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danielmaster87

danielmaster87

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  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287689#Comment_3287689

    I hate to break it to you I held off 4 survivors from a 3-gen lock easily as Hag, Vommy Mommy, Demo Puppy, Pyramid Head, and Crow Mama....it's not that difficult if you know what your doing and know how to apply pressure.

    That's why so many Survivors try to call a Killer that can hold a 3-Gen lock "Holding The Game Hostage"

    Really? 4 survivors can't beat a 3-gen? I think we know who's complaining about 3-gens, calling them uncounterable then. It's certainly not Demogorgon or Pyramid Head's abilities that are holding it down.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287691#Comment_3287691

    ... We're defending Knight now? ... Really?

    And cool, he can double tap and insta-down. Bubba, Billy, etc... all say hello.

    I suppose you could argue that Knight can force someone into getting detected by a guard or bodyblocked into getting hit by a guard... but then you could use banners if the Knight refuses to hit you, or force Knight to hit the Survivor to avoid double tapping if the Survivor seems like they'll outlast a hunt, etc.

    No killer's safe from criticism. These people want the survivors to be able to come out on top no matter the situation. It's why a survivor can be a second from being downed, and then they get the random banner that spawned for the sole purpose of giving them a second chance. Same with flashlights working against killer powers, the hooked survivor's hitbox being huge so the killer hits them and not the unhooker, hatch for a free escape, etc.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287653#Comment_3287653

    To start off, her and dredge are miles apart when it comes to chase and map pressure since Dredge’s teleport has travel time, is already preset, has a husk for chases, has a cooldown for when you can and can’t teleport, and has a passive ability, while hag used her traps for basically everything

    Hag’s traps also teleport fast enough to catch survivors or else I wouldn’t be seeing survivors getting hit right after she teleports so idk how she doesn’t teleport fast enough, only issue with her teleports is how rough they are to actually attack afterwards on old gen consoles sometimes

    Plus to bring up her other things, her traps at loops can cause 50/50s, her only downside is needing to set up like trapper, however unlike trapper you either have to use a flashlight to break one part of her web, personally break it yourself and risk hag slapping you, or ignore it by crouching over it, and even with that 2/3 counters just gives her a trap bag to set again in a better web

    Hag isn’t garbage, the whole reason you don’t see her alot is cause 110% ms feels gross to steer and her power can be pretty boring compared to other killers as its pretty straight forward with how it works

    Actually that's wrong. You don't get fast enough teleports to catch survivors, especially if the survivors are doing the movement exploit to not pull their camera. Hag has a slight stutter when she teleports. You can feel it. It's why she used to be my second-most played killer, and now I either don't play her or get bullied in 98% of my matches with her.

    Not many, but others have acknowledged the lack of an instant hit out of tp. They argue "So you think you're supposed to get a hit just from tp'ing?" If I instantly tp the moment the trap is tripped, yes. It's criminal to not get a hit from that, I don't need to explain. I'm guessing most of the people who say Hag is strong or doesn't need buffs either have a connection advantage or something to make her to feel less janky, barely go against SWF, or straight-up don't play her.

  • @hiken said:

    u dont know how to play hag, hag is played around ton of camping she is boring AF to verse if she is good. but not great if survivors know what to do.

    Crazy how instant the assumption is that someone doesn't know how to play a killer when they're asking for buffs, let alone stating their weakness.

    It's not about boring vs not boring. That argument is the biggest nothing sandwich these forums have ever concocted. It's about what the killer can do to get the survivors. It's why nobody ever complains about Demogorgon or Wraith, because if the survivors are good, they just can't touch 'em.

  • @Sycamore said:

    Might I recommend Michi <that's a hyperlink>

    I don't know how to explain Michi's consistent success. I really don't. He either barely goes against strong survivors, or gets Hag's best maps a lot of the time. I've seen tons of his matches take place on Midwich.

  • @AMOGUS said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287557#Comment_3287557

    Nope, she's bad.

