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Rulebreaker

Rulebreaker

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Rulebreaker
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  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675906#Comment_3675906

    Yes, bad luck.

    The changes I suggested prevent this bad luck.

    So to prevent bad luck you want either a bad case start for the killer (if everyone runs either or, then everyone rigs it so the game starts with everyone away from each other and can work on 4 separate gens with little to no risk of three genuine themselves) or to nerf tracking perks when needed the most (lethal in particular would be crippled with the second choice).

    Instead of having it to chance or ability, you want the above because you don't want any risk to rng. That's what we see.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675886#Comment_3675886

    Adam screamed next to me at the start of the match. That means the killer is 32m away. We did not spawn with any good cover around. I tried to crouch walk away. The killer found me, not Adam.

    My perk successfully countered Ultimate Weapon, but the game just keeps spawning me next to other survivors at the start of the trial and rendering my perks useless.

    I'm not asking for insane buffs or reworks. Just some simple quality of life changes.

    If I had access to the Shroud of Separation as a survivor, I WOULD DO SOMETHING ABOUT THIS SITUATION MYSELF...

    Then bolt further away. That literally just sounds like bad luck that they found you while looking for Adam. I notice a tracking perk go off I treat the other survivors like plague puked on them, sometimes I get unlucky sometimes it works.

    Wouldn't quite call it QoL, just a solution to a unfavorable situation. Wouldn't mind giving the shroud to survivors but adding the effects listed is a why situation. Especially since adding the perk effect one nerfs lethal unnecessarily.

  • ...not to sound too offensive here but this is literally the 3rd post I've read from you that's suggested changes that only really affect you...

    Like the above said, if distortion goes off and your next to someone, sneak away. If someone screams, sneak away. Do something yourself instead of asking for a unnecessary change.

  • @Bloodartist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675487#Comment_3675487

    I would love to act like a movie monster killer, but if I try to do that, the gens are done in like 2 minutes. There is just no chance. Its constant rush or fail.

    I have most fun when I can jumpscare survivors, but the devs do their utmost to make that an impossibility. Like Sadakos recent change where she initiates a chase while demanifested; thumbsdown. Im against all automatic noise warnings that a killer is near. I loved it when I could manifest behind someone and pull them off a gen.. now its not possible.

    It's still possible to do it, just isn't anywhere near easy which is why we understand that people won't go out of their way to do it. We can still blame them for being predictable though.

    We advocate an indoor map. We don't know how you play but the last 3 Sadakos came at us very very obviously.

  • When the killer is actually acting like a movie monster killer. A scratch mirror Meyers is a lot more scary than the blight with four slowdowns tunneling some poor soul.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3674826#Comment_3674826

    Asking all of you. :p

    I'd go for blocking. Both can be played around, but blocking would likely end the game in a more timely matter. I tire of regression builds just stalling a game when its obviously over.

    then ima answer for all of us with: yes

  • Blocking for us. Seeing our gens go from 90 to 10 is more frustrating/exasperating/demoralizing depending on which one of us you ask.

  • ...we genuinely can't tell, are you serious?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672809#Comment_3672809

    Appreciate the feedback!

    To tackle the last two points, which are the ones that seem the most constructive to talk about-- while the claw traps are only applied on 3 scans, what I'm talking about is when you're shown as a little white dot on her scanner, which is what gives her Haste. That happens for 12 seconds after every scan, not just the third one, and while people who know that can count it in their heads, I think a visual aid for people who don't know it would be useful. Both to help them learn how long it lasts without needing to look it up on the wiki, and also to maybe show some newer players not to hide because there's a big red symbol on their HUD.

    That last part might be wishful thinking, but y'know.

    For the last part, I gave an example! Show the beams in white for a few seconds after placing a drone, to give visual feedback on whether you've aimed it correctly. Mostly useful for learning how to "lasertag", as Pixel Bush calls it, but specific placements can be tricky in general so it'd be a nice little QoL effect.

    Ahh we thought it was per claw trap. Fair enough reason, though we're kinda opposed on a principle level. Or to elaborate we're opposed to it being completely obvious to the survivor that they're being tracked. If its something to show survivors that they can be tracked and not currently being tracked, which is what we thought you meant, then we're more ok with such.

    We saw you gave and example but (to us atleast) the beams seem kinda obvious to us. If you think such an add on would be useful by all means, but thats our two cents on the matter. Also whats "lasertag" (its been a long day for us, we're to tired to deep dive atm)

    1. We agree. We don't really have anything meaningful to add.
    2. We don't really have much of a opinion on this. We've seen 1 merchant trying to spam switch and that was in a kyf and didn't do much if anything.
    3. We believe that it should only be big enough for a survivor to be able to run through (the circles don't cross), but that's our thoughts. From what little we've seen though it looks to be ok currently.
    4. We think that the deep wounds is to be a semi counter to things like DH while procing things like MFT and add Abit more punishment for getting scanned while injured. We wouldn't see it as a problem if the stacks could be removed but either way we agree deep wounds could be removed and wouldn't affect much.
    5. We'd be ok with increasing the timer but don't think changing the color would do anything. Nice little qol though. We're not sure if 90 seconds is the number though, maybe 60-70 but a whole gens worth of time is abit much to our tastes.
    6. We disagree. Survivors shouldn't need more info on when she's tracking someone. 1 to add suspense and 2 unless we're mistaken, claw traps are applied to 3 scans which is on the hud.
    7. We wouldn't know where to begin in creating a training add on.
  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672731#Comment_3672731

    Why does it matter that people complain about a perk? it is about fixing a perk for the better. For both sides.

    I would take that trade for Survivor and Killer. Way more ballanced and less frustrating for both in my opinion. And this without making the perk trash.

    Again... reading to much, we were (atleast us Rulebreakers) making a statement that has so far been proven wrong.

    If you wish us to talk about the change then we'd argue it doesn't completely solve the RNG of surge hooks. Example 3 in one corner 2 in another and 2 empty.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672725#Comment_3672725

    Bigger targets, yes. Because this game has a lot of targets. I dont see anything wrong with ballancing a perk. And just because players would complain about another one, we should not do it, even it is the correct thing to do?

    Beginning to think your trying to read way to much into our words mate.

