Time to add a being chased indicator to survivor portraits on the HUD?

Seems like a really easy way to help balance the solo vs swf experience.

Basically similar to the entitys arms around the obsession portrait indicating when they are chased

Comments


  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656212#Comment_656212

    The entire point of the upcoming changes is to bring solo players closer to SWF without solos having to waste perk slots to get info that SWF get for free.

    An entire balance point of DbD is that Survivors are suppose to give up perk slots to have that information. Survivors are suppose to make due with a lack of information from the start or gain it at some cost be that perk slots or an item. Information is one of the most powerful things you can have. That's why there are so freaking many Survivor perks that offer information.

    Being able to have that information for free is the problem and is why SWF can be so strong. If you just give out that information to everyone, then that instantly makes a dozen or more perks worthless and just as bad or worse than Left Behind.


    Not only that, but you know Killers wouldn't get any form of buffs to balance that for ######### months or at least a year. If at all to be frank.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656608#Comment_656608

    An entire balance point of DbD is that Survivors are suppose to give up perk slots to have that information. Survivors are suppose to make due with a lack of information from the start or gain it at some cost be that perk slots or an item. Information is one of the most powerful things you can have. That's why there are so freaking many Survivor perks that offer information.

    Being able to have that information for free is the problem and is why SWF can be so strong. If you just give out that information to everyone, then that instantly makes a dozen or more perks worthless and just as bad or worse than Left Behind.

    Not only that, but you know Killers wouldn't get any form of buffs to balance that for ######### months or at least a year. If at all to be frank.

    Just because the devs are slow to make balance changes doesn't mean they shouldn't make any at all.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656608#Comment_656608

    An entire balance point of DbD is that Survivors are suppose to give up perk slots to have that information. Survivors are suppose to make due with a lack of information from the start or gain it at some cost be that perk slots or an item. Information is one of the most powerful things you can have. That's why there are so freaking many Survivor perks that offer information.

    Being able to have that information for free is the problem and is why SWF can be so strong. If you just give out that information to everyone, then that instantly makes a dozen or more perks worthless and just as bad or worse than Left Behind.

    Not only that, but you know Killers wouldn't get any form of buffs to balance that for ######### months or at least a year. If at all to be frank.

    As I previously stated, the devs have confirmed that there will be buffs. Changes such as this will be implemented at the same time as or quickly after the solo buffs, everyone in this community seems to think the devs won't balance changes for a long time just because DS wasn't changed until quite recently.

    One case where something took a while doesn't mean that everything similar to that will take a while, that's like saying "Planes have crashed in the past, therefore every single plane is going to crash", it's a pretty silly way of thinking about things.

  • @LawrenceGordon said:

    https://forum.deadbydaylight.com/en/discussion/comment/656608#Comment_656608

    Most solo games go better than any swf games I've played. I'd rather play solo.

    Well then you obviously haven't played high ranks where the rest of your team are blendettes who hide when they aren't even in the terror radius.

  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/657576#Comment_657576

    Just because the devs are slow to make balance changes doesn't mean they shouldn't make any at all.

    But waiting months for "balance" when youre getting stomped isnt a nice forecast.

    Imagine horde had godmode for 6 months on a pvp server. (Yeah obscure WoW reference)


  • @Okapi said:

    https://forum.deadbydaylight.com/en/discussion/comment/657576#Comment_657576

    Just because the devs are slow to make balance changes doesn't mean they shouldn't make any at all.

    That isn't what I said. They should in fact balance the game the best they can, but they need to focus on the real problems.

    If SWF is out of balance because of the information it gives. You don't balance the game by giving them even more information. That's like putting gas on a fire in hopes it burns itself out. All that would do is make things worse needing even larger Killer buffs, who would then take even longer to put in place.


    You need to focus on the problems first, cure the disease. Then deal with the symptoms and even things out.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/657616#Comment_657616

    That isn't what I said. They should in fact balance the game the best they can, but they need to focus on the real problems.

    If SWF is out of balance because of the information it gives. You don't balance the game by giving them even more information. That's like putting gas on a fire in hopes it burns itself out. All that would do is make things worse needing even larger Killer buffs, who would then take even longer to put in place.

    You need to focus on the problems first, cure the disease. Then deal with the symptoms and even things out.

    What you don't realise is the devs are giving the info that SWF has to solos. Look at the title of this discussion. Does that affect SWF in any way? It only affects solo players, SWF gain nothing from it.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/657648#Comment_657648

    What you don't realise is the devs are giving the info that SWF has to solos. Look at the title of this discussion. Does that affect SWF in any way? It only affects solo players, SWF gain nothing from it.

