thesuicidefox
thesuicidefox
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@OMagic_ManO said:
Look at the grass, even with Prayer Beads, you can see it move.
FALSE
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/672042#Comment_672042
That depends on your solution.
Specific solutions apply disproportionately to different Killers. If done correctly Nurse wouldn't be buffed as much as other Killer's.
Really if we buff Killer in a way that effects Killers that don't move with their power primarily and doesn't effect Killers that do as much then that would lessen the gap between all Killers in general, at that point we could even DECREASE gen speed.
Or we could just have changes to a lot of Killers individually rather than changing all Killers in the same way.
But the core issue is the gen speed. The strength of killers outside this is honestly just fine. They don't need to be stronger, gens just need a speed limit.
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@NuclearBurrito said:
Honestly. I'd rather speed up Killers rather than slow down Survivors.
I'm not necessarily talking about movement speed mind you (although if we DID increase the MS of a bunch of Killer's it would probably let them get more map pressure), but I mean give Killer's as a whole more tools to acquire map pressure, rather than just giving them free pressure when Survivors aren't contested.
For example some form of screen wrap where one edge of the map will take you to the other.
Or some action you can do to buff the Killer mid match
While I'm sure both of those have major issues, the point is that giving tools to Killers so they can actively counterplay the Survivors would improve the game health more than simply slowing down gens directly.
This way we can avoid effecting low ranks by making it so the mechanic is hard to use
The problem with this is that it will make top killers like Nurse will become even more powerful.
We don't need that. It creates a runaway power problem. It's better to go the other way because then you have room to balance.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/671796#Comment_671796
Aka: Now I can get more greats and complete gens even FASTER!
Unless I'm a noob and miss skill checks
I was thinking that skill checks would reduce the overheat effect rather than add progress. With the exception of Ruin which would still work as it does (since greats do no progress anyway).
@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/671721#Comment_671721
The Devs shared data showing that swf of 3 or 4 people made up about 25% of the game (rough estimate) at least half of those are potato at ruin skill checks. I think this problem of gen rushing with ruin up is prone to happen in about 8% of all matches. It's not high enough to overhaul the whole time taken to do gens.
Maybe if it was only at high ranks. But it would be unfair for medium and low ranks.
Play a week at rank 1 on Xbox you will see this data is skewed. It may be true for all ranks, but at red ranks every other game is a 4 man SWF. I know because I know most of the players at red ranks and they all play together in 4 man groups. And when I play killer I run into these groups all the time.
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@TAG said:
The big question is "How do you bring down the best of the best without creating a more negative experience for everyone else?" You can't just flat-out increase gen repair time because less good Survivors who don't power through Ruin like nothing get affected by it as well. There needs to be a solution that can target those super top Survivors that doesn't screw poor 'ol Bud who hasn't been playing for too long and is still in green ranks.
Overheat, a new universal mechanic for all gens.
For each second repairing a generator, the overheat bar will fill up. Completing a generator gives a small boost to the overheat bar. The more the overheat bar is filled, the more frequent and difficult skill checks become (smaller zones, smaller UI, shaking, etc.). Overheat bar will regress when no gens are being worked on.
Completing 2 gens simultaneously should fill the overheat bar to around 80% for reference. It would take 80 seconds to let the entire overheat bar regress. Obviously other testing required to nail time the numbers but this is the basic idea.
This makes gen rush still an option, just more difficult to pull off. Most players would be encouraged to spend time doing other things (looting chest, doing totems, etc.) in between popping gens to avoid the max overheat penalty.
And since less experienced players don't pop gens quickly, they would be less effect by this (or not at all in some cases). It would only affect the more experienced players that rush gens.
Just off the top of my head.
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Yet his totems still got destroyed.
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/671697#Comment_671697
It's a rare occurrence to have a swf to complete 3 in 2 mins with ruin up. Otherwise I'm with you on this.
Dude come over to Xbox, where 4 man SWF is literally every other game and rank 1's don't even care about Ruin. I'm one of them, and I know about 50 others like me. We just plow through Ruin like it's not even there.