    Reliant on 3 gens (which can be defeated with 4 survivors), needs perks in order to stop people from destroying her power (Franklin's), can still be easily shut down by a single survivor running over all of her traps, etc.

    The amount of copium this community has regarding Hag is absolutely insane. She's Trapper tier and needs buffs.

    Exactly. 1 survivor knows how to play, killer could lose the whole game. Not only can survivors trip her traps, but they can movement exploit to where they don't get camera spun and can guaranteed avoid Hag's hit out of tp, completely trumping her power. I've considered using Rusty Shackles a sin, at least for me, because that's hardly playing Hag at that point. But you know? My mind's starting to change on that.

  • That is absolutely true. Dredge is a direct power creep on her because he's 115%, can teleport, and has a secondary ability. They both suffer from the same problem in that, intentional or unintentional, the game stutters and doesn't let you immediately act out of your tp. So what should have been a simple tp into a hit becomes almost an impossibility, unless the survivors just aren't running the loops efficiently.

  • @scenicpickle said:

    https://forum.deadbydaylight.com/en/discussion/357253/hag-is-really-just-complete-garbage-at-this-point

    i play her all the time she strong you just don't know how to play her im guessing

    I don't know if you claim to be a Hag master or what, but what you've just said would pretty much disprove that.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287746#Comment_3287746

    Doesn't help when I play him I seem to have the worst luck with maps lol... Just had so much fun on RPD... :/

    He was intended to have quickscoping. Before his nerf, I was one of the biggest Deathslinger fans, after initially being a huge doubter. "Why do you all put Deathslinger above Legion in your tier lists?" Stuff like that. Then I saw his power in chase, despite having zero map presence, and reaped the benefits of having good aim and reactions.

    I went from playing him in like 80% of my killer matches to straight-up refusing to play him after his nerf. They ruined him, utterly and completely. I can't get those tight shots around corners anymore where my character, my cross hair, and my target were all moving simultaneously. And you know what? Nobody sees that. They think he went from S tier to A tier with the nerf. It's the purely survivor-centered design mentality towards killers that's been plaguing this game for half a decade.

  • Not much to say that hasn't been said. They're perks that aren't even that strong, can be destroyed, are overly specific, and even deactivate themselves.

  • It's not too late to scrap the terrible design that is boon perks.

  • @Cassiopeiae said:

    I mean yeah unless you goof around or get a competent SWF all games are 3-4k's. That's how the devs want it to be.

    I can't believe what I'm hearing! It's as if y'all don't play killer.

  • @ImNotBobDylan said:

    Trapper is an easy 4K against most players. People who honestly believe that he's a bad killer are just incompetent.

    image.png

    Really.

  • That's not supposed to happen.

  • Just like Wraith, Freddy, Pinhead, and Twins, he's a killer that should have gotten several qol changes or buffs, not a blasted nerf. No, it's not you. It's the weak killer you're playing who has to slow motion zoom in to shoot, and then slowly reels in the survivors like fishies while they break the chain in like 3 seconds. Zero incentive/reward for good aim, reactions, or skill.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285611#Comment_3285611

    Pretty much. The best counter for old DS was to trigger it on purpose and get it out of the way. As a fair killer you got hit by it, when you least expected it.

    It wasn't much of a counter at all. People would say, "SIMPLY eat a DS early so you don't have to deal with it in endgame" (as if you're gonna remember everyone who has or hasn't DS'd you, amidst the rest of the chaos). But in my experience, and this was never really disproven, eating a DS is the reason you were in endgame in the first place! And that's because eating it would put you in a reverse-snowball (giving up all the momentum that you had) that would directly lead to the survivors doing all the gens and making it to endgame.

  • @Pega6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285463#Comment_3285463

    I say this as a survivor main that the DS nerf was completely required and should never return to anything close to that state.

    It's like, "Do they not realize that a 5-second stun gives like a 20+ second, cross-map lead?"

