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Can a BHVR official PLEASE explain the current state of Shadowborn and FOV?

It's absurd! There's a perk that changes FOV and nothing else, and all it does is make it feel better to play. Countless people have made posts like this, but my point is: Can a community manager or developer please say SOMETHING about why it is like this, and if/when they will change it? Countless people would appreciate it, as a reworked shadowborn and an added FOV slider would make killer feel so much better without needing a perk. Competetive games like Rainbow 6 Siege already have a generous FOV slider, so it clearly won't negatively impact the game.

Please, may we have some feedback on this?

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Comments

  • pizzavessel15
    pizzavessel15 Member Posts: 534

    survivors should not have an fov slider due to them being in 3rd person

  • hatchetChugger
    hatchetChugger Member Posts: 442

    Honestly, only 'bad' players aren't gonna see a survivor hiding in a corner, regardless of FOV.

  • Ghoste
    Ghoste Member Posts: 2,135

    I see it as a balance thing. Wider FOV provides an advantage, hence it being a perk. I mean it’s good enough that some of you never take it off, so clearly it is valuable. Sorry for you people with motion sickness though.

  • danielmaster87
    danielmaster87 Member Posts: 9,351

    No trade-offs. Same blind angles as before, bigger fov for killer. It's how it should have been from the beginning.

  • Nihlus
    Nihlus Member Posts: 301

    I mean... not to argue against this idea, but... Having it is better than not having it. That's kind of the definition of having an advantage.


  • Nihlus
    Nihlus Member Posts: 301

    I get motion sickness. The only time I really get it while playing killer is if I run Monitor and Abuse, because the constantly shifting angle in and out of chase is extremely disorienting.

  • sulaiman
    sulaiman Member Posts: 3,219

    But those people do have a perk for that. We are not talking about preventing migraines vs an advantage, we talking about a perkslot vs said advantage.

  • danielmaster87
    danielmaster87 Member Posts: 9,351

    Then make it base instead of a perk. That's the point.

  • sulaiman
    sulaiman Member Posts: 3,219
    edited September 2022

    Then how to compensate the advantage you get? Killers are buffed enough as they are, why do they need more free advantages?

    In my games, the 100% survivor bonus is basicly permanent, and still i play more killer at the moment, because solo queue has become not worth it. Why screw that even more in favor of killers?

  • RonMan32
    RonMan32 Member Posts: 413

    I do think the tunnel vision of killers is a huge mechanical choice so I respect not adding a slider. Too many stealth plays that happen like a every other survivor game basis wouldn't be possible with a greater FOV. I oppose an FOV slider and support the devs in that call.

    BUT I think people who REALLY want increased FOV should get it. I think Shadowborn should stack with Monitor and Abuse and I think Shadowborn should be increased significantly. But I do think you should still use a perk slot for it, if you're gonna completely kill near killer juking stealth the cost is a slot.

    I get why people think it's silly making a video setting a perk, but it's really mechanically necessary. People who favor stealth survivor builds would stop playing the game if they added a slider. The tunnel vision is mechanically important, I'm sorry people get motion sick, hopefully Shadowborn gets a buff and they allow it to stack with an also buffed Monitor and Abuse.

    Hell maybe Shadowborn should just unlock a slider so you can still pick specifically what you like. "Shadowborn FOV" under settings. But you gotta spend a slot, it's not just an accessibility thing it's a tangible advantage.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    Shadowborn buffed to 30°, does not increase blind angles and it also once per generator, changes the aura colour when a survivor first touches a gen for 10s

  • SuzuKR
    SuzuKR Member Posts: 3,910

    FOV jukes don’t work on native if the killer has half a brain. "This survivor just vanished after (vault/stun/swing/whatever), there’s no tracks going anywhere else." There is literally nowhere else they could be other than below/behind the killer out of native FOV. And hiding on peripheral still doesn't work if the killer is an actually good player that knows they should be checking side to side to specifically prevent missing people on their periphery anyways.

    And all of this still doesn’t matter, because accessibility is still more important. Are some colorblind settings easier to see scratch marks on some maps for? Sure. Does it matter? No. Would a visual heartbeat for TR for people hard of hearing be an advantage against quieter TRs even for people with normal hearing? Does it matter? No.