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Gen speed increase? You mean gen time increased. If you increase gen speed you just make the problem worse.
And IMO the core problem is that you can stack too many buffs to repair gens too fast. The absolute fastest you should be able to repair a gen is 50 seconds. Doesn't matter what perks you have, toolboxes, or how many survivors. The minimum time should be 50 seconds.
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Hag has the best mori. Demo's is up there.
LF is mid tier at best. Not really that great honestly.
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No. Brutal Strength only affects the speed of the pallet break animation.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671064#Comment_671064
People still fall for jukes from the beginning of the game, people fall for OoO bait, loud noise interaction bait and Wraith pretending to leave a chase, are all of these mind games to you?
LOL yes. They even meet your made up criteria... planed out and/or unexpected. You are tricking someone when you do these things (or at least attempting to).
Just because a mind game is obvious and/or you don't fall for it doesn't make it not a mind game.
Stop moving the goal post. If you do something intentionally to trick your opponent, it's a mind game. Doesn't matter how difficult it is to do, how much you planned it out, or how effective it is.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671050#Comment_671050
I just think “XD you actually went back to me”
it really isn’t well thought out, deciding to stand still by a window/pallet is not at all well thought out. It isn’t unexpected to people who have faced spirit enough times.
Yet you even said people still fall for it. SMH
Therefore it is a mind game.
Just because you do not does not make it NOT a mind game.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/671044#Comment_671044
I notice memes quickly, so I saw that there was a spelling error in the title and text, wonder how nobody noticed
"I notice meme quickly"
Like a superpower?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671034#Comment_671034
It is not extremely well thought out nor is it unexpected, it is not a mind game.
Dude it is.
I stand there think to myself "I will attempt to trick them by faking the vault" = thought out.
You expect me to vault when I didn't = unexpected.
It meets both your criteria. "Not extremely well thought out" is irrelevant.
This besides the fact that these aren't even criteria for a mind game in the first place. IDK where you are getting this from, but that's not the definition of what a mind game is. The only requirement from a mind game is that you do it intentionally, because otherwise it's just the other player making a mistake.
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*eats your head*
*complains about how under-cooked you are*
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Jaws anyone?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671030#Comment_671030
It is predictable though so it isn’t a mind game.
Doesn't matter if it's predictable or not. He attempted to trick you, you didn't fall for it.
Mind game.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671023#Comment_671023
I don’t know about you but I expect spirit players to pretend to vault/phase, I do this as spirit and it works way too well despite how predictable it is, people who know what they’re doing will expect this and then also expect you to start phasing once your “mind game” doesn’t work.
Then all that means is you didn't fall for the mind game.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671012#Comment_671012
The definition of ‘mind game’, you out played your opponent with an unexpected/ well thought out mind game, not necessarily luck based.
So then what's not unexpected about faking a window vault or standing still? The survivor expects you to be vaulting/phasing when you are not.
Also that's a poor definition of a mind game.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/670980#Comment_670980
“An extremely unsuspected or well-planned out trick that others do not know is upon them until it is too late.”
It needs to be unexpected or well planned, standing still is neither of these. Also I’ve never said I fall for spirits standing still, I even said it was predictable and easy to avoid this “mind game”.
LOL where are you getting this from? Nothing about that is true. It doesn't need to be well planned or unsuspected. It only needs to be intentional, because if it's not then you just got luck that the other side over-thought things and made a mistake.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/670948#Comment_670948
“An extremely unsuspected or well-planned out trick that others do not know is upon them until it is too late.”
Pretending to vault a window fall under neither of these, the claymore trick is at least well planned. Think about maps with LOS blockers at loops, I start moonwalking hoping to trick my opponent, I succeed in mind gaming them. Neither of us knew precisely where the other one was, therefore we both had a lack of knowledge.
We both had potential to mind game each other.
But that doesn't mean one way mind games can't exist either, hence the claymore scenario.
And a mind game doesn't need to be well planned out, only intentional. If I fake vault the window in the heat of the moment, I didn't plan that but I did do it intentionally to trick you.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/670918#Comment_670918
But a mind game is a lack of knowledge on both sides, the spirit knows fully what you’re doing, don’t ignore parts of a comment if you want to invalidate it.