  • @sabinianmoonstone said:

    https://forum.deadbydaylight.com/en/discussion/comment/3287100#Comment_3287100

    Well lad, when it comes to bump logic, which is what most Blights do in order to get a hit, the counterplay to that is being unpredictable in various ways in order to avoid a hit. Whether it be wiggling if you're out in the open, or moving to another tile, all this is helpful against a Blight.

    I don't think you're gonna get through to those ones. They just assume that if a killer can get a hit, they will. No insight into any of the mechanics of the killer itself, which is why they never once bring up dead angling against Oni or Blight's rush attacks. You don't plan for every angle the survivors are gonna take; you're just making enough right reads to win.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280253#Comment_3280253

    That does not throw the game my man ^^ Picture the exit gate at lerys with those 4 small wall structures in the building, if you trap all of them and have a survivor on the other side what can he do, besides taking a hit and leaving before you place all traps. I don't necessarily think that is throwing if this enables people to do that. I agree to some degree with that, especially how hard some things are for newer players is something you cannot know anymore when playing the game for so long, but in general I think he has a good grip of balance changes, even though sometimes I don't agree with him at all.

    I don't know what to say. It's like y'all think killers have all the time in the world to do whatever they want and have it work out, or that survivors can only perform the most basic of functions until the killer puts out even a minute amount of pressure.

  • @Jinxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286464#Comment_3286464

    Nah solo absolutely needs buffs. Killer players are always complaining about how strong SWF is, but until solo is buffed to have some of the information SWF gets for free the game can't be balanced properly.

    If you buff killers so that they have a shot against sweat squads solo queue will be impossible to play. The only solution is to buff solo queue and then buff killers accordingly.

    We've already tried that.

  • Alchemist's Ring is fine as is for a purple. The counterplay to Blight's rush is as apparent with his second rush attack as it is with his first. You just have to find a safe position sooner, rather than later when the chase has already gone on far too long for him.

  • @th3syst3m said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286464#Comment_3286464

    Nothing the devs are planning matchmaking wise is going to fix solo q. Really what are they doing? If you run the killer for 5 gens and die but your team survives you lose less MMR? What a ######### joke.

    Do you know how significant that is?! It's your ticket out of MMR hell. The thing that probably plagues people's perception of solo the most. "Wraith must be really strong because we can't beat him." "Overcharge must be really strong, because the gens go all the way down." No, it's because of garbage teammates not pulling their weight. You know you can beat that stuff if it's a 1v4 and not a 1v1, but the caliber of your teammates is what decides that.

  • I don't see it. Aura perks are fine.

  • Solo doesn't need buffs. They need better matchmaking, which is why the devs are doing team MMR.

  • @MaTtRoSiTy said:

    I wish they would address the MYC exploit... still seeing scummy people taking full advantage of this broken crap and I am pretty shocked they did nothing to sort this in the last patch

    I'm calling it now. In the future when we talk about Knight's balance, there will be "Knight OP" complainers who will point back to the short time he had this MYC exploit and say, "He's always been strong!" or "You want to buff the Knight?! You must want the MYC exploit to come back!"

  • You're complaining, rightly so, that survivors complain about your playing him in a viable way. But then you make the same criticism of him as they make. If it was as simple as, "Just set the guard down and the survivor can't loop," don't you think he'd be S tier? He even has multiple add-ons dedicated to giving him benefits from survivors successfully escaping the guards (why would you want that over the guard getting a hit?). I would at least focus on complaining about his weakness, what he can't do, not about what he can do.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286182#Comment_3286182

    I love being drawn into discussions I had nothing to do with!

    Those Survivors certainly exist. Anyone who claims to get them every game is immediately extremely suspicious to me. MMR is anything but consistent.

    image.png

    Must have been someone else who said you can 12 hook any team if you're good. Sorry about that.

  • @Archol123 said:

    Just revert it back to 5 seconds and it is fine again, 3 seconds is just riduclously low and making this change would be kind of annoying from a killer point of view since you don't even immediatly know if the person has Ds.

