thefallenloser
thefallenloser
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@Northener1907 said:
3 survivors will work on gens. 1 survivor will loop killer with god pallets and windows. 1 minute later 3 gen done and you have 1 hook.
Yes game is not survivor side, sure
Unless the survivors are running green toolboxes and Prove Thyself, if you're chasing a survivor for ONE WHOLE MINUTE and 3 gens pop, you played awfully.
Just git gud-- why do I keep seeing you and other Freddy players talk about how survivor sided the game is while also admitting that they are bad?
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"no skill blind"
*brags about how they were able to "no skill" swing through every pallet without any repercussions*
Yeah, sounds like an unpopular opinion to me!
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@DetailedDetriment said:
Probably perk selection. I try to select perks that synergize with the power. For instance, I thought Beast of Prey would be good on Ghost Face because he'd lose his red stain, and then he could also crouch if his power wasn't ready. Welp, it sucks.
I thought Pop was amazing on Huntress because of her power in chase, but then I join an Umbra stream and she says it's horrible compared to like Corrupt.
I dunno what made you think Beast of Prey was good on anyone. It's activation requirement is literally to be Bloodlusted, and Night Shroud is not very useful on most loops.
Pop is good on anyone. Don't let some rando streamer tell you what to run.
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@Laluzi said:
Shack. I'm decent at mindgaming other loops, but with the holes in the walls (that you can't put projectiles through on the revamped maps... what the hell, BHVR?), even if I get rid of the pallet, it seems like there's nothing I can do but abandon a chase when a survivor goes to shack and proves they know how to run it.
Uh... Trickster's Blades, Plague's Purge, and Deathslinger's Reelgun go through the holes in shack just fine. You're probably not aiming it right.
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Slugging is already a major strategy and anti-slugging perks such as Unbreakable, Soul Guard, and WGLF are already used often. The problem with the other perks are that they are simply unreliable.
This version of Deerstalker would just make the slugging problem more annoying than it already is.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2199190#Comment_2199190
so swf isn't OP?
Do tell.
sigh
Fellas is Tony actually trolling at this point too?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2199219#Comment_2199219
I think it was me
Oh dang, slipped my mind that you were on console Weck.
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Very excited to see Pulsar! Is this our first console player interview?
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2199097#Comment_2199097
it literally doesn't make any sense to call for a wraith nerf.
he isn't even in the top 3 of killers.
or even the top 5.
If by meta they mean 5 people play wraith now instead of 0.
NERF SWF
I agree that Wraith doesn't need nerfs but you insistence on relating everything back to "sWFs R Op!!!!!!" is just... embarrassing, because at least Sluzzy is actually trolling.
Just... stop.
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Old Hillybilly. He was pretty intimidating and both myself and the player always seemed to have a lot of fun when we were in chase.
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@Lord_Tony said:
wow now we nerfing a ######### killer that was in desperate need for a buff?
he still isn't viable against SWF as there are only 2 killers viable against SWF.
So why nerf him? NERF SWF
Tony is the Sluzzy of SWFs.
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Still don't get why people are trying to analyze Sluzzy like they aren't obviously trolling. Just look at their prior posts.
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@NightmareKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2190141#Comment_2190141
Show me a single "survivor bad" thread besides this one because all I see every day is survivor mains crying about campers, tunnelers, sluggers and Spirit.
bro you joined the forums 3 days ago, on the day you made this post, i don't think you have any weight to what you've seen in just one day
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@NightmareKiller said:
But if you didn't do anything but getting chased why do you think you deserve a reward or more points in other categories? If the killer only chases he's gonna get Entity Displeased. Scores, Bloodpoints and pips depend on the other side too. A gen rushing team with a key that loves hiding is gonna ######### over the killer score and they get zero points for searching around for a survivor. Hell, the killer killing everyone fast ######### with his score and bloodpoints.
It's funny, survivors love claiming they don't have any other objective but doing gens, and then they complain about being chased by the killer. Distracting him, surviving him, keeping him away from others, etc is an objective too.
You failed to lose the killer and get on a gen. You failed to pass the killer around to another survivor.
Why do you think you deserve points in other categories you refuse to participate in because you looped the killer in some haddonfield infinite with balanced landing?
If the killer just refuses to leave a survivor, they are ignoring all other survivors, which is what OP already said.
BL Haddonfield infinites don't exist anymore because BL was nerfed, and the OP is applicable to any game where the killer is just really bad and survivor is just looping better than them.
The OP isn't even complaining about getting chased, which means you didn't even read the post smart guy. The point of the post is that survivors don't get many bloodpoints for being chased for that long even though they effectively carried the team.