Where are you getting this "on both sides" nonsense. You can mind game someone knowing something they don't. For example, in COD if I put down a claymore in a corner and bait someone to follow me through the door as I avoid the claymore myself, I mind gamed that person to trigger the claymore. I knew the claymore was there, they didn't, I tricked them into thinking I was in a bad position when really I was baiting them to hit the claymore.
@n2njauwu said:
https://forum.deadbydaylight.com/en/discussion/comment/670918#Comment_670918
Mindgame - An extremely unsuspected or well-planned out trick that others do not know is upon them until it is too late.
both dont fit to spirit vault . 1st its everyone suspect it becase all know spirit is invisible during vault and there is nothing they can do . 2 ) well - planned trick = also not because u just press space or not and survivors just hurt themselfes due to that ... 0 plan
So if I stand at the window and you think I vaulted so you try to run around to the other side and now find out I didn't vault, isn't that what this is?
How well you plan it or how difficult it is to do doesn't change the fact it's still a mind game.
I swear people want to come up with any excuse they can why they lost to a Spirit.
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@GrootDude said:
Standing still isn’t a mind game, it requires no effort on the spirits part and you know what the survivors are doing, I think spirit is fine though and it is easy to not fall for this but stop calling it a mind game.
This is false, it is a mind game because the purpose of a mind game is to trick your opponent. The amount of effort require is irrelevant. In fact the game even says this is something you can do...
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@Tzeentchling9 Thanks. Yea kind of annoying how threads get moved around. I get why, but I wouldn't have made this post if it was in general.
TBH they should ditch the forum sections all together and just put categories instead. So if I want I can see all posts from all categories, or pick the category I'm looking for.
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@[Deleted User] said:
It should just be a blanket debuff to all survivors for each token, with the Obsession only maintaining the healing and unhooking buff.
I agree with this. Then it becomes a matter of slowly reducing that buff the obsession gets by getting tokens.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/667472#Comment_667472
It's called DS, so still not that big of a deal. Also I've have yet to come across a camping freddy.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/667478#Comment_667478
A camping Freddy will always lose, and is totally undervaluing the power of the gen teleport.
Freddy doesn't necessarily have to be camping though. He could just be returning to the hook or something.
Point is, he doesn't need a special exception for BT that no other killer has. Maybe pre-rework I'd say it's fine, but Freddy is actually really strong now so it's just overkill. Plus the fact that any TR perk won't work with him now if you are asleep. Unnerving was useless before the rework, then became actually viable, now it's useless again. Not that it's a great perk, but I'm sure there are other things that will now be useless AGAIN with him.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/666687#Comment_666687
The person on the hook is always awake, so it should still work.
Except that the requirement is the rescuer is inside the killer's TR. "After unhooking a Survivor within the Killer's Terror Radius..." which means that it shouldn't work.
@TheRoyalOwl said:
I don't get why BT makes such a big difference in this.
Because if you are asleep and making a save BT won't work, even if Freddy is standing right next to you. That's kind of a big deal.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/667230#Comment_667230
The lullaby is not the TR, for this purpose. Here, I took a screenshot. Last bullet point under 'Balance'
https://cdn.discordapp.com/attachments/613126536857387049/618485270765109248/unknown.png
I love Freddy but this is a HUGE mistake because it gives him an insane buff no other killer gets. If you are asleep, BT won't work. That's seriously stupid. Freddy is already in a good spot, he doesn't need these buffs.
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Jane's Left Behind is greater than other female survivors entire behind.
Also I'm right handed so I would rather the right behind.
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I thought dedi's were only for the PTB.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/667093#Comment_667093
Since for all intensive purposes most of the time it's a circle lets not use the Volume.
It covers 1809.56 Meters and used to cover 3216.99 Meters.
Intents and purposes*
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It's supposed to be that way because as the last survivor you can't get saved, and if you kobe/Deliverance the killer will just down your again and put you back on the hook. It's pointless to even do it, so they just make you die right away to not waste anyone's time.