    If you're smart with your movement from the time you've gained from the stun, you get a 10s+ lead on the killer. 5 seconds is nearly double that, hence why it was nerfed.

  • I don't know why he needed the change. I really don't.

  • @BillsHere101 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285411#Comment_3285411

    His power is complex because you're going in blind. All you can do is use your ears or, sometimes, seeing the grass move and then you have to predict where the survivor is going to.

    Their decision was planned. They wanted to make the knight bad so they can buff it later on.

    I disagree. I think the devs really thought that this was going to be a strong killer. They're just that detached. Why else were Wraith and Pinhead nerfed?

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285539#Comment_3285539

    • Get more BP
    • Not putting self into high MMR that you're not supposed to be
    • Everyone have fun

    There is 1 thing you have to understand, losing to a good team doesnt mean the game is on survivors' side, its your skill is not matched to that team.

    Im pretty sure 4x me will not able to win over you as killer. You can tunnel me out the game with 4-5 Gens still up, and easily 4K later. But then you vs 4x Ayrun and you're struggle to secure a kill. Do you think your skill as killer matched to such a team?

    Your "reward" for trying 4K every match is to play against out skilled survivor team, or equal try hard as you. Remember the kill rate you should get is 12 survivors per 5 matches, not 20 survivors

    Funny part, you kill 4 me and 1 Ayrun in two match, the kill rate is 62%

    Hope you get the concept.

    Can't say that I do. With these chases, it's not as if you being higher skilled or having more game knowledge changes anything. There are loops where if the survivor runs it right and doesn't give you an opportunity to make a read on them, you don't get the hit. This isn't about killers being put in skill brackets too high for them, because as I've explained many times survivors that are your same level should always beat you. You have to play so much better than them for it to be an even playing field.

    Not sure how anyone ever gets tunneled out at 4 or 5 gens, since the first chase should cost the killer 2 or 3. At that point, it's 100% the survivors' fault, not the killer doing anything special. You're telling me that a team who absolutely crumbles the moment someone is out of the game or is currently being tunneled out of the game, that they're the killer's equals and that he shouldn't be getting those kills? It's nonsense. And yet they sometimes will beat him, not because they're good but because the killer physically didn't have enough time to kill them, since he didn't camp or tunnel.

    But that's just at the lower end of high level. Unlike @Pulsar claims, there is a caliber of survivor that you will cease to beat if you go for 12 hooks. It's not about punching above you weight. The math simply doesn't add up. 5 gens can be done by those survivors in a little over 3 minutes. What can you possibly do against them that will change that result? It would take you playing Nurse or Blight, making zero mistakes (which means making the correct read 100% of the time, which is near impossible), running full meta, and also hope that the survivors are inefficient or make mistakes. Under those circumstances, maybe you can get the draw or the 3k IF they screw up near the end. What I'm mostly concerned about is what every other killer can do, because not every killer is Nurse or Blight. What can Wraith or Freddy or Clown do against those teams? There's nothing. And I don't care how uncommon strong teams supposedly are, because as the survivor playerbase gets better, they will become those teams. The killers, on the other hand, are kind of stuck in this limbo where they can't really get better but they're still forced to play for the draw.

  • @vBlossom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285541#Comment_3285541

    No, actually not at all.

    Killers can just hit survivors off the hook and Endurance from Borrowed will overlap Off the Record so survivors can have no value from that perk on camping and tunneling killers.

    Wow, so simple. So I can just do that as Freddy or Ghost Face and get a 4k?

  • Happened to me twice in a row as Wraith on PS4. Dodged a Temple and a Mother's Dwelling match at least.

  • @indieeden7 said:

    I really don't know why the DS nerf hasn't been reverted, the only decent anti tunnel perk now is Off the Record and that gets hard countered by STBFL.

    So having to hit the survivor an extra time isn't impactful?

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3285422#Comment_3285422

    You know what's the problem with this explanation? You are only taking one situation of the tunneling/camping but use it to justify these mechanics in all situations.

