randonly
randonly
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can we agree to at least get devs attention to fix the bug in the ranged addons? Or will she stay with that increased blink speed forever?
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Maybe the keys could serve to instantly open the gates to start the ECG, and it wouldn't be 99% at the gate. Once used, the gate opens automatically. It would be very useful for the last survivor against killers who have high mobility.
The green one could be used to open chests instantly, as someone already mentioned above.
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Aside from my personal opinion about it, if at least the devs start fixing the fast blinks coming from the glitched range addons (2 months now), that's something.
The most bizarre thing was to see people doing circus on threads, giving all kinds of arguments and excuses to legitimize the permanence of the addons in the glitched way they are, saying in short that they "don't change anything" for her.
If they didn't really change anything at all on her or for survivors winrate, then there wouldn't be a huge amount of comments complaining about them, after all, if they really doesn't change anything for the defenders, the question is: why bother? Can we fix the glitch in the ranged addons then?
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@Kuinzu said:
Bring Back the Stranger Things chapter :)
and Hawkins National Laboratory in map rotation too
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I'm not opposed to having more double experience events on weekends, it helps those who don't have much time available for the game.
We could even have rare quadruple more exp events in the last few days of rift.
I only disagree with making it default, because I don't think it would be viable since it involves 2 important things in the game for devs: monetization and attracting more players on specific days. Making it default will negatively affect both
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New maps, create competitive mode separately from casual and limit the access of full squads in groups in the high MMR of competitive mode.
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I hope it's something original (like a spider, as many are commenting), and at the same time it's simple to play for both sides and strong (referring to the old dbd), without all these passive or chase power innovations
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"camp a pallet when legion hits you with frenzy hit" - the problem with that counterplay is Julie's Mix Tape. I knew sooner or later that addon was going to be problematic, like new alchemist's ring addon for blight
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2934028#Comment_2934028
Not wanting to intrude, but once I watched the video, I just don't understand what this has to do with the glitched ranged addons.
No wonder you're confused if you can't read the message I quoted it as a response to (which stemmed from asking how to counter-play a Nurse)
Cool that you showed in practice how the loop works against Nurse a long time ago, but how does this legitimize being more than 2 months with the ranged addons giving more blink speed for nurse than normal?
A lot of the jukes, etc, still work regardless. The addons only make her travel faster. It doesn't give her more accuracy, nor eliminate fatigue, nor reduce the recharge, etc, etc, etc. Your problem is tunnel vision, you've decided what you want to see, and despite any evidence to the contrary, you'll maintain that course.
better not get off topic
I'm on topic. You might want to learn to read properly before presuming I just arbitrarily posted the video out of nowhere without context.
I can't see any of this legitimizing the permanence of ranged addons for her as they are in game.
Glitch is glitch, regardless of the winrate it gives
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Pig. in addition to being a dlc killer, She was one of the first killers with the stealh theme. She has already gone through 2 reworks and recently entered in archives with her Tome, and still doesn't have her own chase music.
https://www.youtube.com/watch?v=YpU6C9lCE8sTR at 3:04. My favorite fanmade chase music.
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Not wanting to intrude, but once I watched the video, I just don't understand what this has to do with the glitched ranged addons.
Cool that you showed in practice how the loop works against Nurse a long time ago, but how does this legitimize being more than 2 months with the ranged addons giving more blink speed for nurse than normal? At least that's the purpose of the topic @MikaelaWantsYourBoon .
better not get off topic
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@humanbeing1704 said:
Not a direct character thing but it's unfun when teammates feed him his power 40 seconds into a match
Sometimes it's not your allies, it's just there's nothing to do. Any decent Oni will zone a survivor in firist chase and prolong their down to create an area full of blood to activate a lot of times his power in the match. it's very unfun.
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That analogy with DS is very wrong.
Perks with totally different purposes, and even if DS would nerfed more 20x, while it's unique perk with the only theme of avoiding being tunneled (and slugged), it will always end up being used, especially in SoloQ.
