HexSweetie
HexSweetie
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- HexSweetie
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Ass in the hole
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/3175535#Comment_3175535
Oh, you’re preaching to choir- I know how oppressive he can be. He’s my 2nd least favorite killer to go against. But I blame mostly my teammates in solo que for making matches against him harder than they need to be. And that’s because of what i mentioned about solving the box, and my number one pet peeve: ragequitting. He gives Nurse serious competition for most survivor ragequits IMO.
I was complaining about him since day 1 and so were others. I just found it interesting that you’re addressing him in September of 2022. Did you not find him tedious to deal with prior or did you always think he was a PITA and you’re fed up & now saying something? This is why I assumed you never played with him. It comes across as you “being late to the party.” At this point it just feels like the community just has an attitude of “it is what it is” with him, while many others just plain out DC. I personally fall in the category of the former. 🤷
One second you disagree, the other agree with me, and the other other you play competition also play judge? Replies are supposed to have one point not more, kindly make up your mind.
I have been talking about his chain hunt issue for awhile, just not here, and I thought of talking about him here but before he was rather bad so I just didn’t “felt” like talking about him. Now since he’s gradually getting popular, it’s a serious issue, especially when nearly everything that is considered toxic is receiving a change, so I thought it was the time.
But it’s rather bizarre to say something like “where were you when—“ since people are complaining about camping, tunneling and even Nurse and NOED which all were the OG complaints from literally everyone, and no one said to them “where were you back then” as if they’re the magic lamp that brings wishes by simply asking lol we have complained and it’s not being heard, so what do we do? Talk about it until devs listen, not play judge. So either you agree or disagree, there’s no in between.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3175573#Comment_3175573
It is realistic to solve the box every time it spawns.
It only takes 6 seconds and spawns every 30-45 seconds.
You don't even have to solve it immediately. As stated before, the chain hunt takes 90 seconds to begin. Just hold it or keep in mind where it is until the timer gets close and solve it then.
Completely managable.
The chain hunt is meant to be oppressive by interrupting actions. If you could power through it with a minor slowdown, there'd be no reason to worry about the box.
As I said Pinhead successfully pressured survivors enough to the point it isn’t worth solving the box and chain hunt activates then it becomes oppressive, the whole discussion comes from here, we can’t just live by “wElP yOu hAvE LiTtLe cOuNtErPlAy” and close the case even if it’s beyond unfair and unfun. And as I mentioned above, in certain situations, Pinhead is even impossible to win against.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3175547#Comment_3175547
Most situations it puts you at a disadvantage to teleport, and the counterplay for the box is simple: solve it before the chain hunt starts.
You can even have someone carry it around until it's close to chain hunt activation and then solve it then so it never becomes a problem in the first place. And in the meantime, while they're just holding it, they can work on gens and stuff.
Or you can make note of where it is and go there before it becomes a problem.
The default time for a chain hunt to start is 90 seconds, minus 6 seconds with torture pillar and minus 3 with candle so the minimum time for a hunt to start is 81 seconds. the box takes 45 seconds to respawn after being solved by a survivor and ten seconds if he finds it.
a gen takes 90 seconds to be completed by a single person by default, with even a little coordination from your team you can easily be doing gens and dealing with the box before a chain hunt is a problem
https://forum.deadbydaylight.com/en/discussion/comment/3175551#Comment_3175551
there is no way to realistically nerf the cenobite's chain hunt while keeping it viable. the best outcome would be for bhvr to fix the chain spawn bug.
It isn’t realistic to solve the box every single time it spawns (assuming I’m going against a good Pinhead player) the game gets pressured and at one point chain hunt activates, then it leads us to my post, it’s still unfair to go against especially when you add the time survivors spend running and hiding to get to the puzzle box into your calculations, which adds up even more to the lose-lose situation with Pinhead.
Maybe make the chains from chain hunt don’t incapacitate survivors but when it catches a survivor, it will give them slow action speeds by default and it shouldn’t interrupt survivors at all (only the chains from Pinhead should interrupt), and instead of making survivors rather walk when getting chained by chain hunt, give them the hinder status effect, (again only Pinhead’s chains should drastically slow survivors down like currently).
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3175535#Comment_3175535
Well what would you propose as a fix to how annoying his chain hunts are?
If I had such an idea I would have proposed it long before you asked. I want his chain hunt to be nerfed without making Cenobite bad that’s why I made this post.
