I cant believe we actual have Gen progression HUD

I talked about scenarios where Dwight on hooked, Meg in chase, I & Clau on different Gens.

That because Solo didnt have info, it could be both me & Clau go for unhook and possibly waste 30-40sec to run front & back, or both dont go save and Dwight reaches to 2nd hook. Which is fixed with the info HUD.

And scenarios where my Gen is at 40%, Clau's Gen is at 80%, without the info Clau could go for unhook, and its possible for Killer to regress Clau's Gen, then disturb mine. While in SWF Clau can commit to her Gen to complete while I can go unhook. Which I thought Gen's progression info is needed, but I never think it become true because I thought its too much info.

I think Solo's buff is complete.


I just learned that Trapper has another indirect nerf that now Basement is really bright.

Comments

  • this buff made solo q even closer to SWF right now. I think these devs are absolute geniuses. Now we can see if killers can get buffs too after solo q isn't completely separated from each other.

  • @ironblade said:

    this buff made solo q even closer to SWF right now. I think these devs are absolute geniuses. Now we can see if killers can get buffs too after solo q isn't completely separated from each other.

    Geniuses, lolololololololololololololololololololololol

  • What stopped the killer from going to Claud's gen?

  • They could show the area of where a gen is being worked on also, plus some more info to put solos as close to SWF as we possible can. Then buff killers. Now the game is as balanced as it can be.

    So the "too much info" should not exist here since SWF have that info and so should solos. Or else it can't be balanced. As long as they buff killers also there is no "oo much info" to complain about for any side.

  • Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.

    Hopefully we follow this with some serious map reworks for size and tile strength.

  • @Mr_K said:

    What stopped the killer from going to Claud's gen?

    in the situation he described, the killer is able to regress Claudette's gen because she left it to go unhook so she didn't finish it, whereas with the hud she can stay on the gen and finish it before the killer gets there

  • @Mr_K said:

    What stopped the killer from going to Claud's gen?

    Clau would leave her 80% Gen for a very long time going for unhook, heal, and go back to her Gen. With all that time, killer can regress her Gen with certain perks.

    Gen progress UI will not let that happens

  • @Blueberry said:

    Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.

    Hopefully we follow this with some serious map reworks for size and tile strength.

    IMO this should not be a feature in the Lobby, but ingame when you press "Esc" (or whatever is used for Consoles).

    This would also not increase the amount of dodging, something BHVR is not a fan of.

  • @Blueberry said:

    Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.

    Hopefully we follow this with some serious map reworks for size and tile strength.

    I would not say so. the gen icon are pretty good at replacing kindred because you can assume everyone that works on generator is working on generators so when you let go of a generator, it assumes that your going for the hook save. Strangely enough, they added base-kit kindred for hook saves indirectly.

    The only two other pieces of critical information missing is pallet dropping(i.e how to make window of opportunity base-kit without making it base-kit) and looping away from your teammates(I.e base-kit bond without adding base-kit bond).

    I am thinking for windows to make it that when a survivor drops a pallet, the aura of the pallet is highlight to the team, so if you pay attention to the map, you can tell which pallets are being dropped by your teammates thus not needing windows of opportunity to know where dead-zones are created.

    I really dislike when my teammate bring killers to generators when they're looping the killer. no clue how they could give more info to the survivor in the chase to avoid teammates bringing people to 80% completed gens.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    I would not say so. the gen icon are pretty good at replacing kindred because you can assume everyone that works on generator is working on generators so when you let go of a generator, it assumes that your going for the hook save. Strangely enough, they added base-kit kindred for hook saves indirectly.

    The only two other pieces of critical information missing is pallet dropping(i.e how to make window of opportunity base-kit without making it base-kit) and looping away from your teammates(I.e base-kit bond without adding base-kit bond).

    I am thinking for windows to make it that when a survivor drops a pallet, the aura of the pallet is highlight to the team, so if you pay attention to the map, you can tell which pallets are being dropped by your teammates thus not needing windows of opportunity to know where dead-zones are created.

    I really dislike when my teammate bring killers to generators when they're looping the killer. no clue how they could give more info to the survivor in the chase to avoid teammates bringing people to 80% completed gens.