    Any mechanical info the game gives you reduces the information swf have to think, ask, receive etc.

    Asking for current status or action becomes redundant an allows for quicker strategizing.

    it might lessen the gap between solo and swf, but ANY BUFF to solo is also a buff to swf.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/657660#Comment_657660

    Any mechanical info the game gives you reduces the information swf have to think, ask, receive etc.

    Asking for current status or action becomes redundant an allows for quicker strategizing.

    it might lessen the gap between solo and swf, but ANY BUFF to solo is also a buff to swf.

    How is adding a chase indicator to the HUD a buff to SWF? Because it tells everyone else that they're in a chase half a second before they can just say that they're in a chase? It doesn't change the info that they are given whatsoever.


  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/657671#Comment_657671

    How is adding a chase indicator to the HUD a buff to SWF? Because it tells everyone else that they're in a chase half a second before they can just say that they're in a chase? It doesn't change the info that they are given whatsoever.


    To use what SWF supporters have been saying. Not every SWF group goes tryhard and doesn't tell each other every little detail. So having the game tell them that itself turns even the most casual SWF group into a powerhouse. Not just SWF, a pure solo group would now have that information with perfect detail making even the worst Survivor teams tip the balance of power.


    You don't give booze to a drunk. You don't add fuel to a fire. You simply can't fix a problem by making it worse. Bringing solo up to SWF levels only makes things worse in the end. If you do, then you need to bring Killers even HIGHER than that! But Killers already are in a decent spot. You can't really buff Killers that much or the game becomes unplayable.

    It's called power creep and that doesn't fix balance problems, it instead causes more of them.

  • Just to make sure:

    "Raising solo to swflevels by providing information" is a good thing for solos, I can agree to that. BUT it changes the core balance of the game.

    There'd need to be a lot of perk changes, general killer buffs AND individual killer buffs (theoretical example: gen regrssion is doubled, trapper now has 12 traps and can carry 3 by default, wraith has X.... And so on)

    As already mentioned, solos arguably need that boost, but killers cant wait 3-8 months for compensation while enduring playing against "only swf".

  • There's already tons of in game mechanics that already give us this information, mainly the entity claws around the obsession and survivors becoming infected by the plague. Any decently skilled survivor should already know the signs needed to see that the killer is busy, pretty much every killer that doesn't have an instant kill power will already give this information by damaging a survivor, which every player is able to see. Giving survivors more information on when someone is being chassed could seriously hurt the little strength that killers such as the wraith or most other 2 shot killers have

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/657525#Comment_657525

    Well then you obviously haven't played high ranks where the rest of your team are blendettes who hide when they aren't even in the terror radius.

    I'd rather have that tbh.

  • @Raptorrotas said:

    Just to make sure:

    "Raising solo to swflevels by providing information" is a good thing for solos, I can agree to that. BUT it changes the core balance of the game.

    There'd need to be a lot of perk changes, general killer buffs AND individual killer buffs (theoretical example: gen regrssion is doubled, trapper now has 12 traps and can carry 3 by default, wraith has X.... And so on)

    As already mentioned, solos arguably need that boost, but killers cant wait 3-8 months for compensation while enduring playing against "only swf".

    I kind of agree with you. SWF is the most powerful side in this game. And since they can't nerf SWF without adding more suffering to solos, they could give some more information to solo players. What I mean as some information is the information that SWF group on comms already have. Then, maybe they could finally give the killers more tools to deal with a well informed group of survivors, without being called "OP".


  • @bummer_bloops said:

    There's already tons of in game mechanics that already give us this information, mainly the entity claws around the obsession and survivors becoming infected by the plague. Any decently skilled survivor should already know the signs needed to see that the killer is busy, pretty much every killer that doesn't have an instant kill power will already give this information by damaging a survivor, which every player is able to see. Giving survivors more information on when someone is being chassed could seriously hurt the little strength that killers such as the wraith or most other 2 shot killers have

    Exactly my point. The killer has that little of power over solo survivors mostly. That's why it is so frustrating playing as solo survivor, or against SWF groups as killer. Wouldn't it be nice to have solos to SWf level, then buffing killers accordingly?

  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656695#Comment_656695

    And you wonder why SWF can be powerful...

