HUD improvement
As you know, when a curse is activated or discovered, a caption appears first with the symbol and the name of that curse to the left of the HUD for a few seconds, then only the generic symbol of the curse to the right remains. Since more curses can be active at the same time when one of them is destroyed, it would be better to leave the specific icon of the active curse to the right, instead of the generic symbol, to allow people to understand which one has been cleansed.
It would also be appropriate to restore the 5-level rarity system for all perks, since the same rarity (and color) shared by two different tiers prevents knowing what is the true tier, and therefore what are the specific effects of the active curse. About this topic, I opened a specific thread: https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks
It would also be appropriate to restore the 5-level rarity system for all perks, since the same rarity (and color) shared by two different tiers prevents knowing what is the true tier, and therefore what are the specific effects of the active curse. About this topic, I opened a specific thread: https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks
Likewise, the symbols of buffs or debuffs activated by the other players should show the number of tiers, like the symbols of the perks equipped.
These improvements should be applied to both sides, of course.
Comments
Something like this:
https://forum.deadbydaylight.com/en/discussion/15899/hardcore-mode#latest
Other opinions?
Just as an example, I find it exciting and intimidating when I only knew ruin was there and a hex is cleansed, but then the hex symbol remains. I tend to try and figure out which hex it could have been, which would typically leave Devour Hope or the Third Seal. A DH build is usually far different than a TS build.
I know you're talking about the hex symbol stacking for multiple hexes being marked, but I feel like that's part of the fun. Guess and check if you will.
As for the perk rarity, it drives me crazy that they still only have three. Iirc, they changed it to three due to the web being somewhat broken and being more likely to give rarer perks than lower tier ones. I really want the old colors back, I've always liked them better. It's a lot clearer, more organized, and more rewarding to have more than three tiers.
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.
The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
If there are Thrill of the Hunt, Huntress Lullaby and Ruin, you don't know what hex has been cleansed. Devour Hope gives you the skull for the Exposed status, at least. You receive a specific notice when a hex is triggered, so you should receive a specific notice when a hex is destroyed. I support the idea of a kind of hardcore mode, alternative to the classic one, with no HUD, no Aura, no scratch marks, no stain and no terror radius, but it's quite different from leaving a HUD with partial information.
Oh, yes, yes, yes: I have many dreams about this game, which I sincerely love, but two are overwhelming on the others: to see the 5-level rarity system restored for all the perks and the six perks system implemented. Please, support my petition here: https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks
If you like the other proposal, too, then you can support it here: https://forum.deadbydaylight.com/en/discussion/28160/six-perks-system
Thank you very much in advance.
That bug, now over a year old, is history: the developers devised a hasty remedy for the urgent need to immediately remove a fault that afflicted the availability of perks in the Bloodweb, but now the algorithm works beautifully and the Common and Ultra Rare perks can finally be restored. Look, as proof of what I say, at the last event, The Winter Solstice: our beloved developers have significantly altered the rarity of resources available in Bloodweb, also replacing the classic Mystery Boxes with the Christmas Gifts, and the system has worked great, no one complained. Finally the time has come to bring back to the throne that masterpiece of conceptual and artistic design that is the 5-level rarity system, a jewel of this game! **
What kind of HUD do you suggest, for both parties?
The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.
Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.
This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?
Nothing. The game needs to be harder for Survivors.
That rationale only works if we assume the game to be perfectly balanced. Are you suggesting the game is perfectly balanced?
You're the one who brought it up by implying that any buff to Killers must be accompanied by a buff to Survivors. If you want to drop the subject, then you must also acquiesce that buffs to Killers do not have to be accompanied by buffs to Survivors.
Aww man, why ya' gotta keep nerfing mah Devour Hope?
You were answering on the basis that any Killer buff must be accompanied by a Survivor buff, which only makes sense if you believe the game is perfectly balanced. You can't have it both ways. Either establish that the game is perfectly balanced, or concede that buffs to Killers do not have to be accompanied by buffs to Survivors.
EDIT: Didn’t Peanits talk to you about this on the post about pips?
The fun comes from the different types of gameplay. Survivor means being hunted, but you have other people on your side (in theory...). Killer means being the hunter, but you're alone. If the game is balanced, there won't be a problem.
What if both sides have zero informations with the HUD.
Killer player wouldnt realize the change.
Survivor player would rage quit the game.
In my opinion, both sides should have the same strength and informations.
4 survivor = 1 killer
honestly, these things should be removed instead.
they are eigther filled with tons of VERY useless information, OR they completely screw the killer.
there is literally nothing in between.