CoH, on the other hand, has several perks with the same theme, much better, efficient and robust, especially in SoloQ (it's not just about 2s more self-heal, but the cost benefit for the person who brought the perk to spend blessing and still healing herself/himself in firist use and pray for the killer doesn't snuff the totem. It's a perk turned situational for SoloQ and another strong and powerful tool for SWF like so many others).
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agree if it would just to avoid hits that bypass the healthy state and remove the "button press" mechanic.
In more detail how it would work:
@randonly said:
well, like developer Q&A said, dead hard will be reworked, so, this is my ideia for the new dead hard:
https://us.v-cdn.net/6030815/uploads/CV7LRQC9B4A7/dh1.png
whenever you suffer an basic attack or special attack when in a Healthy State that puts you direct in the Dying State, Dead Hard activates automatically, putting you directly in the Deep Wound state (after the hit you gain 1 second of invincibility/i-frame)Dead Hard causes the Exhausted Status Effect for40/50/60 secondsDead Hard causes the Broken Status Effect for 40/50/60 secondsDead Hard cannot be used when Exhausted or Injuried
The idea here is basically to rework the perk to be useful when we have killers that naturally manage to put the survivor directly in the dying state (bypassing Healthy state) through special attacks (Bubba, Ghost Face, Myers, etc) or through perks/a-ddons (Iridescent Head, Iridescent Blight Tag, Starstruck, NOED, etc.)
So Killers that are essentially m1 would not be affected and as they are still the majority in the game, many survivors would waste a slot for nothing with this perk that may not even be used in the game, and at the same time, only activates if the survivor is fully healed and not exhausted
Ps:One second of invincibility is necessary because assassins like buba do multiple hits and before you even gain speed you would already dying
edit: Add broken status effect
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2929983#Comment_2929983
The street already can spawn pallets that are fairly strong. It really doesn't need more.
And what about the fences (walls)? Any objections?
ps: it's not TL or anything like that, just structures that make the killer lose sight or walk around for the survivor, just like the old fence on the map that the killer could even swing through (and hit the survivor if he/she was close to fence)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2929788#Comment_2929788
It's fine for not every single tile on the map to contain safety. Especially when the map is already filled with many strong tiles.
I agree, but I don't think it's asking too much to add fences (walls) or unsafe pallets in the middle of the street which would still be a powerful area for killer anyway (just a little less useful for projectile killers - from 100% to 90%)
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the windows are in fact very strong (especially the loop in the main building that uses windows and the house handrail to vault. However, the basement can spawn inside the house, balancing the structure) and maybe whoever developed the map thought that to counterbalance it, make the map smoother and with fewer pallets.
At least they could put more unsafe pallets in the middle of the street to decrease the dead zone and create more structures like the old fances for projectile killers (or a little bigger structures to make the survivor out of sight)
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As always i agree with you.
But I think the point of your idea is going to funnel in the same way as the others survivors' chase perks and in the end being nerfed in some way.
I'll explain better: BL, SB, Lithe, DH, Adrenaline, Overcome, etc.
They all work with the same theme of helping in some way while you are being chased. In the beginning there were few perks(2-3), and they were even feasible to work with a CD system. Gradually, devs created an explosion of them, to the point they needed a shared system between all of them to avoid nerfing them all to the point of being useless for the Solo survivor.
Creating a lot of perks that involve the same theme with consistent value (and not merely situational) related to sensitive game aspects (healing, all action speed, stuns, pallets, etc.), in the end, will end up creating a serious problem and being nerfed in some way, and unfortunately today as everything is designed (balanced) only for SWF, they will end up being unusable for SoloQ, as happened with CoH.
I still think that the way is improve the perks that we currently have and that are worse with the new hemorrhage meta (make them consistent to compete with the most used ones).
i.e: solidarity, Built to last, pharmarcy, resurgence, all of Yoichi's perk , (especially Parental Guidance), Boil Over, Autodidact, etc.