    This notify-the-other-survivors-that-I'm-being-chased is only a PORTION of what SWF using voice chat can share. Here's 10 more:

    • The killer's identity upon being spotted by the first survivor (free Object of Obsession or Alert without using a perk slot)
    • Which pallets have been used up (free Alert or Windows of Opportunity without using a perk slot)
    • Their general location (free Bond, Empathy, or Aftercare)
    • The general location of hex/dull totems, as well as the ocassional trap/mark/snare (free Small Game)
    • The general location and completion of gens (free Rainbow Map)
    • The general location of the Black Lock (hatch) once spawned and located by the first survivor (free Map with the Black Cord add-on)
    • The general location of unopened chests (free Plunderer's Instinct)
    • The killer's proximity to the hooked survivor (free Kindred)
    • The killer's general location (free Spine Chill or Premonition)
    • The exit gates' location(s) (free Wake Up!)

    If you're worried about what 4 strangers can do with just the being-chased info, imagine what coordinated teams of 4 who play together consistently can do (reach red ranks as killer and you won't have to imagine).

    I still stand by what I said. I play both as killer and survivor, and I prefer solo. This would ruin playing solo if it's forced upon solo players, that's how I feel. I like not knowing where the killer is all the time, and if I always knew who was in a chase it would feel like I knew way too much about the killer and remove some of the suspense that actually exists.

  • Whats this talk about being unable to nerf SWF without nerfing solo?

    Plenty of games buff or nerf you if you're in a group. Why can't DbD? Oh yeah because it takes them a year to fix one character LOL

    But really, why can you not nerf just SWF? Add a restriction limiting perk amounts when in SWF. Apply a flat speed penalty, etc etc. There are ways.

  • @Well_Placed_HexTotem said:

    Whats this talk about being unable to nerf SWF without nerfing solo?

    Plenty of games buff or nerf you if you're in a group. Why can't DbD? Oh yeah because it takes them a year to fix one character LOL

    But really, why can you not nerf just SWF? Add a restriction limiting perk amounts when in SWF. Apply a flat speed penalty, etc etc. There are ways.

    People always just scream you can't punish me for wanting to play with friends

  • What doesn't everyone get about dead by daylight being a non-competitive game? there is no leaderboard.. if there were, it would be totally skewed because it would be reflective of people's individual experiences, not their skill..

    understand the term RNG... many things in the game are based on luck. there are luck offerings in the game.. luck has huge affect on your particular game. sometimes you are lucky, sometimes you are unlucky..

    being that the game is non-competitive, it's meant for people to have a good time.. if you as a survivor have a good time pretending to be a boulder for 12 minutes per game, knock yourself out.. if you have a good time rushing gens and running out of the door with no points, run swiftly and repair quickly my friend.. if you enjoy doing absolutely nothing but practicing moonwalks and spinning in circles, the only way you'll vomit is if it's a plague game so spin happily homie..

    until there is a way to actually make this game competitive, understand that if you are playing it that way a lot of other players out there think of the gaming experience you are providing as the most boring game they've ever played and not fun at all.. in the same sense, when i make a safe BT save and get 2 stacks for the price of 1 because the killer wants to camp, many people decide instantly that I somehow "farmed" them and decide not to pull me off of the hook ever because i'm not playing the way they like to play.. that doesn't make either side "stupid" or "ignorant" or any other negative verb, it only makes them "incompatible players".. it also adds a bit of random to the game keeping the game from becoming "too boring" i mean "too easy"..

    nobody needs more information that provides them the means to make the game even less eventful and more unfulfilling than the majority of them already are.. the game is literally designed for people to be discovered by a killer, get chased, get hooked, provide teammates with altruism/benevolence, and then it's the next person's turn..

    those are the game's scoring events that make up 50%+ of each player's score.. most immersed teams have no concept of this which is why they have a bad rep.. they make games boring.. their play style causes people who wouldn't normally die to get taken out immediately for legitimately no reason, hence the semi-popular practice of mori'ing the blendettes and making sure where possible that they have the worst gaming experience ever.

    hope that helps.

    EntitledBoner

  • I think having HUD icons that indicate "this survivor is getting chased" and "this survivor is working on a gen" -- that only your fellow survivors can see, of course -- would help to close the information gap for solo players.

  • @Well_Placed_HexTotem said:

    Whats this talk about being unable to nerf SWF without nerfing solo?

    Plenty of games buff or nerf you if you're in a group. Why can't DbD? Oh yeah because it takes them a year to fix one character LOL

    But really, why can you not nerf just SWF? Add a restriction limiting perk amounts when in SWF. Apply a flat speed penalty, etc etc. There are ways.

    I am curious how would you nerf swf without nerfing solo? Giving perk restrictions wouldn't help imo. Cause the real power is the key information they tell each other. Like killer is chasing me, I am working on this gen, etc. how would you prevent that?

