What if Survivors could see each other Auras all the time?

Infinite range Bond at all times if you will.

Would this change make Survivors extremely overpowered?

Comments

  • Yes, absolutely. Information is critical in a game like DBD. If you know if someone is being chased and where they are being chased, then you know that its safe to work on gens.

  • The devs announced in January they’re working on adding more information to the HUD icons so you can tell what the other survivors are up to. Not quite as powerful as actual auras but still probably useful. Unfortunately they temporarily set that plan aside to make room in the pipeline for everything else in the fiscal 2022 roadmap so it will still be a while before we see it.

  • It wouldn't help my mental health seeing people clowning about or going full immersive. A base Bond when within range of another survivor might be cool, to avoid bringing a chase to someone inadvertently.

  • Yes, given this much information would make average to better survivors much stronger and borderline OP. It would elevate them to the info of a swf, minus the actual verbal confirmation of who is doing what.

    Although, if this change was implemented, they would be able to buff all killers without killing soloq, so maybe it would work out. It creates a new dynamic and is a big change that I don't imagine they would go for, but raising the power of soloq would allow them to actually buff killers to the point where swf have to try.

    Then again, this is supposed to be a casual party game, so I dont know.

  • Yes it would be overpowered

  • Aftercare is a pretty good perk but it’s conditions can be pretty tight. If you can get it on everyone it gives the team a significant advantage. Personally I think it’d be too strong but honestly something has to give for solo atm.

  • @Jivetalkin13 said:

    Yes, absolutely. Information is critical in a game like DBD. If you know if someone is being chased and where they are being chased, then you know that its safe to work on gens.

    this is that kind of information that swf have access to by default

  • Maybe not permanent but how about an aura every 20 seconds or so... and just for solo survivors. If people are in a SWF this feature will not work.

  • Maybe not everwhere all the time, but another accessible way of displaying auras:

    @Seraphor said:

    I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked?

    I've formed this idea on the basis of three issues I have with or regarding these items:

    1. Since the Hatch rework, Keys have become virtually useless for opening the Hatch, and still very rarely used for their aura tracking features. That aura tracking is very useful, but it doesn't appear to be good enough to get many players using them.
    2. Maps are also rarely seen, despite not being changed. Of course this is probably because they were previously used with Keys in a SWF to locate the hatch. As it turns out, their limited aura tracking isn't quite good enough to make up for this.
    3. This will seem unconnected but... basekit Kindred. It's requested over and over again as a bandaid fix for solo survivors to deal with camping. It's never going to happen, but these items could make up for it. We have medkits in place of healing perks, toolboxes in place of repair perks, and flashlights provide additional ways to stun. So why not have items that replace aura perks? Do these items already do that? Kinda. Do they do it effectively enough? No.

    So I've come up with a concept where instead of having Keys or Maps, we instead get Keyrings. We can attach various charms, and indeed keys onto these Keyrings, and they effectively serve as buffed Maps that could be used to open the hatch, if they have a functional key attached to them.

    https://us.v-cdn.net/6030815/uploads/DULKSWT7SJJN/keyrings1.png

    Please forgive the scuffed icons.

    The main addition here is that simply equipping the Keyrings will provide the survivor with one permanent basekit feature, the ability to see the auras of fellow survivors within a short distance. Effectively replicating Bond but slightly reduced. This is comparable to a Medkit replacing Selfcare.

    In addition, Keyrings can still be channelled, using up charges, to activate further aura tracking abilities. As default that includes survivors further away, and generators within that same short distance zone.

    https://us.v-cdn.net/6030815/uploads/L32R2JSLFYX5/keyrings2.png

    For common/uncommon add-ons, we get the general distance/charges upgrades, plus a few additional abilities. Some of these are simply existing Key or Map aura tracking abilities that I've integrated back into Keyrings, however the Eroded Token's new effect is entirely novel.

    The Eroded Token would allow you to see the aura of survivors who are within 16 metres of the killer, when using charges. This would serve as a sort of Kindred-lite, as if you start charging the Keyring and see a survivor appear further than 16/24 metres away from you, you can infer that the killer is close to them.

    https://us.v-cdn.net/6030815/uploads/TUYJMLA90CGF/keyrings3.png

    Then we get the rare and up add-ons.

    The Gold Token is straight up Kindred replication, although obviously limited by the charges of the Keyring.

    The Broken Key now sees a new lease of life, it's no longer useless, it can be used to track the Hatch, even while it's open, giving you as the last remaining survivor an edge over the killer in the race to the hatch.

    Attaching the Dull Key allows the Keyring to function just as the current Dull Key does, giving the ability to open a closed Hatch. Then the Skeleton Key combines both together, giving you the aura of and ability to open the Hatch.

    I think these changes, essentially combining the best parts of Maps and Keys into one, would make an item that may actually be as useful as a Medkit, Toolbox or Flashlight, and provide solo survivors with additional effective options to gathering info, that won't feel like a waste of a slot that using Kindred does for some.


  • All of them should be seen only when someone is on hook

  • @dspaceman20 said:

    Yes it would be overpowered

    so does that mean that swf will be removed from the game at some point?

  • It would ruin the atmos.

    Fear the unknown and all.

  • Not sure if it would ruin the game's balance. Swf can already communicate to each other where they are. Though generally with less precision, so survivors being able to see each other's aura the entire time might be too much.

    I would prefer the player icons that BHVR were talking about early this year. Showing every survivor what everyone is doing. An icon for repairing gens, one for healing, and obviously one for being chased. I would also love to see a range indicator for survivors on how far away they are from the closest hooked survivor, so they can best judge who goes for the save.

    A ping sytem could also be awesome, though.