    That might be going too far in idiot-proofing things.

  • ######### sucks. Played two games with low tier killers and 3 gens done at first down and the chases didn't take THAT long (3 pallets) with the next two shortly after. Multiple kindreds each lobby. Can't wait for the 2 seconds they'll add to gen times six months from now

  • do you think window of opportunity is idiot proof?

  • For heading the wrong way? Sure.

    But giving every Survivor an idea of where it's safe to run in chase and where other Survivors are is the sort of thing that could take it too far. There has to be some room for mistakes and misplaying; not every SWF has perfect co-ordination and communication and trying to equalise with the ones that do is overkill.

  • they make you play vs swf every game so now we wait 5 years for them to buff killer with some 2% kicking speed buff

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    IMO this should not be a feature in the Lobby, but ingame when you press "Esc" (or whatever is used for Consoles).

    This would also not increase the amount of dodging, something BHVR is not a fan of.

    That would be fine with me as well.

  • @foods said:

    they make you play vs swf every game so now we wait 5 years for them to buff killer with some 2% kicking speed buff

    Yeah I can already tell this is going to be awful for the next 6 months. Every game feels like 4 man SWF efficiency. No more getting lots of gen regression, no getting extra time cause multiple people run for saves, nothing. This game is not balanced for hyper efficiency, killers just get dunked on

  • @Veinslay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333579#Comment_3333579

    Yeah I can already tell this is going to be awful for the next 6 months. Every game feels like 4 man SWF efficiency. No more getting lots of gen regression, no getting extra time cause multiple people run for saves, nothing. This game is not balanced for hyper efficiency, killers just get dunked on

    If the game is not balanced for hyper efficiency, you may admit that Killers should not be balanced against teams that have hyper efficiency, aka Swf.


    Litterally Swf can finish Gens in 5min and Solo can go between 10min or 25min. Would you like Killers to be balanced that Gen done in 15min, where its the middle of 5 and 25? Or balance Killers around Gen being done in 7min once Solo can Gen much faster?

    They can buff certain perk/killers in a patch, but changing a whole mechanic for 1 side requires them to monitors the stats to adding more mechanic for the other side.

  • Imagine a reverse Killer Instinct like effect, where as a chased surv nears a gen being repaired a visual and audio warning grows, alerting them to sway away.

    Be good for newbies, unnecessary as players gain game sense. Much like Windows of Opportunity helping rookies learn the rng elements and tiles.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333574#Comment_3333574

    For heading the wrong way? Sure.

    But giving every Survivor an idea of where it's safe to run in chase and where other Survivors are is the sort of thing that could take it too far. There has to be some room for mistakes and misplaying; not every SWF has perfect co-ordination and communication and trying to equalise with the ones that do is overkill.

    A survivor running to deadzone where they know a pallet spawns but the pallet is broken is survivor voluntary misplaying. they do not mean to do that mistake, they just got no information to avoid that misplay. your forcing the player to make a mistake. the only they can avoid that is running the perk but now your making that perk mandatory. see window of opportunity play-rate. its not healthy. what is healthy is survivor making a routing error and killer hitting you. that is you playing bad at looping.

    its same for people that run into teammates when gen is 80% complete. without any info for where survivor is doing gens, you will take arbitrary routing that most efficiently run the killer and if it so happens that teammate is there, your giving the killer free injure pressure in many cases without being able to plan around it. For now, you might think that free injure pressure does not matter because med-kits and Circle of Healing are completely over-tuned. You realize though that those over-tuned mechanics need to be nerfed for balance reasons. when that happens, you need to be able to proactively avoid mistakes so that player learn to play without these items/perks. When those inevitably items/perks get nerfed, your going to need to learn to play without them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333577#Comment_3333577

    A survivor running to deadzone where they know a pallet spawns but the pallet is broken is survivor voluntary misplaying. they do not mean to do that mistake, they just got no information to avoid that misplay. your forcing the player to make a mistake. the only they can avoid that is running the perk but now your making that perk mandatory. see window of opportunity play-rate. its not healthy. what is healthy is survivor making a routing error and killer hitting you. that is you playing bad at looping.