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I was watching a friend stream some Huntress gameplay. At one point he had a Feng on the hook, David ran up for the save right next to my friend and he threw a hatchet at him that went RIGHT through him as he did the unhook animation.
I think it's some sort of bug with survivor hitbox during the unhook, and only for the rescuer. I've had similar things happen to me many times on many different killers. Heck I've swung through the rescuers back sometimes and hit the guy that just got unhooked (who had i-frames BTW). Attack just passed right through the guy.
Hope they look into this. It's really lame TBH.
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Does the card say "basic attack"? I thought it just said when you put a survivor into dying state.
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See this is why it's dumb to make a new status effect. They will have to make exception all over the place to make it fair.
It makes infinitely more sense to just nerf/rework OOO because that was the problem perk. We didn't need these new status effects.
If anything just make Oblivious not play the heartbeat or show TR related icons, but still have them be in effect.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/666827#Comment_666827
I dont appreciate you doing that
He's not wrong though. Some proper grammar syntax goes a long way.
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Freddy has a little baby hand, what you talkin' bout??
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@Kilmeran said:
@Speshul_Kitten I just tagged Peanits in another thread about the same issue. It's getting ridiculous that Behavior's forum folks can comment in many other threads, but keep remaining absent from all the threads about the matchmaker, which is a major issue with the game right now.
Peanits has actually replied to these threads and said they are looking into these issues.
EDIT: Woop, speak of the devil ^^^^^^
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Sheeet at least you can find games. I'm rank 3 and it takes me 10 minutes just to open a lobby and another 5 to fill it with survivors. I've just given up even trying on my main account, played on my second account now I'm rank 5 there and getting longer and longer queue times.
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I guess it depends if it will stack or not. Like if a survivor enters that range and pauses the timer, then another survivor enters just after the timer restarts, does it pause again? Can the same survivor pause it more than once?
34 seconds does seem like a lot though no matter how you slice it. 20s might be more reasonable.
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From what I understand, Oblivious just means they don't hear a TR, and a lullaby isn't a TR. But it should still register TR effects. If it doesn't that's a big OOF.
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@Glory said:
Make some left-handed survivors (no effective gameplay difference, they just talk about it in their bio lol)
Technically speaking lefties have some representation in the game via ward offerings. Look at the icons:
https://deadbydaylight.gamepedia.com/Offerings#Wards -
@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/665192#Comment_665192
Ok. That gives Survivors a free unhook.
32 meters is the Huntress' humming distance. At that distance, a Survivor will sprint in & unhook before a Killer can return.
Once again; it either punishes the Killer by letting the hooked Survivor get away free, or it forces the Killer to be so far away that they can't stop an unhook.
ONCE AGAIN; it would be abused. Just like the old punishment. Just like ANY punishment.
Huntress lullaby range is 45m not 32m.
https://deadbydaylight.gamepedia.com/Huntress#Power:_Hunting_Hatchets32m is standard killer TR range.
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@Marcus said:
Trapper : both ultra rare add-ons.
Wraith : purple add-ons for speed while cloaking and uncloak time.
Billy : Carburetor Tunning Guide + Primer Bulb.
Nurse : Ataxic Respiration + Catatonic's Boy Treasure/Fragile Wheeze.
Myers : both stalking add-ons.
Hag : Dried Cicada + Turtle Egg.
Doctor : Iridescent King + Mouldy Electrode.
Cannibal : Carburetor Tunning Guide + Primer Bulb.
Huntress : Iridescent Head + Infantry Belt.
Freddy : Red Paint Brush + Swing Chains/Nancy's Masterpiece.
Pig : Video Tape + Last Will/John's Medical File.
Clown : Flask of Bleach + exhaustion add-on.
Spirit : Mother Daughter Ring + Prayer Beads/Bloody Hair Brooch.
Legion : both duration add-ons.
Plague : Black Incense + Apple.
Ghost Face : both power recovery rate add-ons.
I disagree about Trapper. If you use both pink add-ons then once survivors see you have Bloody Coils they won't disarm traps making Iri Stone moot.