    I, a survivor main, can totally agree that in some situations, like a new player learning a killer or somebody playing a weak killer, tunneling and camping are necessary to get some kills and avoid being gen rushed.

    With that said, what you dont consider is just as you can have baby trappers, clowns, new killer players trying to use this to learn, you also have the sweatiest 10k h killers using the strongest killers and perks also abusing of the increase in gen times to hard tunnel someone as quickly as possible.

    Yet the argument most users say about tunneling is not "killers are tunneling because they dont know how to chase". Most of us would like from bhvr to try to discourage tunneling/camping so it is not the first option on every killer's mind whenever They start a game. As it is known, tunneling is an unfun and unhealthy strategy for this game, so there should be an incentive to spread hooks or a penalty for deciding to tunnel someone at 5 gens.

    But there isn't one. There is no reason to spread hooks around instead of going for the same guy 3 times. It's very punishing to play like that because of base BT and other anti-tunnel, but it's more punishing still to play otherwise. You don't have time.

  • This is just taking away fun things from killer. Nobody was complaining about these synergies, nor were they uncounterable.

  • Many. But if you're talking about hackers, no I haven't seen any today.

  • @Cassiopeiae said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284315#Comment_3284315

    It's not about being a scumbag it's about going the easy route due to a lack of skill or bad game design.

    Unless it's an endgame camp or some other justifiable reason then it's going to get you harsh criticism.

    I have played like that in the past and it got me the same comments and I don't blame them, I got away with kills I didn't deserve.

    Forgive me if I am mistaken but judging by your statement you don't sound like you play survivor very often either.

    But all these killers that supposedly have no skill are winning all the time? Look, just take what you meant with the endgame camp justification, and apply that to other camps, tunnels, and gen defence. Why is the killer camping? Because not doing so just lets them unhook with no chance of getting other kills. Killers do that in beginning or middle of the game for the same reason, because not doing it dramatically makes the survivors' chances of escaping shoot up. Why does the killer have to be losing already for them to play smart and use strategy?

    I'm thinking of retiring the words "camping", "tunneling," and "slugging" permanently, because they're always used in such a demeaning way by survivors, when in reality it literally is killers "using strategy." If you don't want the killer using every strategy at their disposal to beat you, you're basically asking them to play bad so you can win.

  • People complain about gen defence and tunneling because they want the killer to play in a way that lets them win. An argument that's been going around a long time is that, "Killers are tunneling because they don't know how to chase." It's wrong, because most people who do tunnel only arrived at the conclusion that they need to play like that because playing for random chases just wasn't working... like ever. At this point though, new killers don't even have room to go for multiple chases to come to that conclusion. They just see the gens go in 5 minutes and frantically look up ways to win more, they find this thing called 'tunneling', and they do it. Now those are the ones who don't know how to chase. But that archetype of killer player existed in only limited quantities years ago. It's commonplace for learning players to play like that nowadays, because usually it would be fine for them to take the advice of, "You're gonna lose a lot at the beginning, but you'll get better." but not in this game, because you lose significantly more as a learner killer, not because your opponents are super good and you're super bad, but because you're both decent. In this game, if you and the survivors are on the same level, they should* always beat you, because the gens go too fast and your time to down is too long. The only exception to this is at the very bottom where survivors think good things will come of hiding all match, meanwhile the killer's actually playing. The math adds up to that result. You don't have time to kill the survivors with 30s+ chases because of strong loops, while they complete gens solo in 90 seconds and even faster in teams.

  • @Steakdabait said:

    Hopefully never with how boring the killer is.

    What about him is boring?

  • His power is pretty complex, which I know is a controversial statement, but even still he can't do much to the survivors. "Just drop your power at the loop" and making them have to run away basically results in the same outcome as chasing as an M1 and breaking the pallet to make them run away, except you don't necessarily get the pallet down, so it's worse than normal. Like most anti-loop, it's not true anti-loop.

