Now that UI icons have pretty much been confirmed

Are there plans of releasing it with perk icons and items too? It would help close the gap between swf and solo a lot if I were to know the perks of my teammates.

I dont need to know if they are active or not(maybe in the future if that info gets super relevant to SWF), especially not considering the extra work it would take. But I do assume its relatively low effort of simply making that information visible to teammates.

I wouldnt really unhook a teammate early if I know they have deliverance, for example. Kind of the 1 perk where its important to know if its active or not, but even just knowing they have it is huge.

Comments

  • agreed, it would actually be cool if activated Deliverance would have an indication for a hooked survivor. It’s way too frustrating to get off a gen to get to the other side of the map just to have that random jump in your face and now they are broken and can’t be healed and you just wasted way too much time..

  • Would definitely be helpful to see teammates load out. Deliverance players always wait until you've wasted time running across the map to unhook themselves, would be nice to see they have that perk equipped. Also seeing if someone is running Resilience so that's why they don't want to be healed. Or a teammate running an unhook build with We'll Make It so let them do the unhooking. When I run Wake Up people will know to let me open the exit since I'll do it faster.

  • Yes please.

    This would complete 2 of the 3 much needed solo survivor buffs, that would bring them up to SWF level without inadvertently buffing SWF as well.

    The last would be some form of quick chat function for alerting survivors to where you / the killer are in a very vague way like 'near' and 'far'. E.g. "The killer is here!" and "Coast is clear."

  • @Seraphor said:

    Yes please.

    This would complete 2 of the 3 much needed solo survivor buffs, that would bring them up to SWF level without inadvertently buffing SWF as well.

    The last would be some form of quick chat function for alerting survivors to where you / the killer are in a very vague way like 'near' and 'far'. E.g. "The killer is here!" and "Coast is clear."

    This! Much better then kindred basekit or any other overboard suggestions 🙂

  • @Seraphor said:

    Yes please.

    This would complete 2 of the 3 much needed solo survivor buffs, that would bring them up to SWF level without inadvertently buffing SWF as well.

    The last would be some form of quick chat function for alerting survivors to where you / the killer are in a very vague way like 'near' and 'far'. E.g. "The killer is here!" and "Coast is clear."

    @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299544#Comment_3299544

    This! Much better then kindred basekit or any other overboard suggestions 🙂

    I personally would love a Survivor Instinct thing too, to reveal where your teammates are. Something that works exactly like Killer Instinct. Its not as exact as aura's, but its really good to know where your teammates are too. And in the case of a killer chasing, you could use that exact same method through a teammate giving his location when they see it.

    Both would make a lot of perks a lot weaker, and you might as well give survivors full on aura reads of each other(personally, I dont see too much of a benefit for SWF, but a huge benefit for solo if they would, but that would make those same perks worthless the way they are now). For me, it just points out that there are a lot of survivor perks that should be basekit(buckle up is the most obvious one) because SWF has that info for free, but that is a whole different discussion.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299544#Comment_3299544

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299550#Comment_3299550

    I personally would love a Survivor Instinct thing too, to reveal where your teammates are. Something that works exactly like Killer Instinct. Its not as exact as aura's, but its really good to know where your teammates are too. And in the case of a killer chasing, you could use that exact same method through a teammate giving his location when they see it.

    Both would make a lot of perks a lot weaker, and you might as well give survivors full on aura reads of each other(personally, I dont see too much of a benefit for SWF, but a huge benefit for solo if they would, but that would make those same perks worthless the way they are now). For me, it just points out that there are a lot of survivor perks that should be basekit(buckle up is the most obvious one) because SWF has that info for free, but that is a whole different discussion.

    The problem is the precision. There's a huge difference between "i am being proxy camped" and seeing pinpoint exact location that allows you to sneak by and use reassurence/unhook. Same with buckle up or any other aura basekit.

    Any information beyond what regular swf can tell (e.g. I am close to shack but can't specify more) is free survivor buff for everyone. It takes things away from game. All we really need is getting solo and swf to same-ish level. Meaning make as many buffs to all survivors, as possible so long as it does not buff swf in any (noticable) way.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299574#Comment_3299574

    The problem is the precision. There's a huge difference between "i am being proxy camped" and seeing pinpoint exact location that allows you to sneak by and use reassurence/unhook. Same with buckle up or any other aura basekit.

