random1543
random1543
About
- Username
- random1543
- Joined
- Visits
- 4,312
- Last Active
Comments
-
Dead sands is on par with fallen refuge imo. dead sands also spawns a hill title on the side that tends to be gen heavy 🙃
both need to see changes.
Prison and Hershel farm would be dope. Alexandria I think would also look cool. -
@Leon_van_Straken said:
So now I am completly confused.
People want a surrender if all Survivors want to give up.
So… why won´t you just go to the Killer if you don´t want to wait for the hatch?
Don´t lose me now because if all Survivors need to agree and the downed Survivor wants to give up the other Survivor has to agree aswell and could just show himself instead of hiding? In any other case the Survivor which is standing still wants to play.
Some killers will be a spoil sport ive found when trying to do this in sweaty 2v1s
I had one recently where leon was signaling me to give up as killer was refusing to down or hook them anymore as they where close to bleedout and killer dribbled em up. I agreed (with as much as i can with point and nods) and we both go to killer, then they proceed to down me and start humping me on the ground in front of injured leon.
found it amusing honestly leon injured face adding to it all but its not always as easy as just giving yourself to certain killers.
-
@cammoking123 said:
Can someone tell me why a huge pillar of light shouldn't be visible from far away?
It was easily avoidable in the PTB.
it didn't need changes to make it more telegraphed. -
Thank you i went looking for a full stream managed to find one.
I dont like reasoning for the changes even later on around 18 min mark they say its so its easier for people who are not 360ing the camera which should be a skill expression not something that needs to be changed. -
Where were these comments made im curious to see.
https://www.youtube.com/watch?v=gQnC5Pi4iPw
anyone got a re-upload or anything (rip i see a discord stream)
Managed to find the stream here for anyone else curious
around 14-15 min mark they make the streamer remark regarding the changes. -
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109799#Comment_4109799
I mean that is plenty of time to dodge the beam in this clip. The moment you see that white aura you should already be moving away from the gen. Nerfing the snipe capabilities (which were already weak) was not the play.
I have to agree with you there is enough time to react in that clip.
I versed alot on PTB and you just have to get used to it, other killers you can chill on gen, have a drink. this one you need to be on alert. had plenty of matches in ptb where the survivors where dodging these cross map hits no issues -
what is this in reference too? a certain tome?
-
@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109954#Comment_4109954
if anything gens being done and escape through gate should count.
Solo survivor very eager to get chased and use every resource in first chase, but never touch gens.
Agree I think gens, heals, chase, escapes, match time should all go into survivor MMR calculation.
-
@Oputeev_Stas said:
shouldve keep as is and count chase only and how many times killer hooked, I don't wanna start all over again….
That would not really be a fair way to do if for survivors tho if it was only based on chase it would be opposite of what we have now.
One guy who looped killer all game gaining MMR while 3 others who did gens efficiently get none. -
@Piruluk said:
Yeah there is already a talk about slugging being a meta, as in if you never hook and get the least amount of points you get rewarded with low mmr as a killer.
On other hand survivors will be forced to farm the killer, as doing gens fast will be declared as bad play not enough points, so you will always have chance to turn around a game as a killer.
The last part of comparing tallies I think would make surviours not have to grind since killer should not have many points if they being rushed with no hooks.
Am lil worried about slug killers tho, they will either be meta because survivors dont have time to get enough points or all the slug killers will be put in low brackets due to point calculation 😶 -
@Mandy said:
To be clear here, the Emblem system is not what we're going back to, its based around it…its not going to be a direct 1-1.
Keen to hear more about it when you guys can share 😁
-
@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109686#Comment_4109686
I dont get why people want to abandon so badly.
Because it's so annoying seeing t-bagging after a bad match where you got only 1 or 2 hooks, or a match where you got everyone to death hook but they still escape and t-bag when you were nice to them, or a match where you just got gen rushed (every or majority of survivors having hyperfocus + stakeout and BNP).
It wasn't enjoyable and they make it only worse by t-bagging.
I get what you are saying but that does mean everything that is annoying / unenjoyable players should be able to abandon from?
Eg tunnel out at 5 gens, ghoul stacked with slowdown and best ad ons, multiple saves successfully done leaving you with no hooks, getting RPD as billy.If we allowing the abandon option for annoying / Unenjoyable situations a lot of abandon options are gonna be added.