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My opinion below (much discussed topic on the forum)
@randonly said:
who plays with her, likes the style of play that she promotes in the game (RNG in boxes similar to movie lore, because just as you can remove the RBT in the 1st box with luck, you can be unlucky to die trying to take it out in the last one).
At most I would add small buffs to her crouched speed, make the RBTs work at the end of the game (RBT still remain disabled, but survivors just can't get out the gate or it will kill them even if it's disabled, but they can still escape through the hatch) and improve her addons.
I don't think there's any way to improve the ambush attack more, maybe at most put the roar when you are already start the action, but something else would be turning it into a mini Oni or Blight power, removing any counterplay for the survivor, and yes, I'm satisfied with my average 2 kills in every game I go with her.
Returning to the addons topic, I had already made a suggestion here on the forum to improve Amanda's secret, since it is a very rare addon and should work to keep the pressure on the game, especially after the nerf in the Tampered Timer + Crate of Gears combo, i will paste here:
https://us.v-cdn.net/6030815/uploads/16D5ULWJL51P/addon-dbd-pig.gif
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this map needs to be killsiwitched urgently.
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I understand the people who complain, while in SoloQ the perk is practically dead (and it's not just about 2s more self-heal, but the cost benefit for the person who brought the perk to spend blessing and still healing himself in firist use) , but in SWF with group healing and using medkits within the totem radius, apart from the engagement of always blessing the totem every time (0 cooldown), is what still makes the perk strong.
So, the perk stopped being solid and became situational. And the purpose was exactly to make the survivor waste time on secondary objectives (bless totem).
I don't care that much anymore, and I think most players in SoloQ don't care either for the simple fact that we're back to using the same old perks and focusing again on generator, while SWF can still have fun with others secondary options like exponential.
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@Sluzzy said:
I have hardly played the past few days because my drive to startup the game is almost non-existent. Looking at the player counts it appears my sentiment is shared among most.
I watched some Twitch to look at the patch and what I saw was not very encouraging. A popular streamer camping and tunneling everyone out of the match and eventually survivors gave up. I literally saw a Dwight and a Kate looking at a Legion in his eyes asking to be sacrificed because it was impossible for them to win. This is after the killer camped someone unnecessarily in the basement. Survivors not able to escape either and complaining about how bad their teammates are. Can I be reminded why the hatch and keys were ruined? Survivor gameplay is way too hard now. I actually saw no survivors escaping in a span of about 45 minutes.
The patch is 100% killer favored and now Legion is so overpowered there is nobody going to escape. Not to mention how unfun they are to verse. Survivors hit hard with more unnecessary nerfs is really causing a very lack of any enthusiasm. A fun boon mechanic ruined, there is no reason to use them now. I find it disappointing a healing perk has nerfed into the ground while buffing a killer that makes it extremely easy to injure people and actually down. Downing that fourth person is going to probably be happening a lot because of how long Legion can maintain his fast speed.
And now we have an old character with a sexuality change against his will that can potentially be targeted with no way to defend against that.
Balancing and priorities needs to change before the Titanic sinks. I can't be alone with this opinion.
I know you meant that with the change in David, he will be more tunneled than ever, like some who use pride charms, but the way you put it in the thread was weird. I agree with some things you defend, mainly the SoloQ situation which like it or not, gets worse, especially with the new hemorrhagic status in any killer.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2922099#Comment_2922099
I think your first point has some merit and would be interesting. Rather than trying to band aid buff solo survivor which just unbalances things more, tweak down the options available for SWF in regular play mode. Give full advantage to a competitive mode, I think competitive queue times would be huge though. You'd need some much larger reward for a comp queue or some kind of in game recognition for ego boosting bragging rights. It's kinda unhealthy game wise but often what comp player's crave.
You second point is a bit harsh. DC penalty for lobby dodging. If the MMR didn't throw less experienced players under the bus in the name of back filling sure but I know plenty of people who dodge the first lobby of the day simply because its usually already full and ready waiting with a grossly mismatched game. A ban for walking out on a game sure, a ban for walking out on a lobby ehhh bit much.