    Any information beyond what regular swf can tell (e.g. I am close to shack but can't specify more) is free survivor buff for everyone. It takes things away from game. All we really need is getting solo and swf to same-ish level. Meaning make as many buffs to all survivors, as possible so long as it does not buff swf in any (noticable) way.

    It's impossible to buff solo without buff swf.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299544#Comment_3299544

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299550#Comment_3299550

    I personally would love a Survivor Instinct thing too, to reveal where your teammates are. Something that works exactly like Killer Instinct. Its not as exact as aura's, but its really good to know where your teammates are too. And in the case of a killer chasing, you could use that exact same method through a teammate giving his location when they see it.

    Both would make a lot of perks a lot weaker, and you might as well give survivors full on aura reads of each other(personally, I dont see too much of a benefit for SWF, but a huge benefit for solo if they would, but that would make those same perks worthless the way they are now). For me, it just points out that there are a lot of survivor perks that should be basekit(buckle up is the most obvious one) because SWF has that info for free, but that is a whole different discussion.

    You don't think it would be a benefit for swf to know where all survivors and by extension, the killer is at all times? Really? Have you ever played with a group? Does your group demonstrate flawless and constant communication?

  • How would swf benefit from icon indicating that survivor is being camped? Or how will ping system buff swf when they can speak those pings directly? Same info can and will be provided via comms even if there are other means available.

    It's these buffs that I am talking about. Add info to soloQ that swf has and provides to each other for free, but do not give more information then what they can relay verbally.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299611#Comment_3299611

    How would swf benefit from icon indicating that survivor is being camped? Or how will ping system buff swf when they can speak those pings directly? Same info can and will be provided via comms even if there are other means available.

    It's these buffs that I am talking about. Add info to soloQ that swf has and provides to each other for free, but do not give more information then what they can relay verbally.

    I don't even know what you're talking about. Camping icon? Pings? That stuff is not on the slate and no one in the thread has mentioned anything like that. Camping doesn't even have a consensus definition so I doubly have no clue what you're on about.


    Icons buff swf because it removes any error from communication. Everyone knows, definitively and without error precisely what everyone is doing at all times. Does your group mess up when explaining where they are or what they're doing? Mine does. My concern is that it also removes atmosphere and turns it into a sterile experience.

  • Nope, plenty of things you can add. Again, the icons, the perks, the "survivor instinct"


    @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299574#Comment_3299574

    You don't think it would be a benefit for swf to know where all survivors and by extension, the killer is at all times? Really? Have you ever played with a group? Does your group demonstrate flawless and constant communication?

    Not really, they would have to talk less. For example: using "I am going clockwise around the killershack, between the window and the pallet, with the killer on me, he can hit me in 10 seconds" gives basically the same info as seeing a survivor around the killershack and a short killer instinct.

    The SWF already knows where the killer is on the map.

    As for flawless and constant communication, well, do you think their actions would be flawless and constant if they had that info?

    You want solo survivor to have the same potential as SWF, otherwise you can never balance killers properly.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299611#Comment_3299611

    Nope, plenty of things you can add. Again, the icons, the perks, the "survivor instinct"

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299613#Comment_3299613

    Not really, they would have to talk less. For example: using "I am going clockwise around the killershack, between the window and the pallet, with the killer on me, he can hit me in 10 seconds" gives basically the same info as seeing a survivor around the killershack and a short killer instinct.

    The SWF already knows where the killer is on the map.

    As for flawless and constant communication, well, do you think their actions would be flawless and constant if they had that info?

    You want solo survivor to have the same potential as SWF, otherwise you can never balance killers properly.

    It'll increase swf efficiency and cut down comm chatter by giving certain and absolute information. That is a buff. I'm glad you agree.