  • DredgeyEdgey
    DredgeyEdgey Member Posts: 1,373

    Agreed and this sucks but can be made to where it's not like this wesker showed this there's is now (if there wasn't before)

    A zone where surivors have to aim to Blind you it's a little bit smaller than most killers head but covers most of the face

    (using trappr) as the default killer head

  • RonMan32
    RonMan32 Member Posts: 413

    I disagree. The FOV one is a fair place for the devs to hold their ground. For people who have big issues with motion sickness I'd just have to say I hope they buff Shadowborn so you at least have the option if you really need it. Balance is more important in this case.

    Also FOV jukes work against comp killer mains. I just disagree with your entire point there. Maybe you haven't found that to be true but it sure seems to be viable at all levels of play to me.

    There's really no other points I could bring up to at all sway you. We just hard disagree on both counts. Those being "would an FOV increase completely break the close range stealth or not? And if it would, would it even matter?" or "Regardless of if it breaks close range stealth or not, is accessibility more important?"

  • RonMan32
    RonMan32 Member Posts: 413

    I disagree. And the devs obviously do too because that's the only reason an FOV slider wasn't added for sure. I think it's part of the slasher film reenactment gameplay loop, even if it doesn't come up every game. The whole premise of this game is built on the tropes films from it's DLC features. What do you see in those films? Tense moments where the killer is mere INCHES away from the hiding person but they hold their breath and the killer barely decides to go check somewhere else. The FOV was tunnel vision-ed to allow for these situations easier.

    I'm not saying the devs agreeing with me gives my argument anymore validity. The game does tons of stuff I think it really shouldn't. But in this case I think y'all are directly in conflict with important intentional game design. That's just me. I play both sides so if they DID add an FOV slider you bet I'm gonna use it.

    The thing I always assumed it was, the red stain was supposed to show you exactly what the killer's range of vision is and added some strategy around staying out of it.

  • RonMan32
    RonMan32 Member Posts: 413

    I stand by the idea that they should sacrifice a slot. But maybe they could make it a generic non-teachable and give Wraith something new in it's place (all of his teachable suck). And also buff it and give it a bonus effect so it doesn't feel as much like a "this is a perk that I don't think gives me any advantage, I just NEED it to not get sick" situation.

  • RonMan32
    RonMan32 Member Posts: 413
    edited September 2022

    I'm willing to admit that maybe my stance is a tad flawed. But it's honestly how I feel. I think the FOV being the way it is successfully accomplishes the goal I believe it sets out to do, and the caveat that some people get sick playing killer simply doesn't bother me or change my stance. Are those bad priorities? Maybe.

    But yeah the crouching in front of a killer to juke around them is a bit TOO silly to appear in one of these movies. But to be fair we don't have nearly as much to work with when it come to hiding as a horror flick protagonist.

    That's kind of all I have to say on the matter. I believe I understand why the devs did it, and I agree with their continued choice to leave it the way it is, despite the large group of people who will keep getting nauseous playing killer. I hope they buff Shadowborn so those people at least have the option. I'd be perfectly ok with it straight up unlocking a slider in the settings but I do think that the FOV jukes are enough of a part of the game that it is an advantage you should have to pay a perk slot for.

  • RonMan32
    RonMan32 Member Posts: 413

    Harhar.

    Fov has never been the same as those settings you've mentioned. I need only point at high level Quake. Do you think all competitive FPS players experience that kind of motion sickness? It's a take I'll continue to be flamed for but I really don't see a problem with keeping the FOV behind a perk in this game in particular. I think the perk should at least be better so that people who need it get the benefit.

  • RonMan32
    RonMan32 Member Posts: 413

    Fair. I get it's not very compassionate of me. I don't usually have motion sickness in games but I do have worse motion sickness than most. I can relate when it came to VR. I'm not trying to say people who need more FOV should just stop playing the game. I just think that yeah, all the people in this thread that play "3 perk killer" should just have to deal with playing 3 perk killer because for people who don't need it, it's a big enough advantage. I would love and support Shadowborn being buffed and given an additional effect to make these people feel like they can actually get use out of the perk instead of just having it steal a slot because it's something they see as a locked accessibility feature.

    This will be the last post I make on this thread because clearly I lack any additional power to support my point, and even if I can fully support it when it comes down to it I just care more about keeping close range FOV jukes than the comfort of strangers/strangers right to feel like they can use all 4 perk slots. Does that make me an unempathetic jerk? Probably.

    This is just how I feel and if an FOV slider was finally added I really wouldn't mind much. I'd love the advantage it would provide on my favorite killer, Deathslinger.