  • I think it's a good idea. I would also like to see hash marks by survivors indicating their sacrifice progression level and a pop up indicator when totems are broken.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/660269#Comment_660269

    I am curious how would you nerf swf without nerfing solo? Giving perk restrictions wouldn't help imo. Cause the real power is the key information they tell each other. Like killer is chasing me, I am working on this gen, etc. how would you prevent that?

    Removing perks was one example but it would help immensely against many SWF groups. Sure they rely on comms for info, but that frees up perk slots for chase perks and second chance perks. Remove some of those and you’re off to a start

  • I like the idea with the chase indicator. It's very simple and effective.

    What I like to say is that other games have also opportunities for solo players to give simple information in easy way. For example Overwatch have this quick message system, where u can easily say "Need healing" "Ult is ready" or "rally urself". So why shouldn't DBD use such message systems as well?

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/660434#Comment_660434

    Removing perks was one example but it would help immensely against many SWF groups. Sure they rely on comms for info, but that frees up perk slots for chase perks and second chance perks. Remove some of those and you’re off to a start

    Still didn’t see any actual new solutions in your reply. And about your one suggestion, I don’t think it would keep the survivor experience the same. Also they could always try to join lobbies simultaneously which creates a lot of lobby dodging, therefore adds more time to q times.

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/660652#Comment_660652

    Still didn’t see any actual new solutions in your reply. And about your one suggestion, I don’t think it would keep the survivor experience the same. Also they could always try to join lobbies simultaneously which creates a lot of lobby dodging, therefore adds more time to q times.

    New solutions for what? SWF using comms? How are you going to create a solution to something you can’t prevent? lol

    You can’t prevent someone from using comms. So you nerf them in game. Idc if you disagree. It’s still a solution; and unlike preventing comms, one that is actually possible

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/661286#Comment_661286

    New solutions for what? SWF using comms? How are you going to create a solution to something you can’t prevent? lol

    You can’t prevent someone from using comms. So you nerf them in game. Idc if you disagree. It’s still a solution; and unlike preventing comms, one that is actually possible

    I never said prevent comms. Plus the point us you can’t take away that power from them. I simply asked since you are so eager to nerf swf without nerfing solo, I wanted to know what are your solutions for that. Aside from perk reduction, which I think won’t work

  • @antgnstea said:

    https://forum.deadbydaylight.com/en/discussion/comment/661338#Comment_661338

    I never said prevent comms. Plus the point us you can’t take away that power from them. I simply asked since you are so eager to nerf swf without nerfing solo, I wanted to know what are your solutions for that. Aside from perk reduction, which I think won’t work

    You said their real power is communication, and asked how I’d remove that. You can’t remove that. It’s built into the system on consoles and there are third party apps on PC.

    So again, nerf in game. Less perks, speed penalty, etc. These are ideas that would work wonders. Personally idk how you can say less perks wouldn’t work, it would make a huge difference. And wouldn’t effect solo in any negative way.

  • @Well_Placed_HexTotem

    Survivors will just go back to lobbydodge until all their mates are "just 4 randoms in a lobby" …

    Happened before, will happen again.

  • This isn't as related to the op but I see a lot of talk about swf having voice chat. Sure, the solution is to add in-game voice chat available to all survivors in the lobby. But then, annoying-ass people will have lots of background noise and it is really distracting.

    The solution to this is make the in-game voice chat PTT only. There should not be an option for an always-on voice chat.

  • @Nos37 said:

    This "free info" you're so keen on protecting is available to Survive With Friends using third-party communication (voice chat).

    They can have it, but not solo survivors?

    As the killer, you're fine with being weaker than SWF teams? (Because the devs will not buff killers to be balanced against SWF if it will hurt solo survivors.)

    It sounds counter-intuitive, but it's good for killers in the long run.

    1. Imagine playing any competitive game with two opposing sides.
    2. The side opposing you can cheat and use an exploit to have an advantage.
    3. The devs cannot patch this exploit out of the game because it would upset a large portion of the player base.
    4. Now imagine that the devs CAN make your side strong AF to help counter these cheaters, but they won't because it would make you too strong against the players who AREN'T cheating... You still follow?
    5. Imagine the exploit being made part of the game so that the cheaters no longer have a real advantage over the non-cheaters.
    6. Now that the other team is all on the same level, your team can be buffed up to fight them in a more balanced way!

    Stop shooting yourself in the foot!