    Depending on why their complaining. Correct is also subjective for lots of people, hence why everyone whines.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672710#Comment_3672710

    I dont think so. Look at noed. It used to be the most complained perk, and now it is barely a topic anymore.

    To each their own but we've still seen people complain about it, if not loudly as before. To us, it's more along the line of people have bigger targets to yip about. If those go down other things rose and this happens again and again like waves on a lake.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672693#Comment_3672693

    My suggestion would not gut this perk by any means. Less frustrating for killer and survivor.

    Yes, but people will still be complaining even if you give something fair or reasonable

  • @SoGo said:

    I thought this was a thing already?

    You can't really stun her while she's in transit, but you can push her back with the pallet while mid blink to screw it up.

  • Personally we think bots should be shown, but we do agree it's worth the experiment. It might end up being hilarious.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672148#Comment_3672148

    Still huge info to have not saying she should be nerfed at all but still. And 8 seconds of not being on a Gen 10-15 times a game adds up

    Thats fair, but again, it can be faulty info. We've had many times where we thought the gen was clear only to have it pop abit later. Its effectively info survivors give. Wont deny the time can add up, but thats also again conditional on survivors (technically people can ignore being swarmed if they need to).

    @Rajbow2023 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672087#Comment_3672087

    So her kit isn't bad cause of people using it for dull tactics even though the kit itself is the one that allows for such dull tactics to begin with ? Alright then. And the only other real counterplay you could come up against her with is map and RNG dependent, cause otherwise she just transforms the game into the hold W key simulator for both the survivor and the killer.

    Nope. Is the huntress kit bad because people will simply zone till point plank? Its billy's kit bad for most the ones we've seen going up to our backs and point blank that? Is freakin merchant's kit bad because most try and hold a three gen regardless on anything? The listed dull tactics are all caused by the players. Just cause it can do something dull doesn't mean the whole kit is bad.

    Theres more counters than the map, though thats the ones people don't ever do. Your basically trying to outsmart/outplay the artist. If you think outplaying is circling a pallet till forced to drop, thats not gona work. Bait shots, take idle birds when needed, as stated chain loops together (the only one that we can think of atm where its near impossible is Rotten fields, and thats open enough people can do our favorite counter) use lockers if able (iron maiden is a good pick on her for this reason, but guess what? its one less slowdown to deal with if she picks it). Hell teammates help as 2 good survivors working together can cause a lot of grief. Ever play Chicken? Our favorite counter is:

    unnamed.jpg

    strangely its harder than it seems to many...

    @fussy said:

    Finally "nerf Artist" post, I've been waiting for this for year.

    Just say that you were destroyed by a good Artist, we'll understand.

    We blame you for this...

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672087#Comment_3672087

    Unlike Huntress, The Artist can check 3-5 gens at once every 10 seconds. If she hits them with birds they’ll let off gens to repel so she has built in slowdown as well. If it misses she gets Killer Instinct and can know how many people are on a gen. I personally think no killer without a movement ability should be 110. M Cote said the only reason Huntress is 110 is to encourage players to use hatchets more not because she would be too strong. That was during the 2017 game dev stream video when she released.

    Checking gens means she'll be unable to fire immediately. Swarms can be removed in 8.5 seconds at maximum (8 seconds normally) or immediately via locker. This also gives a warning to distant survivors saying "hey be careful she knows". The killer instinct has a short proc range by default (there is an add on that does increase the range to at what we can guess is around 2 meters) and isnt always accurate as if survivors dodge then theres no info (which unless using an add on they will see the birds coming and theres a decently loud audio warning as well).

  • Annnd here we go...knew the day was coming...

    Artist is normal speed because when aiming for longer shots, it takes a double tap to actually injure, unlike huntress who takes 1 no mater how far. Artist only injures at once when close up. In addition lockers can immediately remove swarms making most long distance shots hard to anyone who knows what their doing (luckily for us most dont). While its somewhat map dependent, you can actually loop an artist by chaining tiles. Staying at 1 tile and trying to loop isn't going to work, but if you can chain tiles though she'll be effectively an m1 killer. She places you bolt to new tile, she places, back to old tile. Old and new shelter woods and her own map are ones that can do this (least for us). The reason people keep holding w? Its the easiest way to buy time, thats effectively true with all killers.

    If you run into a placed crow, her timer also continues down meaning she has a shorter window to place and aim depending on how many shes placed already. This means that if this change were to go through, when she places more than 1 crow thats not set up in a convoluted way (in essence it would be 1 at the loop to swarm and 1 or 2 aimed at where the survivor would be when they get swarmed. Thats 9-12 seconds for the cooldown for that hit, not counting add on [shes got only 1 add on for firing crows cd], the set up time that can easily be deleted by teammates, the time to get to that loop from survivors holding m1 anyway, etc.), survivors would be able to remove the swarm before she can even try to land a hit.

    We like her kit because its one of the most versatile in dbd not the most horrendous. Just because people do play her the dull way doesn't make her kit bad.

  • @concubined said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671809#Comment_3671809

    that’s why it’s important for the survivor to take mental notes on where their teammates have previously took chase, and even with your argument, their teammate’s faults does not translate to sympathy for the DS user, like I said, new version means more thoughts put into the perk’s usage. And as for your huntress argument, ya eruption is now very niche and useful for certain killers with certain game plans and builds, unlike its predecessor which was universally useful across all killers, kinda like how DS is useful across all survivors.

    mhm, shall we set a scene? Your on hook. While trying to rescue you, your teammates get chased around you and drop things left, right, front and center. Your mental notes are clear, but now what can you do? As we've said theres a few holes we can poke, the least of which is asking how someone will know whats happened across the map without taking a look themselves or other perks.

    And again we've said it depends on what this "buff" is. If it just returns to 5 seconds, will that really put less thought into its usage? Seems to us its the same, only its got a slightly better chance of doing whatever your planning (making it to a pallet, window, or just buying time).

    Which by that wording means eruption isn't dead. Maybe its our definition but dead to us means "not useful in almost any situations" and while eruption can't pause a survivor for about half a min, it still regresses the gen and as you've said can be used is certain gameplans.