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3175518#Comment_3175518
you could argue that any killer with a side objective destroys the flow of the game
pig's traps for example, and they're a lot more threatening than a chain hunt. or plague's fountains, or wesker's spray, etc.
it's a part of the game that you can easily avoid. I've had numerous games where I don't get a single chain hunt off because survivors are extremely smart about solving the box and they aren't always swf games either.
If this was the same “natural” side objective of the game I would not have spoken about it, but it isn’t. Pig’s trap, Wesker’s spray, etc. etc. all have something in common that Pinhead don’t have, it’s still possible to do everything else. Despite being secondary objectives, you’re still playing the game normally, there’s just more things added in your plate, giving you a choice to commit decisions which will shape your fate in the trial, will you sacrifice yourself to pig’s trap to fix the last gen and help out your teammates? will you cleanse Plague’s vile purge and give her range attack? And so on.
Pinhead takes all of that away, you cannot do _literally_ anything without being interrupted, you HAVE TO solve the box, then he gets benefitted by teleporting across the map. So again, it’s a lose-lose situation, in other words, unfair.
The sole reason why thanatophobia got nerfed before it because of the lose-lose situation, therefore Pinhead’s chain hunt should be no exception.
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@KerJuice said:
You have to be pro-active when solving the box. Don’t expect your teammates to do it, because more often then not they won’t. They’re too scared of him teleporting over.
I try to grab it fairly early and take it to a different location-where I’m pretty safe if he happens to teleport. Best time to solve it is when he is in chase with someone injured. But don’t wait till then if that’s not the case. As long as you’re not out in the open, solve it.
Like someone said above, if the hunt is active and you have the box- just dodge the first wave of chains then solve it. You’ll have enough time after that. Just try your best to avoid letting it get to that point.
Pinhead is actually not an easy killer to play as. You have to be methodical in your map pressure, and tactical with your build. If you have him, try playing as him to understand what his limitation are. Even if you’re not a fan of killer, there is no better time to learn a new killer than now.
Even if you have to be pro-active when solving the box, the fact that it can stop unhooks and interrupt actions that don’t save progress like cleansing and blessing is just too much. Imagine killer has 3 or more stacks of Devour Hope, while you’re spending time looking for the totem, your team is getting killed and when you finally found the totem, chain hunt make it literally impossible to even touch it, you’re gonna have to go back and solve the box, but then Pinhead comes to you and you’re doomed, there’s literally nothing a survivor can do in this situation. Dodging “waves” of chain hunt will not solve the issue either as they will come back in just few seconds.
I have played Pinhead, just because I spoke about his issues doesn’t mean I don’t play killer, I have more than 4000+ hours on DbD and I have invested time on killer just as much as survivor. While Pinhead is so fun to play as, he’s a pain in the @$$ as survivor and it’s a matter of time someone speaks about it.
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@Chocolate_Cosmos said:
I don't know why so many people have problem with Pinhead. He is very fine for me and I like to VS him. I am solo Survivor btw before you will ask.
Pinhead himself is fine, his chain hunt is the issue here as it destroys the flow of the game and when you try to fix the box, chains still attack you making it impossible to deal with him
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You make a post about an issue in the balance of the game then people start dating each other, DbD sure is full of weirdos
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@Wowie said:
did you happen to play a game on rpd with a chatterer around the time you made this post?
Off guess. Do you enjoy chains ruining everything you do in a rather slow-paced game?
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Ghostface by miles, there’s so much more things you can do as Ghostface than Michael, he’s also smaller than Michael which some loops will cover him making it harder to loop him. Not only Michael completely switches to different gameplay styles on each tier (AKA you can’t go back to stealth) but also he can run out of stalking survivors, meaning at one point (if the match lasted long enough) he would not be able to reach tier 3. The only ONE thing that makes Michael win against Ghostface is addons, his addons is pretty much better in nearly every way, so at the end of the day, it’s up to you.
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@LapisInfernalis said:
Why would I want to regress a gen by 30%? That would be a trolls wet dream.
To prevent 3 gen situations as well as bad gen placements, but also make it lose 30% to not make it abusable.
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@Milo said:
and it should be the ONLY entity perk to not destroy DbD lore
I mean... technically if they added Vigo or someone who has just as much knowledge as him they could add some of these functions as new perks.
+This is just overbloating the perk at the moment.
I understand but as I mentioned, it should be the only entity perk, so don’t you think it should be special? Like imagine bringing something so cool and creative like wielding the entity to only block a gen, isn’t that a waste for potential?