    (PS: I also think a special survivor icon should appear when near the hatch. This lets my teammates, huddled at the exit gate waiting for me, know that I've located the hatch and that they can leave. I'm sick of dying to the End Game Countdown because they wait until the very last second. I'm injured. I lost the killer. He's over there looking for me. My teammates don't know this. They're waiting for me to come running to the gate with the killer in tow so they can maybe take a hit for me or just t-bag when I go down in front of them. I die needlessly. Would NOT be an issue with SWF voice chat.)

    Voice coms is not an EXPLOIT in my opinion , notice : if it was most streamers and youtubers would be banned

  • @Raptorrotas said:

    @Well_Placed_HexTotem

    Survivors will just go back to lobbydodge until all their mates are "just 4 randoms in a lobby" …

    Happened before, will happen again.

    So you’re saying killers will mostly get lobbies of solo survivors as SWF scrubs waste hours of their time trying to cheat the system? Wow even more reason.


  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/661394#Comment_661394

    So you’re saying killers will mostly get lobbies of solo survivors as SWF scrubs waste hours of their time trying to cheat the system? Wow even more reason.

    Do you ever play as survivor or SWF. If the answer is yes, then it must be my experience only. Cause, when I play in a 4 man SWF group less perks literally don't effect me at all. I even try different builds for fun. But when I am solo I need almost 5 perks to barely survive.

    Also, no it wouldn't take hours to get in a lobby with your friends separately. But it would kill the fun to constantly try it. So it is bad for game experience in general.

    And I must underline, I don't support in game voice communication at all. And I said the real power is information which is not necessarily comes from voice communication. The op is about giving an information through out HUD. That is what I meant as an example of information.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/657685#Comment_657685

    To use what SWF supporters have been saying. Not every SWF group goes tryhard and doesn't tell each other every little detail. So having the game tell them that itself turns even the most casual SWF group into a powerhouse. Not just SWF, a pure solo group would now have that information with perfect detail making even the worst Survivor teams tip the balance of power.

    You don't give booze to a drunk. You don't add fuel to a fire. You simply can't fix a problem by making it worse. Bringing solo up to SWF levels only makes things worse in the end. If you do, then you need to bring Killers even HIGHER than that! But Killers already are in a decent spot. You can't really buff Killers that much or the game becomes unplayable.

    It's called power creep and that doesn't fix balance problems, it instead causes more of them.

    If you think killers are in a good spot, why oppose to survivor balance. Because killers are not in a good spot facing against a well organised group (not necessarily SWF). Most of the killers don't have enough map pressure to prevent gen rush. I agree killers don't have to be on same tier, but on the other hand it is annoying to be able to play certain killers on specific rank range. Right now, when I play killer, if solo group comes to my lobby, its great. It could be challenging sometimes, but most of the time I get 4k. Because they don't know if I chase someone or, if some one else going for unhook, or if I am heading to their location, etc. that gives me the time I need for map pressure. But against an organised group, playing most of the m1 killers is a real psychological challenge. Maybe its just me.


  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/656608#Comment_656608

    An entire balance point of DbD is that Survivors are suppose to give up perk slots to have that information. Survivors are suppose to make due with a lack of information from the start or gain it at some cost be that perk slots or an item. Information is one of the most powerful things you can have. That's why there are so freaking many Survivor perks that offer information.

    Being able to have that information for free is the problem and is why SWF can be so strong. If you just give out that information to everyone, then that instantly makes a dozen or more perks worthless and just as bad or worse than Left Behind.

    Not only that, but you know Killers wouldn't get any form of buffs to balance that for ######### months or at least a year. If at all to be frank.

    "An entire balance point of DbD is that Survivors are suppose to give up perk slots to have that information."

    This goes along with my idea that the more members of an SWF group there are, the fewer perks they should begin the match with (they still have all 4 of their perks equipped, however, they are locked at the start until their team dies off).

    Even with this method, a full team of 4 starting with three of their perk slots locked is only half of the 6+ perks they get for free from using voice chat.

  • @Raptorrotas said:

    Just to make sure:

    "Raising solo to swflevels by providing information" is a good thing for solos, I can agree to that. BUT it changes the core balance of the game.

    There'd need to be a lot of perk changes, general killer buffs AND individual killer buffs (theoretical example: gen regrssion is doubled, trapper now has 12 traps and can carry 3 by default, wraith has X.... And so on)

    As already mentioned, solos arguably need that boost, but killers cant wait 3-8 months for compensation while enduring playing against "only swf".

    "As already mentioned, solos arguably need that boost, but killers cant wait 3-8 months for compensation while enduring playing against 'only swf.'"

    So, solo survivors are just your punching bag after you get stressed out from SWF?

    This will only cause solo survivors to find others to party up with (meaning more SWF for you to deal with) or to stop playing altogether.

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