Saying that the survivor shouldn't get more bloodpoints because the killer scoring events are also stupid is akin to saying "I experienced bad thing, so everyone else should too," when both sides could just be changed.
The OP literally didn't refuse to participate in other categories, they CANNOT because they are being chased. But lemme know if you found a way for survivors to do generators while also being chased!
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You contradict your own logic, as every Exhaustion perk can be used for distance, and that is their primary purpose.
Saying the survivor "made a mistake" and undid it by using Dead Hard means that they probably did not make a mistake and accounted for their ability to extend the loop using Dead Hard. I have very rarely seen a survivor make an actual critical mistake and completely fix it by using Dead Hard, and in those situations, it's only happened because the Dead Hard actually dodged a hit and then gotten them to a pallet.
@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2193353#Comment_2193353
Lucky Break and Slippery Meat were buffed to being good perks. I don't see them nearly being used than the Meta Survivor perks above.
Nothing will happen at the top 1% even if they buffed all weak and situational perks, It still gonna be like the image.
Maybe if Lucky Break wasn't nerfed to basically a one time use or was instead just buffed to permanently remove blood at tier 3 people would actually use it, and Slippery Meat on its own is not good lol. Yikes.
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/2192989#Comment_2192989
More like expecting to stand a chance without getting bullied into oblivion.
Its pretty boring to run the same builds over and over again just to not get stomped.
J O K E B U I L D
lmao no you were not unless the survivors were awful or you were playing a very strong killer
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2192638#Comment_2192638
That's a terrible argument. The point is totem spawns are trash asf. It's supposed to be risk/reward. Not all risk/no reward. The answer isn't "well just don't run it" The answer is to FIX TOTEM SPAWNS
this was a joke :|
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Okay?
Were you playing a joke build expecting to win? Yikes lol.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2192658#Comment_2192658
What? What's the re-nerf?
Okay, I’m confused. That’s my mistake, I read the hear dissipation part wrong.
Side note: I know Speed Limiter is a meme add-on but why not just buff Lopro Chains instead? Have it so that the initial turning rate gets reset when hitting a pallet or breakable wall so that it’s as if Billy just began sprinting when hitting them, and also maybe have it apply Deep Wound?
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Notes:
A few small details I’d like to come back and add.
Most importantly, with this style of Legion rework, the four members should be individually customizable so that killers can show off their LEGION DRIP 4 TIMES AS MUCH (also gives players an incentive to buy more Legion outfits).
Survivors should recover from Imminent Death either passively (30 seconds), or automatically after being healed.
Legion should not be able to use Mob Mentality while in a chase, as this could have Legion being able to trap a survivor in chase using the other members as easy grabbers.
While keeping Legion’s Terror Radius at 32 meters and having it be reduced all the way down to 20 with everyone following sounds cool, it may be better balance wise to have Legion’s Terror Radius up to 40 and then be reduced down to 28. Slightly smaller than usual. I’m most curious as to this one, as it will also allow Legion to make use of Terror Radius dependent perks similarly to Doctor.
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Congrats, your idea is to make Pig even worse than she already is... for why?
Nerfing her base movement speed for a smaller TR even though she has no movement ability and no ranged ability lol?????
Needing to recharge an Ambush????????
Removing her ability to pressure multiple survivors before the gen pops with multiple traps????
This... is a really awful idea.
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Wait, #########, are we re-nerfing Billy again? Automatically bad.
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@NightmareKiller said:
It's even funnier when BOTH ruin and undying get cleansed and at the same time. Funny how they keep adding perks to help survivors find totems.
- I-if you don't want 4 gens to pop at once when the game starts use perks to slow down the game!!!!!
- Oh, oopsie didoopsie haha you picked ruin, you picked an RNG perk so enjoy playing with 3 perks now, not my problem!!
I just proceed to camp and tunnel when they break my hex, Haunted Grounds shouldn't even be a thing, every survivor who destroys an hex perk should become immediatly exposed for the next 60 seconds. Survivors get perks that stun the killer, ruin his plays and save them from mistakes but killers can't even have a match with 4 perks.
just run Corrupt/Pop Freddy 4head
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/2188393#Comment_2188393
I made this one specifically about people arguing it would give players a competitive advantage, purely because I saw a lot of argument around it and I saw the argument as really dumb considering loads of other games with PvP that have adjustable FOV.
Thank you for this thread haha I didn’t feel like starting another just addressing the arguments I thought were lame.
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@Mooks said:
Sorry if it had been asked already, but was a second thread with this topic really necessary?
I made the first thread (unless this is a double post) and my reasoning for it’s inclusion was different.
Yes.