Ive said before in other threads I dont really mind if its added with killer bots, but I dont think it needs added. -
I love the lil crows we get
-
It takes like 5-10 seconds to hit everyone out I dont get why people want to abandon so badly.
If the survivors had something like base kit BT after x amount of time they would also not be allowed to abandon by my guess. As Rulebreaker was saying its about the agency the players has, not just because you lost. -
Ive comment before but one thing that came to mind that im curious about.
Are bots able to read the callouts? like if someone says they are going for the save, will the bot prioritize the gens since someone called out for save? I understand bots not using callouts but would be nice if they could read the callout. -
Curious on what rank mode would entail.
would people in ranked be forced to use comm wheel? perk restrictions? vetoing a killer as a team?
Would we be following comp scene or would it just be the exact same mode.
if no meaningful difference I dont think it would do much at all and really see no point.
If you go route of just lock stuff behind ranked people are going to play that so they can get stuff. -
@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109276#Comment_4109276
If there is no toggle, BHVR cannot reliably and directly measure the acceptance and rejection of the feature.
Also they will only have be able to measure:- Games where the feature is enabled for everyone.
- Performance of players with the feature enabled.
And they'd have nothing to compare it to aside from games from before the feature was introduced.
If there is a toggle, BHVR can directly measure the usage rate of the feature and they'll be able to directly in the same timeframe compare:
- Games where the feature is enabled for everyone.
- Games where some players have it enabled and some do not.
- Games where the feature is disabled for everyone.
And also compare:
- Performance of players with the feature enabled.
- Performance of players with the feature disabled.
Now can you see how having a toggle would lead to better data to inform their decisions rather than not having a toggle?
I do agree with that logic on how the just removing it would lead to worse data and that data would be more useful but here my main worry with how its currently going to be implemented.
People who are wanting to take advantage of the system are to commonly put into lobbies with people who just have it disabled, leading to the people who did want to use it getting frustrated from never getting full lobby of it enabled and just not using it anymore and never getting used to using it because others opting out effected them, not because system is bad.
Thats main reason for wanting to split ques, but I do see how data may be useful to have data from the middle matches.
Perhaps not a split que but matchmaking takes into account matching people with comm wheel together more heavily, but its not a hard split que? -
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109263#Comment_4109263
If there is a split que, people who want to play quick matches will join the one with bigger numbers, and if it so happens to be the one where you can't delisable it by default they will mute everyone mid game just to spite people.
Which will muddy the waters, thus making the information we get unreliable. And you can't prevent mute mid match because there will be jerks who will spam it when they can.
Some will just put on the terror radius heart and mute the game otherwise, which will still muddy the waters.
Forcing it to stay enabled is not good, because unless you make sure the testing environment perfect, the testing information will be unreliable.
That will still be lower then the number of people that will disable it and never think about it never again if they where just chucked with people who are wanting to use it.
And honestly I dont think that will be the case at all, It feels like its split enough people who want if off wont have issues finding a match with others who are like minded. the casual play-base on facebook seem to all gonna disable it day one from what ive seen on feed. -
@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109263#Comment_4109263
Yawn. We're going in circles.
Until it's tested and proven feature it needs to have a simple toggle. That cannot be denied logically.
but needs to be tested without a toggle or different ques, it will never get the chance to be a tested and proven feature if half the player base just disable it day one and get qued with people who want to use it. I feel like that is more logical.
Right now the toggle is going to be a Uncontrolled variable in the testing,
I think it should be a controlled one so comm wheel can have full potential hence mainly wanting the split ques
so we will have to agree to disagree. 🤝 -
@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109247#Comment_4109247
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109243#Comment_4109243
Because the system is still unproven to be actually useful, not annoying and not abusable. Until that happens it should have a simple toggle.
SoloQ is bad enough as it is, we don't need to be annoyed by an as yet unproven system or having to do multiple actions to disable it at the start of every match. If after a period of at least 3 months the system has proven itself to be useful, unobtrusive and not abuseable then they can remove the toggle option.
Thankfully, BHVR appears to have already put the toggle in place as they'd rather have people playing DbD with it on or off rather than having players choose not to play survivor because they can't turn off a feature they don't like.
Also, usage stats are useful. It's a very easy way to directly measure if it is good or not.