  • ....Dont think it ever guaranteed an escape from being tunneled. Theres also some holes to your arguments such as teammates burning everything around before you can even use DS (theres more but we're tired). Long as it disables from certain actions and endgame (aka: can't be easily weaponized) a small buff wouldn't hurt, especially with the rampancy of tunneling. A comparison to erruption kinda falls abit flat as well as 1 slows down a specific tactic and even before at its worst it still just slowed while the other stopped all forward progress if it landed. And no...pretty sure eruption is still used on occasion, had a huntress use it to pretty good effect atleast.

    Regardless it all depends on how it gets "buffed" (to our knowledge no one knows). Could be ok, could be overkill, could end up being overall nerfed somehow.

  • We can only speak for ourselves but atleast for the past 3 weeks (we're guessing roughly 45ish games primarily survivor) 40ish percent has been a game where 1 will try to swing off hook and give up, but we've had 2 DC in that timeframe (of which one was us due to internet dying).

    We're of the opinion that they're not as common as we keep hearing, but that's us.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670761#Comment_3670761

    Imagine walking around during nighttime and finding an 80s style cinema just in the middle of the woods. That would blow me away ngl.

    Would absolutely love a horror movie night in that~ we'd regret it later but it be so nice ^\^

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670749#Comment_3670749

    Please take a look at the first video. Isn't it a hassle?

    Is this your criteria for having a survivor consume a pallet by a killer? So I am not speaking based on this. Survivors who use palettes like this have already lost half of their matches due to skill disparity.

    One thing you should never do is use a pallet from the cabin. Since the surrounding generators have not been completed, in this case you should have taken them even if you were injured, and you should have gone to the exit on the other side without using them. In the next scene where he is injured, he is too slow to move beyond his reflexes, and if he had gone towards Pallet when Bright ran, he would have made it in time. This is clearly a move that does not understand the characteristics of Bright.

    Do I look intimidating? No, not only me but many genuine survivors make mistakes, but they do not act out of ignorance like this. They don't know the correct answer from the beginning, so it's only natural that they're wrong. It's no shame. The problem is that every are not aware that are wrong.

    I explained "theoretically to the extent that it can be practically practiced." If you disagree, try presenting a ``theoretically better course of action.'' You can abuse me, but it doesn't override what I'm saying.

    You've tricked us into another damn otz video... Yes it's now genuinely a hassle.

    Now tell us how citing skill disparity cements the fact that if 3 gens pop the killer (and we're not mistaken, weren't we talking about m1s awhile ago?

    @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670680#Comment_3670680

    My premise is

    1. Survivors will begin to complete the generator within the first 20 seconds. I can roughly tell where the generator is from the map name, so it will only take that long. Therefore, normally 2 to 3 gens are completed in 120 seconds.

    2. If the killer is M1, the survivor first moves in advance so as not to receive an easy hit (although it can't be helped if there is an accident) and starts the loop in the correct position. In a way that I also mentioned in other people's videos. Against people who can do this, the killer will not be able to land a hit unless the feint is done well, and the feint is also a wasteful movement, so if it fails, the survivor will fly into the window and buy more time. The frequency with which pallets are consumed is significantly different between those who know the basics of these loops and those who do not. Therefore, my premise is the former. On average, it takes about 30 seconds for a killer to deal a single hit to a survivor who can perform these actions. After that, the survivor's options are to buy enough time and down, or to down using a pallet that can be used in that chase (there is a theory as to whether it is okay to use or not, and anyone follow it). Their average will be roughly 20 to 30 seconds. In total, it takes about 1 minute to complete, and the killer consumes about 80 to 120 seconds, including the initial search time and the time to carry the survivor to the hook. In other words, within the margin of error, 2 to 3 generators can be completed in 120 seconds. The pallets are not wasted by survivor, and the necessary areas are lefted some pallets.

    If so a bleet video is a horrible example) has no way to come back? Especially when we were talking about equal skilled opponents? We're aware that thing are being detracted.

    Again with the absolutes. And again, not in stone. If something needs used in the moment or consequences happen then it should be used, but this is us going off on a tangent.

    We're unsure as to this paragraph and while it probably detracts from the answers to the questions we're looking for, we do gotta ask for you to elaborate where this came from before we say something stupid or smart.

    First: if it seems like we're trying to abuse you, we apologize as that's not the intention (though being tricked again wasn't pleasant).

    Second: we feel the need to untangle everything before we sound like an *** for no reason.

    The initial intention was a question of "What is the killer doing during the time 3 gens pop that didn't get either hits or pallets" which is something we feel hasn't been answered, is being avoided or is blended in the rest of everything else that we missed it. It then goes on to how if the killer isn't burning pallets or getting hits in that time frame then it's on the killer. We then explain how theories often don't hold up in practice. Then we go raving about how variables make the times and movements given not the absolutes your portraying them as to us.

    Then you pull up the video comments and maybe we lost understanding here because as far as we looked it didn't answer how it's an instant loss like you said at the start "In the current environment, if you complete 3 gens before getting 1 hook, the killer has no chance of winning." Which then goes to this comment. Also this is just us picking but explaining "theoretically to the extent that it can be practically practiced." doesn't really answer the questions, or in a sense that we don't understand, and what the theories you've currently presented us with is more of a "theoretically better course of action.'' rather than one of practice in our eyes.

    If we're being prickish please feel free to call us out on it and one of us will tone it down

    Gods damn that's a lot of typing...

  • To be fair, they're probably under some kind of ruleset of what they can and can't say, lest they accidentally start a riot

  • Well..kinda sorta? A theater with a park in front isn't that unheard of and since the entity (who probably doesn't care or know about human sensibilities) is making the realm, makes sense enough to us.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670724#Comment_3670724

    Do I miss the point in the comments I made in this reply? All people who call themselves intermediate, even if they are not perfectionists, do something like this.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670671#Comment_3670671

    See, when you actually point it out what your talking about it lets us know what your talking about without us having to look further back. And as you say (we didn't watch any of those videos) they are making mistakes, that's human error. Even good survivors will have that, even if it's just not to that extent. Meaning any absolute times for this or that fall flat to us.

    Yes you also kinda missed our main points. It's not an instant loss if 3 gens pop at 1 hook for m1 killers. If the killer isn't getting pallets or hits within that frame it's on the killer. Human error makes most theories impractical in practice.

    And finally yes, you still haven't actually answered the main question. What was the killer doing during that time that they weren't getting hits or pallets?