- To avoid survivors/killers dropping their MMR on purpose, incentives (rewards) for those who reach the "master" elo should be given (2 elos before, the limitation on group formation by survivors must already be activated, since "master" would be the last elo). The reward would work both (killer/survivor) to create a competitive queue stimulus and to limit unwanted behavior.
- The ranked mode would be more than just limiting groups or serving only to inflate egos, but to create healthier matches for both sides. if BHVR does a good job, ranked seasons may have map rotation (disabled by default), changes in map structures, as well as seasons that have perks disabled by default for both sides. A system for banning perks and maps by players can also be welcome. A way for always changing the meta at high MMR induced by BHVR.
ps: Other game-design improvements posteriorly should be reviewed, such as mandatory objectives more than just generators by survivors, as well as second chance mechanics (hook/basement/ECG -Doors/Hatch) Example: automatic respawn system after some time on the ground, avoinding slug/camp and same time killer doesn't wastes time with hooking or with flashlight saves), which implies several perks that use these systems being reworked.
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probably the map will be removed again (killswitch).
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2923443#Comment_2923443
The one upstairs isn’t a god pallet, unless they changed it
it is an unsafe pallet. ButI think having 3 pallets in the same zone (with 2 super safes in the basement part) is a bit much, even if they removed the chance of spawn the window to enter in the house of pain
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the focus of the map has always been the strong windows like on Lerry's. As they removed several of the house instances, leaving only 2, they put more safe pallets on coner of the map, with 2 god pallets in the house of pain basement, but the main street is an entire dead zone.
I thought they were going to change the loop in the main building, putting some breakable door. But the basement is now spawn on it, so there's a high risk of looping through it.
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I liked the green concept, good to know about this spot in the bush on the map
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2923309#Comment_2923309
Well I think every debate here is kinda a us vs them thing but only because we have this clear split of factions not necessarily because I want it to be such a discussion.
I think there is a fine line between yes people use something outside of there intended purposes and it triggers people and people using things to taunt and be toxic for the space of being mean. And while this might be a part of online gaming I think it's the worst part and we should do as much against it as we possible can. Because people like to say you need to stand above that and that you have a problem if you get triggered by stuff like that as an excuse to be mean because they fear to lose a weapon cause there are many people that only have fun if they can make people feel bad and thats to fight.
We as the gaming community as a whole should fight toxic behavior at every corner because gaming is supposed to be fun and a save space for many of us who flew from there already ######### live I was like that once to and if we just accept stuff like that with arguments that could totally come from my dad or grandpa that I have to be stronger in order to not get attacked that's wrong
I hope you see I very much would like to debate in a civil way
The discussions being biased about "us vs them", that's what really makes the environment here toxic and not constructiveI. I agree with you, but in online pvp games, any little thing/mechanic can be used as a "weapon" to provoke and insult the opponent.
And this is inherent to being human for some reason. The parallel of this you see in real life, especially in sports (mostly in martial arts) and I'm not even talking about "cheating", because for these serious things, you have clear rules, like not biting or kicking certain "places" of your opponent body
Summary: As I know things won't change (and in the end, maybe there's no reason to), so the best>>I<< can do is monitor myself and ignore these aspect (becoming clear that at least I speak for myself and what I think), and in the end, people who want to insult you to see your reaction will be wasting their own time. And by coincidence, yes, maybe our grandparents are right, even if it's for the wrong reasons (if you understand me).
ps: if anything got confused, sorry, my english is not the best.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2923227#Comment_2923227
First of all I never said anything else
Second are you saying it's not used to taunt?
