You caught me. I do like organization.
I'm glad you said that because the point I'm trying to make is the game isn't supposed to be fair. It's meant to be difficult to survive and Jason is meant to be OP. That's f13's balance. I know you understand and accept that, but what your proposing WILL inadvertently change those points.
I get what your saying. Your saying that Jason shift-grabbing you in unfair to an extreme degree. That he shouldn't be able to grab you while invisible. That this mechanic is so ridiculously OP that it's not even a question of how strong Jason is or if the game is balanced or not. But rather that there is little to no defense towards the mechanic and it just doesn't make sense that it's even in the game. That just having it creates a feeling of, "I can't do anything to combat this".
My take on it though, is that the SG mechanic isn't ridiculously OP whatsoever. That it should absolutely be included. That shift grabbing is an integral part of the game and must stay for a multitude of reasons including balancing and so Jason himself has a defense against counselor tactics. That there are many defenses already put in place to try and thwart it, and that if you are feeling like you can't do anything at all as a counselor, that you need to play a little more. I'm not saying those of you having difficulty with it are bad players. You just need to learn how how to cope with it and try new things because SG isn't something that cannot be out played or out-maneuvered.
Your looking at it from the perspective of the counselors. You have to realize that Jason has a limited amount of time to kill the counselors as well. Sometimes a quick kill is necessary if Jason can pull it off. If the counselors are all working together for example, Jason needs a method of splitting them up. To hit them at their strongest. Because if he's running off trying to get just one kill for most of the match, whats left?
You should be hearing his music or seeing that static when he enters your area. That's assuming he hasn't unlocked Stalk yet. If your not, that's not an issue with SG itself but a different issue all together. And if you're alone at the beginning of a match with a not so stealthy counselor and are just searching cabins, try making an oval path to the next cabin instead of a direct line. Little things like that will go a long way to increase your chances of outsmarting him.
As soon as you get in that car, you have to expect Jason will be on you. You have to expect that he will do anything within his power to stop as many counselors as he can. And if you're the driver you're a target right away. If your not prepared (as the driver) to escape him if he catches the car, then don't drive or take the chance. And sure, being instant killed is not fun, dying never is. But that's still not an issue with SG. And in a game like F13, killing is something you should be seeing a hell of a lot.
Most Jason's use shift to get in front of the car anyway. If he's shifting to stop the car and then walking over to the drivers side to get a counselor that wasn't fast enough and was unprepared, well they die. If he's walking/running to stop the car and then SG'ing, the driver should have been more careful.
Your logic there is sound and it makes sense in theory outside of F13. But your missing some things regarding the practicality of something like that being integrated into the game. If all high health counselors had the ability to much more easily escape Jason, I'm assuming we would then expect more early game escapes (because otherwise, why else would we include it?). This fundamentally changes how the game works. It gives counselors a major boost and adds on a higher chance of not only Jason escapes but map escapes as well. I know you think of this as a fair and balanced addition, but it really isn't. The chance to escape should be same whether your healthy or not. It should depend on your ability to not get grabbed and to use the items available to you. And even if you are grabbed, to have a plan of action if it happens.
If a counselor is out in the open, and Jason sees him, why should he be able to get away quicker just because he has high health? Why should Jason have to then chase after him and spend more time on him while the other counselors further fortify themselves or escape? Counselors are no slouchers here. If Jason has the opportunity to kill a counselor he should be able to if they cannot out-maneuver, out smart or out number him as they already have the capability of doing so. It's Jason for Gods sakes. It shouldn't be an even playing field. If the counselor hasn't found any items for an escape he still has cabins to get in and out of. He has friends to help him out. If he doesn't have any of those then... well too bad. Your on your own.
Going a little off topic here. How many characters in the movies actually fight him off once grabbed? They can run and that buys them more time to escape and regroup, but how many after actually being physically grabbed by Jason get away? Not many. This game is based on the movies, and I think they have recreated it perfectly. But I realize that this is a game and not a movie. I realize that gameplay and a certain level of balance has to be achieved. But I think that already has been done. And quite well. Counselors in the game have a ton at their disposal already to get away. Currently at all points, the ability to escape relies on not only chance and luck of getting items but on skill as well. You fear being grabbed by Jason because that means trouble. To avoid being grabbed you have many things at your disposal from items, to tactics to teamwork etc. You run away from Jason so you aren't grabbed. But even if you are grabbed you have the pocket knife, you have the mash bar (that can be useful yes), you have friends etc. Your making it out to seem that if you are grabbed your completely screwed and have a very low chance of escaping. And that's not true all the time. Now it's not necessarily easy once your grabbed (and it shouldn't be) but it is in no way a lost cause. Can you get insta killed? Yes. But if that wasn't an option the game would take forever. Counselors do not need more chances to escape. They need to be more efficient and well rounded players. They need to learn and adapt to Jason and how he plays. Sometimes you can die very quickly if your in the wrong place at the wrong time, but that's apart of the game.
Now getting back on track, if high health meant easier escapes which means low heath meant harder ones in comparison, just think about what that would mean for late game counselors. How many people do you think would actually survive or have a true chance if Jason escape was measured on health or composure late game? Their ability to escape would be minimized. What would stop Jason from abandoning grabbing altogether and just slashing away at counselors early in game because grabbing became inefficient? Don't you think, that we would be then getting an influx of complaints from those who find that annoying and broken?
If low health meant easier kills (in theory), if someone were alone, got badly injured, couldn't find any health sprays and then escaped (Jason) early game, what motivation would they have to stick around or even try anymore? They know if they get caught again, they have an even lower chance of escaping than they ever had. Health sprays would then become an item that also allowed you to have an easier escape. Currently, if you get injured, yeah its harder to run away, but you have the same chance of escaping Jason that everyone else does. A kill can still be stopped by another counselor in time.
If it was based on composure (now correct me if I'm not understanding you because I don't know whether your talking about the composure stat or the level of fear a counselor has), you would be seeing a lot of "copy counselors" in matches. Because if it's easier to escape Jason with a high composure character, why would people choose any others?
Yes Jason's are becoming better at the game. But the counselors are too. Players in general are becoming better. I think your expecting a higher number of counselors (players) to survive at a constant rate. 50/50. If some are reaching that then good, your doing well and have adapted to the game. The point of this game is Jason is OP and he kills you. Now it shouldn't be to a degree where you go into a match expecting to die nor should you be expecting to survive. You shouldn't be expecting anything. But it shouldn't be an even play field also.
I am too very happy with it. I have about the same rate with the current mechanics as well. IMHO and I could be completely missing something, that these tweaks (not speaking on the delay for Jason kills as I have to think about that for a bit) will hurt the game and cause balancing issues.