    My concern is not merely balance, but the feel and atmosphere of the game. When I play with my group I enjoy the idle chatter, but also the call outs as to what the killer is doing. This will make that almost entirely redundant. Holding m1 without it being broken by moments of excitement or surprise sounds terribly dull to me. My gut feeling is that that uncertainty is core of why the game is so popular and without it it will begin to flounder.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299574#Comment_3299574

    The problem is the precision. There's a huge difference between "i am being proxy camped" and seeing pinpoint exact location that allows you to sneak by and use reassurence/unhook. Same with buckle up or any other aura basekit.

    Any information beyond what regular swf can tell (e.g. I am close to shack but can't specify more) is free survivor buff for everyone. It takes things away from game. All we really need is getting solo and swf to same-ish level. Meaning make as many buffs to all survivors, as possible so long as it does not buff swf in any (noticable) way.

    The survivor instinct would be exactly like killer instinct. You can see where, but you cant see how far away it is exactly, let alone that the instinct triggers where the killer was, not where it is. So unless a killer is standing still, its nowhere near Kindred. And SWF can sneak around and use reassurance too.

    As for Buckle Up, you can already see the aura's of people downed, it would just give progression updates. Which SWF can do already. I can say "I am ready to be picked up". Buckle Up does that too.

    As for what SWF can do: "I am at 9 o clock running between the pallet and window, running clockwise, killer can hit me in 10 seconds"

    That is more accurate than killer instinct can ever be. And practically as accurate as seeing their aura.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299640#Comment_3299640

    It'll increase swf efficiency and cut down comm chatter by giving certain and absolute information. That is a buff. I'm glad you agree.

    My concern is not merely balance, but the feel and atmosphere of the game. When I play with my group I enjoy the idle chatter, but also the call outs as to what the killer is doing. This will make that almost entirely redundant. Holding m1 without it being broken by moments of excitement or surprise sounds terribly dull to me. My gut feeling is that that uncertainty is core of why the game is so popular and without it it will begin to flounder.

    It will increase it only very slightly. Toolboxes have been nerfed, genspeeds have decreased, gen regression has been made a lot more accessible(and some basekit). And giving absolute info on survivors is a SLIGHT buff(at most instinct on the killer, thats far from absolute info.). Looking at the killer and pressing a button with a cooldown to give killer instinct to teammates, is an extremely minor buff to the point of basically not buffing SWF.

    As for the atmosphere of the game, well, it wouldnt really do too much tbh. In fact, in a lot of cases, it would allow players to be a lot more casual on the survivor side. And the biggest bonus, killers can recieve buffs that are a lot more significant because soloq no longer suffers from the lack of information. That would easily compensate the lack of information that has to be shared between players.(let alone that people still have to call out WHERE they are going, how they plan on running, and people screaming at their teammates to not be ridiculous as they can see pretty much exactly what they are doing).

    Its the change that DBD shouldnt need, but with killers being balanced with SWF in mind, soloq needs a buff. You cannot nerf SWF without nerfing Soloq even worse. But you can buff soloq a lot while barely buffing SWF(if they benefit from it at all).

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299650#Comment_3299650

    It will increase it only very slightly. Toolboxes have been nerfed, genspeeds have decreased, gen regression has been made a lot more accessible(and some basekit). And giving absolute info on survivors is a SLIGHT buff(at most instinct on the killer, thats far from absolute info.). Looking at the killer and pressing a button with a cooldown to give killer instinct to teammates, is an extremely minor buff to the point of basically not buffing SWF.

    As for the atmosphere of the game, well, it wouldnt really do too much tbh. In fact, in a lot of cases, it would allow players to be a lot more casual on the survivor side. And the biggest bonus, killers can recieve buffs that are a lot more significant because soloq no longer suffers from the lack of information. That would easily compensate the lack of information that has to be shared between players.(let alone that people still have to call out WHERE they are going, how they plan on running, and people screaming at their teammates to not be ridiculous as they can see pretty much exactly what they are doing).

    Its the change that DBD shouldnt need, but with killers being balanced with SWF in mind, soloq needs a buff. You cannot nerf SWF without nerfing Soloq even worse. But you can buff soloq a lot while barely buffing SWF(if they benefit from it at all).

    This. 100% agree. If it's negligible buff on swf and substantial buff on solo, it's good thing for the game. If it ends up buffing all survivors too much, then it can be compensated.

    Right now soloQ is beyond terrible. Changes like this would make it bareable.