thefallenloser
thefallenloser
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Dead Hard usage is 9%.
This is information that can be looked up.
70-80% is absurd.
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@MrPeanutbutter said:
What if the killer changes their name after every match?
Half of the playerbase can’t do that. Most people won’t because it’s an absurd waste of time.
There’s no point to this hypothetical, just let it happen.
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@vladspellbinder said:
Well, your first problem is that you have cross-play on. Turn that off and you'll get better teammates. And be bale to tell them you need them to leave.
And if you find the queue times to be too long for when you normally play with cross play off you can just turn it back on when you don't need it off anymore. I have cross play off and don't really feel the times to be too bad.
Or you can find some people with SWF with, even if you don't use comms. By having them know they need to leave they will hopefully do so.
It's a sucky challenge because people don't tend to leave as soon as they should, but you have tools to make it easier you just need to use them. The main tool being telling people you need them to leave first.
Can we stop making this non issue a complaint? Players can be equally stupid across all platforms. Stop with the PC superiority complex.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2833480#Comment_2833480
Anything can be fun when people actually try to play the game for fun.
I do. It wouldn’t be fun.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2833487#Comment_2833487
Fallen when was the last time you were on these forums
i take extended mental health breaks now
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talk about clickbait
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The game isn’t built around first person for survivors. It’d be miserable.
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Easily @TheGannMan , so much so that I will hard main Sadako and exclusively post about her just to be in direct opposition.
Why’d they get banned BTW lol?
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@Gamedozer7 said:
I feel like it's cool that your taking away a tool that is used for some bs but that doesn't solve the problem that person is still going to harass people and still cause just as much of a problem now they just don't have a cosmetic to do it. The actual problem is still there band-aid fixing everything is not the awnser.
I'm a white male so I don't get the hate like the targets do but I can still see how little effort this is and maybe my opinion doesn't matter because I don't have to deal with it thats just my 2 cents.
I want to assure you that regardless of your race, I think your opinion matters on a subject like this, as this is something that can be viewed through the lens of a few community issues in the past (e.g. Pride charm targeting). Of course our solution wouldn’t be to remove the charms for the “safety of the community,” but to instead condemn those who are targeting people and punish them.
@White_Owl said:
Personally I feel like removing the masks is a defeat against racism. As you said, there is nothing racist about the mask themselves but it's the behaviour of some people the problem. Let's work toward punishing them more, instead, let them know their racist behaviour is not welcome in this game. Otherwise they will just find other ways to be dicks to others, while everyone else lose something cool (which they even bought and had to earn, I would add). I'm disappointed by BHVR's choice of action.
Exactly. I’m not saying BHVR should show how much they support their black players and chant BLM all day on socials, as that’d ultimately feel performative. Simply updating the terms of service and cracking down on these racists is the move they should go with.
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@lauraa said:
If perks barely did much, then there d be even less reason to not run the best I think.
I dont think we could touch perks without touching addons, and if killers like Pyramid Head are anything to go by, having weak or insignificant addons makes people burn out that much faster compared to a bottom barrel killer like Myers who just never goes away because there'stons of interesting loadouts for him.
Well, I imagined it as bringing the general strength of perks down to a lower, but more even level. So while perks like Borrowed Time would be heavily afflicted, other perks like Power Struggle would be lesser.
However, you definitely have a point with boredom and burnout. This however could maybe be fixed on the add-ons side, and therefore extend to gameplay diversity for the survivors.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2720473#Comment_2720473
Ah, nice. Another 'us vs. them'. I knew I was reading the forum too much today.
As accusatory as the post was worded, they do have a valid point. Survivor gameplay is almost exactly the same across the lot of them, and scaling back on the power and potentially uniqueness of the perks will make them feel even less distinct.
Maybe a solution would be lowering the price of DLCs? I wouldn’t see them adding in unique survivor buffs for each character (though if they did, it would have to be niche enough to put them all on the same playing field).
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2720460#Comment_2720460
No, it helps explain your line of thinking regarding one of the most powerful perks in the game.
Sorry to have bothered you - I'll disengage.
Okay, that’s my fault. I know my unpopular opinions have gotten me called a survivor main way too many times and it’s just exhausting at this point for me.
But I do actually think that Sprint Burst is just way better at Dead Hard with everything it does.