    His problems, like you said, come from his design. The banner that despawns the guard and gives Haste/Endurance was always going to be a bad idea, even if the guards' AI was threatening. So was making the survivors disappear when going into guard spawn mode, literally making the killer worse than Spirit in every way, because you can't see the survivors and you don't even get a hit from spawning a guard right next to them. The guards' chase speed wouldn't be such a problem if they chased for longer, or didn't take so darn long to get into chase. Why do they have to go "Aaaaaahhh!", move to the spot the first saw the survivors, and THEN start chasing? Why can't it be instant or near-instant? It's just a cool concept executed poorly, in every conceivable way.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284019#Comment_3284019

    Mm Clown is bad. Question is if Knight is as bad or not 😀

    He's got too many built-in counters and his time to down is so slow. You see him making the patrol path for the guard, whilst he can't see you, and you also see the alert range of the guard. Assuming the guard starts chasing you, you can either outlast them from the huge lead they give you, or touch the banner to despawn them, get speed, AND get Endurance. They also don't apply gen or chase perks. You can pincer movement a survivor, but they can still run away, and at that point you've wasted just as much time as if you'd broke the pallet and chased them away, except the pallet's still up. But nobody's allowed to talk about this stuff because, "Budget Artist/boring anti-loop killah!"

  • @Tsukah said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284028#Comment_3284028

    Don't some of those streamers/youtubers actually lower their MMR so they go against baby killers?

    We can't prove it, but it seems awfully convenient. Any time a killer is able to "test out" a new/fun build of theirs that is unabashedly off-meta, it's like, "Really? The survivors didn't complete all the gens in 8 minutes against THAT?" You just don't get away with any of that if you're playing against efficient survivors. You playing well vs survivors who play well should almost always be a loss, in this current game state.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284052#Comment_3284052

    I appreciate that thoughtful post. But a couple things… you’re turning both A and B into camper/tunnellers but just giving different perspectives on it. I would say (and did say) that Type A can sometimes primarily proxy camp a game for whatever reason. Type B are the scrubs that proxy camp most of the game.

    And I understand and agree that at high level, WITH GOOD MATCHMAKING, killers NEED to use a proxy camping, tunnelling strategy to win. But that’s not my point. I’m talking about the vast majority of games that are NOT against high level 4 man swfs. The stats have been out for months. 4 man swfs are 5% of matches. 3-4 man swfs are 10%. So 90% of games are NOT going to be against really tough teams where you need a Type B play style.

    We shouldn't be concerned with non-high level. You simply don't balance for that. Y'all can't hide behind, "Solo/low MMR is weak" to cripple balancing forever.

  • @brokedownpalace said:

    Run Franklin's. That still leaves room for 3 gen slowdown perks

    Can't afford to take one off.

  • You can never play killer perfectly. There's always some nitpick someone has of your gameplay since they have hindsight.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3283866#Comment_3283866

    Camping and/or tunneling isn’t outplaying survivors.

    Yeah it is, because survivors can trump it. Unhooking and body blocking?

  • @Audiophile said:

    …have no basis for believing they’re good killers.

    Good/Great killers are great at map pressure and chase. They know where to go, they keep chases short and they hook and move on until they’ve won. Those 4ks are deserved. When I lose to a trapper or demo or some middle to low tier killer with a decent team because they KNEW how to play, I’m impressed. These are Type A Killers.

    But i estimate 50-75% of killers mostly proxy camp so the survivors come to them and they get cheap hits and can also tunnel if they want. They basically use a flaw in the game’s design to play a bastardized version of the game that gets them fairly easy 3-4ks. These are Type B Killers.

    Both types get tons of 4ks. But if you take away the ability to camp and tunnel, Type A killers still destroy and 4k. Type B killers are lost

    My point here in spelling this out is twofold.

    1) I think Type B killers, because they get so much success, believe they are great at the game and so don’t bother trying to become Type A killers. I’m clarifying that they’re not. If they want to be great at the game they have to be able to win without falling back on camping and tunnelling for the majority of their play.

