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rockysombrero7

rockysombrero7

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rockysombrero7
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  • @Selliato said:

    Proximity chat will be used for toxicity AND for most part will be useless because of different language.

    Not suggesting it’s turned on permanently for everyone. Just for people who play with friends to make it more fun.

  • @freddymybae said:

    If they add it killers should be able to talk as well I would really love this if I remember correctly dying light had it in the be the zombie mode sadly most people cheat when you invade their game. Had tons of fun with it when it first came out

    Absolutely I just think it would be a new fun element that people could do. The Devs would have to make so both sides agree to proximity chat just in case either the survivor wasn’t comfortable with killer listening or if the killer wasn’t comfortable being listened to.

    it would just offer a new fun extra option for playing.

  • @ohheyitsbobcat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867199#Comment_1867199

    Why not full on comms instead of proximity though?

    Like, I just don't see any reason to add proxy chat when they could just straight up add full communication. SWF people will still be using discord or other chat options anyway since proxy chat is a lot weaker so this only applies to the majority of solo's in the first place. Why not just give full communication so the SWF's might consider using in-game chat.

    I just can't see any good reason to have proxy over full comms in DBD.

    The main reason for me is that coms is pretty boring and we’ve been doing that since the game released.

    Proximity chat would just be a fun thing that people could tap into if they wanted to. I’m not suggesting it’s better for trying to sweat the game out of course people can still use standard discord or parties but that more fun option is there if people wanted it.

  • @ohheyitsbobcat said:

    While I agree it's a lot easier to get BP if you're playing killer it can still be easy to get BP as survivor if you bring a build around it.

    Prove Thyself and do a gen with someone else and there's about half your objective done.

    Detective's Hunch to find totems to easier max out boldness.

    We'll Make It/Borrowed for easier altruism.

    We're Going to Live Forever for obvious bp multiplier.

    Bring a good medkit to heal yourself for some extra survival and so you can take protection hits while the killer carries someone. You can also switch out Detective's Hunch and another perk for say DS, Selfcare, or Deliverence to try and max survival even if you die. Even the perk that restores item uses could work as well.

    Assuming you don't get tunneled out first and your teammates don't kill themselves you can normally get around 20k every game. Close to 30k or even max points with good games.

    As for the actual topic at hand I disagree as it would only increase the sweat level of both sides. Survivors would want to escape more and Killers would want to kill more to stop the multiplier. Instead, they should just make WGLF easier to get tokens such as adding the second wind condition of healing an entire health state of someone.

    I agree with making WGLF easier. At the moment the work that killer has to do for BBQ in comparison to WGLF isn’t balanced and I do generally get between 25k to 30k every game but that’s half of what I always I get when I play killer. Make WGLF more viable as a compromise.

    as someone who does play both sides I do still think the escape streaks could be cool. Just don’t make the multiplier ridiculously high and then it’s something that could be used for players who’s main efforts are being aimed at grinding blood points for everyone else the games the same.

  • @ohheyitsbobcat said:

    If they ever add voice chat I'd rather it just be full on comms then proximity. They could even incorporate it as walkies talkies which a lot of people bring up. Any survivor that opts in will have a walkie talkie and they can talk to everyone else that has one. If you opt out then you just don't have one and can't hear what anyone is saying.

    I personally find proximity chat to very cringey most of the time, whether it be people roleplaying their character, playing music or just being stupid with it. If they're going to add comms I hope they just add them and not be half-assed with it.

    Sure, it can work with games like Among Us because it's more about secrecy then anything else but DBD just isn't like that and I can't see any reason to add proximity chat outside of it being popular with Among Us at the moment.

    But if they added it and you had the option to turn it completely off then you wouldn’t have to worry about it being cringey. Just have it for friends like I say then you won’t have to deal with music or anything you stated. I’m not suggesting it become a major part of the game like it is in among us just a fun thing for friends in an SWF lobby. Coms are basically radios already I’d just stick to being in my party with my friend it’s the same, maybe making it so you have get it out of a chest then maybe but then it’s like Friday 13th and that walkin talkie.

    I mean why not both.

  • @Pepsidot said:

    Not sure how experienced you are so I'll mention this: There's a perk called We're Gonna Live Forever (David's teachable) which gives you BP in the same way BBQAC does. It can be awkward to get the tokens, but yeah.

    I don't agree with your idea for the same reasons others have stated - it'd encourage survivors to simply leave with less incentive to go back and save another survivor. Also if this was implemented for survivors, it should be implemented for killers too for 4king. But that would also have its own affects such as much more slugging for the 4k to avoid hatch escapes.

    Honestly, the main problem I have is, “we’re gonna live forever”. Yes it will have the same affect of BBQ if you can get the tokens but it’s not balanced in comparison to ease and work load. To get BBQ the killer just has to do their one and only primary aim, hook survivors. However when playing survivor your team has to balance, gens, saves, chasing. Depending on how the games going you might not get the chance to get a save in the whole game if your responsibility is doing gens because everyone else is getting chased. Unhooking safely, this is something the killer has control over if they decide to camp or tunnel in which case you may have to run borrowed time just to get the opportunity for you to get one stack. Perhaps it’s a case of changing we’re gonna live forever to something that’s as easy to do as hooking people. Again though for weaker killers or someone playing against a 4 SWF the killer might struggle with hooking but I do feel we’re gonna live forever is more up to chance and luck. Deffo not as reliable. Maybe change WGLF to if you participate in completing 4 gens up to a certain amount, or the length of a chase maybe a combination of all of these things who knows...


    Excluding the multiplier aspect it still could be interesting to count up your escapes in a row just as a little side thing.

  • @HellDescent said:

    Would be nice. Maybe it would encourage bird-watching Claudettes to do something

    Yeah deffo

  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/218614/survivor-escape-streak

    A great idea that unfortunately would lead to abuse.

    Survivors would abandon teammates even more

    Killers will camp and tunnel more

    As someone who plays a lot of killer it can be frustrating when survivors 99% the door then come barging in with borrowed time, DS and other perks so perhaps mor incentive to be selfish isn’t a bad thing

  • @xEcoLog1cDuk3Xx said:

    I love that I can play in 4 man SWF, use keys with Hatch specific spawn offerings and "hAtCh TeChS" to raise my "Escape Streak".

    I specified that it wouldn’t work with the hatch and I’m not talking about necessarily it being a massive multiplier like 2 or 5 percent each game.