    its same for people that run into teammates when gen is 80% complete. without any info for where survivor is doing gens, you will take arbitrary routing that most efficiently run the killer and if it so happens that teammate is there, your giving the killer free injure pressure in many cases without being able to plan around it. For now, you might think that free injure pressure does not matter because med-kits and Circle of Healing are completely over-tuned. You realize though that those over-tuned mechanics need to be nerfed for balance reasons. when that happens, you need to be able to proactively avoid mistakes so that player learn to play without these items/perks. When those inevitably items/perks get nerfed, your going to need to learn to play without them.

    The assumption you're making is that every SWF group ever is perfectly co-ordinated and able to communicate exactly where they are on the map and which pallets have been dropped.

    The status HUD is a different matter, because "what are you doing" is very difficult to misconvey. Once you start handing out information with limitless range that conveys this, it gets to be a much bigger problem--you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's. Particularly when you consider other information that gets rolled into this--if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned (or a need to learn how maps are spawned and oriented and then how you can convey directions that way).

    @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333570#Comment_3333570

    Imagine a reverse Killer Instinct like effect, where as a chased surv nears a gen being repaired a visual and audio warning grows, alerting them to sway away.

    Be good for newbies, unnecessary as players gain game sense. Much like Windows of Opportunity helping rookies learn the rng elements and tiles.

    isn't that just "listening for or spotting the gen"?

  • @ironblade said:

    this buff made solo q even closer to SWF right now. I think these devs are absolute geniuses. Now we can see if killers can get buffs too after solo q isn't completely separated from each other.

    killers literally got all around buffs last patch, they are fine.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333594#Comment_3333594

    The assumption you're making is that every SWF group ever is perfectly co-ordinated and able to communicate exactly where they are on the map and which pallets have been dropped.

    The status HUD is a different matter, because "what are you doing" is very difficult to misconvey. Once you start handing out information with limitless range that conveys this, it gets to be a much bigger problem--you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's. Particularly when you consider other information that gets rolled into this--if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned (or a need to learn how maps are spawned and oriented and then how you can convey directions that way).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333593#Comment_3333593

    isn't that just "listening for or spotting the gen"?

    you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's

    that is whole point. I am making strong solo players as strong as strong SWF. its called closing the gap. My objective is to make them as close as possible in power-level. As a result, this makes survivor easier to balance as a whole and it also makes killer much easier to balance. Playing soloq will be similar in experience to playing as SWF. if your weak survivor player, you'll be playing with weaker swf games vs inexperienced killers. If your mid-level then you'll get mid-level teammates and mid-level killer. if your high-level, you will be matched with high-level killers and high-level teammates.

    if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned

    uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.

  • @Veinslay said:

    ######### sucks. Played two games with low tier killers and 3 gens done at first down and the chases didn't take THAT long (3 pallets) with the next two shortly after. Multiple kindreds each lobby. Can't wait for the 2 seconds they'll add to gen times six months from now

    Absolutely. I've been struggling really hard with my minimal regression builds like I never have before.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333582#Comment_3333582

    If the game is not balanced for hyper efficiency, you may admit that Killers should not be balanced against teams that have hyper efficiency, aka Swf.

    Litterally Swf can finish Gens in 5min and Solo can go between 10min or 25min. Would you like Killers to be balanced that Gen done in 15min, where its the middle of 5 and 25? Or balance Killers around Gen being done in 7min once Solo can Gen much faster?

    They can buff certain perk/killers in a patch, but changing a whole mechanic for 1 side requires them to monitors the stats to adding more mechanic for the other side.

    I prefer longer games. I get to learn what each survivor is about and what they're inclined to do.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333599#Comment_3333599

    you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's

    that is whole point. I am making strong solo players as strong as strong SWF. its called closing the gap. My objective is to make them as close as possible in power-level. As a result, this makes survivor easier to balance as a whole and it also makes killer much easier to balance. Playing soloq will be similar in experience to playing as SWF. if your weak survivor player, you'll be playing with weaker swf games vs inexperienced killers. If your mid-level then you'll get mid-level teammates and mid-level killer. if your high-level, you will be matched with high-level killers and high-level teammates.

    if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned

    uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.