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Dare I say because objectively keys weren’t an issue to begin with :)
Keys were situational; that required sacrifices, gen repairing and finding hatch to escape, it was *Never Guaranteed* to escape and the evidence is: the stats of survivors escaping through is so stupidly low that reveals the community’s true colors about keys; which is exaggeration and jealousy because Moris got nerfed so they complained nonstop to “nerf survivors overall”
So of course they wouldn’t care that much if survivors are getting a new “buff” because their intentions was to nerf survivors overall from the first place.
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Noed shouldn’t be a hex perk
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2237375#Comment_2237375
If you are slugged, you don't lose a hook state, so you can be picked up by your teammates and continue playing. DS serves its purpose very well here.
It's ridiculous how people want to buff this easily abusable perk, even though I still meet survivors who just abuse the lockers, since interacting with a locker still doesn't deactivate DS for some reason.
Why would it deactivate if you enter a locker? it literally doesn’t progress any objective? if you refuse to leave that just-out-of-hook survivor then it means you’re tunneling them therefore you’re gonna have to leave them entirely or suck it up.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/2216877#Comment_2216877
Oh, I thought he was going to be like that during all match when he hitted tier III. LOL, I should have guessed I was wrong
Oh god no! xD but no worries! I also ran over my head giving him a crazier speed than Billy x.x
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@Saitamfed said:
I do agree that his power need some tweaks but 250% seriously? And I am a guy who thinks that kiler speed should be a bit higher... but 250% is way too much.
It’s an ability much like Blight that makes him sprint that fast (and it also consume T-virus so it’s not as spammable as Blight, so basically high-risk-high-reward) oh and the speed is intended to match Billy’s chainsaw sprint (which is 230%) but didn’t realized it when I was writing it xD my bad!
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@BrokenSouI said:
I absolutely love his power and how he turned out. So I can't complain really. He's VERY strong.
Oh same here, I just thought it’s a bit lack-luster on the tier side as it takes awhile to build for add-on worthy upgrades, leaving him as good but uninteresting in my point of view.
thx for reading ^^
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@Adjatha said:
So they're almost certainly going to be some variation of "hook all survivors at least once, and have at least X total hook states" or something. But what if it was something more interesting?
How about a "Building Tension" system. The killer has a meter that slowly fills up over the course of the match and when it's full, they get one use of a Mori. Things that might build that meter would be if they're stunned by a palette, blinded by a flashlight, if a survivor struggles free, when a generator pops, if they reach Bloodlust Tier 2/3, and the like. Basically, if they're getting clowned on, they gradually power up until bam: time to even the playing field by booting one of these guys right out of the match, blood-first.
A similar, but slightly different suggestion would be a "toxic" meter. Every time a survivor crouches more than once in a 5 second window, it adds to the meter. Once it's full, the killer's free to Mori to their heart's content. Teabag all you like, you'll get yours in time. Throw in the added boost that survivors who teabag inside the exit gates get a Blood Warden effect that locks them in the match with the killer.
You had me until the last part. Tbag is a fancy word for spamming crouch button, not worth making a whole system off of it, you can either be toxic back by nodding or just deal with it.
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Just as I said before: it was a wrong choice to get rid of Small Game’s niche of detecting killer traps as it’s what mostly made it worthy, now with the new totem perk, kiss Small Game a goodbye because it’s going down to the garbage bin! Mwah!
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/251204/rework-ds
This isn't very balanced. First of all, you can't do a gen with DS anymore, and second of all, getting into a locker is fine, because they still can't progress the game like they could before. You can leave and then come back, or just eat the DS and tunnel them later. I think that new DS is fine.
I disagree, when a survivor enters a locker, they’re completely invincible for 60s, there’s literally no counterplay whatsoever, it’s bad and it needs to change. At the same time, survivors aren’t using it anymore (and the numbers are still dropping) as it’s ridiculously situational, I think it’s time to give DS a final rework as it desperately needs it right now.
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[Redemption]:
You start with 5% decrease of all actions for the whole duration of the match, but for every 30 seconds you gain 15% speed of all actions including vaulting.
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@Alionis said:
Hit them right after hooking, it cuts their scream short.
I used to do that on every match until I learned the hard way that it hinders me competitively, there were times where I lost matches due to this habit so I gave up entirely but I do it each time I suspect I’m winning but competitively? I have to suck it up, it’s seriously horrible for me, I really want the devs to focus a bit more on the “quality of life” things, especially for killers.