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670680#Comment_3670680

    My premise is

    1. Survivors will begin to complete the generator within the first 20 seconds. I can roughly tell where the generator is from the map name, so it will only take that long. Therefore, normally 2 to 3 gens are completed in 120 seconds.

    2. If the killer is M1, the survivor first moves in advance so as not to receive an easy hit (although it can't be helped if there is an accident) and starts the loop in the correct position. In a way that I also mentioned in other people's videos. Against people who can do this, the killer will not be able to land a hit unless the feint is done well, and the feint is also a wasteful movement, so if it fails, the survivor will fly into the window and buy more time. The frequency with which pallets are consumed is significantly different between those who know the basics of these loops and those who do not. Therefore, my premise is the former. On average, it takes about 30 seconds for a killer to deal a single hit to a survivor who can perform these actions. After that, the survivor's options are to buy enough time and down, or to down using a pallet that can be used in that chase (there is a theory as to whether it is okay to use or not, and anyone follow it). Their average will be roughly 20 to 30 seconds. In total, it takes about 1 minute to complete, and the killer consumes about 80 to 120 seconds, including the initial search time and the time to carry the survivor to the hook. In other words, within the margin of error, 2 to 3 generators can be completed in 120 seconds. The pallets are not wasted by survivor, and the necessary areas are lefted some pallets.

    1: you asked where we got that number. We answered and the edited version (stupid panic button) of that post explains how using absolutes isn't workable.

    2: we're getting the feeling your basing everything off of theories and not practice. As previously mentioned, killer powers, perks, and human nature are variables needed to be considered (the likes of spirit and pig come to mind). Would the survivor move in advance if they don't see it coming? Would they want to finish that gen, hit be damned? Can the killer outplay the survivor at whatever they're at? There's no perfection, nor set in stone "they will do this and this is how it's going to be". Hell that becomes a weakness to us as predictable becomes easy prey no matter who we are. [He's getting side tracked at this point] We also don't really believe in the average because of said variables.

    We don't deny that 3 gens can be completed in the time of a hook but if survivors get hurt and pallets get burned, then it's not a instant win for survivors like you keep framing it as. Hell, it still wouldn't be as things swing the game till survivors are out or dead.

    We don't know what videos your talking about, nor the comments soooo...

    3: we just realized that you've still technically didn't answer the question. What was that killer doing during that time?

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670624#Comment_3670624

    270 seconds! ? Where did that number come from? 3gen will be completed in 120 seconds at most.

    To do this, the chase will only take about a minute, subtracting the killer's search time and the time it takes to reach the hook. In the opening, all the pallets are present, so Survivors use them strategically and use them in combination with windows to be frugal. This is quite possible if you know how to derive the loops from each other.

    So, as a killer, the theory is to let it use about 2 pallets and then change the target, but if everyone is a good survivor, after consuming a certain amount of pallets and finally knocking it down, several gen completes. From this point on, the killer can only win if the killer doesn't make a mistake and the survivor makes a mistake, so it is said that M1 cannot win against an opponent of the same rank. Of course, it is different if there is a disparity.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670626#Comment_3670626

    Yes, that's why it exists because there is a skill disparity between killer and survivors. Or simply by luck. Or maybe someone just accidentally made a mistake.

    1: one person doing 3 gens will take is 270. The absolute minimum of survivors popping 3 gens is 90. Not taking into account anything else like gen search time, the killer kicking ppl off gens, etc. Therefore 90-270. Also surprisingly each match is different. We have had games where popping 3 gens takes longer than 270 due to various factors and choices (ex: we want to break that 3 gen the killer is guarding and leave the others alone to focus on that). Theres few absolutes in this game, gens popping at a certain point isn't one.

    2: Assuming both sides are relatively equal in skill and brains, even the most frugal would still be burning some pallets or getting hit. Theory also doesn't live to practicality in a few ways. During chase should the killer realize it's going to be a time sink they can break off, if during chase they see a survivor working they can swap targets then and there, the freaking map itself can cause headaches for either side, and the like. Killers powers also affect this as GF is effectively an m1 (going by our definition, if you got a specific definition you need to tell) but can stealth at will and has access to an instant down (yes even good survivors will occasionally get downed by this despite what everyones thinking) causing psychological warfare naturally. Usually survivors are human, and no human is perfect. Theory is all well and nice but putting it into practice isn't likely and what is said (m1 can't win against an opponent of the same "rank") and what happens is different.

    Edit: things came up and accidentally hit post instead of save

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670612#Comment_3670612

    This is because M1 Killers who chase good Survivors in the opening stages will always waste a certain amount of time. Therefore, among excellent players, the M1 killer is generally considered to be at a disadvantage.

    When players who are good at each other come together, it becomes a match like that.

    That's why a gen suppression perk is essential, and you can't chase down survivors. If killer chase one survivor, will definitely complete 5 gen, need wait patiently until create a good situation to chase after one person.

    That doesn't answer the question. At all. Not talking about advantages or lack of, or how "good" come together, we're asking what was the killer doing during the 90-270ish seconds.

    If the killer is actually trying to kill survivors then at minimum a decent number of pallets should be burnt, people hurt, or combination there of. If not, then we agree with Aven_Fallen's assessment that there needs to be improvement on the killers part.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670460#Comment_3670460

    In the current environment, if you complete 3 gens before getting 1 hook, the killer has no chance of winning. From there, as long as one survivor touches the generator, gen powered is inevitable. The exception is unless top tier killer (in which case 3 gen completion won't happen) or your previous chases have turned key areas of the map into a scorched wasteland of pallets.

    It would be fine if all the survivors wanted to skip the generator and rescue the survivors.

    So if 3 gens got done before 1 hook and the map isn't lacking pallets, what was the killer doing during all that time?

    We've also got to disagree on the no chance of winning but on general principles.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669083#Comment_3669083

    But what is the point then in arguing about what is a good idea? Sure if we take into account what they will or won't do we can just say "Amen" to whatever they come up with in the end.

    Not doubting that it did happen, but like I said, if the guy had any clue what he was doing then there is no way unless he majorly messed up...

    I cannot believe I found the one person that does not know Star Wars ^^ The Mos Eisles Cantina is largely known as the hive of scum and villainy ^^ So it was just a comparison. I have no clue how you ended up with only such people? I get like 1 every 25-30 games of that kind...