Until there's a real answer to:
What do you see in what's been shared about this feature that is so good that it should be mandatory for players to use it?
There needs to be a toggle."A toggle defeats its purpose" is not enough.
But we have no way to prove it works if people are just disabling it and the ques are not split so we can get the data on how it actually effect the average match.
Usage stat is not useful if people turn it off day one and never engage with it, that shows nothing but unwillingness to engage with the system at all.
At least if ques where split, devs could see clearly in the data where improvements, if any where made in comm wheel lobbies.
I can give reasons to your question but that question does not take away from points raised in this form, but to be clear not here to argue weather it would work as stated it defiantly wont work if we dont give it a chance too just want to answer your question.
"going for unhook" is a really good callout because alot of times in solo 2 people will be going to save assuming the other person is afk or they may be sitting right next to hook on gen making progess as someone just sits on hook but someone runs from other side of map not realizing because HUD does not show that nuance.
"repair" can be used on hook when team mates may be all bundling to try and save you, showing you care more about gen progress over being saved quickly, I would prefer it say "focus on gen repairs" tho as its more clear what is wanting to be done like it was worded in dbd mobile.
"chasing me" are good for stealth killers, a wraith running after you cloaked does not trigger the HUD chase, would also like to see "killer is looking for new target" like they had in dbd mobile
Ones like healing do need to be adjusted to something like "focus on healing" as healing we know when people are doing that.
Again not here to argue if it WILL do that, because we wont know if people have it disabled right of bat and are put with people who do want to be testing limits of the system. -
@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108794#Comment_4108794
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108795#Comment_4108795
It's not a nice middle ground if someone doesn't want to use a non-mandatory feature in a game they own they should be able to toggle it off once and be done with it instead of needing to toggle off 3 players at the start of every match. We don't need to aggravate that set of players at the start of every match as we know there are consequences to unnecessary aggravation in DbD.
I don't get this mindset of "Well you don't want to use the feature so we're going to punish you every game for it."
This is where ill disagree people should not be able to just turn it off in a setting hidden away in setting menu if they are gonna be put in my ques.
I find it curious that you are concerned about making people who want the comm wheeel off aggravated, But when its the comm wheel people being agravated by the non comm wheel people its ok?
This is why people want a middle ground and current system we got teased is too far in favour of people who dont want to engage with the system, letting them never have too with one click of a button forever.
If you dont like that middle ground lets go back to splitting ques idea as both sides would be non aggravated by the other.
-
It should be a quick add.
Just make the blind screen black or dark grey and put a option in the accessibility menu.
edit: really a quick mock of what it could be would make the middle bit a darker color. (think of it like the killer is closing their eyes rather then being blinded 😂) -
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108806#Comment_4108806
Who with lightborn would actualy doge 3-4 flashlights in lobby??????????????????
A mad man because thats where that perk only and actualy gets value becuase chances survivors will wanna waste time to get saves will be over the roof.
The ones that dont wanna deal with that or use lightborn or fear will probably doge but thats problem of items being seen in lobby since 2016 (in my opinion they shouldnt because they arent so op like last op things items lost were medkit two best addons nerf).
I more fear 4 BNP toolbox lobbyes then 4 flashy star wars cosplayers that most likely suck and waste time (unless its super open map like farm maps). Faster gens have only few counters like kill them faster with tunnel or slug them all but thats not so easy if they arent bad and your killer has some limitations like springtrap compare to ghoul, plus you can be good and still loose easily to gens being done super fast because they play safe and dont give you downs while others rush even top killer players like momoth are forced to slug 4 man on 1 gen or endgame sometimes.
No im saying it encouges surviours who have flashlight equipped dodge other flashlight users, like how comment i was repling to says they are dodging people who have flashlights.
End of my comment is refer to how likley for surviour to see lightborn 3-4 flashlight makes it more common to see lightborn. Vs if you there is no flashlight in lobby its rare to see lightborn in my exprenice.
Hence surviour players dodging lobbies with too many flashlight users when they also want to use one.
-
Balurders gate 3 ftw!
Reanimal is also cute but much shorter then other games on list. -
@Aesir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108784#Comment_4108784
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108784#Comment_4108784
I enter every lobby with a toolbox or medkit, and right before the final 5-second countdown starts, when there is no longer any possibility of changing your loadout, I switch to the flashlight I prepared beforehand with its add-ons and start the match.