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@ShamelessPigMain said:
Well, keep in mind that a buff should still be in line with lore and original functionality. The latter isn't that great, even if you did something like allow it to proc multiple times. As for the former, it would still have to involve the entity. Maybe have it so that the killer can't vault blocked windows or give you the ability to vault a block window an extra time or something like that, if we're going in that direction.
And the more I thought about it, the more my second proposal makes sense, Repressed Alliance is mostly useful when it’s a 3 gen situation, being able to teleport the generator by the entity will definitely be a huge help in said sticky situation, and people will definitely use it more often, and the idea of using the entity or the lore behind it is still present.
But sure, because I have always liked the idea of controlling the entity and how we are able to turn evil against itself. Maybe, give current repressed alliance a token system where each time you manage to make the entity block a window you gain a token, each token can be consumed by forcing the entity to block a window for you and the killer for 6 seconds! You will be able to hold 3 tokens.
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@TruffleTurtle said:
I like the perk where it's at. Also the changes seem kinda busted. I don't think it needs to be an exhaustion perk and the 2nd proposel sounds highly annoying.
It does its job well. It counters ruin or pop. A Killer coming to kick you're gen and unknoe they have pop? Block it. A killer has ruin but u need to save the survivor on hook? Block it to save some progress. Its plenty useful and if your doing gens 60 second isn't that long since you should at the very least do 1 full gen per game but you'll prob have like 2-3 gen progress done per game averaged.
I don't see how these are bad counters to Pop and Ruin
Its not busted because you have to block a generator yourself after 60 seconds of repairing said generator to activate one Sprint Burst, it’s not op at all. And I personally think it would be a healthy exhaustion perk, you use it once and not spammable like Dead hard or Sprint burst.
i have to admit that I thought of the second proposal so fast but kinda liked it XD imagine teleporting generators as survivors! It would be so fun and it isn’t OP as the killer can see gens aura at any time. I believe DbD should a lot more creative!
But to each their own, I guess. Thanks for reading ^^
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An add-ones overhaul.
Giving her a tablet when crouched that let her see in Jigsaw puppet’s eyes to spot survivors easier (basically a camera).
Buff her crouch speed.
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She would work as a great legendary skin though.
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No.
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If they added Lady D over the iconic Mr. X or Nemesis then I’m killing myself
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@Mister_xD said:
hey all,
a rather short (looking back at it after writing it, it wasnt that short after all - ive added a short TL;DR at the bottom ^^), rantish kind of post today, so my apologies for that.
so ive been playing quite a bit of survivor recently. obviously my main goal is getting the tome challenges done, so ive been doing that a lot lately.
however, throughout the games ive played as a survivor i made two observations (they tie into one another, so they are based on the same thing):
1) hook suicides are VERY common with solo survivors
2) a vast majority of my games that the killer got a 3 - 4k are because of someone suiciding on hook early on. more often than not, with a functioning team (you know, one where no one ragequits at 5 gens), the killer got 0 - 2 kills (unless we threw last second and started a basement party ofc - not that that would ever happen of course. ahem anyway...)
why is it that so many people feel the need to suicide early on into the game?
at least to me, this is the main thing that ruins the solo survivor experience: teammates that just refuse to participate and quit, leaving everyone else behind to die.
yeah certain killers arent the most fun to play against or sometimes you meet your occasional hardcamper / tunneler / slugger, but none of those instances are even close to the amounf of people i see suiciding on hooks.
wasnt the whole point of the DC penalty system to force people to keep playing the game they queued up for? im not saying hook suicides were as frequent as DCs were back in the day - that would just be an absurd statement - but they are still way, way too common and imho there should be a penalty for it.
that doesnt have to be as big as the DC penalty, but when someone repeatedly suicides on hook early on imo its best for them, and everyone that has to play with them (and gets forced into an instant lose scenario due to their actions), if they were to take a little break from the game.
and just to be clear: i am NOT talking about someone not struggeling to give their mate hatch or sthg like that. i am soley talking about those who will suicide on hook immediately when they are caught, usually pretty early on into the game, ruining the experience for not only their fellow survivors, but (at least in my case) also the killer. at that point its no better than when someone DCed back in the day.
my suggestion:
make hook suicides reportable. I'm not saying someone who hook suicided once or twice should get banned immediately, however if you hook suicided like 5 (or more) times in like two hours, maybe you should be taking a break. at that point you basically left more games early than you had time to complete, so why are you even playing?
so please stop hook suiciding, if you are someone who does it. you're ruining everyone elses game. I dont want penaltys to be necessary, but sadly they are - and YOU can change that!
welp, thats about it.
thanks for reading, sorry that it was such a rantish post of mine - but hook suicides really get my blood boiling.
anyway, whats your take on the topic? do you too hate hook suicides too or do you think they are fine / dont care? do you think my suggestion is good or bad? i'd like to hear your thoughts on this!
have a good day / night!