    The point is to convince people that it's a good idea. Or in our case a bad one. Make this the bigger fish to everyone, but the ones who you need to convince the most are the devs.

    It's only impossible till it happens. He was doing well, everyone but 1 on death hook on pretty sure the disturbed ward.

    Wait that's the cantina's name? None of us ever really remembered the name and kept calling it "the cantina". Go figure. We ended up with them with our luck. Granted it's only a coin flip for the talkative ones but the point stands.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668961#Comment_3668961

    That is about priorities a game developer has to set, it has nothing to with whether or not something should be added.

    Even when Bubba was not yet reworked he could even 99% his saw forever and still get a trade 100% of the time.

    Sure generally they can, but not in every situations, and groups can easily crumble when stuff goes sideways and they are missing information on what is happening.

    I mean sure nothing is fully reliable in that but still way more than what you currently have to inform your mate about something.

    I don't really see how it matter for the example whether those 4 exact players know each other or not? Unless of course you want to tell me they Morse code stuff to each other with teabagging or have some other weird form of communication.

    I don't think the language barrier will confuse people... They should quickly realiser the other person does not understand them, as they are replying in a language that is not theirs and that they don't understand, so I don't think there is any harm in that case.

    I don't think there is a 50 50 chance to get a toxic person that does nothing but rage and insult you or a normal human being... Otherwise this community would be the mos eisley cantina...

    We're back and have cookies 🍪

    Their priorities are why it's shouldn't be focused on now. Remember bigger fish to fry? The devs are choosing what's a big fish or not.

    Hey, you didn't want to hear the story, you can rationalize it all you want, but it did happen.

    Currently have? Yep. Currently need? Nope. Atleast when we get actual teammates. If a group of randoms can function without, then it's not needed. We can argue about wanted till the moon explodes.

    Cause 4 people who know each other can coordinate better than 4 strangers on coms. And again the presumed goal was helping solos.

    Wana hear the story of me and a friend getting invited to a group who only spoke Spanish? Or where we 3 invited a person to our group and didn't know what language they spoke? The short of it is, if they're listening, they're going to try and understand, and skipping ahead Abit that leads to confusion.

    We don't know what a "mos eisley" cantina is but if it translates to "septic wasteland" then we envy the people you get. Between the 3 of us half the ones who say anything other than "gg" will attempt to shame us, rage at something (us, teammates, killer, perks map, we think we've seen almost everything but the anti 3 gen system currently), call us something very inappropriate (though occasionally creative), wish death upon us (this is mercifully more rare nowadays) or loved ones, wish something horrible on us or loved ones, rage like a child (spamming chat with childish insults) and this is simply the end game chat. And for each of those ones there's been a nice one too. Saying it's a coin flip might technically be inaccurate, but from what we've seen it's accurate enough.

  • @Spare_Them_Mori_Me said:

    Oh wow! lol noted! Hello all three of you! So that wasn't sarcasm? Apologies, really difficult to tell on these forums sometimes. <3

    Alls good~

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668789#Comment_3668789

    It is still not an argument to say that the solution to a problem is hard to do... Figure it out then, in what job does it work to say oh Boss sorry this is hard I cannot do it, especially when basically any other game managed to do it...

    I don't know why they are so slow, especially on such a minor thing like basic options, despite calling it a top priority when they announced they accidentally removed it. Probably lack of manpower or problems with the spaghetti code? Guess since stuff constantly breaks it is really rough to work around it without breaking something again.

    That's a weird story? If that went on with a 4 man out then the Bubba is bad, in that scenario you can basically always secure a 2k unless you really mess up. if it happened before the key rework it should be somewhat possible to get a 3 man out because noed didn't came into account by then? Maybe? Don't know unhooking against a facecamping bubba is quite literally impossible without trading.

    I don't think it can close the majority and I think a lot of minor situational scenarios still put a huge disadvantage on people without cons, as they add up.

    See if we assume that we have two 4 men groups of players, both have equal skill, both have the same knowledge and brain power... One has coms the other one does not. Then there is no notable difference that can be closed by brain or skill as they are the same, however they still have a gap in information and coordination that cannot be closed without additional tools. This is the point of me saying there is a gap that cannot be closed... Sure if you are a good player you can somewhat close the gap between your group of better players compared to the swf with worse players but coms, however if the player skills are equal it does not work.

    It is a gap in information and information exchange and as such it cannot be closed by the tools you currently have. I cannot make it simpler than that, there is no agree or disagree on that, it is what it is. If you have players of equal skill they will be at a disadvantage without coms compared to the other team with coms. Sure you can figure out a way to communicate via the 3 actions you can do (point, wink and crouch) but not only does it take some time, it is also unreliable in delivering information. Without coms you have no reliable way to bridge this information gap, and I really don't see a way you could argue otherwise.

    Think your missing a point. Let's say you have 2 projects and a deadline to finish one. The first project is known to be popular, the other is a relatively unknown. You got enough time and energy to finish one or the other, which do you choose? Sure BHVR probably can eventually figure it out, but that's taking the focus off other things so even if they wanted to, it's gonna be a long while and other things will be put on the back burner while that cooks.

    And you wish to take some of that manpower they have and turn it towards voice coms and combing the code. They're slow because it's not easy. Hence the point above.

    Yes, it was when bubba was recently released. No he wasn't bad. We'll take it as a no story.

    We do think it can and from our experience atleast those minor situations don't add to a huge disadvantage. Won't deny its there, but it's not extreme.

    Reading the last 2 paragraphs, first is yes, it can work because people can know what to do and when without being told (and have done so). Second and more to the point, if that is the only gap then we'll happily accept that. What we want is to close the gap as much as possible but without chats especially since we've seen more cons than pros. BHVR can add many things that give enough information (icons for who had deliverance, a way for the in-game survivors to call out, things like so) without having someone else explicitly tell you to do something. A small margin of error would exists, and if it's only the small things then acceptable parameters to us. 3rd, it's not fully reliable anyway as there's a few things that make it unreliable (the mute feature, language barriers, and human behavior).