In fact, if I see someone else bringing a flashlight in the lobby, I simply dodge that lobby altogether. But as I said, the people using Lightborn aren't necessarily equipping it based on how many flashlights they see in the lobby in the first place. That's why I don't think hiding survivor item information from the killer would actually change anything.
In fact, if I see someone else bringing a flashlight in the lobby, I simply dodge that lobby altogether.
I think thats another issue with lightborn it encourages lobby dodging with how current lobbies work, lobby dodging is bad and system needs to be changed if its encouraging people to do so.
But I think majority do switch based on beemers in lobby at least in my lobbies, Light born is a rarer perk to see in my lobbies but when I do see it its because multiple people have beemers in the lobby.
If 3 or more beemer it feels like the chances you are going to see lightborn go up so much more vs if they see no beemers. -
@Angy_Quentin said:
They need to force enable this feature and allow players to mute teammates or even specific pings.
Even though i am kinda split on the issue, because i want everyone to enjoy the rebecca called "Wambulance" to sprint across the map spam pinging unhook, her four healing perks and her medkit.
I am traumatized. And in love. Something inbetween.
I think I would honestly be ok with that compromise as well.
Remove the hard disable of the system, but keep the mute individual players after you have loaded into the game, sure some people will just mute everyone at start of every match but i think some people will come around to trying it.
vs just having a option tucked away in setting you click once and never have to bother with it again. -
The main issue I think is that lightborn has no luck of the draw aspect when it comes to it.
Majority of users only equip the perk when the see flashlights in the lobby.
I think hiding lobby information from the killer so lightborn cannot just be quick switched because flashlights are seen in the lobby. it has to be a active decision to use lightborn even tho they may be no beemers.
I think that would make it much more fair to the survivors, while letting people keep the perk as is which seems to be a popular sentiment from replies I got in my own thread about changing lightborn to token based. -
I dont think the que times are worse because of lobby dodging, but the match quality and matchmaking of that match suffer a lot from dodging so the devs really need to take steps to address it on both sides by either removing the pre game lobby or penalties for continually doing it.
People dodge over the most absurd reasons, not bringing a item is enough for some to dodge, being a console sable even moreso 😂 -
versing bad ping these pallets can feel horrid but otherwise are fine for most part (outside variant you are looking at pre sure that only have one tree on one side that one can go)
bad ping statement can be said for many loops in game outside the long ones tho. -
@Linkdouken said:
So the game is over a decade old now and that's quite impressive especially given it's only become more and more popular, but realistically, how much life do you believe DBD has left?
Another 10? More? Less?
Interested to hear your thoughts and why.
hopefully forever, if they end severs one day I hope they give server side connections when shutting em down or people start running custom servers for people to play on.
Ds/ wii come to mind. can still play online with em because community kept it alive. -
@Piruluk said:
I think its currently working reasonably well as in killing and escaping through gates representing the player skill.
The main issue is lobby dodging and backfilling from that moment anything can happen and the mmr destroyed. So the best thing would be to remove the ability to dodge.
But back on topic. According to various rumors killer could gain mmr not according to kills but hooks.
This present various issues:
1, If killing no longer counts, then a slugging killer will be considered weak player(no hooks) and gets matched against newbies to destroy
2, If only hooks counts, then a farming killer could be considered as top tier player and the game no longer meant to be played but points farmed. Imagine wanting to play a game but killer is not interested in killing since the game only rewards hooking.
3, If both hooks and kills counts, then everybody will be considered a good player effectively removing mmr, outside the very few killer who cant even get a hook or kill. Again very bad for game.
I could say the same about survivors, if wont be about escapes anymore then it will be point farming instead of playing the game. And there is various way to game system, like rescuing a survivor from a hook near killer, then killer instantly going for rescued, essentially the good altruistic survivor farmed the teammate but according system its good one even though doomed team etc. Same way gaming the chases etc
What I want to say there is no fairer method than killing and escaping through gate, anything else and the game will be much worse off.
And more likely to lead even less survivor as again basing on hooks will mean slugging rewarded, if both counts then removing mmr so even less restrictions for top tier killers to farm solo etc
100% agree on lobby dodging part, pre game lobby needs to be removed or people need to be getting penalties for dodging lobbies constantly.