TL;DR:
hook suicides suck the fun out of DbD and imho they should be a reportable and ultimately bannable offense. if you queue up to play the game, you should be playing it and allow everyone else to have the chance of playing a normal game aswell.
please stop hook suiciding.
Plays against a hacker
DC=Penalty
Hook Suicide=Even more penalty
But...
Reporting=No Action
yeah no. at this point we are forcing which adds more toxicity.
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@Fattyclown said:
https://forum.deadbydaylight.com/en/discussion/comment/2040753#Comment_2040753
"The killer can wait 10 seconds of BT" and from here it is clear that you have not played as a killer or even survivor in your life. In those 10 seconds you can look for pallets or loops with which to make the killer lose precious seconds. You can even use BT to get hit, blocking an entrance, saving a mate. And do you think BT is really just about losing 10 seconds? Assuming the survivor is standing still like an idiot waiting for the timer to run out? Before we talk about what's good or bad in this game, make sure you know how to play. I can't believe, as a BT user, that anyone would say it's not useful. It will never be 10 seconds, but a lot more. Valuable seconds for my team who will punish the killer by seeing completed generators as they will not apply any pressure
If you are a bad killer who are unable to keep up with a survivor for 10s then I can tell from a screen that you’re not a decent killer either lmao, nice argument, real nice xD
And those 10s do require a skill, no one said it’s an easy achievement but that’s what every player should do, right? have the needed skill to achieve what you want
Thanks for showing me the best contradictions I have seen today <3
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@Fattyclown said:
https://forum.deadbydaylight.com/en/discussion/comment/2040714#Comment_2040714
Or there will be more skilled players who won't rely on a single perk to be vaguely decent. There is a huge difference between a skilled survivor and such a poor survivor that without his 60 seconds of invincibility paired with unbreakable he feels lost :3
So apparently, in this community, anyone who has a different point of views/different opinions/general constructive criticism means they are bad/crying/rely on perks/etc.?
gotta love the DbD community, they always neglect the fact that constructive criticism means people who aims to make the game to live longer, man oh well, I guess I am suddenly bad at the game despite having thousands of hours and favoriting killer a bit more because I had a different POV :c
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/236471/decisive-strike-nerf-isn-t-healthy
I don't get it. This game does nothing to punish genrushers but also has a perk to stop genrushing (NOED) like what? And now everyone wants to complain about that one perk that keeps the game healthy? Despite it being very situational and able to be removed before it even triggers.
You know what the real problem is? People want to believe that tunneling is bad. The killer kills, the perk exists to buy you a bit of time, but at the end of the day the killer has 4 targets and full discretion in how to eliminate them. Does it suck being taken out first? Sure. Just like it sucks to be the QB and get sacked before you can even get a pass off. Too bad.
Did I ever complained about noed for you to say that? Nice try.
Thing is, Genrush has counters (tinkerer, ruin, rancor and those are atop of my head) while tunneling only has 2 perks against it, borrowed time and DS, borrowed time is very reliant on a teammate which hideous for solo players, plus, you can wait for 10 seconds and chase down the survivor. DS is now getting nerfed so there are no perks (especially for solo players) to prevent tunneling _Briefly_
F for performance, A+ for trying.
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Since everybody inevitably disagreed, I think DS needs a rework at that point, who will use it when it’s became even more situational than before to satisfy the only-killer mains who just truly refuse to counter it and or even acknowledge it has a counterplay-
Oh well, let the tunnelers percentage skyrocket and bomb the game xD
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@GeneralV said:
If you are being tunneled, DS still does its job. 60 seconds of full invincibility is not healthy for the game. Never was, and never will be.
Having the option to slug means it isn’t an invincibility perk, especially paired up with many penalties by design
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@EntitySpawn said:
I hate it when I'm tunneled doing gens and healing too it's so unfair... boo hoo it needed the nerf, stops it being used aggressively and actually allows balance and a chance for killers at high ranks that need hooks fast for pressure. If you're progressing the game you are being tunneled.
Boohoo for what? Lol, I am a killer and survivor main, Nerf or buff I’m winning, so having a different opinion than you= crying, right?