    4 ...weren't we supposed to bridge the gap for solos? Lets turn those 4man groups into multiple groups of 4 solo players. Everyone is of equal skill and intelligence. Group 1 using coms and everything is perfect. Group 2 not using coms and everything goes as predicted. Group 3 using coms but language barriers get everyone confused. Group 4 half are muted and 2 are using coms. Group 5 same as group 4 but one of the coms people says something to offend the other and that one changes how they play accordingly. We can keep going but while there are a few more good ones, there's probably one bad one per.

    [Apologies if we're raving a bit, might need to cool off.]

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668591#Comment_3668591

    Anything else? There a point you just have to make? Everyone tells it how they view it. If your attempt to devalue my thoughts without adding ANYTHING else, you're just being mean. Please have more to say! Also, you're*

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668708#Comment_3668708

    I totally get it! Sometimes we just dont want to deal with the BS of a 4-man bully fest. there's no harm in that lol. Continue your rampage in the fog! :D

    We did not mean offence and apologize if we did. We ment that genuinely and wish to hear more thoughts on that. People are throwing complaints and complaints about "balance" thinking it needs to be this way or that and we have trouble putting it into articulate words that the notion is bull.

    And side note, there's 3 Rulebreakers and we share this account so it's really our*.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668744#Comment_3668744

    It is more convenient for the survivors to just talk instead of inviting people to discord ofc. You cannot really weight the amount of time and resources it costs the devs to do something compared to a player having to do something, otherwise quality of life changes would never be a thing...

    I have to fully disagree on that, the developers time is never an argument to say something should not be implemented, even if it is a Dec team working so slow that it took them years to give re-introduce the option to disable anti aliasing...

    People using their brain and skill does not close the gap between solo and swf though... You cannot use this as an argument, as you are basically negating the need to close the gap by saying so. Giving survivors communications makes it easier for them to coordinate and share information, sure they don't need to pay attention as closely anymore because the team can share stuff, I don't see an issue with that whatsoever. If you want to close that gap then it is basically your goal that you can rely on your team more to figure stuff out about what is happening in the match.

    However if you disagree on a fundamental level why that gap needs to be closed and why this is not a bad thing to do, then I don't really see a point in continuing to argue about it. You can be the best player in the world, but if the game limits what information you can share with your teammates you will still be at a disadvantage compared to players who are not limited in that way, and that is just a gap that cannot be closed without giving both the same tools to work with, some things just cannot be evened out no matter how skilled you are.

    See, convenient doesn't equal easy. It's going to be hard to do, it'll probably break something which then needs more attention, and all that for something that's not strictly needed and where some don't wish it (yes there are some for it we know). If the devs don't think it's a high priority, it's not getting attention. If you get the devs to pay attention then maybe they'll work on it (remember back to yon survey?)

    You can disagree as you want, but that's our thoughts on it as we think they should be working on other things. Especially because it's so slow. Why do you think that is?

    You'd be surprised how much playing well or smart can close a lot of the gap. And of course we can use it as an argument, you saying we can't don't mean a thing to us. Certain details can't be covered but a majority can. At the very least the ones you gave us can be. You not seeing any issues with that is just another difference in opinion between us. Figure out things or being straight up told things? There's a difference.

    We don't disagree on the gap needing closed more. We disagree that adding voice coms is the way to go and have given pros, cons, personal reasons, and logical reasons. Would you like to hear a story of how 4 solos beat a face camping bubba with a key and hatch?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668390#Comment_3668390

    I don't think time and for the devs is a valid argument, simply because balancing the game costs always time and effort, same as introducing new things to it, however that is basically their job and if we took that into account we could always deny things just because of that.

    That's the thing let's say an ordinary chat wheel has like 10-15 different callous, therefore you are very limited in what you can and cannot put on it... Take a hit please, I go unhook, I don't go unhook, beware 3 Gen and what not so all rather general statements, but as soon as it becomes more specific the system lacks... Calling out perks, or where the killer has trapped something for example. Especially killer specific callouts are probably impossible due to the nature of the chat wheel.

    Thing is we do. Only so many people can focus on so many things. Time and effort on something they don't want to work on vs time and effort on something they do want to work on. Not saying that we know what they do or don't want but that's the logic of it. Regardless of that, your going to tell us it's more work to type in chat and join a discord server than integrating a voice com into this game? No. Flat no. You have a better chance of all the toxicity in every single video game going away than convincing us of that.

    Cool, cause most those ones don't need called out and can be solved via caution, thinking, or in the case of who the killer is maybe 30ish seconds unless they camp an area. We want people to use more skill and brains, not less by relying on things and the best way for that is to not have those things to begin with. Add to that how will the wheel work. Does it send a ping with it? Is it only on the hud? We've seen wheels that work nearly as well as coms for practical purposes, just not as "colorful" as voices can be. You also brought up another con for us. People spamming the wheel, which if was coms would be people screaming "help me" over and over which would probably lead to more mutes which then comes full circle.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668547#Comment_3668547

    Might be a hot take, but I'd love Lethal Pursuer's start-of-game aura read to be basekit. If this happened, I'd also like it to be unaffected by Distortion/Anything else that might hinder the aura.

    But anyway! I wouldn't like to load into a match and suddenly all 4 survivors had toolboxes and 2 gens flew while I was looking for where they spawned and I couldn't see it before the match.

    I'm not sure why this matters. If you were looking for them to begin with, they'd have those gens done whether you knew they had toolboxes or not.

    Its harder to balance the game when killers have no idea what they are about to go against and unless you had some big buff to killers to counterbalance the strength survivors might suddenly have in a match that you can't fairly prepare for then I don't want to see it at all or something that would make all survivors groan another across the board item nerf.

    I don't want balance. This is supposed to be a horror game. The notion 'balance' has to even be a thing is just misplaced, but that being said, DBD has just grown too popular and its just expected that a game has to be balanced. Dbd isn't supposed to be balanced as its not a typical pvp game. I could go on and on, but anyway!

    But even outside of that survivors who openly run 4 strong items you can still see it at least. Not seeing it just means you load into a match and suddenly they can have stacked resources you didn't even plan on them having with no counterbuff to make up for it.

    For 'balance' concerns, one side getting a chance to counter another... simply isn't fair. And to the oncoming defenses, I will use this as to why DBD just isn't made to be balanced.

