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For the love of everything please have your internal conversations say yes.

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Comments

  • Marigoria
    Marigoria Member Posts: 6,090

    I hope we at least get a locker status so we know when someone is hiding inside one and being useless.

  • UMCorian
    UMCorian Member Posts: 531
    edited January 2022

    Fair enough. I just really hope that when they make these changes, they commit themselves to making SWF vs. Solo is a comparable experience from both the Killer & Survivor side... and they just start handing out killer buffs at the same time, balancing them against current SWF numbers. I'm just worried they'll make these changes to improve the solo queue experience, then do nothing for months - or even a full year - while the killer experience continues to degenerate even more.

    Given the speed killer buffs tend to happen, I'm very skeptical they'll do this and at this rate, in my region in the evening, the queue feels longer than games do for Survivor at times... and it's just going to get worse. I've already gone from a 10-90% killer main to a 70-30% survivor main, simply because every, single, killer game - win or lose - just feels like an absolute sweatfest that gets old quickly.

  • Madjura
    Madjura Member Posts: 2,479

    Voice chat + ping or whatever system. Don't use voice chat if you don't want to, use the ping system or the status icons.

    There should not be locker icons because people will be toxic if they see you go in a locker.

    Also more icons = higher burden of knowledge for new players.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    Why would they need to buff killers accordingly? I am not understanding that part.

    Also, how do icons address the actual issue at hand which is that solo players more than often are commonly known to be less than efficient? Where not even perks like kindred sought to be of any use because all you saw was 3 other teammates lingering around doing nothing.

    In other words, solo queue suffers mostly from players who do not want to partake in being a team player, and I don’t see how icons will buff that when it is a prevalent issue in solo queue.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,867

    To be honest, my biggest issue with SWFs is how difficult is sometimes is to start a close ranged chase, when people are using voice comms to make it easier to pre-leave generators and hide before the killer gets there. And sometimes when I throw someone on a hook, it sometimes feels pointless to leave the hook to start patrolling generators, if I think the person on the hook might be using voice comms to warn people if I’m patrolling in their direction.

  • Madjura
    Madjura Member Posts: 2,479

    Exactly, so in that case it's more efficient to camp and then you get four people insulting you.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    I mean, it’s not like you can’t see the killer coming from a mile away. You only need to pay attention and even if you are not certain because of LoS or so, you can still play it safe and have a plan on where you intend on running if the killer comes to you.

    Survivors who have good map awareness know this.

  • Marigoria
    Marigoria Member Posts: 6,090

    You're worried about locker icons but then you want voice chat. Yea I'll pass on that one, already get insulted enough via text dont need to hear 12 year olds screaming at me too

  • Madjura
    Madjura Member Posts: 2,479

    Not every generator is out in the open and low / no TR Killers get screwed by comms if they use terrain to approach unseen.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432
    edited January 2022

    So you think SWF teammates know exactly where the killer is when they have no TR?

    Because that would be incorrect.

    Also, I know not every generator is out in the open but if they have TR then you know they are going to you. There is virtually no way for a person to know exactly where the killer is going 100% of the time. Even in a SWF group.

  • bm33
    bm33 Member Posts: 8,274

    I was happy to see that section. Icons showing someone is on gen, in chase, healing, etc. would be so helpful. Not knowing their exact location is fine, knowing they are/aren't in a chase or are doing something other than hiding is helpful enough. I really hope they follow through with this one.

  • Laluzi
    Laluzi Member Posts: 6,226

    LoS is highly map variable and has a distance cap.

    If I'm on Yamaoka Estate by the house, and I see a survivor on shack gen with BBQ after hooking a survivor - the survivor on the hook telling their buddy that I'm heading in their direction is not information that the survivor in shack has any way of perceiving for the next ten seconds. In a solo queue situation, they would have to wait until they hear the TR, and then for it to get louder (implying I'm moving towards them and not passing by) before they could react. I will still see the scratch marks of the solo survivor if they attempt to run from the area, but the warned SWF survivor will be long gone if they left when their teammate told them. And if I'm a stealth killer... yeah, no, that's not happening.

    It's like Spine Chill, in a way. Most of what Spine Chill does is covered by rotating the camera, but it also works through walls and against killers who are very well camouflaged with their environment; it will cover you in situations where eyesight alone fails.

  • Madjura
    Madjura Member Posts: 2,479

    I didn't say that. Survivors can know communicate which direction the Killer is going, for example after being hooked, which can negate stealth approaches by the Killer.

  • Raccoon
    Raccoon Member Posts: 7,743

    I'm curious as to what they will give killers to make up for the free information (particularly knowing the exact moment a killer is occupied in chase....every game).