And third don't tell people what to do :*
well, many things can be used outside their original context for which they were created. There are people who feel offended because the survivor pointed at them or shaking their head (yes/no). Now if this justifies the devs attention to change them, from my point of view it is clearly a no, with much more important things that demand attention in the game
Well, I'm not saying what you should/must do, but certainly if that's your intention (generate flame through "us vs them") and not try to debate in a civilized way, then there's certainly no reason for me to waste my time here.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2923163#Comment_2923163
Ah yeah the many things a survivors need to dodge after pallet stun a m1 killer
The crouch function remains essentially dodging hits and playing stealh, as I said. Don't make this another us vs them thread
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It was probably a PTB glitch, and the act of crouching primarily serves to dodge hits and play stealh, it's only offensive to those who really interpret it like that
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The point is: At least devs should have fixed the increased blink speed in range addons. It's the least devs can do and most people agree with it, and it's been like this for 2 months now.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2922606#Comment_2922606
They might do something to try and improve its interaction with perks like Resurgence or Solidarity but other than that I highly doubt it'll ever get nerfed.
Pharmacy and Built to last too. 2 perk slots that together will be a waste of time.
The lockers should at least give immunity to bleeding as soon as you enter them (and 1 second after exit). Survivor is rewarded for healing in the right spot
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A calculating, calm and patient killer.
Theme music: A bunch of random stuff banging in the background making noise without any rhythm.
At least Pig continues with the default theme, because if the music design team follows the same pattern for the others stealh killers, it will be oh, horrible
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My honest opinion: DBD already has MMR, now devs need to enable a separate competitive mode that in the high MMR elo, limit the formation of squads/Trio, only Duos are allowed in Queue with similar MMR spectrum, and then killers will no longer see a rate of absurd coordination, giving the same treatment that games give to their pvp group players, like OW/Paladins, which makes it much more urgent here, since it's an asymmetrical game. Then Devs no longer have to think about balancing around SWF, and things can now finally be adjusted for SoloQ
Ps: Changes need to be done well, like modify lobby chat, disabling it for survivors, as well as their profile on steam (avoid sharing the link to external channels with communication). Leaving the match lobby, both for killer and for survivor, would immediately activate the DC penalty (to avoid people leaving and returning until they matched together as a squad or killer avoinding specific players.
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it's better to do a complete rework on the perk and remove the instance of "press button to escape" which is why people complain.
My idea was to base the perk rework to avoid hits that cause insta down (bypassing healthy state of the survivors). It would be something less frequent, but it would still make the perk useful, as seen below:
https://forum.deadbydaylight.com/en/discussion/306524/just-one-idea-about-the-dead-hard-rework
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I also think it's not bad to balance around dawbacks. Many games do this, such as the talents in Paladins (game) that change one part of the hero to maximize another, creating new ways to play
An off-topic question
speaking about dawbacks, one question, Julie's Mix Tape in post ptb changes will now suppress the loss of Legion's power after a stun (refilled). Will it be the new alchemist's ring addon for legion? I don't play legion, so I'm not sure if stunning actually makes him lose all his power, just like stunning the plague while corrupt purge is activated, makes her lose her power.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2917895#Comment_2917895
Nah it's because over half the killer roster is worthless against people who know what they're doing
well, too, but it doesn't change the fact that these "people who know what they're doing (SWF-squads/trio/cooms)" are only on the highest spectrum of MMR and aren't the vast majority of the game's lobbies. I don't know the latest killrate stats released by the BHVR of each killer, but I'm sure 2kill+ should be well above 50% in all MMR specters (not just the middle and lower ones)
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@Icaurs said:
Both sides are just as stressful. The reason you feel less stressed as survivor instead of killer, is you do not feel the pressure to fully perform in a match. In the event that things go bad in a match of DBD for survivor, all you have to do is simply get up and walk away. You can effectively choose when to end the match for yourself at any point.
However when you play killer you feel the pressure due to when you give up, its a sign of overwhelming defeat, and are forced to remain in the match until the survivors are satisfied with their victory. It seems like you put more value into your matches as killer itself then you do survivor, despite the fact that when you underperform as killer you only affecting yourself, but when you do as survivor your entire team is affected. There is nothing wrong with this, but some people feel the opposite, and some people feel both, and some feel neither.
I'm glad your feeling less stressed and I encourage you to play whichever side you feel is most fun, however its incorrect to say killer will make everyone feel the same way.