    But you're also making bad SWFs as good as good SWFs.

    You're not equalising the information disparity between solo and SWF at that point. That's my problem.

    uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.

    WoO has a limited radius, remember

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333586#Comment_3333586

    I prefer longer games. I get to learn what each survivor is about and what they're inclined to do.

    I just hope they add more survivor's objective that not Gen to prolong the match instead of buffing Killer's power.

    But keep in mind that currently Killer's objective is balanced around 2 to 11 hooks for 60% kill rate (3 hooks and camp 1 hook to dead for 2K ; or 3 hooks 3 survivors and the last survivor isnt dead). That gap is also too wide to leave it there, cant balance when a killer play 3-4 hooks to complete 60% kill rate, while another killer play 9-10 hooks to complete the same task.

    As long as there are killers who play for 3-4 hooks, they cant buff killers who play for 9-10 hooks.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333608#Comment_3333608

    But you're also making bad SWFs as good as good SWFs.

    You're not equalising the information disparity between solo and SWF at that point. That's my problem.

    uh yeah? that is kinda what window of opportunity does. that is also what aura reading perks do for survivor... they tell you where your teammate is and by doing so, they indirectly tell you where the killer is... although if your next to the killer, you will hear terror radius.

    WoO has a limited radius, remember

    your assuming that by survivors having info means that they'll play better. that is not true. weak survivor player will still be weak survivor players. Information is a tool. if you cannot use the tool properly to win the game then that is on you. Bad SWF will remain as bad SWF's. I am giving you the tools to play better. not that you will play better with said tools.

    ---

    I am assuming you know how to use the perk. Window of opportunity gives real time information so even if you do not know that a pallet has been dropped, you will find out while you loop in the chase that the pallet aura is not shown which indirectly tells you that pallet has been broken.

    A thrown pallets aura on drop is not real time information. you have to spot it in the game and remember it for your future chases. its worse then actual perk but functionally does same thing if your really good and pay attention to the little details while playing the game.

  • Where are these players that are just clueless on what to do with the information? This game has been out for six years and there's endless amounts of content teaching you every tech, trick, op perk and item combination, etc. There aren't that many weak players to drag kill rates down. If they got rid of tome challenges, the gens would be done in 4 mins every game. If anything, kill rates are artificially inflated because of people killing themselves on first hook or people killing themselves in end game trying to save someone. A killer that turns a guaranteed 0k/1k if survivors bailed into a 3k because survivors refused to leave someone didn't make the game anymore fun/fair for him

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333293#Comment_3333293

    Clau would leave her 80% Gen for a very long time going for unhook, heal, and go back to her Gen. With all that time, killer can regress her Gen with certain perks.

    Gen progress UI will not let that happens

    If we are talking right after the hook and the gen is 80%, 18s left vs 60s hook state. It would make more sense to finish the gen before going for the save even before the UI changes.

    But to my original question, for Claud to go for the save with little left to do on the gen, I suspect she is close to the hook. Meaning the killer is likely to check the gen within those 18s.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333552#Comment_3333552

    If we are talking right after the hook and the gen is 80%, 18s left vs 60s hook state. It would make more sense to finish the gen before going for the save even before the UI changes.

    But to my original question, for Claud to go for the save with little left to do on the gen, I suspect she is close to the hook. Meaning the killer is likely to check the gen within those 18s.

    You cant explain the situation to its ultimate correct timing.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333594#Comment_3333594

    The assumption you're making is that every SWF group ever is perfectly co-ordinated and able to communicate exactly where they are on the map and which pallets have been dropped.

    The status HUD is a different matter, because "what are you doing" is very difficult to misconvey. Once you start handing out information with limitless range that conveys this, it gets to be a much bigger problem--you're not closing the gap between solo and SWF at that point, you're closing the gap between everyone else and good SWF's. Particularly when you consider other information that gets rolled into this--if you know where pallets are being dropped, that's perfect perkless information on where the Killer must be, without any worry that you can't instantly convey where this specific non-unique tile has spawned (or a need to learn how maps are spawned and oriented and then how you can convey directions that way).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333593#Comment_3333593

    isn't that just "listening for or spotting the gen"?