I hope MMR rework is more nuanced and takes into account much more then just one or other.
hook stages, chase time, match time, gens left along with surviour and killer specific conditions I would like to see (eg how many gens/ heals you did personally, killer power usage for killers who have a harder to use powers. like a unknown who is using power to get downs constantly should be considered higher MMR then someone getting most hits with m1s and bloodlust) -
Personally I think lobby-dodging is the most selfish act a player can do. You're ruining matches before they even start.
Lobby dodging is terrible, But disabling a whole system and just refusing to use it at all right off the bat I also think is pretty selfish when system is being implemented to help soloq.
a split que would make both sides happy and really has no downsides, potinetly slightly longer survivor que for the least popular toggle is better then players being even more frustrated with team mates / matchmaking then they are now. if comm wheel is the least popular toggle ill happily eat a slightly longer survivor que.
People can have opinions of if a comm wheel will work or not. but it definitely wont work if people have it disabled day one and are being lobbied with people who are wanting to use it. The system needs a chance to work.@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108466#Comment_4108466
Okay I finally read the pinned thread about this chat wheel feature and it doesn't appear like it's going to be that useful of a feature as we already have HUD icons for most of the stuff that appears will be on the wheel. The only useful msgs I even see are split up and something indicating you're going for the unhook or not. It's not like survivors will be able to say "I am at (clock number) and the killer is near me but I am not being chased" like people on Discord can. If you can see more useful stuff there please enlighten me.
They've also said we'll be able to mute players individually so that's great.
But I seriously doubt they'll be giving separate queues for wheel users and non-users or giving us the ability to see if fellow players in the lobby are uses/non-users. We can't see ping, perks or prestige, why would we be able to see whether or not they're using this feature? Someone could keep the feature on and mute the other 3 survivors as a workaround anyway. We've already got too much dodging happening already so why would they add something that would lead to more dodging?
Personally I think lobby-dodging is the most selfish act a player can do. You're ruining matches before they even start.
-
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108473#Comment_4108473
oh well you didn't call out to us :^)
Gonna happen ether way because some of the players on this game are petty.
But if your at the point where you dodging a lobby because"team mate toggled off callout" the problem might not be the person turning it off
I think having the ques merged will make it much more common.
Dont condone, I want lobby dodging to be fixed and have advocated penalizing it in past , but its a issue that will arise more regularly if people who want to use comm wheel are put with people who do not.
People already dodge because of annons, dodging because people dont have comms on will way more because people consider it kneecapping information.
Not gonna lie, if i see a sable with comm wheel disabled, the urge to leave lobby would certainly be there even tho i know lobby dodging is bad. -
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108466#Comment_4108466
It might be selfish, but marking them and avoiding them will prolong the match making for an equally selfish reason?
this is will what happen if the ques are not split and people can toggle off. People will be selfish on both sides.
Youll have people dodge every lobby where someone has turned off.
if you turn it off in lobby and show it only in game, more disgruntled players may ignore you, making games worse (eg people just not going to save people who have comm wheel off then say in end game chat "oh well you didn't call out to us :^) )
you have to tell people if someone has it turned on at some point otherwise its unfair in the other direction doing callouts with no way to know if people get them. -
@pidgeon said:
Agreed, bots should also be buffed to actually last more than 10 seconds in chase ideally.
Next update hopefully as some updates where in ptb patch notes.
-
@Moonras2 said:
I would probably give it a try in the beginning but probably wouldn’t keep it on for long. For the same reasons I turn it off in most games. Someone is going to find a way to use it to be irritating. Such as spamming “what a save” or “take the shot”, in rocket league, every time someone makes a mistake. It’s discouraging after a while and causes some people to just stop playing all together.
You always have the option to try and recruit players from matches to join you while you play. Especially if you know that you all use the chat wheel. Better yet, you could even join each other and join discord together. You don’t have to be a full time swf or group of friends to do this. Just play a match or two and send invites to people afterwards.
I do think the chat wheel is a great addition. Especially for people who want to use it all the time or play more competitively. Some people just want to come home from work, or wherever, and enjoy a game or two before they finish off their day.
The feature should help better balance things between the swf and solo q players who already play to win. Which would be good overall for balancing the game. For everyone else, it may make a difference in the matches anyway, but it means they can still play how they want or for the fun of it. Without backlash from others.
I dont like the idea i need to go out and recruit players to have a good game experience.