Exactly, both sides have their problems and the killer will feel a little more and take it personally because even if the game gave a 90% winrate to the killer, someone would always complain about feeling more pressure on the killer's side, no matter how strong the role was, exactly because the game is asymmetrical (1vs4) and all the major events that occur in the match always depend much more on how the killer behaves and reacts.
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@GoshJosh said:
I’m not gonna lie that I don’t think Pig should see box auras - period. Leads to easy tunnel kills and box camping. Not sure why this is a thing.
That being said, how do you feel about the add-on giving permanent aura reading on a survivor after they remove a head trap, until you next hit them? Kinda keeps in theme with Amanda sabotaging the rules of the game. I feel that is a powerful yet balanced effect for a very rare add-on.
Seeing the box aura in the base kit is just an indication of where the survivors might be, especially on large maps.But I agree with your rework on the addon, anything better than the current one.
And I even understand the logic of BHVR behind the scenes, because it's one of the first killers that can insta mori the survivors like Michael, they thought that deactivating the aura of the Box in exchange for seeing the exact location of the survivor (aura) once they remove the RBT. However, those measly seconds of seeing the survivor's aura aren't really valuable in return.
And let's face it, with killers having current reworks, with legion even being able to see the aura of people mending themselves in addons (post-PTB changes), the pig addon in this rarity is something totally outdated compared to that, for example, and I don't think the devs are caring anymore about tunnel/camper/slug, since balancing is being done around SWF where these "strategies" are perfectly countered.
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Yes, her worst addon. below my idea posted a while ago. Creates more synergy with other addons such as the Video Tape one.
@randonly said:
https://us.v-cdn.net/6030815/uploads/NE6JG69CZD4V/addon-dbd-pig.gif
A small rework on one less impactful Pig's addon.
Ps: While the Common Addon "Interlocking Razor" forces the deep wound status if the survivor misses the skill checks in boxes, this very rare force the same status on every wrong box finished
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Pray for one of your allies bring unbreakable (exponential doesn't even work, it's hardly going to work in soloQ), especially if the killer does it early in the game. Otherwise, there is no way, just joining in a swf. Same for face-camp (if not Bubba), only with BT (which at least is more common for Solo survivors to bring).
The devs have already demonstrated the intention to balance the game around SWF, especially with the post PTB changes already announced, at least toned down a bit by making the hemorrhage not work on the dying survivor.
Well, i sincerely disagree with the way the game is going, my opinion is that a future ranked mode should not allow full squads in high elos, at most only duos at close MMR and balance the entire game from that (disable lobby chat, disable steam profile, make ranked seasons with perks and maps disabled by default, etc)
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I had the same idea as you a while ago, but a little more elaborate, if you want to help / see -the link below-
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Obviously she was one of my starters a long time ago to get ruin in the time when good skill checks made the generator explode.
What I didn't like about her (and I maintain the same opinion until today) is that she is either very strong or very weak, with a boring game play.
I'll explain better: Freddy, Hag, Trapper (i'm not counting with PiG because her traps are not allocated on the map. Same for Nemesis bc his power ir more than just zombies). These three are the triad of killers who constantly set traps on the map as a way to be omnipresent in the game.
The problem with these killers are they need to have some form of counterplay by the survivors, otherwise it's the same thing as summoning multiple killer entities across the map.
And the Hag is the most dependent on traps to teleport and injurie survivors, and with little chase potential, since she is slow. Thus, traps have very little counterplay by survivors because it is only deactivated with a flashlight (crouching is not a counterplay, because you don't deactivate it).
Scenario 1 - Solo/Disordered Survivors: Freak show because the amount of traps she sets is huge, a complete spider web negating an entire part of the map, with practically no effective counterplay (no crystal ball to know who will be the killer and bring flashlight)
Scenario 2 - survivors with communication: Walk-simulator, since you will play only walking around the map, giving tp and having the traps constantly activated when you are focused on a chase with someone already injured or carrying someone.