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@lupo_grigio said:
if you are being tunneled, you are not doing gens, healing nor saving ppl out of hook
you can always come back at that same survivor, with DS or not, it’s still possible to tunnel, DS helps not completely prevents and now, with the upcoming nerf, it will struggle to even help.
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@TWiXT said:
The thesaurus for alternatives to HATE gives us:
loathing
hatred
detestation
dislike
distaste
abhorrence
abomination
execration
resentment
aversion
hostility
ill will
ill feeling
bad feeling
enmity
animosity
antagonism
antipathy
bitterness
animus
revulsion
disgust
contempt
repugnance
odium
rancor
disrelish
Idk about you guys.. but Chains of Execration (1 : the act of cursing or denouncing also : the curse so uttered. 2 : an object of curses : something detested.) has definitely got my vote! /s
Edit:
added a /s to the end of my comment... (That means "sarcasm").
Sounds good 😄
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@Rakkyoon said:
I get the idea behind this, but to be honest I feel like he's already a perfectly powerful killer. Being able to counter all hook-perks (which are commonly run) and attack people through loops and pallets, while saving himself tons of time by simply picking the character is quite... powerful. I used to think he needed a nerf, but that was mostly because of people who play him like a toxic pos (tunnels one survivor into oblivion a min and a half into the match, etc.)
Indeed! Pyramid head is extremely powerful when he’s at the right hands but his trails will always be quite discouraging to use due to how horrible it feels, this could be considered a quality-of-life buff, he is still slower, his trails are still easily avoided and overtime it will fade away so why not make him smooth? it will at least make him Feel a bit better to use, don’t you think?
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Breakout, Mettle of Man, DS and either self care or inner strength with a toolbox that has sabotage addons for a savior build.
Blood pact, Leader, Spine chill and DS for companion build.
Unbreakable, Tenacity, FlipFlop and Power struggle with either flashlight or med-kit with endurance addon for “pick yourself” build.
the first one is by far the most fun for me! Good luck!
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@Superyoshiegg said:
It's likely alluding to the Deathslinger's resentment towards the Prison Warden for stealing his ideas and using him for years?
Just a thought.
doesnt justify the fact that it sounds uncreative
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@Terro said:
My problem with the idea is that it's dead by daylight not revealed by daylight and then dead...
It is counted as time, as you will die “by daylight” (AKA once the rises, it is over for you) and since everyone would assume they are the hero who would last that long, it would be interesting and add more depth into the game.
Plus, Revealed by daylight and then dead is better than no meaning at all, am I right?
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@MrPeterPFL said:
I really like/ love this as it’s thematic and simple BUT my inner Graphic Designer is screaming right now.
- If you zoom back and down scale this to fit a TV or Monitor, those hook/ injured/ slugged icons will be small for the naked eye.
- No bleed out timer, doesn’t look like you can fit.
- Small error, Kate has 3 tally meaning she’s been hooked 3 times meaning she’s dead, but she has the slug icon.
- This is basically the old UI but with a tally and a shrunken player status. Not much has changed nor improved
- The icons are bright enough to be seen from afar, you could test it yourself by moving far away from your screen, you could see that it is good enough, besides there are only 3 icons which can be assumed very easily. And there will be an option to make it bigger or smaller in the settings for the players’ comfort just like what we have now with the new hud.
- The bleed timer can fit just right, only needs to place the player’s name a little downward to fit the bleed timer.
- This is nothing more than an example, no need to highlight the little errors.
- The old UI was perfect as is, only needed players’ character icons and hook counts. And with this new idea, it would be more than perfect.
Reminder this is just an example, this whole post is all about spreading the idea of changing the ugly icons survivor icons and replace it with the adept icons, it wasn’t supposed to show what the new hud should look like.
and if you haven’t realized it yet, I am not the one who made the picture above, it’s just a picture I found on google (Credits to whoever made it) and I used it here to express what I would like to see for a new hud. Have a nice day!
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Guys, the chances of bumping into a trap or totem doesn’t matter, this perk supposed to either detect a totem or alerting you of a trap by playing “Small game” (just like how it is named) by giving auditory cue, I am not asking for revealing traps or totems, just a different sound would be the most reasonable buff it will ever get to serve it’s purpose.
and it wouldn’t be op or ridiculous. you still have to wait 10 seconds to get a clue on where the totems/traps are located at which is still time consuming but helpful (and fun!) in my opinion.