All they need to do is split the ques in the back end. this would keep both sides happy.
Surviours who dont want comm wheel can be paired with thoes who dont want comm wheel and vica versa. -
@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108331#Comment_4108331
But then we'd have 4 separate queues, double that with events.
Crossplay + comms
Crossplay without comms
No crossplay + comms
No crossplay without comms
I think its a better alternative then forcing people who want to use the comm wheel into lobbies with people who refuse to even turn it on let alone use.
I do not mind waiting a extra min or two for my survivor games if im going to get team mates that dont have the comm system disabled. and will have no effect on killer ques as the survivor pool is still the same, its just how they get paired up that would change. (Killers would have no effect on comm wheel ques as killers would be put into either pool regardless)
So instead of people just getting frustrated when people are not using comm wheel, everyone is put with people who are likeminded so we can avoid tons of player frustrations at players just not turning the system on.
Sort of like a back end ranked and casual. -
@GentlemanFridge said:
I mean, the players that will turn it off won’t have engaged with it anyway.
This system was never going to make every solo surv a god gamer.
Its not about being good. its just refusing to engage with the system. if it was not allowed to be disabled you would still have to see the information on your screen vs not seeing it at all.
I still think putting survivors who toggle off into there own separate lobbies in the back end would be the best thing to do.
that way people who want it off can turn it off, but people who do want to be using it are not forced to play with people who completely disable the system. -
@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108248#Comment_4108248
Tell me those mutltiple disadvantages. I am curious.
Increased player frustrations from team mates that refuse to engage in the system at all.
mass lobby dodging players who do have it toggled off.
Increased going next if you hide it in lobby and only show in match.
Goes against the reason the devs stated they wanted to add the system, if there is a toggle how is the system going to"Brings all player groups closer in terms of communication, this will also give the design team the ability to balance killers more effectively as survivors they go against will vary less in shareable information"
Again this can be resolved by adding a split que in back end, comm wheel survivors vs non comm wheel survivors this will not increase the killer que times at all and only potentially increase one of the survivor sides (depending which toggle is more popular)
this would also allow the devs to actually see the data of the difference the comm wheel makes if any rather then having system where some may have disabled some may not.
This is a new system tho and honestly think players just need to adapt to it being in the game and embrace the change, allow UI scaling so they can make it small on their screen. -
@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108246#Comment_4108246
So you just want to worsen the queue times again for such a trivial matter?
this isnt a trvial matter.
It wont make que times worse the only people it will potientaly make it worse for is people who want to turn off comm wheel. (oh no 30 second ques rather then 5 second ones)
And you can always turn it back on if its such a trival system. why is it such a big deal if its on if its so trivial. -
@Yamalive said:
There is literally no disadvantage to have a toggle option on this. If anything it could be a advantage cause you dont fall for trolls. Also it doesnt really matter if you will have it or not, cause most times people do not understand the necessity of certain actions to be taken. You try to make it look like this would benefit this game heavily. I will tell you it wont. Same as in every other game. People there dont even do ehat you tell them by voicecomms, so what should a basic chatwheel accomplish?
There are a multitude of disadvantages that comes with one team mate disabling the whole system.
Now yes you can argue some people will still not take advantage of system. but thats no reason to give people a toggle option for it that will make even less people take advantage of it. -
@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108238#Comment_4108238
Its always fine to have everything thats just niche und not a necessity to be an option to toggle on or off by personal means.
this is not a niche system. this is a system the devs have stated they are adding to try to bridge the information gap and have a easier time balancing killers, which it isn't going to do if they allow people to toggle it on and off.
As i stated sure let people turn it off, but they need to only be put into lobbies with others who want to toggle it off. -
@SpyUA said:
People in high MMR solo q will 100% use this feature and probably will be nearly as strong as swf
Fingers crossed that is the case! I just worry system gets added, then everyone just refuses to use it and disables it since they allow toggle
-
@xerox8521 said:
I don't think disabling other peoples "pings" should be an option tbh. The system should put the player on a cooldown and even punish that player instead.
Yeah it 100% shouldn't be able to be completely turned off.
It defeats the whole purpose of why they said they wanted to add the system. meanwhile adding to frustrations as people will load into lobbies and eye-roll at the sable with the whole system disabled. -
Toggle needs to be removed or people who want to toggle the chat wheel off NEED to be put into there own lobbies with ONLY people who want it to be toggled off. (like how turning off crossplay works.)