    "I don't want balance. This is supposed to be a horror game. The notion 'balance' has to even be a thing is just misplaced, but that being said, DBD has just grown too popular and its just expected that a game has to be balanced. Dbd isn't supposed to be balanced as its not a typical pvp game. I could go on and on, but anyway!"

    Please go on, go on. Your explaining our thoughts on these things so much better than we can

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668155#Comment_3668155

    I mean sure everyone can try to type in chat and send a discord link for the others to join, but that is way to inconvenient to be reliable, it is far easier if it is just implemented. Some stuff falls indeed under the category skill issue, but not all and there are just some things you cannot play around without coms or some other form of information exchange.

    Oh there is so much more stuff you can communicate via voice that is not possible with a chat wheel or different tool... When you are about to get 3 genned, which pallets have been used, certain perks the killer uses, and so on and so forth, I could come up with dozens of things, I will say that many are quite situational but not really rare if you know what I mean.

    Well sometimes you just get unlucky with the teammates I guess ^^

    ...thinkin you literally just skipped over each reply saying how much work it would be to implement for BHVR. Or are just trying to troll us at this point. We cant tell...in the spirit of thinking you just skipped it, no it would be harder overall for BHVR to implement a com system. Is it more convenient for the players? sure. Easier is flat out wrong, especially if its only Discord taken into account. Your gonna need to tell us which "things you cannot play around without coms or some other form of information exchange" your referring to as most meaningful things have either been addressed in our mind. Keep in mind what we think as necessary is unlikely to be the same as yours.

    We'll acknowledge which pallets have been used and certain perks the killer uses but you can defiantly warn survivors about gens with a wheel (we've done it without one). We do not as depending on how the wheel works, it can indeed work just as well as coms, for better or worse. All it would take is a smidgen more thought than a com.

    indeed

    Coms would take lota skill and intelligence outta the game wouldn't it? Now that we're thinkin about it...

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668040#Comment_3668040

    The difference is that if this feature got added the whole player base has access to it and can decide whether or not to use it, however we in this post or in the forum are only a small part of the player base, so to be sure what exactly the community wants BHVR would need to get the opinion of the entire community and not just the forum users. I was refering to everyone in the game that might want such a feature and not just people on the forums by saying you should not ignore your community. However if it is just a small part of the community, like a few people on the forums then you could that, even though I would prefer it if they made surveys more often about what features the community wants and what is actually possible or not, depending on the limitations of the game.

    Just because you are listening to your community and perhaps asking them things does not mean you will go all the way yes. But my point went more for the numbers in the sense of the amount of people... Like community as a whole > forum users in total > English speaking forum users > people in this thread.

    I hope that made it more clear? Otherwise just tell me and I will try again :)

    Sure technically that's a way to see it... But just because it is outside of the game does not make it not exist or disappear... Like there is this saying in the jurisdiction "It cannot exist if it isn't allowed", maybe works better in my native language but what it means is that just because something is forbidden does not mean it will not happen and we need to take that into account, using discord is not even forbidden. The point however is that it is obviously a thing that is happening and just because we don't have it inside of the game does not mean we can ignore it or not take it into account... Based on this everyone should have the same tools. I wouldn't bring cheaters into the comparison, as that is explicitly forbidden, however voice coms a thing that is allowed and therefore needs to be taken into account, because everything else is just closing your eyes in front of reality... Playing ostrich to say: If I cannot see it, it is not there. I think it would bring many advantages because you would have a clearer set of tools everyone has and you can balance around that: adjust maps, perks, killers and what not and you would not have things anymore that just by design put a disadvantage on solo players who don't have access to voice coms.

    I mean that's fair but fun is subjective, and interacting with your teammates in voice chat or text chat can be also a fun experience... Sitting in front of a motor and holding m1 for 5 min is not really fun...

    Yes, much better thank you. To see what the community wants we need to start somewhere and here is a pretty good spot. Start here, attract attention, branch out. Least that way the devs will atleast attempt to see more than the forum. Should it turn out that a majority wish for voice coms go for it, but we wish to see something more meaningful than handful of comments. If a majority wish it, then go for it, we'll go along and try it but will also say "I told you so" faster than an angel says "amen". As an aside, we're (or rather one of us is) relatively sure that one of their feedback surveys asked about a voice com at one point. We'll try to see if we can dig it out later, if we can't then ohh well it doesn't exist.

    Most effectively do have the same tools though. We won't say everyone cause we don't know everyone, but most can access some form of chatroom outside the game should they really wish. We admittedly think we might be sounding insensitive so apologies to anyone reading this that we've offended. The "clearer tools" argument falls flat for us. When we joined we didn't have most the tools currently here. Sure we had some broken things but we had to get good to use them effectively. What we see now, with tools we'd have loved back then, is players playing poorer. People need to adapt to the tools given and learn to use them, but that's on us for thinking so. Back more to the point, as you said the devs can rebalance around it but that's also more work going into making voice coms work than other things or something simpler like said chat wheel which would overall be easier to integrate.

    Another aside, currently the only thing that voice coms bridges (that we can think of) who and is where the killer is, where specific totems are, calling where your general location is, and quickly coordinating in pregame lobby and in game. We absolutely detest that first one for personal reasons but it's a valid point for who it is, the where can be solved with the wheel depending on how it works. The second one can also be solved with a wheel depending on how it works. Third valid but same as the first. The fourth is half valid. The pregame lobby has a chat at the start for coordination but nothing in game, yet it can also be solved via wheel.

    Again, to each their own for fun. For an example of "interacting with your teammates in voice chat or text chat can also be a fun experience..." We look towards everyone's common point of reference TCM. For our experience, we'll happily admit it was ok for the first 3 or so days... guess what happened after. We don't deny it can be a good time [it's even one of the listed pros] but it can also be flipped [also on the con list] and we're tired of flipping coins.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667904#Comment_3667904

    When I said "they would need to do a survey" I thought it to be fairly obvious, especially since I called it survey which is the term BHVR uses and not poll what it is called on the forums for example. And also in the post before you talked about BHVR as "them" so to me it was fairly obvious they were meant... But sure I guess I could have been more explicit. Also there is a difference between ignoring it when people constantly demand stuff and actually doing exactly what they want... Which is why I said they should do a survey to figure out what is wanted.

    Are you pretending mute is not function? Like if someone is toxic just mute them, it is really not that big off a deal... And if somebody really wants to be toxic they can work around a filter as useless as this one... It is just annoying to have to work around it, but it does not really prevent anything.

