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If chases are supposedly the most interactive element in the game….
Then why is it so punishing as a killer (when you play 90% of the roster) to commit to a chase of around 20-30 seconds or heaven forbid slightly longer?
I’m trying a lot at the moment to limit my slowdown perks and go for info/chase builds because I do believe that is the most fun I can personally have when playing killer and I want to improve my chasing anyway. But in a lot of matches, I’m not getting much chance to do that. Yes, I know this is a skill issue hence why I want to get better at chasing and managing Gen pressure without relying on slowdown too much, especially passive perks like deadlock. And I want to point out here I’m not approaching this from a killer sided perspective- surely balancing for slightly longer chases would be more enjoyable for both sides?
Look, I understand that when playing killer you have to balance your macro and micro gameplay. But come on, there are so many killers on the roster who simply cannot down competent survivors quick enough to compete with efficient survivors on gens. Hit and run is not really a solid option anymore given the plethora of med kits and boons in every match. So if you don’t commit to a chase after getting that first hit in then you’re just wasting your time. And pre dropping pallets is too effective for how easy it is and given the abundance of pallets it doesn’t really matter on most maps to waste resources.
Yet many times on this forum you will see people complain about how boring anti loop killer design is, how chases are the most fun part of the game and the only way for either side to truly express their skill. Yet if these interactions take a slight bit of time then it’s basically ggez for the killer.
Similarly, tunnelling does indeed suck- but if you’re matched against a team that has two really good loopers and two bad ones then wasting your time on the good loopers (even if you actually want to challenge yourself) is basically a sure fire way to lose the match. This is boring and unsatisfying for both sides. Good loopers basically just end up sitting on gens all game as the killer ignores them and downing the bad loopers as a killer feels incredibly unsatisfying. Oh, you went down in ten seconds after wasting your speed boost from the first hit by crashing into a rock then dabbing right in front of my face in a dead zone, don’t I feel skilful.
Maybe I should just try and still practice chase but bring slowdown perks to compensate for my lack of skill but that’s exactly the habit I was trying to break lol. But I’m curious to see if this is just a me problem and if the good people of the forum have any advice for me or opinions on what I’ve said.
Maybe the trick is to just not care about the outcome of matches. But I’m only human.
Comments
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People want chases to last longer but by making gens longer tunnelling becomes more viable
Ideally a killer should have a counter able chase power but good mobility to go between chases fast like wesker or demo
10 -
Because Survivor mains believe Killers exist to entertain them. You are supposed to let them feel the thrill of the chase for THEIR fun, and if you happen to down one you need to let them off the hook. Oh, and no going after the same person twice in a row.
Tunnelling? Scumbag killer.
Camping? Scumbag killer.
Regression perks so you don't lose all your gens in 2 minutes of chase time? Scumbag killer.
Literally ANYTHING that doesn't let a Survivor get chased for long periods of time = bad.
28 -
For me this is not true.
Chasing is fun, sure, but hiding and evading is also fun an quit interactive. Nothing like moving carefully around the map, probably 5m from the Killer without getting caught. That get me going.
The problem comes when the Killer has little to no interaction with you or you have no way to react to it. Survivors want to do something other than holding M1 at a generator, be that chasing, hiding or disarming the Killers power in a meaningful way.
I for one enjoy Dredge as an opponent. You have quit some options when facing him and it is fun. Running into his Remnant when he tries to bamboozle a teammate to make him end up on the wrong side of the loop? Best feeling.
Knight would have been such a cool concept for this: Create patrols around generators, Guard pressure survivors off them and distract them and you as a Killer have to macro the entire map while chasing as M1 Claymore Guy. Survivors could choose to trigger the guard and get the banner, the Knight could set up trapping situations via patrols and plan ahead (especially with Tinkerer or Trail of Torments). Would have been fun. However his power right now is quit boring: Drop the guard in the loop, lol.
Long story short: It is interaction that is fun. However fun is subjective and people enjoy different interactions (not just looping).
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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.
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I play ten times more Survivor than Killer. I just know garbage when I hear it, and Entitled Survivor Main whining is at an all time high.
"It's about going the easy route due to lack of skill or bad game design".
