Killer info HUD
Since survivors now have a super sweet telepathic magic walkie talkies to relay information across the map to each other without having to make a sound. Can killer get an info HUD also?
Like, why cant I see how many times Ive hooked a certain survivor or which survivors have debuffs.
Im not a killer main and Im still learning the game, but when Im out there getting my chop on, honestly I just chase whatever I see moving or the closest noise notification. If I could pick and choose which survivors I go for depending on hook status or debuffs I feel like that would make being killer more fun and it would prevent me from inadvertently tunneling someone.
Maybe I should get good and make mental tabs for each survivor in game but while Im trying to keep up with the dead hards and sprint bursts and trying to figure out out survivor perks, it all gets lost in the sauce.
Comments
-
Showing what survivor has a debuff on them, is far more than a quality of life feature - that would affect balance greatly, as if you knew that survivor has a debuff you would go for them. That would be akin to giving survivors notifications that a killer is in stealth mode for example - which is something I am sure no killer wants.
5 -
But you did give survivors a notification that stealth killers aren't in stealth mode, thanks to the chase indicator, which is close enough -- if Pig or Ghostface aren't chasing someone, they're probably in stealth, so survivors know. Those are barely comparable anyway, killers bring perks and add-ons to cause status effects yet knowing those perks and add-ons are working is too far? Isn't the whole point of Exposed to go after the survivor who has it?
5 -
The answer is: no.
Because it would be a buff to all killers.
Do all survivors benefit from all the extra, free info perks they've been given? Yes, absolutely. Survivor buffs are all the rage these days.
Killer buffs are right out.
2 -
I am still waiting for someone to explain to me how HUD indicator helps me in 4man SWF more then information given to me by my buddies.
Keep in mind - other survivors give you full information while HUD gives you data (AKA clutter you need to actively filter out and so you are not watching for other important parts of the game). So no - having HUD does not lessen even a single word I will get from my friends and in 4man SWF it could be outright hidden - providing a very negligible benefit by not overloading me with "garbage" redundant information.
0 -
On the other hand. I don't see much reason to hide hook states from killer. It's not like killer does not have the information already. It's just right now he needs to remember stuff instead of it being directly displayed.
Debuffs are different though. Killer does not know if survivor got rid of it yet or not - so it's not the same thing.
0 -
And a SWF wouldnt have that info?
The survivor hud is to give solos the same info as swf. None of the new HUD info give something a swf doesnt already have.
After the killrates have stabelized, we will hear from the devs changes killers might need
0 -
That's all irrelevant to the point I was making, but yes, SWFs would have that info. That's why SWFs practically invalidate stealth killers, but SWFs invalidate a lot of things and we already knew that.
Not like anything will ever be done about it, anyway.
1 -
Spine Chill already do that and the surprise factor is effective until the survivors knows it is a stealth killer, and most killer perks and powers are notified to survivors through icons, notifications, auras or sound cues sooner or later. (NOED and any hex perk, Thanatophobia, DMS, Huntress starting to and throwing a hatchet, Wraith going in or out of stealth and his grunting, Nemesis getting ready his whip, Plague's sickness progression when she can't know how much it has applied to a survivor, etc.).
Survivors get all the audio and visual info they can get for free, but killers can't get a hook count or know when someone is Exposed or Exhausted it seems. And with the recent changes you can't even know what survivors are hit by some perks as if you are 19m away you won't hear them scream. And let's not forget that some powers don't even have a visual help to use them and you have to muscle memory it by practice. And many other things like the chase music and ambient sounds of some maps don't allowing you to hear the survivor steps to keep following him and such, but that is another topic.
So, we can conclude that all QoL, HUD and visual advantages are reserved exclusively to survivors?
Post edited by Batusalen on3 -
Someone argued to me that voicecomms are not as advantageous as many think because not all 4man SWF shares all the info they can because not all of them are tryhards that communicates like a SWAT team. So, there you go.
And before you say anything, I agree with you in this one 🤣
0 -
2 words "game sense". Keep track of your tools and survivors tools.
Somethings the survivor has access to info some they don't. Some info killers get access, some they don't.
If the hub was supposed to help level the playing field with SWF, then balance changes for killer will happen after the killrates stabelized, just like the devs said. As the HUB isn't supposed to buff the best survivor teams. So buffing killers is only necessary if the killrates went down.
0 -
This content has been removed.
-
Keep track of your tools and survivors tools.
That's the problem, in many cases you can't. A couple of real examples that happened to me while playing with Nemesis using Iridescent Umbrella Badge :
- I get the notification someone used the vaccine, got to where it comes... there's 3 survivors, two of them the same, non of them with Contamination. "Hell, I think it was Feng who was contaminated... but now, what of the two?". Start chasing one, I hit her before the 60 seconds has passed... it wasn't her.
- Another one, a Dwight used the vaccine, I lost him, and later found him when chasing another injured survivor. "Has 60 seconds already past? Because if it don't, maybe it is more convenient to me to chase Dwight as he is not in a loop instead of keeping my current chase". I decide to bet, get Dwight, hit it... he wasn't Exposed anymore.
So, the question is: Why survivors can make decisions taking in count info they shouldn't have whatever it is from the Status HUD or someone telling them in a voicecomm, like how many people is in a gen, if the killer is chasing someone or if some other survivor is already trying to unhook, but I can not have the info of an effect that I produced so I can make decisions based on it?
It is illogical, and DbD is the only game that I can recall this is a thing. In any other PvP game you would have at minimum some visual effect that indicates your rival is suffering from the debuff you used, or even from buffs they got. Overwatch, WoW, LoL, any shooter that have any kind of DoT like incendiary grenades... you name it.
But not DbD. Not for killers, at least.
2 -
If nothing else, the HUD should show what hook state each survivor is on. I'm tired of someone being saved immediately after hitting second state and then I accidentally kill them. I shouldn't be surprised when I hook someone and they ######### die. That's terrible design. Sorry my memory isn't perfect, BHVR; I'm a human, not an NPC.
This becomes really annoying when survivors who've never been hooked are so eager to throw their dead-on-hook teammates under the bus. It gets confusing because you'd think someone who's never been hooked would be trying to distract the killer and keep their teammates alive because that's better for the team, but no, that's often not the case.
0 -
Sure. It's true. I play in swf where there's no comms. And I play in team where there's a lot of shared info. And I used to scrim for some short time with tournament players. HUD helps a lot in 1st group and soloQ. Barely in 2nd group and is active hindrance in 3rd group.
0 -
This content has been removed.
-
The idea is to get soloQ and full comms group a bit closer together - so more things like hud are needed. Because right now playing soloQ is still pure pain (and I don't want to scrim and play like my life depended on it, because I don't have the time and frankly it's very much not fun to me).
0 -
The reason this was added was to bridge the gap between SWF and solo queue.
Trust me, it doesn't prevent survivors from killing themselves or making bat ######### stupid mistakes for no reason.
0