    Yeah, with better range and accessibility. I'm not advocating for it, just considering what they might add. And I suppose not every one uses badass headsets either.

  • @Blueberry said:

    Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.

    Hopefully we follow this with some serious map reworks for size and tile strength.

    There is, I want to know when someone hears the heartbeat. SWF players have this info easily available.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    IMO this should not be a feature in the Lobby, but ingame when you press "Esc" (or whatever is used for Consoles).

    This would also not increase the amount of dodging, something BHVR is not a fan of.

    It might increase the amount of trolling though

    Example: I'm doing an "escape as" daily, so I'll slap sole survivor/wake up and other solo perks. I'll play normally, but people might assume I'll just let them die because of my build, potentially making them leave me on hook for example

  • @Blueberry said:

    Other than showing the survivors each others perks in lobby I don't think there's anything left to add as far as what the community wanted to get solo closer to swf.

    Hopefully we follow this with some serious map reworks for size and tile strength.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    I would not say so. the gen icon are pretty good at replacing kindred because you can assume everyone that works on generator is working on generators so when you let go of a generator, it assumes that your going for the hook save. Strangely enough, they added base-kit kindred for hook saves indirectly.

    The only two other pieces of critical information missing is pallet dropping(i.e how to make window of opportunity base-kit without making it base-kit) and looping away from your teammates(I.e base-kit bond without adding base-kit bond).

    I am thinking for windows to make it that when a survivor drops a pallet, the aura of the pallet is highlight to the team, so if you pay attention to the map, you can tell which pallets are being dropped by your teammates thus not needing windows of opportunity to know where dead-zones are created.

    I really dislike when my teammate bring killers to generators when they're looping the killer. no clue how they could give more info to the survivor in the chase to avoid teammates bringing people to 80% completed gens.


    Swf can create a pseudo map / ping by callouts with a clock based system.

    Obviously that means survivors either need a map that gets automatically filled with everything seen or have the auras of known objects be displayed permanently once seen by survivors. Also free bond.

    Dont you know swf has all that already?

    /s

    Although i can see some survivors demanding similiar stuff in the future.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333564#Comment_3333564

    It might increase the amount of trolling though

    Example: I'm doing an "escape as" daily, so I'll slap sole survivor/wake up and other solo perks. I'll play normally, but people might assume I'll just let them die because of my build, potentially making them leave me on hook for example

    While this is true, BHVR mentioned at some point that they dont want to increase Lobbydodging. And there will be people who would dodge Survivors who bring Perks like Self Care or Urban Evasion (or Adept Davids would probably never get into a game..).

    And personally, I would say that lobbydodging would be more frequent than trolling.

  • I still run Kindred as i'm so used to it. Aura Perks on survs just feel so... save. But the combination of seeing who's getting chased, who is doing gens and now seeing even the gen progress is huge for solos. In most of my games everyone is sticking to gens, besides the person who is getting chased.

  • I think the only thing missing is a way of having a general indication where your teammates are, rather than guessing where they could be based on the last time you've seen them

    I would love to press a button, then have a killer instinct-like heartbeat appearing where my teammates are(killer instinct doesnt really show distance, just direction), or better yet, something thats similar to Doctor's Static Blast/Bitter Murmur where you can see an instance of the survivor lingering over a few seconds in the general direction. So you know which survivor is where, but only when you triggered the effect, and only which direction they were going the moment you triggered it(if they were running).

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333628#Comment_3333628

    You cant explain the situation to its ultimate correct timing.

    Certainly, it's a hypothetical senario. But if I were the Claud, completing the gen in this situation would be higher on my priority list.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333769#Comment_3333769

    While this is true, BHVR mentioned at some point that they dont want to increase Lobbydodging. And there will be people who would dodge Survivors who bring Perks like Self Care or Urban Evasion (or Adept Davids would probably never get into a game..).