I could dig a hole with my bare hands, or I could use a shovel. You are not a "more skilled" digger because you used your bare hands. You are not smarter, nor do you get brownie points for doing so. It's just an objectively dumb idea. But people want to shame the shovel. And every once in a while some guy stands up, hands on hips, proudly declaring "Why I dug a hundred holes with my bare hands and didn't need no shovel!"
Good for you. You're still an idiot for not using the shovel.
It's the same mentality that breeds thought like "Perk X gets FREE KILLS". It's a perk, not a BOGO coupon for ice cream.
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But isn´t tunneling exactly what survivors want? More chases!
I´m always astonished, by clicky survivors that beg for full attention, which suddenly don´t want said attention when i ignore everything else. Isn´t that what they asked for?!
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I get the overall point you’re making. But you can’t really compare hiding/evading to chasing. I’m not saying that isn’t a fun part of the game- I agree with you that it’s enjoyable to survive a close shave with a killer searching for you.
But chases are still far and away the most interaction that can be had between a survivor and a killer. The game should not be encouraging these interactions to be as short as possible for pain of essentially throwing the game due to committing to a couple of thirty second chases a trial.
However the issue I’m raising isn’t about over committing to chases- if you’re getting bloodlust 3 regularly, obsessively tunnelling and whiffing all your shots then obviously you deserve to lose and need to get better. But if you’re playing an m1 killer and facing competent survivors then the idea that you’re a bad killer if your chases take a bit of time seems like gaslighting to me and ignorant of some issues with the game.
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It is obvious that if you fully commit to tunneling and camping, which are widely regarded as one of the most unfun and unhealthy mechanics dbd have, you are not going to receive positive comments at all. At the end of the day, survivors want to play as much as the killer.
Dont get me wrong though, i am not telling how to play. Dbd allows killers to play as scumbag as possible as long as you dont take the game hostage or use cheats. That's why things like facecamper bubba are not punished at all.
Said that, you reap what you sow. If you like to play in the most unfun, unhealthy way possible, you can by all means. Just dont expect anything good from the ones on the other side.
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That’s kinda fair and it’s why I don’t mind being tunneled assuming it’s a good map anyway (Getting tunneled by a nurse on shelter woods is pure agony)
People generally like a mix between saves/gens and chases so they can get the most points possible. Tunnelling only allows like 12000 points due to the cap in boldness points
But some survivors just hate losing whether they got chased or not and will always have some excuse for it.
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Random spitballing here for this idea but what about increasing gen speeds if the survivor who just got unhooked goes down until someone else is hooked. Basically, if you're gonna tunnel, you better be good at getting downs quick.
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I usually try to hook everyone equally. But sometimes there are just some survivors that beg for attention. Anyway, i learned a long time ago, that it doesn´t matter how you play. Some people will still complain about it.
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That’s definitely true. I still play in a fair way because I personally find it more fun but don’t do it for others.
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I think there's some confusion here.
People don't like certain strategies because they aren't fun. It's not uncommon knowledge or anything. I mean I wonder why killers run multiple regression perks, huh?
It's generally acceptable by the community if you have to camp and tunnel, I believe most of us here know the scenarios, even if not everyone would agree. However, doing so out of the blue or being hardcore will get you some well-deserved criticism. You wasted their time and with little effort, which is fine, play however you want. I will say through, you shouldn't be surprised and get all tight either when you get a negative response from it. What did you really expect? You get what you give.
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Don't forget the survivors who will call you "bad" for having long chases just because they exploited every single pallet on the map. There's no way to "win" against these type of players, they will always find a reason to taunt and insult you.
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Because it is a double standard. Survivors can do whatever they want, and the response is "X is a perk/item/playstyle that is in the game, and we are allowed to use it". But when killers do it, out come the survivor agreed upon Geneva Convention.
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Yeah it is pretty frustrating playing M1 killers ngl and the reason is entirely that you lose all pressure on 3/4 of the team during a chase and they just hammer out gens and you feel pretty helpless.
It is why I became a Nurse main in the first place but I really don't want to just play Nurse, however it can feel hopeless with weaker killers when you go against multiple toolboxes/medkits and a bad map
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Well it is in the nature of the game that killers have the best chances to affect negatively the other side.