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@TheMadCat said:
I don't know. It'd feel useless to run a perk it almost did nothing.
I guess it would be shifting DBD perk play from playstyle defining to granting small advantages.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2720444#Comment_2720444
I'm interested to know why you don't think Dead Hard is "even that good."
It'll probably help shed some light on your NOED opinions.
is this supposed to insinuate that i’m a survivor main or something lol
In short, Sprint Burst does everything Dead Hard does better, especially with the new Vigil.
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@CleanseThis said:
So i've been playing DBD on and off for roughly 3 years. I've seen alot of changes take place since that time, Some good and seemingly enough more bad. Now i'm not up-to-date on every change that has been made but i feel after seeing what has been done and the constant arguing within this forum about these changes whether they were necessary or not for the health and fun of the game, i personally feel the only way to get the devs to actually do something for the greater good or fail is to simply play the game with everything that is META. (Killer main speaking here)
Tunnel, Camp, Run NOED. Do whatever is necessary to force the devs to take a look at these things and see what changes they make. The QoL of survivor is what keeps this game afloat but, If killers abandon ship and either quit or move to survivor the devs have no choice but to make drastic changes to draw atleast some of it's player base back if they already haven't alienated them to the point of making it the last straw or the game will be finished in no time.
Make the game un-fun for survivor, understand this game is not designed with YOU the killer in mind other than to be a punching bag. The nerfs for killer are harsh and the buffs are laughable, the real problems that need addressed never are.
Happy Hunting.
i don’t get people who say “waahaahaaahhhhhhh killers nerfed” after Doctor, Trickster, and Bubba got buffed into relevance and Plague’s buffs made her among the strongest killers in the game.
But more importantly, what is this thread trying to accomplish? To get devs to see that camping sucks and it should be nerfed? Survivors are underpowered and can’t handle it?
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@sonata93 said:
It's an interesting point. Sure, NOED can be 'clutch' in the sense that a killer with little-to-no hooks can easily secure a 1k/2k with it, but it's no more clutch than a survivor who should've been downed making it to the next pallet due to Dead Hard, or a whole team removing any map pressure in a matter of seconds due to them running to a corner and using a Boon COH totem.
I agree NOED can be overpowered, but OP perks exist on both sides so it's all or nothing imo. You can't say NOED is unfair whilst DH and Boons exist. NOED can be countered easily by finding the totem, where as Boons are unlimited and snuffing them only wastes time as a survivor will bless a new totem straight away.
What lmao? You can just say that both are unfair (though i am still of the opinion that Dead Hard isn’t even that good). Both NOED and (not Boons in general, just) Circle of Healing should be addressed in the discussion of unfair perks.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2720423#Comment_2720423
If Survivors had perks or a built-in way to just know where every totem was at the start of a match; NoED would have 0 use. It would never see end game.
wow it’s almost as if noed is an example of a perk that just is not well designed
Even so, I’m not saying that survivors need— or even should have a way of 100% knowing where every totem is without anything to help, but I am saying that the argument of “just do bones” doesn’t work unless that criteria is met. I think the much better alternative would be to have a basekit totem counter and regulate some of the totem spawns, as some of them are just outrageous places that no one would think of unless they have seen it before.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2719204#Comment_2719204
I think you meant to say 'That does not seem fair to me', because you are not everyone.
And yes, it's fair, because Survivors can do this amazing thing called 'Cleansing totems'. WOW! Such bones! Much cleansing!
It's simple: the Killer brought a perk that only works in the end game. If Survivors are bad enough to not cleanse it before it procs, or after it procs, or to JUST LEAVE; the Killer earned his kills. Amazing how that works!
You claiming 'Blah, blah. Not fair' does not change that yes; it is fair. The Killer used a perk. A perk that can be removed before it triggers. A perk that only works in the end game. And he used it to GOOD EFFECT and got those 2 kills. Since he GOT the two kills, and he did not cheat or exploit glitches; he EARNED the 2 kills.
It's that simple.
The “just cleanse totems” nonsense argument never made much sense considering that one, unless the survivor brings one specific niche perk they have no way of telling how many totems are left in the trial, and two, totems are hidden in semi-random spots, and unlucky spawns can take upwards of 5 minutes to locate and cleanse on a lot of maps— which is obviously time the survivors don’t have.