  • Ryuhi
    Ryuhi Member Posts: 3,817

    Surprisingly respectful and level headed, even if the take itself isn't. Gotta give credit where due, you're being surprisingly mature about holding an immature perspective, and im saying that unironically. Felt the need to mention that because civility is always refreshing, especially when faced with more emotionally charged topics. Cheers.

  • RonMan32
    RonMan32 Member Posts: 413

    Thanks. I'm not trying to be mean. It's not as cut and dry as "people who need FOV for motion sickness should just deal" for me. It's just been my experience that the tunnel vision the killer has plays a lot into the outcome of a match. People who need more FOV for motion sickness struggles should be accommodated, and they are with a perk. So I call it solved there. I think since so many people find it an accessibility issue it should at least be more accessible.

    I've said it a few times but to call everything out completely this is how I would do it. Make Shadowborn a non teachable that is available in the blood tree for all killers from the start and give Wraith a new perk in it's place. Shadowborn activates the Shadowborn FOV slider in the settings. Not sure what would be a good max for this slider but I'd be cool with 120 I think. Shadowborn should also have an additional effect that changes with the 3 rarities. Not entirely sure what would be good here. Maybe survivors visible within' your field of view suffer a debuff of some kind?

    Now regardless of if you think FOV should be locked behind a perk or not, if they did all above that would be a lot BETTER than how it is now, right?

  • Ryuhi
    Ryuhi Member Posts: 3,817

    I don't agree on the core concept that no accessability options should require a sacrifice by players to employ them, regardless of role or perspective. Conceptually you are literally punishing that person for their condition, and treating them like a second class customer besides. Life isn't fair and people will always have different difficulties, but games are a medium where they are designed rather than encountered. Not to mention enjoyed.

    I just can't agree with putting that much effort into something like that based on its core premise. Obviously thought and consideration went into it, but its missing the bigger consideration that its forcing them to trade one handicap for another, all around something they can't control. I also don't think the low effectiveness of abusing FoV really justifies it, as its a type of mechanical exploit that is illogical: Most movements and interactions aren't tied to your vision. If someone was trying to FoV tech you in real life, you'd just crack them upside the head or swing your weapon in the general area they are in. Its a twofold issue in regards to relying both on the fact that the killer can't currently see you, as well as the fact that they can't blindly cover that area without needing to look.

    That especially becomes important with abilities that need to be aimed, which is why it makes a last ditch effort vs killers like huntress having a hatchet wound at point blank works. Sure, it makes you harder to hit as you would expect, but its kinda silly when you think about the fact she could just decapitate you with the damn thing while you're dancing around trying to stay away from her line of sight, and highlights how unrealistic it is that she is locked into having to throw it at the very middle of where she is looking. I just can't see any reason to keep it other than personal preference.

  • RonMan32
    RonMan32 Member Posts: 413

    Alright. Agree to disagree.

    Honestly I'm unsure if FOV has historically always been an accessibility option. In my mind it was always a preference thing for first person shooters. Some people like high FOV to see as much as possible, some people prefer a lower one to have everything at a more immersive less fishbowl angle. If it was added into games explicitly to address motion sickness then I'm willing to concede that it should be an option in every first person game and mechanics should not be built around low FOV.

    But that's not been my understanding up until this point.

  • Ryuhi
    Ryuhi Member Posts: 3,817
    edited September 2022

    The reason it has always been a preference with shooters is because it has to do with what you are watching misaligning with your internal balance. It was adapted to early fps in particular because of the speed of movement (especially in older ones) paired with the variety of display sizes and viewing distances making it a prime candidate for sensitivity in end users. And as that sensitivity leads to disproportionate affect in people's tolerance, it has been considered an accessibility issue since its inception. Technically most visual and sound options are considered accessibility related, since accessibility is usually what causes them to be options in the first place. Same with many input options as well. Its usually a matter of whether its due to how a user's imprairment or condition can be affected by a variable, and whether that variable can be adjusted to minimize or nullify said issue. Obviously some options are not that (including in the above categories,) but even things like motion blur or remapping controls are considered accessibility related.

  • Slingshot47
    Slingshot47 Member Posts: 158

    An FOV change is significant enough to change how easy or hard both sides are to play, similar to how stretched-res gave survivors an enormous advantage. Shadowborn is a perk because giving the FOV increase is an advantage.

  • SuzuKR
    SuzuKR Member Posts: 3,910

    It does not matter whether or not it gives an advantage, let alone for something as small of an advantage as that. Accessibility is far more important and the game should be adjusted instead if that's what it takes to implement said accessibility features.