs, makes these numbers completely inaccurate.
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@Aven_Fallen said:
Saying that Communication is the main strength of SWF just shows that you have really no idea what you are talking about. The main strength is to reduce the RNG of your teammates.
So if 4 "Losers" queue up, aka bad players, they will not suddenly be good because they can talk to each other. If you are losing to them, you would have lost to them as well if they were Solo, very sure about that.
It is not that Communication has no impact at all, but I guarantee you that the same 4 strong players will win a game while Solo and while in SWF, while the same 4 weak players will lose, regardless if they communicate or not.
There are teams that would lose in solo but win in SWF because of the communication. Because SWF is basically what you said, 4 people reducing their chances of having bad teammates, AND having instant callouts with no room for doubt. "He's got Tinkerer! Watch out!" "He's over here! Body block me!" "Open the exit gate early!" That kind of stuff turns 3k's into 0k's for sure.
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Candy Man.
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He's a survivor. I'd accept it.
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@Sunbreaker7 said:
As a survivor, what do you consider a win in the below list:
- You get out of the match alive.
- Your teammate gets out alive.
- your teammate gets out alive thanks to your sacrifice so he could escape.
- you and everyone get out alive.
As a killer:
- You sacrifice all 4 survivors.
- You sacrifice 3 of the 4 survivors.
- You sacrifice 2 of the 4 survivors.
- You sacrifice 1 of the 4 survivors
The good old 1, 2.
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That's a good idea. They should do that if a bunch of killers start running Hemorrhage to counter buffed Resurgence. Right now, even though I see a few killers running Mangled/Hemorrhage effects, I don't really understand why because of how hard those were nerfed. It's basically an incentive to play survivor in the most efficient way possible, which is staying injured doing gens until the endgame. At least with old Sloppy effects, they were punished a sliver by doing that, because they'd still have a slower heal at the end. Now they don't even suffer that.
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They think it's fine to DC since they're survivors, and they get everything. If you DC as killer, they laugh at you and bully you.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/419096/game-becomes-more-and-more-killer-sided
Is it?
Im getting great value from
Quiet mode (it removes scratch marks, pools of blood and sound)
Windows Blocking.
Revealed hex locations.
Revealed Chest locations.
Extra pallets (if you can hit with it)
Yeah the instant hooking and the pallet breaking is nice for the killer, but i think the above makes it up for it.I think my escape rate as survivor SoloQ is about 40-50% (and no im not just sitting in a corder or locker and hide all game).Its so easy to trick killers with quiet mode and a little moving around.Yeah. Yeah. People act like these abilities don't do anything. In a game where half the window loops are so busted they require Bamboozle, blocking the windows is exceedingly useful. And probably the most frustrating thing is hearing dead silence from a survivor and losing them because of it. Having pallets spawned literally all over the map isn't bad either.
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751475#Comment_3751475
I truly dislike seeing this argument being used to deflect, dissuade, and defend killers to their last breath, it's such an invalid, trivial statement to use.
Just because the game is supposed to be killer-sided, does not mean that the matches have to be absolutely miserable and every new killer added has to be able to steamroll survivors no matter what they do. The main focus is that 30/70, 40/60 split that the killers hold more than survivors do, but that scale has been FAR tipped to an extreme that makes playing survivor a living hell if you're not IN a SWF.
It's not so much the fact that Survivors have to lose something to win, it's the fact that Survivors are now ALWAYS losing. There's no fun or merit to a game where playing the opposite means getting crushed before you can even get started or getting snowballed with no way of turning the match around after.
I find it generally unhealthy to be on a constant losing streak to the point where you walk into a game and you expect to die before even completing the main task at hand. At that point, why play?
Do I expect to die? Absolutely. You're not guaranteed to win as a Survivor, that's never been the case.
But as of late, especially in the event, it's become FAR too easy for the killer side to just get hooks and kills before survivors even pop a single gen, and that's if the killer doesn't just smack it with PGTW or P-Res
The maps, save for some places, have little to do with the general misery of Survivors.It's not a killer talking point, and he's wrong. Of course the game is supposed to be balanced. To say otherwise runs contrary to the years of balancing the devs have been doing.
Any talk of the events being killer sided is moot; it's a non-permanent, irregular mode. If the survivors have 1 dead before a gen is done, they're just bad. No amount of skill as killer will get you that. The survivors have to not even be trying to have that happen, which sadly is the case because of the players the devs have attracted to survivor. They turn the game on, and at the first sign of trouble, they give up. They don't want to try in order to win; they want the devs to nerf killer hard enough so that the 1-2 good survivors they get luckily matched with can just carry them to an escape. It's all about the matchmaking with solo. Good team, 4-man out. Awful team, 4k. And please stop complaining about Pop/Pain Res. They were decent, not even overpowered, at their peak! Now they're like less than nothing, not even worth bringing. It takes like 4-5 hooks for them to regress 1 gen's worth, used together. Pop used to regress that much on its own, and lasted 60 seconds so that the killer wasn't put on so much of a timer to use the perk they equipped and activated. At this point it's not even worth kicking gens, except when it is, which would be against solo noobs who let gens go from 90% to 0 on the regular.