I would accept the argument if survivors either knew where totems were and/or knew how many totems were left by default— but at the moment, the argument feels like a poorly veiled defense of a poorly conceived perk. The old Undying was pretty similar to how NOED works. I can’t see why NOED shouldn’t get changed at this point.
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The Artist is the most unfun killer since the first iteration of The Legion.
Console survivors are generally better than PC players. People who sum up the lack of skill of their teammates to the platform they play on are usually the worst player on their team, I’ve observed.
SWF isn’t OP, the survivors are just better than you.
If DBD was made by any other developer they’d be ripped apart for their lack of basic features from certain settings to the lack of a game chat.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2715245#Comment_2715245
It's kind of your job to have fun. No one should need to cater to you or lose their fun so you have more fun. If the game is unfun for you, don't play instead of using "unfun" as an excuse to get nerfs.
This isn’t even my argument LMAO. The problem is with the design and I’m not suggesting the solution be nerfs or taking away the fun of one side. I’m asking for tweaks so that both sides can have fun.
@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2715248#Comment_2715248
You claimed to have played her, yet fail to realize they are not free hits! Feeling has literally nothing to do with the reality! Being hit at range by a huntress is exactly the same, just without a 9 second warning to dodge it! The survivors objectively have way more input to avoid ranged shot than against say a huntress, there is nothing free about it and if it still feels that way for the survivor... then they should maybe notice they have crows on them? She projects the fact she is going to try and snipe you after her first shot?!
You made suggestions and I commented on them. They are all aimed at gutting the killers power into oblivion without actual merit. There is no make it feel better, yet let's try to keep her fun to play. You opened a discussion and laid forth these nerfs up for discussion, no need to get angry that people actually respond to what you said rather than your out in the open make a different killer isn't a rework suggestion.
I feel like you skimmed over what I said instead of actually reading and understanding lol. Also kinda annoying that you’re claiming I’m angry as a sort of underhanded insult lol.
Let me spell it out for you in a way that’s easy to understand:
This is a discussion on how I FEEL about The Artist, NOT a rework suggestion. Otherwise, I’d put it in the feedback section (not sure why the mods moved it here, I put it in GD).
The purpose of the suggested tweaks were what I feel would make her feel a bit less frustrating to play against. That doesn’t mean that those are exclusively what needs to happen, nor do they all need to happen. It’s simply a list of ideas. Not to mention, at least one of those suggestions (hook camping strat) is a pretty negligible change for a halfway decent killer, this should also apply to say… Hag as well.
Again, I’m not mad at the feedback on the post, I understand, but the difference between your comments and some others is that you come off as annoying and dismissive, while some of the others at least are open to actual discussion. Maybe try giving better feedback or actually having faith in the poster, I dunno. Unless you’re actually suggesting that I post some sort of “proof” that I’ve played killers before talking about changes to be made, I think I’ve earned enough merit with my post history.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/301526/the-artist-is-unfair-and-unfun-but-not-op
Killers should be allowed to create lose / lose situations, the game is a 4v1, if there was too many win / lose situations instead the killer would be weak
I agree that killers should be able to create lose/loses however I feel like it comes too easy to the Artist. There are quite a few loops where she can just place two crows on either end of it and get a hit when the survivor has nowhere to run. A good example of this is a lot of spots on The Game, I’ve found.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2712674#Comment_2712674
The fact that you claim long shots are free hits I highly doubt it. All your suggestions are flat nerfs, aimed to gut her abilities and make her more clunky.
She can place down a trap at a loop, but good survivors abuse that fact and go to the next, they simply kite you around and go back and forth between loops. Which means a chase takes long aka gens are popping. It is purely useful against people that are not that good or specific areas where you can keep them there.
Most good survivors won't be hit by a simple trap, they also can try and bait the shot, dh through it, even if quick enough touch the bird and all that.
She is quite strong, but has counterplay and she needs to adapt to the survivors and use her skill. Her trap style has a clear counter, move away and so if an artist is going to have any decent timed chase? They need to use more than just that.
You find her to easy, because what she is strong? She provides information about what she is doing to survivors and they can respond. There is counterplay and adaptability for it, which I for one find incredibly fun.
