I don't want to, but I don't like to lose. And you don't either.
So, this topic is going to be sort of broad but I'm going to my best to keep things in a general ball park of sorts. The core of what I want to discuss is how to satisfy both major parties that play this game: casually and competitive. Now, I understand that the common argument: this game isn't a competitive game, it's a party game. It makes no sense to balance around high rank play. The developers have even stated it's designed to be a casual game.
Okay. There is an element of truth there, but what I think people miss is that what a game is designed to be or intended to be isn't the final word on what a game *is* I'm sorry if that sounds needlessly philosophical, but one comparison I like to make a lot to illustrate is smash brothers. It was never designed to be a competitive game, but it became one. People that loved the game created a scene and starting hosting tournaments and Nintendo was so upset that their party game was being "hijacked" by "maniac" players they tried to snuff out the competitive scene completely.
The point being is that the player base ultimately has the final say on what a game is, and whether it's designed to be a party game, a large portion of DBD's player base is competitive. So, the question isn't whether or not DBD is a casual or competitive game, the question is, how do you satisfy both parties? When people argue it's simply casual and not competitive by way of design, it's not only fallacious in my opinion for reasons mentioned, it serves to snuff out a good portion of the player base.
Those of us who are competitive don't have any I'll will toward a casual audience, but you can maybe sympathize with the frustration that the only killers capable of going up against the best teams are consistently nerfed, the ratio of effective killer perks to survivor perks is quite small, and the speed in which generators are completed is blistering quick, at times, irrespective of whether the killer played all their cards correctly.
As survivor, the obvious complaint are Mori's, being camped and tunneled. I hate these things as survivor because they are low skill strategies, they're not fun, and it sucks knowing you lost a game you would have won because no one on your team had borrowed time or you couldn't manage to find all the totems before NOED activated. And as killer, I hate being forced to camp, I hate being forced to tunnel, but I don't like to lose. I do my best to be fair if I have a lead or early game, but if I'm behind, I'll proxy camp. I'll slug. I'll tunnel. I want the W. Which brings me to my next point. Be honest, you don't like to lose either. As much as people scream and scream this game is casual, don't tell me that if you're a survivor, you dont want all of your teammates to escape. And if you're killer, you'd generally prefer to 4k.
Yes, you should care about fun and not just winning. That goes for any game! Even explicitly competitive games. But I simply won't hear that a large part of having fun is intrinsically linked to victory - out playing, out smarting, and down right curb stomping your opponent into the dirt. You like that, you find that fun, it's why you're playing a PVP game in the first place, and if you claim otherwise I call BS.
So, with all that established, what can be done? How do satisfy both parties? It should also be noted that I accept that DBD is an assymetrical game and by nature difficult to balance, that's true, but I will not hear that it's "impossible" DBD *has* come a long way. I don't expect to get an all around solution - merely a concession, perhaps, that both voices in this community are VALID and merit consideration, and an effort to move toward something equitable.
So, I guess the first question to kick things off, how do we design a killer that can compete evenly with knowledgable, organized teams but has a difficult enough learning curve to where they would be scarcely seen at low to mid rank play? Or is that the wrong place to start? What's your take?