Even the most toxic of survivors cannot send the killer off the game in minutes (tunneling), nor it can leave him afk on a hook while nodding(camping), nor letting the killer spent 4min on the floor just to grief him.
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I play depending on my mood. Most of the time i want a nice match for everyone. Then i get games where i don´t want to sweat and some where i´m tired of the bs and give the try hards just what they want.
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I just think the previous balance shake up really highlights the flaws of DBD and what needs to change. Both sides shouldn't be blamed for trying to win, but the devs do need to make better balance decisions because they just made the experience worse for everyone.
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I would like at least for the devs to try not to make tunneling and camping the first choice for killers.
I understand that in some situations it is needed in order to secure kills, but more and more i am seeing killers fully commiting to tunneling the moment they see the first survivor. And not even weak M1 killers like trapper or ghostface, seeing nurses, blights, spirits tunneling at 5 gens is disgusting.
2 -
I agree.
That's the problem, the previous balance shake up made those strategies even more appealing to killers. Which is nothing but the devs' fault for pushing balance changes that promote it.
Camping / tunneling shouldn't be THIS prominent, but here we are.
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It's all about when and where you commit as a killer. Some chases are going to go a little long, but other chases are going to be quite quick when you identify and take the opportunities correctly. You're looking for an average chase time, not a consistent number you need to hit on every single one.
That chase can go a little longer if it needs to when you know survivors are healing up after a save and only one player is on gens. It can go a little longer when that chase is taking you to the area of gens that need to be completed. What you can't do is consistently overcommit to areas the survivors don't need to be i.e. completed gens. That's where the macro game stuff comes in like zoning and hook selection.
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Would it be safe to call the big rebalancing a failure? From my understanding, the very strategies the devs were trying to quash are now more prominent than ever.
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Funny, I never see anyone complaining when survivors "take the easy route" like when they use voice communication to tell when the killer is at all times, pick an offering to Eirye of Crows, The Game, Ormond or Coldwind Farm, bring multiple BNPs, Styptic Agents and Syringes, spread through gens with toolboxes on maps where gens are horribly far apart, place Boons on borderline unreachable totems on RPD or Ironworks of Misery, give multiple bodyblocks with endurance perks while knowing the aim-assist will prioritize nearer targets even if the injured person is aimed on the center of the killer's screen, take Boil Over and hook offerings on maps with awful hook spread to create situations where hooking is impossible, spam sound cues to deafen the killer, and of course, DC to give the hatch when the killer is slugging.
I guess this "flaws in design" don't count, right? EVERYONE tries to take the easy route all the time in this game. It's literally BALANCED AROUND IT. The one uses most advantages on its favor wins. But for some reason, when survivors do it is valid, killers who do it are comitting a crime unless they have something to "justify" it. You know what? People who think camping is not "justifiable" are damn hypocrites.
Post edited by Malkhrim on6 -
You don't have to "rely" on slowdown perks... just run one and see if that makes a difference in your matches:
Call Of Brine- You have to kick Gens to get any value out of it
Pop- you have to Hook a Survivor then find a Gen to kick
Avoid Eruption at this point
Or run End game perks:
Fire Up- Faster action speeds for every Gen completed
Remember Me- Slower gate opening for every hit on the Obsession
No Way Out- Getting a Hook on all four Survivors will make opening the Exit gates not happen for X seconds
No One Escapes Death- being able to insta-down Survivors and move faster while doing it
Or start of match perks:
Corrupt- The 3 farthest Gens are blocked for 120 seconds (or until you down a Survivor)
Lethal Pursuer- see all Survivors for 9 seconds at the start of the match
Or a different form of slowdown:
Thanatophobia- Every injury, down, and Hooked adds more time onto Gens... I know it's not "strong" but we can't have our cake and eat it to
Dying Light- Gain stacks when Hooking non-Obsession Survivors... I know that it's seen as more of a win more kind of perk (and I do have some ideas on changes)
SH: Gift of Pain- Hooking a Survivor on the SH's and healed will slow down that Survivor until injured... This perk is underrated right now
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You are just throwing whatever comes into your mind to justify camping and tunneling. At least half of them do not even fit with the "flaws in design" label you are proposing.
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You honestly shouldn't feel to defeated when you just cant down a survivor. As a killer, if i cant down u, i give u props and the interaction itself was fun for me.
