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Perks that don't telegraph themselves too well

Oaky
Oaky Member Posts: 8
edited June 2024 in Feedback and Suggestions

Having played a lot more during anniversary and been messing around with some less typical perks too see in my opinion I've noticed that a lot of survivors don't know when something is a perk or not.

My main two examples are when I've used Plot Twist and reassurance, with the first it's so common for people to try and get you up even if you go against it (I know sometimes it's useful for the help but if I'm almost done getting myself up and then I get put into injured it would just be quicker for me to finish plot twisting) and with reassurance the amount I've watched survivors start flailing around on the hook after I hit them with it because they don't know what it is that's happened.

So I come with 2 points:

First what are other perks like these where a lack of knowledge of the perks sometimes is a problem ( I'm not saying not knowing them is bad in anyway there's like 300 or so of them if someone remembers them all big up to them)

Second is there a way to solve this very minor thing? my only idea os flash the perk up on the player icon or smthn

Post edited by Rizzo on

Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,930

    Things like we'll make it or deliverance activate on unhooks, so you can accidentally deny your teammate their perk just because you didn't know they're running it. Thankfully there aren't too many perks like this that I can think of.

    Been a while, but reassurance does have visual cues. The survivor on hook glows and their bar progress pauses, I believe the progress bar in the bottom left UI has an aura or flashes slightly to indicate remotely that it's active, but I agree it isn't obvious if you don't know what it means.

    Plot twist is possibly down to observation, if you can notice that the survivor wasn't in chase (or someone else was in chase) right before the down. You can hold shift to prevent someone from getting you up, but that doesn't give back the time they wasted running to pick you up.

    Showing survivor perks in the lobby, or even the escape menu would help this issue, but not solve it unfortunately.

  • Seraphor
    Seraphor Member Posts: 9,429
    edited June 2024

    Something that would help telegraph the likes of Deliverance, Wicked, and AFC, is if the AFC gauge was included in the survivor HUD.

    This would show that the killer has been around the hook long enough to enable the survivor to unhook themselves, giving solo survivors a modicum of the kind of communication SWF have access to.

    Then you rework Deliverance and Wicked to instantly fill the AFC gauge when activated.

    For Plot Twist, or an active Unbreakable/Soul Guard, display the aura of the dying survivor in white instead of red.

    Reassurance I think is fine as it is.

    But another telegraph I'd like to see is Head On. If another survivor is in a locker and Head On is active, that locker has a yellow aura when you are within 10 meters of it. This wouldn't completely trivialise the petk to SWF levels, but would allow solo's to use it opportunisticly when they happen to be running a chase in the immediate vicinity.