They need to get used to the system ngl, but if you must add a toggle people who are wanting to use the comm wheel NEED to be put into separate ques in the back-end compared to those who want to disable it. -
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107487#Comment_4107487
Okay, and? Lightborn doesn't stop survivors from doing gens, or looping, or healing each other. Things really required to win, and win faster than hovering for flashlight saves.
Meanwhile, using your scenario, Plague negates ALL healing without needing to swap. Do we nerf plague? Of course not.Thats not the point and i feel like you are just missing my whole point, its not about power levels, strength of perk, wanting to win faster. This isn't about even wanting to nerf lightborn, trying to make it not just a free perk to negate part of game because of lobby items.
light born all killers do is see flashlights in lobby and go "unga bunga lightborn time" nobody has it built into a build people purely use it based on pre game lobby information they get, hence wanting to change it to a token based, like how Franklin was changed so survivors had a chance to use item and distortion was changed so killer could use aura reading more.
The pre game lobby information just gets to block a whole play-style because killer saw too many flashlights in lobby (and as i noted before its leading to survivor lobby dodging if they also see flashlights because people want to be able to use there items)
Now we could remove the pre game lobby, let the killer see nothing and that would fix the issue, but IK that is a unpopular opinion (all tho based on down votes of this thread may be more popular then changing lightborn xD)
the examples you are giving me with plague and doc are LUCK OF THE DRAW scenarios. lightborn isn't a luck of the draw scenario its "how many flashlights am i comfortable with in lobby before i switch" -
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107477#Comment_4107477
Hence why I made the connection with Doctor and Calm Spirit because it shuts down doctor's forced screams.
I could also make the same argument that Plague shuts down all healing items and healing perks, which is more impactful than lightborn and the doctor/calm spirit thing.
Survivors already have a lot going for them with how optimized loops can be, how optimized gens can be, swf, basekit protections, so forth. Lightborn stopping blind saves is hardly as issue if survivors play correctly and play around it.I agree with what you are saying for the most part and would agree light born would be similar to them, if you could not switch to using lightborn because you see a flashlight.
Calm spirt its luck of draw if you get doc. same with plauge if you get a medkit / healing perk lobby.
If lightborn was that same luck of the draw would have no issue but as of now its "if survivors have flashlights equip it, if not change perk for something else" and survivors having to quick switch last second I dont think is healthy work around. its leading to lobby dodging just because people want to be able to have more of chance to use flashlight / bangs. -
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107468#Comment_4107468
So it's a workaround for survivors, but lightborn is not a workaround for 4 man blind squads?
There's also the blatant fact that this is a 4v1 and killer should have tools that are stronger than the 4. And lightborn is considered a pretty weak tool once it's found out.
if there was no pre game lobby would not be suggesting that its changed, as then it would be like a plague getting a 4 med kit lobby. it would be luck of the draw.
But as of right now its a "see flashlight equip it and not have to worry about them the whole match" sorta perk. ive started to have people lobby dodge flashlight lobbies just because too many flashlights = lightborn. that sorta interaction from a perk is not healthy.
Perk is not strong not saying that, but just disabling a item for one perk is not good, esspically now that the more unfair feeling blind interactions have been removed. (no locker blinds, no bangs against the wall)
and yes killers should have tools that are stronger, stronger does not mean it should disable a whole item interaction because you see too many of them in the lobby. -
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107460#Comment_4107460
Survivors can swap to flashlights last second.
Which is a work around to killers using lightborn to negate a whole item they see in the lobby.
Not really a healthy workaround imo that I want applying to more perks in the future. "Oh you need to quickswitch to items last sec so killer dont bring x perk"
-
@ChaosWam said:
This is like asking for calm spirit to be changed because killers like Doctor rely on screams to locate people.
Lightborn is fine.Diffrence is surviours cannot quick switch to calm spirit in the lobby because they see a doctor, if they could would be a issue no?as it would be in every doc game?
Killers can quick switch over to lightborn if they see to many beemers in lobby, completly disabling a item because of the pre game lobby info they got.
if killers could not see items in pre game lobby lightborn would be fine as it would be comparable to your calm sprit comparison as it would be luck of draw if you vs beemers. like how its luck of draw if you get doc with calm spirt.