Best combo is Iri Stone + Honing Stone. No need to reset traps and if someone steps in a trap you don't need to react to it right away. If they get out and are not in dying then you know they are with someone else.
I also disagree about GF. Recovery + Stalk Rate is more effective.
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Huntress and Clown throw lefty. Demogorgon appears to use both hands at once. That's about as close as you will get. Considering that all loops have a "good" direction and a "bad" direction to run, I wouldn't expect a left handed killer anytime soon.
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Something must be wrong with the forums because all the OP says is BOOTY BOOTY BOOTY BOOTY BOOTY for 10 pages.
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@knell said:
Off-topic, but if you happen to play mostly the killer-side, have a PS4, and live in the Eastern US area, it may be good for you to just play DBD on the PS4 instead of making new accounts. The queue for killers in general are usually much quicker than the survivors here. Although the length of waiting for either queue overall seems to vary from person to person (for example, I don't have to wait that long for either side) but we do seem to frequently need more killers over here.
No PS4, but this only became a problem for me starting in March. Prior to that I'd find a killer game at red ranks in like 2 minutes at most. And the problem has gotten worse since then. And I know for a fact that there are plenty of survivors playing because I have a lot of friends that play this game and if I play solo I see new players all the time. It's not a population issue, it's something with the game.
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Meanwhile, me being a killer at red ranks takes 10+ minutes to find a game. Pretty much the reason I've been playing so much on my second formerly smurf account this month, because it's the only way I can find killer games. But now I'm rank 5 on that account so now I need to make a third account, maybe a fourth, just to play killer.
They really need to do something about the matchmaking right now. Prior to March I never had a problem finding games at red ranks. After the March update the game immediately started taking ages to find games.
I can find survivors games pretty quick though, unless I'm a 4 stack but even then it's faster queue than killer at the same rank.
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@[Deleted User] said:
“Is it really that hard to look down? On top of this, if the survivor is hiding at your feet and you don't see them then you have to be doing something wrong. I've never ever had this issue, if a survivor is that close to you then you should know. If you don't, then you are simply a completely oblivious killer.”
I find this an unfair comment. Using an analogue stick on a PS4 controller to look down and turn around is a slow enough process that the 1 or 2 seconds lost to check each and every time LOS has been broken ends up being significant enough that survivors are able to escape chases when they haven’t even ducked at the feet of a killer like the plague, because of the very necessary need to ALWAYS check by your feet when LOS is broken, BECAUSE of how often survivors attempt this on such tall killers.
I play on Xbox I have no problem turning around fast, looking up down or any other direction quickly. Put your sens to 100 and that is plenty honestly. Hell, 80 is plenty.
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@Grim said:
@thesuicidefox I don't want looping to be nerfed, or stealth. Can you imagine how boring the game would be if all the survivor could do is run in a straight line?
Personally, I don't have difficulty finding survivors and I'm pretty sure I have ears. I just feel that the change would only affect the bad survivors as all you'd need to do is just not be wandering in the open to render the increase negligible.
I feel like neither of us are gonna budge, so do you want to agree to disagree?
1) I wasn't directly saying you wanted looping nerfed, but that is the general sentiment of killer mains all over. I was making a point that if you can loop and can't hide then might as well just have survivors be immobile targets in an open field.
2) If you don't have difficulty finding them, then you don't need a wider FOV. Like I said, the motion sickness thing is semi-valid complaint, but your comfort shouldn't come at the cost of core game design. That's like saying "I have no hands therefore all special moves in this fighting game should be executed with a single button press instead of a series of specific inputs." I'm sure you can see why something like that would be a problem as it would remove a huge skill requirement from fighting games. I'm all for helping people with handicaps or stuff like that, but not when it negatively affects the game as a whole.
3) I always see "agree to disagree" as a cop out, but whatever. My point is a wider FOV isn't necessary. If you always run Shadowborn then you never get better at actually looking for survivors and thus become dependent on the perk. Play without it for a while and practice, then you will realize you don't need to waste a perk slot. Just look at some of the top killers in the game, how often do you see them run Shadowborn, and how much difficulty do they usually have finding survivors? Almost never and usually none.
