Avatar

mcgurupro

mcgurupro

About

Username
mcgurupro
Joined
Visits
4
Last Active

Comments

  • @terumisan said:

    i personally don't want it since coms ruin the game and isn't balanced for it bit since people will just complain about proximity chat and demand full comms that the killer can't hear also it doesn't fit the horror theme because this game is balanced around a lack of information and is also why you have 4 perk slots

    I disagree that proximity chat doesn’t fit the horror theme.

    Full, map-wide comms with no downside? Yes that would remove tension.

    But proximity chat where the killer can also hear you? That adds tension.

    It becomes a tradeoff:

    • Communicate and risk being heard.
    • Stay silent and risk miscoordination.

    That doesn’t remove the lack-of-information aspect it transforms it into a risk-management mechanic.

    In fact, it could enhance horror. Imagine trying to whisper a warning while knowing a stealth killer might be nearby. That’s not immersion-breaking that’s nerve-wracking.

    Right now, communication outside the game (Discord) has zero in-game risk. Proximity chat would at least attach gameplay consequences to communication.

    If the game is balanced around information scarcity, then risky communication fits that philosophy better than silent telepathy or external voice apps.

    That’s why I think it could actually strengthen the horror atmosphere rather than weaken it.

  • @ShanoaLegendaryPlz said:

    I dont mean to sound like a broken record, but id recommend looking up other discussions about voice chat, and they all have people explaining why its a bad idea specificly for dbd

    I’ve read many of the previous discussions about voice chat. Most of them repeat the same concerns that it removes the unknown factor, that Discord already exists, or that it doesn’t fit the game.

    What I’ve noticed, though, is that a lot of those arguments stay surface-level. They say “it’s bad” without clearly separating full voice comms from proximity-based communication.

    I’m not advocating for global voice chat. That would drastically shift balance.

    I’m specifically proposing proximity chat because:

    • It preserves distance-based limitations.
    • It keeps communication risky (especially if killers can hear it).
    • It enhances immersion rather than removing tension.
    • It helps solo queue without buffing coordinated teams.

    The “unknown effect” doesn’t disappear it changes form. Survivors would still lack map-wide information. They would only gain communication when physically near each other, which adds strategic tradeoffs rather than removing uncertainty.

    As for Discord yes, it exists. But most matches aren’t four-man coordinated stacks. Casual players shouldn’t need external software just to have basic teamwork tools.

    I’m not trying to rehash the same debate. I’m trying to frame it in a more structured way and see if proximity-based communication could actually improve match quality without breaking balance.

    If there are specific design reasons why proximity chat would fundamentally harm the game, I’d genuinely like to hear them but they should go beyond “it feels wrong” or “we already have Discord.”

  • @RpTheHotrod said:

    Stealth is weak. You're asking them to be weaker which means youre asking for more people to just swap to blight and nurse. If youre asking for the weakest killers to be even weaker, people will simply stop playing them and youll be facing strong killers.

    You can tell there is a stealth killer on most maps within the first 15 seconds of the match. Small to medium map and no chases happening and no terror radius? Youre dealing with a stealth killer. Keep eyes and ears open. All stealth killers have an audible tell, and a random crow flying off nearby means leave immediately in case it's not another survivor. High level play sometimes have survivors working on gens only when there's a chase going on or if someone has eyes on the killer's location.

    The only stealth killers you have to worry about are ones with high mobility or otherwise are not actually stealth killers but are using stealth perks/addons.

    When you say “stealth is weak,” that really depends on context

    Against coordinated teams with communication, yes stealth loses a lot of power. But in solo queue, it’s far from weak. An experienced stealth player can snowball very quickly. You get the first down quietly, someone rushes for a save without full information, and suddenly the match collapses.

    That’s not a skill issue that’s information asymmetry.

    Early detection and subtle audio cues only work consistently for high-awareness players. Most matches aren’t tournament-level. In solo queue, information doesn’t spread, and that’s where stealth becomes significantly stronger.

    I’m not saying stealth is top-tier everywhere I’m saying its strength scales heavily depending on coordination. And most matches aren’t coordinated.

  • @Raptorrotas said:

    Use your eyes?

    Scan the area with your camera instead of staring at your survivor repairing the gen?

    HEY LOOK AT THIS GIANT WARNING TELLING YOU THERES A STEALTH KILLER HERE. are you seriously asking for this nonsense?

    What does soloq have to do with this? Due to lack of seriously convincing arguments, I'll just assume usage of buzzwords to summon shallow survs to defend a bad take.

    I do use my eyes. I scan constantly. Awareness is part of the game, and I’m not arguing against that.

    The point is that stealth killers are designed to bypass standard warning systems. There isn’t a “giant warning” that tells you one is nearby. If you scan once and then resume repairing, the killer can appear during that small window where you’re not actively rotating your camera. That’s not lack of awareness that’s how stealth mechanics function.

    Solo queue absolutely matters here.

    In coordinated groups, if one survivor spots the killer, everyone immediately knows. In solo queue, that information dies with the person who saw it. That creates a fundamental difference in how strong stealth feels depending on communication.

    I’m not saying stealth shouldn’t exist. I’m saying its impact is very different between coordinated play and solo queue and that’s a design discussion worth having.

    Also, I play both sides. When I play high-mobility killers (like certain animatronic-style killers with strong map pressure), I can clearly feel how much control they have. That doesn’t mean they’re unbeatable but it does mean some mechanics scale very differently depending on the environment.

    This isn’t about being mad. It’s about acknowledging that information asymmetry affects balance.

  • @Temak said:

    In such situations I'd like kill both survivors with memento mori. Because trying to exhaust yourself or killer is a bad for game which is for fun primarily.

    The core issue I’m raising isn’t about how the killer ends the match. It’s about the design allowing repeated slugging loops when two survivors remain.

    Even if a Mori is used, it doesn’t address:

    • The stalling dynamic.
    • The forced bait scenario.
    • The lack of counterplay for the last survivor.

    Also, Moris remove survivor agency entirely. If the goal is to improve pacing and reduce frustration, replacing a stall with an instant execution doesn’t really fix the underlying design imbalance.

    The discussion is about whether the game should allow indefinite slug loops not about whether killers can choose to end faster.

  • @Temak said:

    This issue is about game design and dev's perspective/naiveness about how players should play and how they actually play (in discord e.g).

    I really want to see what my teammates equip (their perks, items and add-ons).

    Almost no one prefers to play as a team in dbd. SO with such "teammates" I wanna annoy my "team" and killer (if killer abuse sutuation) and get out as soon as possible to the next solo queue.

    Yes I know examples such as Michael Myers with Devour Hope and mirror add-on in Hawkins is too much out of a sudden to survivors and frustrating. But it works really well against flies which populate solo queue DbD.

    I agree that this is fundamentally a game design issue.

    There’s a clear gap between how the developers seem to expect the game to be played and how it’s actually played. In coordinated groups (Discord/SWF), survivors share information constantly. In solo queue, there is almost zero coordination or reliable communication.

    That’s why certain builds like The Shape with Devour Hope and mirror add-ons on indoor maps feel extremely oppressive in solo queue but much more manageable in coordinated teams.

    The problem isn’t just the killer. It’s the information gap.

    At minimum, we should be able to:

    • See teammates’ perks in lobby.
    • See their items and add-ons.
    • Have better in-game communication tools. (Proximity Chat)

    Right now, solo queue players are expected to perform like a team without having any team tools. That mismatch is where the frustration comes from.