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Oh no, you made many, many mistakes.
There’s nothing wrong with this group and all of the individuals played better than you.
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@Sinatyxmas said:
https://forum.deadbydaylight.com/en/discussion/comment/2171255#Comment_2171255
Dude lithe is used maybe by one survivor every 3 games.
When i say that, i mainly mean solo que.
Stop saying dead hard isnt used every game, your still wrong.
Um, can you read? I said in my experience.
And statistically, Dead Hard is not used in every game. Saying that I’m wrong and you’re right does not make it true.
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Ah. thought you meant the guy you were replying to.
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@UseTheValve said:
https://forum.deadbydaylight.com/en/discussion/comment/2183672#Comment_2183672
Are you for real? That's exactly why it's a design choice, because there's a perk for it, hence why you won't get a FOV slider. I swear talking here sometime smh. They use increased FOV as perk mechanic, that prove my whole point. Goddamn people learn to read
That literally makes no sense and that is embarrassing that you tried to make that point. They did not build this entire game with the idea that FOV would be a perk. Trying to make the argument that the FOV is small because a perk exists for it is saying that Shadowborn as a perk existed before they intentionally made a small FOV as a "design choice." That is actually what you are saying, and it is an awful point.
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J I L L S A N D W I C H
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@UseTheValve said:
It's completely hilarious hearing both side fight each other on this, it's been 5 years people let it go alright. It's BY DESIGN, same reason we can't turn off in game music, we can't play with the brightness setting in game etc. The game was balanced around that , they won't change it even if you beg for it, they will change it if they don't feel it represent the vision they have for the game, I highly doubt they will change it at the point.
What is worth talking about is why do they still allow Stretched res? Same with Nvidia filters, why is this a thing? That's really my big question, if we want things to be somewhat fair, these 2 things should not be possible.
For FOV sorry bug I think your dog is dead, you can put it in the ground.
Except FOV increase already exists as a perk and the other settings do not. This is a bad point.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2183469#Comment_2183469
The person I was replying to was asking for 110 degrees. I've heard many people asking for 120 and beyond. You are not the only person asking for FOV increases.
They said 100. If killer FOV is 87, then Shadowborn only makes it 102.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2183459#Comment_2183459
It's just a fact. You have more to render. It usually won't cost you more than a couple of frames but last-gen consoles also don't have any frames to spare. A slider option puts people who don't max the slider at a disadvantage. That could be for performance reasons or, yes, for motion sickness reasons. In most games with an FOV slider I (and Almo, apparently) cannot play at the widest setting without feeling sick, so now we're right back in the same situation of having to choose between motion sickness and an in-game disadvantage.
If the killer is having issues with aim dressing they are swinging at the wrong time. It's not hard to avoid. Just don't swing at people the second they turn a corner and make sure to put the unhooking survivor between you and the hooked survivor before you swing.
If it doesn't take skill to pull off FOV-dependent techs, by all means send me your best clips. Players with 1000s of hours often still have a lot more to learn. I definitely do.
I'm trying to have the balance not change by keeping the FOV the same. It's not like we're building the game and trying to decide between option A and option B. Option A already exists and the game has been designed around it. There are no balance implications to leaving the game the way it is.
Again, playing on a last gen console, this is an unnoticeable difference and a non argument unless you are playing on a potato computer that can barely run the game in general, in which case the option is still available.
This “disadvantage” is so unbelievably minimal that it is already measurably small by Shadowborn existing. If a killer is already doing well without Shadowborn, and they are doing just as well without it, we can already tell that Shadowborn is not a noticeable advantage. The advantage that Shadowborn gives a player, especially a good player, is negligible.
The only way spins and such work on good killers is when the “aim dressing” yanks the camera away from where they were going to swing and hit the survivor and causing them to miss. It’s not because survivors just moved out of the way fast enough in most scenarios. Spins that don’t force “aim dressing” only work on killers that just can’t really aim in general and swing at everything.
The benefits of having an FOV slider far outweight the downsides.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2182955#Comment_2182955
While crouching? Versus like a 7 ft tall killer?
Feigning a vault and spinning a killer, or faking like you're running left and doubling back right while the killer is in the pallet breaking animation, or clipping past a Legion as they vault a window are some of the most satisfying plays you can pull off as a survivor. I'm sorry if you don't have fun in the same way as I do.
Killers see exactly what they are supposed to see and nothing more. It is not "bad design"; the game is built around low killer FOV.
Raising FOV does not need to be as strong as a meta perk in order to be impactful. Asking for an FOV slider typically implies a high upper bound for FOV too, as in, quite a bit beyond even what Shadowborn gives you. I still think a 15 degree boost would be enough to hurt survivor gameplay.
