As survivor, do you prefer toggle interactions ON or OFF (as it is right now)?
I thought I'd really like the feature but having every interaction toggled feels really bad... I ended up turning it off after just a couple of games.
Hopefully they add an option just to toggle gen repairing and totem cleansing/booning (or let us choose freely). Then I can finally re-enable it and drink tea without fear.
As survivor, do you prefer toggle interactions ON or OFF (as it is right now)? 33 votes
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As it is currently, I prefer toggle interactions OFF (Hold)
I agree with you on that. It's weird faking unhooks via toggle.
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I don’t play survivor but I like having toggle on for my killers, mainly because it eliminates those times I accidentally let go of the button too soon when kicking a gen.
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I play with toggle ON, but it already got me killed once against the artist (I wanted to vault a window, but I forgot to cancel repelling), so I might disable it in the future. I also forgot to cancel self unhook attempts a few times.
It would be great if it only worked on gens.
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As it is currently, I prefer toggle interactions OFF (Hold)
I bound the skillcheck key to M4 and I like to look around while doing gens so I don't feel the need to use the toggle, plus I found I react less quickly with the toggle on and in some situations that can make a huge difference.
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As it is currently, I prefer toggle interactions ON (Toggled)
It definitely needs to get used to, especially on short interactions and those you don’t want to go through to the end (unhooking with killer nearby, self unhook, sometimes healing)
but I do prefer it turned on
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As it is currently, I prefer toggle interactions ON (Toggled)
I like the toggle mechanic.
It leaves my right hand free to take a sip or a puff (I'm on ps4).
I still hold to unhook, though, the first two games it kept stopping on its own and I don't know why.
My teammates must have thought I was taunting them.
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As it is currently, I prefer toggle interactions OFF (Hold)
Having to re-click to separate is always going to be less intuitive and more sluggish than simply releasing when you want it to end.
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As it is currently, I prefer toggle interactions ON (Toggled)
There's a lot more to the toggle mechanic than I thought there'd be, making it a perfect subject of conversation and discussion.
Personally, I think there's enough there that I like to warrant putting toggle ON as opposed to keeping it off. Generators, totems (blessing / cleansing), healing, opening chests, are all things that I really like having the toggle feature for. Plenty of them are decently long interactions in their own right, and multiple of them are affected by perks which slow them down and make them even longer than they already are (IE Sloppy butcher slowing down heals, or Thrill of the Hunt slowing down cleanse / bless interactions). It feels so nice not having to hold the button for these things, and I'm actually slightly disappointed that things like Sprinting weren't included amongst the toggle changes. Although I understand sprinting isn't an "interaction" which is what they were going for.
However, as other people have probably mentioned, I didn't realize the toggle was for EVERYTHING all at once, I'd never seen a "toggle mode" in the keyboard settings of any game where toggle options were set to affect any and ALL actions in a game. It seems like a really weird and odd choice, probably to save time and resources for the devs so they don't have to go through the settings of each bind to make a custom toggle setting for it.
...but why not now? They've already gone through and made most of the actions in DBD toggle-able, so the coding bit has already been done. Why not separate them out so players can choose which they want to have as a toggle and which they don't? The big ones are mainly generators and healing I assume is what most people want to have as toggles, so even just those two might go a long way.
Specifically, what I don't particularly like having as toggle are unhooking and to a lesser extent exit gate opening interactions. Frequently these are sensitive interactions which are subject to killers interrupting them, and a survivor needs to be very precise about when to complete them. Taking a hit, and then finishing up the interaction can mean life or death differences in a match, and all that gets kind of awkward when the toggle is involved.
Alongside the aforementioned two, a myriad of small killer unique interactions, such as disarming bear traps or solving the box against Pinhead, are also sensitive actions that you probably wouldn't want to have as toggles, for the same reasons above.
Sprint to interrupt alleviates a bit of this issue, but it probably just feels wrong either way for many players, especially if you're in a pinch and you're not looking to run necessarily, so much as just take a step back.
Not a particularly hot or unique take I'll admit, but yeah- the toggle feature would be loads better if it was shipped as you could toggle certain actions and leave others alone.
For now I'm willing to deal with the weirdness that comes with having unhooking and exit gate opening interaction, and I'm assuming it'll get less weird with a little bit of practice, but I don't think I'd want to have these as toggle options for a very lengthy period of time. Devs should strike while the iron's hot and ship changes out asap, instead of waiting over a year to just be able to select one toggle or the other.
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As it is currently, I prefer toggle interactions ON (Toggled)
It took me a little bit to get used for when it comes to stuff like unhooks and exit gates, but I'm still gonna keep it on probably forever. To me having it for the longer interactions make up for any possibly kinda awkward actions to do with toggle.
Obviously in a perfect world we'd have on, off and "custom" though. Where you can specify toggle/hold for ever imaginable interaction and tweak it to your liking.
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As it is currently, I prefer toggle interactions ON (Toggled)
It frees up my other hand to go and grab a drink while I can still play. Idk it’s more convenient as I won’t really have to worry about not hitting a skill check, because now when I’m working on the gen and have to reach for something on a table I can easily hit the skill check rather than get off the gen.
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As it is currently, I prefer toggle interactions OFF (Hold)
It's a good feature, but I'm too used to it being hold. 5+ years of muscle memory is hard to get rid of. I wish it was introduced earlier.
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As it is currently, I prefer toggle interactions ON (Toggled)
In general, I like it, but there are some interactions where it messes up -- unhooking being the main one. IDK if it's because I have my actions bound to controller triggers or not, but I find that sometimes if I don't immediately release the trigger, it behaves as if I've pressed the button twice.
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As it is currently, I prefer toggle interactions OFF (Hold)
This right here.
I so agree, I haven't even turned it on, I much prefer to play the way I am used to.
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