If there is to more nerf'n I ask again for a reasonable suggestion. Please keep in mind 12.5 was not always the points awarded from a 25dp. It was 12, and as minuscule as that may seem, someone had to think that 12 wasn't enough.
It increased from 12 to 12.5 because of the addition to allowing for float points instead of just whole numbers. Was also in the addition to assist points for Survivors. I honestly think that the Hunter nerf is solid and doesn't cripple the class too much as far as point earning goes. Yes, Smokers/Jockeys are still the gimped point earners, but they are also the most vulnerable. I'm still trying to think up a good balance for one, or both.
Also, regarding the whole invisible walls thing is how brushes are handled. A textured brush is the same as a nodraw brush (not textured) and thus gets treated the same way as far as collision goes...thus allows for Hunters to pounce off of them. Same with ceilings. No way is no way to combat it either. The more a Hunter is pouncing around, the more exposed they are thus the more of a target they become with their loud pouncing sound. Every SI class has a situational benefit to their attacks...it's just that Hunters have the most out of every other one. Every outdoor area is a hazard for players vs Hunters because they could pounce in from anywhere. Other SI really only have corners they can pop out from, thus limiting their situational asset. Teamwork also has to be utilized more for other SI because you have to time attacks well, whereas Hunters can just be a lone-wolf since they're putting themselves the furthest away from their target. The teamwork factor I see with Hunters is that if they're chain pouncing a target, it requires teamwork from both sides. Survivors have to guard the target whereas the Infected have to distract them from picking off incoming SI. Sure, Hunters can get a Tank the fastest, but I view it hugely as a risk/reward scenario.