It varies by the game, but I think that's a fair estimate of the FPS hit from increasing FOV. That's no big deal for people already running the game at 60 FPS with some overhead. That is a problem for people who are already only running the game at like 15-20 FPS, though.
Again, assuming an argument that just isn’t there. I stated multiple times throughout the thread that max FOV should just be current Shadowborn.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2182700#Comment_2182700
Well, can you see your feet while standing up and staring straight ahead? I sure can't, and humans have a wider FOV than killers in DBD. Now imagine the same, except you're even taller to be in line with a tall killer in DBD. If there were a low obstacle right in front of me I would either see it straight ahead while approaching, see it while looking down, or perceive it by bumping into it. The low FOV does make this harder, but this is more of a problem with the first-person perspective than the low FOV.
Still, the core issue with the low FOV is motion sickness, not visibility, since OP and others are attempting to position this as a purely accessibility / QoL feature. If you remove the accessibility argument there's not much left.
These spins, jukes, and techs add lots of depth to survivor gameplay. 110 degrees base would eviscerate them and I don't see any clear way of raising that skill ceiling again. The second trying these techniques hurts more often than it help players will stop doing them. From that point on it's just your average looping and holding W. Nothing wrong with that, but it's very bland in comparison without jukes to spice things up. These are also some of the most fun and satisfying parts of survivor gameplay, utility aside.
Then there are animations like breaking pallets and Nurse's fatigue that were clearly designed to give survivors a couple of seconds to break line of sight that would no longer serve that purpose. The need for other balance changes (at a minimum M&A and Shadowborn changes, but possible also changes to balance out the buff this would be to killer) is another piece to consider, as are the performance considerations for people on last-gen consoles or low-end PCs.
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Asking for a FOV slider in DBD to help with motion sickness feels akin to asking your local gym to lower their basketball hoops to 6' because you were born with dwarfism, are five years old, etc. and are having trouble reaching the basket. Like, yes, this would be amazing for exceptionally short or weak people, and everyone else would still be capable of playing on a short hoop, but doing so would make the game less fun for almost everyone else. There would be some work effort involved with the change too, and there would definitely be some balance implications. Tall players would suddenly be less useful compared to shorter, more agile ones, for example.
It seems like a better workaround for the people who want a lower hoop to increase their fitness so they can shoot on a higher hoop, or for the gym to provide a lighter ball for them to use, or even for them to spend more time playing other sports than to make the game less fun for most other players.
Analogies are always imperfect and not the most helpful, but this is how I feel about increasing FOV. It's not just a harmless QoL change because it has real balance and gameplay implications. At the end of the day adding an FOV slider would impact basically everyone who isn't isn't new to the game for the benefit of a small minority of unlucky players.
And, even then, Almo makes a good point that some players also do get motion sickness at high FOV, meaning they'd have to set a lower FOV in order to comfortably play and therefore be at a competitive disadavantage. This isn't really a different situation than the players now who have to choose between Shadowborn and motion sickness. The only real difference is that you need to bank up some BPs to unlock Shadowborn while an FOV slider is available to everyone right away.
This is not representative of survivors’ and killers’ heights. Survivors heads are right below the necks of tall killers, not at their feet. Normal people should actually be able to see all the way down to their legs without turning their heads.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2182674#Comment_2182674
...because it would have balance and gameplay effects. You're just trying to minimize them because you care more about having a wider FOV. I would rather a small minority of unlucky people have to run a perk, or sit farther from the screen, or reduce their graphics settings, or play more survivor, than to lower the skill ceiling for all survivors and further shaft players on last-gen consoles and low-end PCs with performance issues.
Can people stop adding this “large FOV lowers performance” argument that just simply does not exist on consoles? I’ve been running Shadowborn for years and it has not affected performance at all for me, or it’s been extremely negligible and unnoticeable. And once again, this is why I asked for a slider OPTION, and not a forced increase for everyone.
It still does not take skill to abuse the killer’s small FOV and “”””””aim dressing”””””” if you know how it works and the difference between how survivors would play now vs how they’d play if killers had a slightly larger FOV is extremely small.
People could make the opposite argument for your side. You’re trying to maximize the balance implications because you don’t want the FOV to change.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2182704#Comment_2182704
They want it larger.
Obviously I personally want it to be larger but I’m not ignorant enough to assume the same for everyone. Shadowborn alleviates my eye strain and motion sickness while playing killer, personally, and I know quite a few people with the same issue. However, others are fine, or experience the opposite.
Which is why FOV should be a slider, current/slightly lower FOV at 0% and current Shadowborn at 100%. I’m not asking for double Shadowborn FOV, I’m asking for something that’s already in the game.