    And personally, I would say that lobbydodging would be more frequent than trolling.

    That's true as well. Imho the best solution would be to remove the lobby entirely. Once you ready up, you get thrown directly into the game. The lobby is just really outdated imho

  • @Predated said:

    I think the only thing missing is a way of having a general indication where your teammates are, rather than guessing where they could be based on the last time you've seen them

    I would love to press a button, then have a killer instinct-like heartbeat appearing where my teammates are(killer instinct doesnt really show distance, just direction), or better yet, something thats similar to Doctor's Static Blast/Bitter Murmur where you can see an instance of the survivor lingering over a few seconds in the general direction. So you know which survivor is where, but only when you triggered the effect, and only which direction they were going the moment you triggered it(if they were running).

    survivor instinct.

  • I’ve alluded to this before in a post I made about the hud, it’s still not to going help determine WHO should go for the save and who should stay on gens.

    If someone is on hook, and all 3 other survs are on gens, then one gets chased, now it’s you and another person still on gen. That other person may never leave gen . They could be waiting for YOU to leave. Or they might not leave period. Hell, we’ve all died on hooks because a survivor refuses to leave gen and save us.

    Or, that person leaves gen and you think okay they are going for save, but they just go hide or roaming the map looking to light a boon.

    So the info is nice and in many cases helpful, but there still the grey area of who is going for the save - one of them or me?

    We haven’t even talked about you being solo and end up with 3 survivors memeing who die before any gens are complete so there’s that too!

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333569#Comment_3333569

    Swf can create a pseudo map / ping by callouts with a clock based system.

    Obviously that means survivors either need a map that gets automatically filled with everything seen or have the auras of known objects be displayed permanently once seen by survivors. Also free bond.

    Dont you know swf has all that already?

    /s

    Although i can see some survivors demanding similiar stuff in the future.

    Yeah well the clock call out thing is basically a comp thing only, 99% of swf groups don’t do that but yeah they do have more location call outs than solos of course.

  • now i can blame and pretty much call to my solo q teammates for doing nothing all game because now i have the undeniable proof they been doing a ######### all game (even if i knew it before).

  • @ironblade said:

    this buff made solo q even closer to SWF right now. I think these devs are absolute geniuses. Now we can see if killers can get buffs too after solo q isn't completely separated from each other.

    this change does nothing tbh bad survivors dont benefit from it. solo q is still miserable as always was, MMR doesnt work never did well it did back in the day but we had to wait like 15 min for a game and some even way more i still remember people having to wait 1 h and some 2hs....

    so wasnt worth it.

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333109#Comment_3333109

    this change does nothing tbh bad survivors dont benefit from it. solo q is still miserable as always was, MMR doesnt work never did well it did back in the day but we had to wait like 15 min for a game and some even way more i still remember people having to wait 1 h and some 2hs....

    so wasnt worth it.

    Yeah that’s the biggest issue in solo queue. It’s not even information or communication, it’s the skill of the players. We could have identical info in solo to swf and solo would still feel bad because solo queue is a skill issue. The best thing about swf is being able to guarantee 3 other good teammates and that bad quality of teammates is never going to change as long as we have a flawed mmr system focusing on escapes and kills as it’s primary metric.

  • @ironblade said:

    this buff made solo q even closer to SWF right now. I think these devs are absolute geniuses. Now we can see if killers can get buffs too after solo q isn't completely separated from each other.

    After the so called "Killer-Patch 6.1.0" with unbelievable 10% faster kicks (which includes Base-BT and Off the record for example), every patch was survivor-sided.

    Im curious to see how the game changes this year.

  • Exactly, I've called it that before a few times, but for some reason, people never really grasp the concept when I call it Survivor Instinct. It would be such a huge help to soloq, while actually being bad for SWF(it does reduce visibility afterall), so no chance of it being abusable. At best, a 3 man SWF can know where their teammate is hiding, no more hiding in that danm closet all game Dwight.

    The only downside, is that it makes it a lot easier to sell out teammates to the killer, let alone heavily reduce the value that survivor aura revealing perks have(altho, lets be honest, most of those are called out by SWF anyway).