I said they feel like free hits, not that they are. Also these are just suggestions, not a proposed rework, like I’ve mentioned 5 times already lol.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2712981#Comment_2712981
What that leads to is the 4 people defining losing as unfun. Which is basically what happened here: someone uses their power as intended, it's hard to outplay in that situation (or force into yet another [BAD WORD] mindnumbing scooby doo runaround), commence claiming that it's "not fun" and needs to be triple-nerfed.
If people want to win all the time that badly, get BHVR to make better bots to loop and have them instead of actual Killer players. This axiomatic "if I'm losing playing this the same way it's not fun" [BAD WORD] is ridiculous.
This is like… the worst counter argument ever. I can win against a Clown like all the time, but it’s extremely unfun because Clown is a boring killer. You don’t have to be losing to not have fun. This is what makes playing games in which you are extremely overpowered unfun after a while as well.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2712670#Comment_2712670
What are your ideas for compensation?
Something like a reduced power cooldown, increase flight speed for the crows, etc. And to clarify, NOT ALL of my ideas are necessary. I just think something needs to be tweaked for her to feel a tiny bit more fair for the other side.
It’s my fault for giving the ideas numbers. When DBD forums users see a number they immediately go feral.
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@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2712654#Comment_2712654
Then stop designing characters that way? There's a serious issue with designing characters with the intent to be like this and then nerfing them to uselessness for being exactly how the devs designed them to be. "Let's just nerf/delete the character!" isn't a good solution.
If I had it my way, she’d be completely redesigned. However, being (BHVR) realistic, she needs a few tweaks. Some nerfs, and, of course, some buffs in return.
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@Kalinikta said:
At specific spots you are trapped? Maybe that is bad positioning of the survivors or extremely good herding by the killer.
Cross map shots free hits? Not ample time to respond? That means you are extremely predictable, don't repel crows or she went for a high risk move and you greeded.
Hook radius is fine and the crows are easily enough avoided, it isn't even remotely as good as the Hag at this. Removal of well timed moving crows?
Punish her more for placing down crows? Are you telling us that 2.5 seconds with her dropping below survivors speed isn't enough. It feels clunky as is...
People, maybe go play the killer first at a decent level before they try to make nerf suggestions. She is skill based, she has counters and you state she isn't OP... which means she is actually fair? Because that is what that means.
Facing an artist learn to repel instantly you don't lose speed doing so, move more unpredictable and bait shots and know when to leave a tile, positioning and all that. There is gameplay to be had on both sides.
I have played Artist— so this is an odd insinuation that I haven’t. I win with her a lot. I guess I face “good” survivors. I have the same problem playing as her as I did with Spirit. She’s too easy.
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2712422#Comment_2712422
Oh, no. The killers who deserve a nerf got hit with it!
Every single example deserved the changes they got.
I don’t agree with this. Both Freddy and Wraith got the wrong end of the nerfstick. Though Freddy was really unfun, he didn’t deserve that. It was more because of his design.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/301526/the-artist-is-unfair-and-unfun-but-not-op
I'm going to be considerate and ask for justification considering the fairly heavy-handed nerfs you are proposing.
These are proposed with 100% certainty of course. I just believe that by design, The Artist is not good. Her power can create scenarios in which a survivor can’t really do much. I don’t think her power should be 100% avoidable all the time, super slow, but I think she needs some tweaks that scale back some of these frustrating mechanics— and of course, she should be compensated.
@GannTM said:
Just straight nerfing a killer without compensation that isn’t even S tier? Yikes.
This isn’t a dedicated rework suggestion, they’re just some ideas. I feel like we’ve interacted enough for you to know this Gann lol.
@SunsetSherbet said:
What are you proposing she get in trade? This isn't a PVE game.
If I WERE to propose something in return, WITH the clarification that not all of these need to happen, and that I’m not proposing something like this with 100% certainty (they’re just rough suggestions— which is why i didn’t put this in feedback), I say something like having her crows speed up even more with distance, slightly reduced power cooldown, etc.
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@AngyKiller said:
It seems to be part of the Survivor Bible that survivors use the word 'Unfun' when they want a Killer nerfed.
Probably because they're aware that saying 'Nerf Artist because I hate her' is not a valid reason, so they hide behind the ever-useful smokescreen of 'Fun', and hope the devs will fall for it.
Because she straight up is not fun to face, due to her creating binary lose/lose scenarios for the survivors while denying the most engaging part of the game: chasing, in favor of survivors just running away and mindlessly dodging in hopes that they aren’t caught. I’m not saying she’s too powerful, but she’s a design failure, and something needs to be addressed to mitigate that.