    What has the outside thing to do with anything? It is an advantage, from where you get it does not really matter.

    Good for you with the immersion I guess? No clue how you made it but OK, I didn't feel any immersion after like 100h in this game but alright ^^

    We've seen people say one thing and mean something different. Hell there's a post in general chat that exemplifies this. Nothing is obvious here which is why we usually ask for details (admittedly we did fail in this instance). We're assuming you're saying ignoring is different from listening which is different from doing correct? (Your wording is odd here to us) Cause at this point we think we lost something in communication here as to where this pops up so we'd like clarification before we say something smart or stupid.

    The mute function leads again back to the points and the fact alot of people are going to use mute to the point of "why did we bother?". We went over that. And that's more work for them, which atleast deters some in the "not worth the effort".

    Kinda does as thing in game are balanced (or attempted to be) around the things in game. Think kindred was balanced with discord in mind? Or the Scourge hooks? Maps? We might be missing something, but as far as we've glanced we don't know something that's balanced with outside cons in mind. Then if we go the extreme route, cheaters have an advantage from outside by using whatever to do what they do. Doesn't matter though.

    Cause we don't take the game seriously. We enjoy having actual fun and we find it here. But to each their own.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667840#Comment_3667840

    Do you simply not understand what a representative amount requires? If I post a poll here then only a fracture of the player base, those who are on the forums, are able to see it, and only those who check the polls in general, which is an even smaller amount of people and then also only the English speaking ones of the forum users in general... Which is why I said it would need to be a survey of BHVR so it actually reaches a representative amount of people... I'm not ignoring people's opinions, I'm just saying they are not enough to represent the community as a whole.

    Just because the devs want it does not make it a good idea all of a sudden and it restricts those people who don't want or care for such a feature, which is why it is a great thing to be able to disable it, like in any other game.

    But why would you limit it? If it's purpose is to bridge the gap between solo and swf, with a limitation you are still leaving a gap open? Unless you don't want to fully close it calling it redundant is a little bit off. No offense but what immersion is left after a few hundred hours?

    And yet was it not you who wished for people to not be ignored? Was it not you making an argument for those few who wanted whom we don't know about? The ones who we'd have to acknowledge instead of maybe the 5 same people we see? Adding to that the one on the forum would be a good start to get the BHVR to start and get the ball rolling. The forum users are more likely to be the ones to stay playing longer and BHVR does look here. And last you never specified anything about having BHVR doing it till just now.

    And yet it's the devs making decisions. Unless you get hired and do the changes you want yourself, the devs are making the rules for this playground. Personally, we feel restriction in the amount of toxic chat is a good thing. We got tired of impotent threats every 5th survivor made to someone. Not even at us, to whatever their ire was at.

    1 because of the aforementioned cons. 2 and this is admittedly a personal reason, is because even with all the info at their fingers people can still be dumb so we'd rather them get the bare minimum of what they "need" and avoid as many cons as we can. 3 because currently coms are outside the game. It's like adding cards to a deck from outside. It does give an advantage but it's from an outside source.

    We still have immersion during good games. We do admit that people are trying REALLY damn hard to kill that though.

  • We enjoy the art and are grateful for how there some wholesome people still in the fog. It's nice to enjoy the game without getting yipped at.

  • On their own or a couple, it's fine. All together it's irritating. Overpowered? No. Any fun? Not really. Creative or surprising? Nada. Especially true when it's so common to see 3+ slowdown (exact combination varies). The meta has become a crutch in our eyes.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667760#Comment_3667760

    Sure that is true, but it is still worth nothing... Just because it is a little bit more does not suddenly make it valuable...

    The chat filter is an atrocity and it is ridiculous that you cannot turn it off... This thing blocks too much and too little at the same time... That thing barely works.

    It does not make the other one redundant at all... Both options have different strengths and weaknesses... Coms allow for precise information, if everyone speaks the same language and is willing to talk but is problematic with a language barrier or with people trying to abuse it. A chat wheel has by nature a limited amount of callouts bound to it and is therefore way less precise but works for everyone no matter the language...

    They don't make each other redundant at all, that is fairly obvious.

    That's so condescending~ You realize by that logic we're able to dismiss the entire argument of "That neglects that people might want to interact via voice sometimes, they might not mute people everyday". If it's not valuable then we're explicitly ignoring these people, which is something we went out of our way to provide an answer for. Do they matter or not? If yes, then the survey proves enough people want it or not to justify focus for action or lack of.

    Yet it's what the devs want. I know the 3 of us don't want to hear more creative ways to do you know what to ourselves, you?

    Then we're going to say that the wheel would both be more effective and in theme with the game. It wouldn't be separated by language, wouldn't cause nearly as much toxicity, easily understood and can be limited, and doesn't break any immersion of the game. Coms we atleast have enough sense to get through the language barriers. Hear panic? Means something bad, if away then probably being chased, if close stop and think, etc. To us having both is indeed redundant.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667441#Comment_3667441

    I mean like I said... That wouldn't change anything about the data not being worth much...

    How would you even implement such a filter to a voice chat? Besides the point where it probably ruins conversations because you have no clue what got filtered and it probably does not know which word in which language is alright and which not... Such a filter would be a horrid idea...

    I would not say that a chat wheel has the potential to be as effective as a voice chat, as you re limited in what information you can share, but why not both? I would not say a chat wheel on its own would be enough though.

    Actually, we feel it would be worth more as it would show that a majority would (or wouldn't) actually want and use the feature instead of semi random voices every now and again. It definitely would be worth more than the conversation here.

    How? Not a clue. At the same time, BHVR DID implement a chat filter BECAUSE they didn't want to have things like death threats in their game. Filter may go Abit overboard but it does it's duty. Besides that point we feel it'd be a hilarious idea if they actually got it to work.

    Not both because one would make the other effectively redundant. It's fine if you think it wouldn't, but we don't think the coms are the way to go for the game. It's just your thoughts against ours. The main point of that last bit was showing that using that specific argument is ineffective.

  • The eponymous Skullmoon by Tim Curran. A primeval beast formerly worshiped as a deity resurrected to enact revenge. Vicious and intelligent, fits right along side demo dogo.

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