But unfortunately thats not fun for everyone because to them, interactive fun chases are when u down someone in less than 10 seconds apparently. I just hope ppl dont take the game too seriously and just have fun for all parties but thats a hard thing to do since everyones definition of fun is different
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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.
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Lets look at the core issue, and to be honest, i'm not even sure you can even call it an issue: Survivor fun and killer fun are at to completely different sides of the scenario.
For killers, using your power effectively to end a chase very quickly is fun. But for survivors, a quick chase isn't fun because it feels like they never stood a chance to last longer in the chase. For them, an extended chase where they can make it to multiple loops and just barely make it to the pallet or window, thus preventing the killer from getting a hit, is fun and thrilling. But for killers, that's is sheer torture.
Sadly, this really is something that can never be addressed because our goals in the game are so vastly different
1 -
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.
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And yet, that's his job.
Survivors whine "When the Killer does this I'm out of the game."
It's literally his objective to do so.
6 -
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.
3 -
Your job is to kill the survivors, but you as player decide how to do that task.
If you are going to "do your job" in the most unfun, unhealthy way possible and you have no quarrel in griefing the other side in the process, then you are going to receive whining and insults.
It's just how things are.
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Fun for one side is not an onus for the other side.
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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.
4 -
Survs want multiple and long chases, preferably starting each chase with full health.
But what they (really) want even more is... to win the game. Which is fine, as killer i want this too.
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It's punishing because this is an asymmetric game. That's the long and short of it.
If there were one killer for each survivor, then it'd be fine. But there's not. So whenever a survivor is having a fun time being chased, the killer is thinking about how each second in chase is another second the other survivors are working on generators. If there are three survivors each on their own gen, then ten seconds in a chase is thirty seconds of gen repair time.
Leading the killer on a chase is fun for the survivor. People have fun when they're performing well. When a survivor is having fun, they're performing well in the chase by extending it. In general, the better the survivor performs, the longer the chase is. In contrast, when the killer performs well in a chase they end the chase. The longer the chase goes on, the worse the killer is performing, the less fun the killer is having.
To sum it up, when one side is having fun, the other side likely isn't. That's how the game is designed. There's no real way to balance for longer chases except maybe making generators take longer to repair, which the devs have done, but that can only go so far as players don't want to sit and hold M1 on a gen for ten minutes. The devs also did a few things to try to shorten chases, like lessening the survivor's speed boost for getting hit and shortening the post-successful-hit animation for killers. But as long as the killer can only be in one place while survivors can be in four places at once, then any time the killer is focused on a single survivor it's going to feel punishing.
1 -
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.
The problem is that with SBMM, the usage of low effort, high reward strategies like tunnelling and camping also creates this exact problem. If you're getting a lot of kills that you couldn't have gotten if you 12-hooked, then you're going to end up playing above your skill bracket. And when you're above your skill bracket, you can't 12-hook anymore.
"So buff the killer!"
But if you don't nerf camping and tunnelling, all you do is lift this lopsided construction a little higher on the ladder while retaining the same exact problem. The people who crutch on camping and tunnelling will continue to be placed above their skill bracket and complain that they can't win without their crutch.
It'd be the same if a survivor were to be against BNP nerfs (Or preferably, removal) because 'at my skill rank, you can't win without BNPs!'.
1 -
This.
I love to play Ghostface and go only for sneaky stalk hits and I simply don't chase. If they see me before I can get a quick one shot down I look for another one. And I can tell you I get called all sorts of things because apparently I have to chase because being chased is fun and I have to provide that fun
4 -
I don’t disagree with anything you’ve said here. However I still think that a lot of the killer roster simply cannot win chases fast enough, even despite the small buffs that came with 6.1, to keep up with efficient survivors. As I admitted in my OP, I’m happy to admit that this is a skill issue on my part but it does have to be acknowledged that map design and the abundance of pallets (on most maps) mean that it’s not really unreasonable or indicative of low skill for an m1 killer to need some time to win a chase.
And as mentioned by myself and others, if you get a first hit on a survivor but they then manage to make it to a strong tile/pallet then it’s no longer an acceptable tactic to now drop chase because the plethora of med kits and boons in the game mean they’ll be healed in about ten seconds so you just wasted a lot of time for nothing.