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@Phasmamain said:
I could be completely wrong here but wasn’t the teacher used to make doctor?
I don't think so, as Doctor was supposed to originally be more Chinese themed, but it's possible, as Detention and Discipline (Doctor Add-on) are similar themes.
@Luciferr_2nd said:
Pretty cool concept, good job!
It was cool to see you create an idea for the trapple, i like it.
I tried to think of ideas for having it remain a survivor item, but I feel as though part of The Teacher's power would be a lot more appropriate haha. Thanks!
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@ThePolice said:
Why did you use a real politicians name?
That's a real person lol????
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Gotta keep your dignity somehow I guess. Darn those SWFs for cheating in a game that has an official Discord.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2180188#Comment_2180188
My point is that my console jaunt included using Shadowborn and basically playing a slideshow.
Performance drops have not ever been related to higher FOV in all of my time playing with and without increased FOV. Even if this was the case, it can still be optional, via slider.
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@Phasmamain said:
Some killers actually already have multiple Moris. Twins and clown have two different versions of their mori
Since when did The Clown have a new mori animation, and can I see it? I was aware of The Twins but heard nothing about the other.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979
I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.
Which is why it should be an optional slider, for people who prefer playing with the lower FOV. It is a gameplay advantage yes, but the benefits of adding it far outweigh the downsides, especially considering that PC players can just change it via res regardless (and to a value that far exceeds Shadowborn) while console players are left high and dry.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2179889#Comment_2179889
Your system could just be strong enough to handle it, but increasing FOV always negatively impacts performance. This would be a major concern for players on last-gen consoles or low-end PCs who already have performance concerns at the current FOV.
God forbid it become an optional setting that makes a very negligible difference to last gen consoles the devs clearly don't have any intention on optimizing.
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2178093#Comment_2178093
The killer's tunnel vision is a balance mechanic to allow survivors to hide more easily and make it impossible to angle the killer's camera in ways in which you can detect survivors over line of sight blockers, like survivors can do with their camera when facing a killer.
That's the general, official reason the devs gave for why the killer fov is so small. It's not just about hiding in the killer's face.
You asked for the reason there's no fov slider after 5 years: this is the answer. Deal with it.
A majority of LOS blockers in the game are already tall enough to make this a non issue.
This is still a bad argument.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2178654#Comment_2178654
It's not just adjusting your positioning. Many jukes straight up aren't possible or are substantially less likely to work with increased FOV. People will stop using them the second they become unreliable enough that they usually just lose you distance and give the killer free hits.
They’re already unreliable against decent killers who see it coming...
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2178654#Comment_2178654
Have you ever seen someone on console using Shadowborn? It's not pretty.
And no, it doesnt, casual games need to be balanced which is exactly why there is no FoV slider and you have to use a valuable perk slot to get an advantage.
I literally play on console what is your point?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2178592#Comment_2178592
I disagree with the first part of your comment and have said as much many times in the thread.
If FOV is increased, survivors would be forced to adjust their positioning in order to pull off their jukes... there’s nothing to disagree with, it’s just them having to change the method of execution. The aren’t going to be doing spins in the same way, so while it could be harder, it still would not be impossible.
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2178549#Comment_2178549
This is a casual game for everyone to enjoy. Adding an FoV slider would make people automatically put it to the highest they can, limited only by their hardware, because FoV is one of the most important things in this game. Which would mean that you get the rich snobs lording it over everyone else and having an unfair advantage like they do in other games.
Not sure I follow on the hardware part.
If there was an FOV slider in which the max was just current Shadowborn, I don’t see how the hardware part comes into play when everyone would have the same limit.
Also, the casual game part kinda directly contrasts with everyone else’s strict adherence to FOV being part of DBD’s balance argument, because if people truly saw it as just a casual game, then no one would have a problem with something as minuscule as the FOV.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2178554#Comment_2178554
Good luck following scratch marks in the corn... It's not just for fatigue either; it's also for target acquisition when you land a blink. It's only trash if you really want an FOV slider.
If I really need help following scratch marks through corn I’d just use Predator (LOL). Shadowborn does not help that much through corn, and the corn needs to be toned down anyways.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2178549#Comment_2178549
I'll take less enjoyable for a small minority of unlucky people over less enjoyable for any decent player and potential balance implications, extra dev hours for changes to things like Nurse's fatigue, Shadowborn & M&A, etc.
I'm a lot more concerned about the gameplay implications than balance implications. Balance can be adjusted, but no amount of balance changes can bring back techs that only work because of low killer FOV.
Read the first part of my comment again.