    2) Type B killers are also a driving force of survivor quitting. People don’t want to play the bastardized “try to save your friends being guarded at the hook” version of the game. They want to play the game as it is intended to be played. So when they see the camping and tunnelling start they leave.

    And just to be clear, I’m not responding to non constructive responses. If you disagree, clearly advance your point with logic.

    Recognizing the forced outcome that killers have to camp or tunnel if they want to win, vs actual good survivors, is a sign of maturity. I mean, do you think we just camp and tunnel because we don't know how to chase? We do, otherwise we wouldn't have got the initial down to even begin camping and tunneling. Here's the real 2 types of killers:

    1) The killer who knows how to chase, but has tried their hand at playing for hooks/chases for months or years, and has come to the conclusion that camping and tunneling is more consistent, so therefore they do it.

    2) The scrub killer who either tunnels/camps without even knowing the terminology or does it accidentally, or who hasn't learned to chase and just camps and tunnels because they heard it was the best strat.

    The similarity is that both get destroyed by good survivors. You can be great at chasing and pressuring gens, but I've got news for you. That doesn't cut it. All survivors have to is be good in chase OR on gens, and you're most likely finished, because the gens go too quick for you to get all those chases in. When the survivors are good at both, there's literally nothing you can do, and you should just accept the 1-3 hooks and the 0-1k. Camping and tunneling doesn't even save you. because those strategies aren't infallible. If you're Leatherface or somebody, you can secure a kill off 1 down, maybe a 2nd with NOED, but is that really winning? I don't think so, especially since playing your heart out going for chases gets you the same or worse results. And this is apparently what the devs and the community wants, a 2k average. So why force killers into that outcome through terrible balance and then complain about it?

    I get that chases reflect the most skill, which is why ideally we all want to go for those. But as fun as that is, it's not fun enough to most people to where it outweighs the fun of winning, and that's fine for people to think that way. As it stands, killer doesn't have enough time to even get in a few chases vs efficient teams, at least not enjoyable or interactive chases. Most of it is just breaking pallets that you can't mindgame, forcing Bloodlust, and forcing entity blocker. The game isn't balanced for the killer to take 2 hits to down. The sprint burst guarantees that the chase resets unless the survivor does a stupid move, which is even worse than the initial chase assuming it was an easy surprise hit. But good survivors don't give that surprise hit because they hold forward the moment they see or hear you.

    Gen defence, which gives you some time for more chases, literally isn't enough and it still gets nerfed constantly. Why is getting nerfed? Because people say, "It encourages camping and tunneling, and rewards bad killers who go on many/long chases." Except you get little use out of gen defence if you're tunneling, and basically none at all by camping, and assuming you do a mix of those or neither of those, you are in fact going for more chases, even if they're long. So which is it? Do survivors want to go for many chases, or do they want to do the gens in a few minutes while the killer plays in a way that gives the survivors an easy win? To suggest you can have both, as most do, is an oxymoron. You can't say that the killers who go for many chases and lose are baby killers for losing, but also want them to play that way because it's more fun and skillful.

    And just in case this has been overlooked, we're talking about high level play. Any killer can 4k with 30s AFK/no perks/no add-ons vs inefficient survivors. What any killer can't do is beat any good survivor team, not matter how well they play. Survivors' mistakes are required for killer to win, because otherwise there literally isn't enough time to kill them. If you try and settle for the 1-2k from the get-go, use as much guaranteed slowdown as you can, make every chase as short as you can, tunnelling and camping all the way, then maybe that's what you'll get, but nothing is guaranteed without survivor mistakes. What you're asking for is for killers to give up any perceived goal of winning, in favor of making the match more fun for the survivors, because that's "skillfull" and "sportsmanlike" or whatever, so that they can feel some sort of accomplishment and pride from losing because they intentionally made it harder on themselves. I don't see it, and I never will.

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