I just think at the moment the game seems a little too balanced either around killers (again, I’m talking about most of the roster not the S tier) stacking slowdown or hoping there will be one or two potato survivors making things much easier. Like I originally said, I honestly don’t mind a survivor leading me on a good chase. There needs to be a sweet spot between over committing and throwing the game, something a killer should 100% be punished for, and accepting that a couple of slightly longer chases should not be as damaging as they currently feel.
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- 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.
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You say "supposed", but that's the weird thing. You're not 'supposed' to be there if you subscribe to the idea that the Killer should avoid eliminating any Survivor in particular as long as possible. But that's not a requirement to play Killer, nor is it sound tactics in general. It doesn't even lead to more BP in most cases--if you eliminate one person faster, obviously, then that's going to be less gens done, an easier time interrupting, and an easier time getting more hooks. If you don't facecamp for the one kill, it's still more BP efficient.
(On the topic of chases: the fact that hold W to nearest pallet, run round unmindgameable obstacle with no thought until catch up, drop pallet, repeat can be so efficient against multiple killers doesn't seem like it should be fun for anyone. We all know how it's going to play out the instant it starts, it just matters how many people are on gens when it happens.)
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But if you give killers more time and dont punish tunneling/camping, they are going to use this added time to tunnel even more.
Just like what happened in 6.1.0, where most killers said they were forced to camp and tunnel because of the 80sec gens but when they got 90sec gens, they started tunneling more than ever even through the basekit BT and OTR.
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Untrue, I do play "nice" even tho is cringe and I know it will make me lose, just because I think standing still or chasing only one person is boring, yet I still get insulted and mocked, it's a constant, as natural as gaining bloodpoints.
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Because less than a minute total more time in the game was going to significantly swing the equation when the meta shifted because now second chance perks made less sense and there's been new generator stuff...?
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There are exceptions of course. I also have some games where i play "nice" just for the killer to leave me to bleed in the floor 4 minutes while nodding. But on average, if you play in a way that is unfun for the other side you have more chances to be mocked/insulted.
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I mean you are right, if I play nice I would have a sort of 70% od getting mocked/insulted, If I decide to tunnel or camp, it goes to 100%, in that regard you are correct, I just dont expect any empathy from survivors, been playing since there were only the 3 og killers, and never had any shred of empathy give, why tf would I expect that now, its dumb.
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I was saying that most killers were saying that they were forced to tunnel because they needed more time and when bhvr gave you 10 sec per gen more, the tunneling just increased instead of decreasing.
If survivors had to do 120 sec gens, tunneling would probably increase too, camping especially would increase too. Why? Because if you dont punish these two strategies, every killer can still use them even if they had time to spare.
My comment for the previous post was that tunneling/camping popularity are not entirely time dependant, as much as because in present dbd there is very little drawback for using these two. Unless you are playing against 4man comp SWF, most games you dont need to decide whether you can tunnel/camp or not. You can go full tunneling from the second you start the game and against most survivors you can win.
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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.
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This is not why chases are fun, please stop projecting your view of "every survivor is entitled and toxic" onto survivors in discussions, I've seen you do it in several discussions and it never goes anywhere productive. Chases are fun because they are interactive and allow opportunities for both sides to outplay each other with mindgames, powers, windows/pallets, and movement. People dislike tunneling/camping because it is uninteractive for the other survivors, and slowdown because it increases the amount of time they spend holding M1. That's all there is to it. It is not because every survivor player wants you to be their personal puppet, and pretending that this is the case does nothing but turn this discussion into an "us versus them".
As for OP's question, generally committing to long chases is bad because of the existence of powerful looping spots and gen times. Long chases that involve a survivor dropping every pallet on shelter woods aren't as bad, while a survivor doing the same on the game or running Garden of Joy's main window are, because you're not depleting resources or really getting anywhere. Meaning that next chase will take just as long, since survivors still have strong looping resources at their disposal, and gens can go quickly. I also wish the game was balanced around long and fun chases, but that's really hard to do without buffing camping/tunneling accidentally. If all gens took 5 minutes, you would still see a lot of people tunneling someone out to win and targeting weak links, even if they have time to hook everyone twice before killing anyone, because they want to win and it's the most effective strategy.
1