In both scenarios, you have serious killer design issues.
Summary:
Hag needs more tools that make playing with her more fun in chases and not relying on traps that only serve to teleport across the map. At same time, survivors need more tools to disable traps, which can also be reworked to be more deadly and more useful than just teleporting (create new debuff stats "bewitched", which slow the survivor, prevent them from vault windows, for example, and will help against the survivor you are targeting while in chase).
my opinion/view.
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@ProudRinMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2912579#Comment_2912579
How is her power bugged? You mean that bit of slowdown that happens the moment Spirit gains full control of her movement in phasewalk?
yes, her phase walk when full loaded always been constantly fast, there are several videos showing it before the nerf. Currently it starts very slow. It's a glitch, because it wasn't changed in the nerf patch notes.
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Currently her power is glitched.
While the nurse will be doing 1-2 months with the range addons increasing blink speed, spirit will be doing almost a year with her power slower than normal.
Fixing this (which is already a lot for a A+ killer), you will feel her much better and consistent as before the nerf.
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i agree with the change, but much simpler than just showing an indicator that someone is using that perk, it was easier to create a system that allows you to see the perks that survivors are using in-game (press esc and see beyond of MS and the offerings, the perks for example) and that will help with other perks like Head on
Another to help against camper: I don't know what was the reason for the change in Petrified Oak, but since the hooks are always practically close to each other, i think could make it increasing the sacrifice time in the 1st phase of the hook.
ps: I'm surprised you made that suggestion.But know that we're just talking about band-aids here, as perks aren't supposed to solve game design problems for both sides (killer and survivor).
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/2910866#Comment_2910866
Like I said, the average swf. Most people don't ever make any kind of useful callout, and many more players swf without coms. You can imagine my disappointment joining those lobbies as a former R6: Siege player lol
High level planning like divvying up roles via perks, calling out the killer's playstyle ("this guy fakes doubling back a lot"), and coordinating which gens to do for an optimal final 3 gens, and calling out perks are not something you can get without voice coms. DbD would seriously be a worse game if survivors had voip, since I don't want some 14 year old yelling at me for opening a chest lol.
A radial call-out thing would be nice. Press a button and "I'm going for save!" or "I'm hiding from the killer!" pops up next to your character portrait. That with icons that tell other survivors what you're doing, and each solo q player has really solid info and what everyone is up to.
I agree with you, the "ideal" to really balance would be to give the survivors the ability to communicate (VOIP) like high MMR squads, but at the same time, I wouldn't like anything with kids in the chat talking nonsense, and besides that dbd doesn't was made to use communication.
The middle ground is to use a ping system that complements the HUD system, something that actually informs, for example, that you are purifying a totem (dull or hex) and at the same time informs the percentage of it in the HUD. I already had a similar idea, if you want to check it out:
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@BenOfMilam said:
Honestly just icons that tell you what a particular survivor is doing would be all you need.
e.g. Healing and being healed, doing a gen, doing a totem, being chased, ect. That's really all you to bring up solo to similar level of swf, as your average swf's communication is really not much better than that. Also don't add an icon for people doing chests, I don't wanna get flamed lmao
SWF goes far beyond just indicating what each one is doing. They can communicate about the killer they are facing (very important in the early game), they communicate about where each one is on the map, they also communicate about the killer's location (in chase with someone or not) and the main thing about all: Communicate and combine the perks they are using in the game and analyze the killer's perks and then strategize what each one will do in the game (one will cleanse totem, others make gen and someone loop the killer, and if something goes wrong, you always indicate the location or percentage of each thing).
A simple HUD system of this type that only indicate what a survivor is doing will not even close the gap between SoloQ and SWF, and will only serve for beginners (and a little help against PinHead)
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the devs are even helping to improve the killer experience, but doing it wrong and making SoloQ's situation worse as well as the overall satisfaction of the survivors
The latest changes, adding this buff with the new hemorrhage meta, will encourage ways to play that are unhealthy for the game, especially with A+ and S killers that are already powerful enough.