Some of these comments attacking your suggestion are really harsh and damaging to anyone who ever wants to make new suggestions, because they most likely will face a barage of toxicity and anger from people not wanting change at all.
Good ideas however for the pallet block perk, I feel like a condition needs to be included to make it balanced. Example have it so if a survivor passes the same pallet gap twice it becomes blocked (5,10,15secs) it shouldn't be too problematic as there are plenty if loopable areas. It's not like the loops disappear.
Haha thank you 😅
Looping is not a thing of the past lol.
You can still make shack an infinite if you can break LoS for a moment, the temple on the new map with BL is pretty much an infinite same with most houses on Haddonfield again with BL which plenty of survivors are running.
Yes things might be better than before but that means it's just gone from broken to more manageable, does not mean it's fixed.
I didn't ask how to get the looper into a more vulnerable scenario; I asked how to counter looping. Purposefully losing the chase isn't a counter to looping any more than killing yourself on the hook is a counter to camping.
Again, you think it's OK for "good survivors" to force the killer into an unwinnable situation. I do not, because survivors aren't supposed to be that powerful.
Funny story: even if a survivor runs in a straight line, chases can still last for a full minute, depending on when they start running. At 10 meters, with Sprint Burst, chases last some 40 seconds, IIRC.
You would be in the minority. Most people, and rightly so, would just stop playing and complain nonstop.
Looping by itself is not the problem, it's the amount of strong loops, save pallets (bad map design) and limited time for low tier killers. That's the problem imo
Forcing a survivor to have to put themselves in a more vulnerable position does directly counters their strategy of looping you constantly. Sure there's no "stop loop" button the killer can press but you do have the ability to win. Once again, breaking chase is not conceding defeat. It's a tactical move to work around a survivors greatest strength.
Known as "zoning", very strong when using billy
Giving a survivor the opportunity to put themselves in a vulnerable position is not a counter to anything. It only works if the survivor purposefully places themselves in that position, and that's just taking advantage of a mistake.
Breaking the chase is losing the chase. The killer gets an emblem penalty, while the survivor is rewarded.
Again, what are the counters to looping? Actual counters, meaning things that work against looping.
The only one i can think of is Bamboozle but that only works well with certain killers and within certain builds.
Not to mention it makes way too much noise so survivors just find a new loop after they hear it go off.
Bamboozle can only block one window for a very short duration and doesn't solve the core issue of different accelerations (relative to max speed) and different hitboxes.
It sounds like you feel entitled to win a chase every time. There might not be a 100% surefire works-every-time counter but there rarely is for most things. That said there's perks, killer abilities and mind games that help get around looping. If survivors looping you is your weakness, try using a killer with a better skill for countering it. And if you're extremely stubborn and absolutely refuse to break chase, take note of where broken pallets are and try to direct the survivor towards those areas. The side of a pallet you're on when you break it can better determine which direction you force the Survivor to run to.
But they would have already, so again, your whole argument is flawed.
@Orion you're in the minority here, looping is no longer a massive issue and you need to accept that. You're not entitled to win all your games.
This conversation was going so well, but you and the other guy decided to pull out that survivor meme to handwave away any and all complaints.
I'll wait for people who can address the arguments being put forth without assuming anything about my stance.
Ah yes, forgot about those infinites, I was only thinking about pallet loops, the Haddonfoeld will probahly be addressed since streamers keep showing how broken it is, and the temple, will probably not be touched tbh. Balanced landing might see a nerf, though and if it does I'll be depressed lol.
What? No I'm not trying to be a dick, you're just coming across as if you want to win all your games, explain to me what you want out of looping being killed then?
I've been giving you proper arguments this whole time, you just refuse to budge on the notion that breaking chase is giving the survivor a free win.
I was too? I don't understand.
@Orion and @ClogWench let's end it here, before we get too hostile and get banned or jailed. We can just agree to disagree. Nice conversation guys, have a nice day.
Personally if you think survivors should be untouchable if they are able to loop well, that's not balanced especially so when the killer is doing their all to catch them.
Map design is too imbalanced a lot if the time. Literally 90% of walls have gaps to see the red stain through so even the simplest loop you can be at for a minimum 10 seconds with little effort.
What I've been trying to say is they're not untouchable. You can outplay them. If they're that God tier at looping it becomes skill vs skill. Through mindgames and routing you can outplay even skilled loopers.
@ClogWench except it isn't skill vs skill. Especially when there is a timer until all gens are done and perks like adrenaline, deliverance, bt etc discounting your 'victory' of winning the Chase.
The killer has no mindgame potential if the survivor can clearly see the red stain through obstacles. Survivors can keep killers busy for ages which is why they are often left alone and killer defends objectives instead.
You can moonwalk, you can route survivors into areas without pallets, you have options. And as said before, a lot of killers have tools to use against looping. I agree it's more of an issue for those that don't but that's a flaw of individual killer design.
@ClogWench and @AshleyWB you two end it too, just agree to disagree. No point in taking it further.
None of these are good ideas, because when they learn of the second perk, they will go to vaults and pure jukes
The escape one is terrible, because survivors escape before getting hit
I disagree with the perk in general, but I imagine it's for the purpose of survivors not being able to just approach the killer at the hatch knowing they essentially have a free win as long as they don't make the first move.