    Maybe it will be discussed in Part 2.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    Again, and I never denied that. But the notion that solo queue survivors are boundaries away from knowing the killer is coming to them is ridiculous.

    As I said before if the survivor is good they would have already pre-made plans for what their next move is going to be. SWF or not.

  • Madjura
    Madjura Member Posts: 2,479

    A perk that disables the icons on hit, like Third Seal. But it's a Hex because otherwise it would be too strong.

  • ThanksForDaily
    ThanksForDaily Member Posts: 1,307

    The classic "compensation" strategy comes tomorrow.

  • TheMadCat
    TheMadCat Member Posts: 2,203

    More to come Wednesday with the notes? Oh my, I can't be more excited than I am right now.

  • Chordyceps
    Chordyceps Member Posts: 1,715

    Right now, this is something I feel kinda conflicted over. I definitely like this a lot more than everyones favorite suggestion; make kindred base kit, cause that would definitely be too much intel.

    Giving any additional intel at all is still a concept that's kinda scary to me as a killer main, cause a lack of intel is what creates moments of tension and challenge. I know that SWF already has basically unlimited intel and solo is getting the short end of the stick. And I know that this would really only give new intel to solo queue survivors, but something about this just doesn't sit right with me.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    latuzi's description is describing leap and bounds the advantage of solo vs swf. Denying it is a bit strange.

    Survivors can have pre-planned routes in a chase, but for killer, its not just about chase itself, its about getting into the chase in favorable position. Sometimes getting into a chase can take upwards to 30 seconds or so before the chase even begins and it comes from that informational gap. 0 TR killers are easy to counter, you can just follow them as SWF and give basic directions for where killer is coming from, denying them of their first hit.

  • Seanzu
    Seanzu Member Posts: 7,525

    3 - 4 years of them bringing up parity between solo and swf every stream they've done since for them to decide whether to pop up some pngs next to survivors to show whether they're doing gens or not, lmao.

    DBD is moving at a snails pace.

  • humanbeing1704
    humanbeing1704 Member Posts: 8,998

    what about wiggle perks when it comes to skillchecks? Will those function the same?

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432
    edited January 2022

    And what I am saying is that this "advantage" isn't that big of a deal when you think about the fact that in reality even when you are in a SWF team, there is virtually no possible way of seeing the killer's every move. Meaning that at best someone can give you a "ballpark" of where the killer might be headed. Your FOV isn't magically larger simply because you have comms. You can just as easy open your eyes in solo queue too.

    In most cases you'll be able to detect the killer from a mile away. So it isn't like this is a constant issue in solo queue.

    Solo queue has bigger issues anyway. An icon moving telling me someone is in a chase isn't going to change the incompetency that is found in solo trials.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    it is time efficiency. Its pretty big deal. a lot of games can be won or lost through time efficiency. you can add loads of extra time to each chase and the difference between m1 killer getting first hit in a good start position in a chase and getting no hits with bad start position in a chase can be detrimental. I do recon that the change will improve solo by a little bit. As Madjula states, SWF can very much neutralize stealth killers.

    Icon moving when someone is chase is not even new mechanic. Its just update to what is obsession system already is but now it applies to everyone instead of just obsession . I assume they'll be gen icon. I wonder if they'll be locker icon. This might be a very interesting PTB for survivor.

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    100% agree. I'm picturing a gen icon if they're on a gen. A running icon if being chased. Probably too much to hope for, but a guy can dream.

  • Oiry
    Oiry Member Posts: 218

    I'm a killer main and I completely support this. I think in the long term this can serve a very good purpose for both killers and survivors.

    Many times what happens is that we (killers) completely destroy soloQ teams (which is not that satisfying, because it's usually due to awful mistakes from the survivor team's side), and get completely crushed by SWF teams. And then here we are at a 50% win rate on paper, yet both games are not satisfying.

    BHVR acknowledging this bridge between the 2 types of games is great. Them trying to buff SoloQ teams is good, because then later they can buff/nerf the killers that needs those buffs/nerfs. The data and the results of the match should be more consistent.


    There is one huge problem, and that's the fact that it takes a very large amount of time for them to actually decide something and also to implement it. So if they implement this feature in 3 months, then killer games will be harder for the next 3 months, while they gather data.. and then we would have to wait 3 more months until they decide to nerf/buff killers, if they decide... This is the only part that worries me

  • ChurchofPig
    ChurchofPig Member Posts: 2,769

    Because it would "encourage tunneling." Honey if I'm gonna tunnel someone I'm gonna do it regardless of if I know the individual hook states of every survivor or not.

  • Madjura
    Madjura Member Posts: 2,479

    You can also literally just count. Not showing hook states makes no sense.

  • TAG
    TAG Member Posts: 12,871

    Ah, so they're finally going to give Survivors guns. /s