Why does behavior make the most insufferable killers?
Trickster
A beyond infuriating killer to go against with his easy mode, machine gun knives that have no counter play whatsoever.
legion
a terrible killer whose only attribute is to make matches as much of a slog as possible, because apparently mending ever 5 seconds is riveting gameplay.
*Skull Merchant*
a killer whose damn near impossible to beat even with a full team on coms due to her intense proxy camping/three gen style of play.
*Wesker*
Arguably the least offensive on the list from a gameplay standpoint but unfortunately almost everyone who plays him acts like a complete try hard, IMMEDIATELY tunneling one unfortunate survivor out of the game asap to then leave everyone on the floor begging for hook until he secures his 4K.
*Nurse*
Again no counterplay. If she knows what she’s doing and is on mouse and keyboard no less, then the game is already over.
why is behavior so good at making insufferable killers to go against?
Comments
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XD Wesker and nurse in the list but not blight who's arguable stronger (nurses argument) or knight and artist, who are as equally dull to sm and trickster
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Blight, Knight and Artist are fun to play against and have actual counter play. Blight is chasing you? Run erratically and play around the corners in jungle gyms. Artist is just a basic M1 killer who can occasionally get lucky with a will placed bird spirit. Knight is just a basic M1 killer with a buddy.
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BHVR are in a tough spot when it comes to killer design. They will want to design killers that are different from what is already in the game (otherwise, why play that killer?), interesting to play and interesting to play against. Especially the last 2 points often seem to be mutually exclusive depending on who you ask. For a killer to be any good, they need some kind of strong chase power and mobility or other kind of map pressure. Otherwise they either become weak or need to be overtuned in one aspect to compensate for the lack of others.
But we also had a time when they released Sadako and survivors rejoiced because it wasn't yet another "boring anti loop killer". Because of this lack of a chasing power, killers had to find a different way to make her viable. That's how the whole "slugging for condemned stacks" play style came to be, which was considered a nightmare for survivors.
On the other hand we now have Slog Merchant. A killer with no mobility but a chase power, that to this day nobody could convince me has enough counterplay in chase and pretty much nothing else. They had to make her chase incredibly oppressive to compensate for the lack of everything else. But this also leads to her being incredibly boring to pay against because you cannot commit to a loop against her. You always need to leave when she places a drone. Again, a nightmare to play against.
Wesker is considered the best designed killer by many. I also think that he has sufficient power and counterplay in every situation. So I do not see how he would be insufferable. What you described has nothing to do with the killer but with the person playing them. That could happen on every other killer too, so using it as an argument against Wesker in specific doesn't really work.
A killer that is generally regarded as fun to play against (by most players, it seems) is Hillbilly. But he is not in a good spot when it comes to how fun he is to play. He is extremely punishing for even the smallest mistakes, map and addon as well as perk dependent, frustrating and incredibly difficult to play. This an ungodly combination of factors that make him an unattractive choice to many players, which is why you don't see him very often.
So it's not that BHVR release killers with the goal of them being insufferable to play against but designing killers that are fun for both sides is no easy task and a killer that is only fun to play against has no chance of selling. So they try to come up with something that hopefully works for both sides and often miss that sweet spot.
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