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@Phasmamain said:
My main problem is how dead hard validation has ######### over different powers. It makes Victor easily crushable and eats nemesis’ tentacles. That needs to be fixed ASAP
Victor used to legit just ignore Dead Hard, so I’m fine with this flip.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2698178#Comment_2698178
And that's when you use LOS breakers.
Problem is The Artist can cover most if not all of the area you’d be in.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2698028#Comment_2698028
How is breaking LOS irrelevant? Since when are maps flat terrains with no structures?
Most effective playstyle at high levels is to shoot where you last saw the survivor and where you think they’ll be at high level. Similar to Nurse.
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@kokoroo83 said:
https://forum.deadbydaylight.com/en/discussion/comment/2698062#Comment_2698062
i'm not playing anymore, i play one game and i instantly get bored again. why i come to this forum? because i've been playing this game for years! and it was a good time. but now it bores the ######### out of me. they do NOTHING to raise the fun factor. everything is stil the same. nothing is added to spice up the gameplay.
Your useless comments are definitely not helping the devs fix that.
The changes in gameplay are the new killers, and while a can agree that this game would benefit from different modes, I can at least give the people valuable feedback other than “game bad.”
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this level of attachment to a fictional character and the questionable leaps in logic is a bit concerning lol…
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@kokoroo83 said:
its a good thing. this game is boring AF. and the only way to make it SLIGHTLY more fun is to add an object u can jump in too (btw a very bad copy paste from the way more fun called PROPnight. its the devs fault for making their game so boring with looping and throwing pallets... where is the variation? there is none, its insane if u think about it, 6 years later and they do nothing to make dbd FUN again. i rest my case
why are you even still playing then
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@GannTM said:
I think going against her is very fun and it offers a new way to play against killers. Also, I don’t understand how she’s brain dead at loops when there’s Dead Hard, LoS break, and understanding the cool down for missing. It’s like people say anything that they have to play differently against and actually feel good to play, they’re just brain dead.
Not everyone in the game runs Dead Hard, contrary to popular belief.
LOS breaking isn’t always applicable and is also irrelevant?
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@BlindMole said:
https://forum.deadbydaylight.com/en/discussion/comment/2664546#Comment_2664546
A good survivor can force bloodlust reset. It's the old "killer needs to prove skill at all times but god forbid the same is asked from the other side"
Not sure how this is negates the argument that Bloodlust as a whole is outdated. Also killers can just massively respect a pallet to maintain it.
@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2664546#Comment_2664546
The problem is that those "few scenarios" are still prevalent. Maps like Haddonfield, Badham, Groaning Storehouse, Suffocation Pit, RCPD, etc still have some loops that only Bloodlust can deal with.
Very curious about those RPD loops you mention. A lot of the loops seem pretty weak and the stronger ones are fairly generic, with few and far between. I get what you mean here— so I should have clarified— it definitely wouldn’t be a “perfect” transition at this moment, but would make much more sense in this hypothetical scenario where the “loop points” system was also updated accordingly.
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2664546#Comment_2664546
Bloodlust should remain a mechanic for the exact same reason as killers generally being faster than survivors should remain a mechanic: You will be caught eventually.
Good killers already don't really proc bloodlust, and when they do, it's because the survivor's running them really well. You obviously shouldn't get to do that infinitely, so bloodlust is a fairly elegant way of making sure that you will get caught eventually. Removing it would benefit nobody and make the game very slightly worse, so removing it is a terrible idea.
I don’t think that killers should still be able to get results if the survivors are simply playing better than them. If the survivors are doing better in chase, then killers shouldn’t be able to catch them. This also just rewards bad killers with a handicap— and makes the game more frustrating for the survivor side of the chase. No one likes dying to Bloodlust— and frankly as a killer I didn’t use to like winning chases because of Bloodlust.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2664525#Comment_2664525
Dunno where "need" comes into it, and I genuinely can't figure out what you're trying to say here, so if you figure out what it is you wanna tell me I'd love to hear it.
It’s pretty simple actually. You said removing Bloodlust would be a terrible idea. I don’t know why you think Bloodlust is still a necessary game mechanic. Outside of a few scenarios (mainly on Fractured Cowshed) where strong loops spawn right next to each other, Bloodlust is an outdated mechanic that killers shouldn’t have to rely on to cstch survivors if they’re good chasers.
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@jesterkind said:
They really weren't that great. Most of the killer-specific ones were good, with minor exceptions, but beyond generic "we made tiles better" we've got some pretty rough ideas like removing Bloodlust (terrible idea) and some that are at least arguable like Kindred basekit- which could work, but would have to be monitored carefully.
Killer specific ideas were inconsistent, too. Legion changes were good (surprising since his original rework idea wasn't), Pig might work with some minor changes, but the Deathslinger change was lazy (as he pointed out; this one especially isn't a criticism, just responding to the idea that they were all good ideas) and the Myers changes seemed pretty unwise to incorporate all at once while not really addressing most of his problems, at least imo.
It was a really good joke and I enjoyed the video, but seeing so many people clamour for those specific changes makes me roll my eyes. They weren't all good ideas.
If you really think killers still need Bloodlust in 2021 I don’t know what to tell ya.
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@Volcz said:
SWF.
What a fun way to instantly kill the game.
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After a survivor escapes chase, their aura is revealed for 5 seconds.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/293020/delete-dead-hard
Have you seen the thread talking about how DS shouldn't even have a skill check? Then you have people who actually defend DH to no end when they don't want their super power taken away. Bad players is what it is, also delusional to anything that goes on in high rank killer most likely.
TBH I also don't see the need for DS to have a skill check. It's caused more problems than it's worth. Also the survivors who are getting the most use out of it are hitting those 99.9% of the time anyways.
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It's very rare that I see an actual high level survivor genuinely make a mistake and then Dead Hard saves them. I'm pretty sick of people parroting the same "Dead Hard undoes survivor mistakes so nerf it" argument, because if it is, it's likely just indicative that you aren't that good of a killer, and the survivors you're facing also aren't that good.
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tbh i forgot sluzzy existed, haven't seen ya in a while
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2615284#Comment_2615284
You don't see a problem in creating an entirely new feature that will never be used?
Not really, no. You saying that it will "never be used" is blatantly untrue considering I've heard people saying they don't like using Shadowborn or Monitor for various reasons, including that it gives the illusion of them being faster than they actually are, or doesn't look great on their screens.
This is not a good argument. The only alternative would be me just saying to increase the base FOV for all killers without the option, but that would be inconsiderate of the people I've mentioned above.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2612057#Comment_2612057
Any FoV increase would be a killer buff though. Maybe rounding it up to 90 degrees would work. But again, it would still make any FoV slider pointless, because whatever upper limit there is, will be the default for everyone anyway.
I don’t see the problem here.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2611750#Comment_2611750
Or maybe you don't even know what a good looper is.
All high MMR streamers have to tunnel to get their kills. Oh you maybe think you are better than some of them right ?
You have said yourself that you are not that good = not high MMR. That's all.
You don't use slow down perks lol... and you still get 4k, we clearly don't have the same survivors, believe me or not idc.
And we take some killers as exemple, let's take high skilled survivor streamers, with the SBMM you can clearly see that killers are not winning anymore... When all gens are done they only have 4 to 5 hooks.
literally every scott video is him actively avoiding tunneling someone for half the match and then pulling a win out of his ass
"but scott is actually facing noob players in every video!!!!"
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The fact that so many people are saying "well killers actually need to camp and tunnel to win any game without being steamrolled" leads me to believe that a lot of killers just aren't as good as they think they are.
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I think several perks from both sides should actually have base kit tests-- albeit, with a few tweaks.
A nerfed Ruin and Pop for killers and a nerfed Unbreakable and BT for survivors.
... or something like that.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2612044#Comment_2612044
So a FoV slider would be pointless.
Increasing the FOV would help with motion sickness. Some people (including me, yes) need to run Shadowborn on (some killers more than others) to help with that and the eye strain.
This also helps console killers be able to keep up with trackability after hitting survivors because of their reduced frame rate.
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@Seraphor said:
For all the reasons listed already, any FoV slider would only offer the option to reduce your FoV, not increase it.
There'd be absolutely no reason to lower your FOV, as DBD already has a smaller than normal first person FOV-- which causes motion sickness and also allows survivors to do things that really make absolutely no sense.