http://dbd.game/killswitch
Add More Status Effect Values/Revealed Effect On HUD
Things like Springtrap's Undetectable or Oblivious gained from perks like Nemesis and Alien Instinct can't be tracked, and newer players won't know how much time they have left with the status effect, as well as no clue whether they're revealed or not by an aura revealing perk/power/add on. Now adding the status effect does tell experienced players that the killer does have some aura reading ability, but they'll likely know what's revealing them anyway when the killer finds them. The revealed status effect from 2v8 should be in regular trials and other modifiers too
Comments
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I agree with all but the Undetectable part, the only killer that really needs that info given to survivors is Chucky because of his height and he has it since ANY matter of getting it on him makes him chuckle, whether its from his power or a perk. Giving that info away otherwise defeats the purpose of it as survivors not already in chase will just hide or move to somewhere safe and hen the killer gets no value from having this stealth.
The revealed effect I would apply to most, especially Alien Instinct, but if they run Lethal Pursuer it should not be shown as revealed nor for any extra 2 seconds it gives (so Friends Til The End would only show the obsession that they are revealed for the usual 10 seconds)
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I disagree, as I feel it kinda removes the point of those kinds of things. Undetectable and Oblivious not oversharing information is part of the point of the statuses, they're supposed to be designed to improve your chances of catching someone off guard, so revealing their presence minimizes their effectiveness while maximizing their counterplay simultaneously. The counterplay is supposed to be a reward for observation: When you encounter something like Nemesis, its supposed to have a higher chance of working on you "the first time" with diminishing returns based on how much you learn from the first interaction. After that, you wouldn't need the status information if it were to come up again, and it creates an avenue of adaptation rather than just diminishing the value of the perk outright. Like you mentioned, to a more experienced player it would have a disproportionate effect due to the information they could pull from it, so it might as well just show an icon of which perk is in play at that point.
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A knowledgeable player is already going to know what a perk does or what's revealing them (i.e. Alien Instinct and Nemesis)
Also I'm not talking about nerfing Undetectable and Oblivious, just making their status effect duration visible on the HUD, just like Haste and Hindered's Percentage is visible. What I did say should be added is the Revealed status effect from 2v8. It tells you when you're aura is being revealed to the killer(s), which would be a perfect status effect for newer players who don't know what perks are affecting them and if a perk reveals them or not. Take Friends Til' The End for example: You know you're Exposed, (having a number to indicate how long it lasts for would be nice too) but some people don't actually know it also reveals their aura for 10 seconds too. So, why not make it show the revealed status effect with the duration of the aura reveal? Adding these doesn't negatively impact either roles, but it helps newer players learn what perks do and how long their effects last for.
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It tells you when you're aura is being revealed to the killer(s), which would be a perfect status effect for newer players who don't know what perks are affecting them and if a perk reveals them or not.Thats a direct nerf for the reasons I stated, though. Yes it would help new players, but it basically tells you exactly what aura perk they have as long as you understand its conditions, dumbing down the counterplay to said perks substantially. Exposure effects are a bit different due to the fact they skip entire health states, but there should be at least some onus on the player to realize that if a killer kicks a gen and immediately finds them behind a rock, they probably have nowhere to hide. Your suggestion would effectively make those perks work a single time per player. If comms are involved, it might only be a single time in the entire match.
The hud information is supposed to provide context that would be present with info trading like comms, but its not meant to solve info about your opponent that directly. Half of the point of loadouts being hidden in the first place is that you're supposed to have to understand and adapt to what they are, and honestly, it has far more mental stack keeping track of up to 16 possible perks than it does 4. Like you acknowledge, this type of information can be gleaned adaptively without needing to be told, and if WoO has taught us anything, its that people would rather be given fish than learn how to catch them.
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how about instead of showing these things ingame (wich would lead to indirect nerf to things like undetectable bc the whole point of it is well…. being undetectable) instead we should improve the tutorials and we should add new tutorials that explain status effects with first an easy to understand gameplay of it and then maybe show what perks items addons etc give that effect so people in egc can learn as to what actually made that person inflict that status effect. Ontop of this i think its also high time for killer specific tutorials/guides outside of the little tip bar that… tbh doesnt do anything helpfull
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I could have sworn you gain the Oblivious status effect when you’re afflicted by Alien Instinct? As I always know that the killer has seen my aura after hooking my teammate and plan accordingly. In terms of aura perks, that’s one thing I love about 2V8 as you know for certain when your aura has been exposed by the killer. I’m not sure if that would be overkill in 1V4, but I wouldn’t be against them trialing it.
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But you're going to know what revealed you anyway if you're knowledgeable enough. All this would do is tell you if something revealed you, that's it. In 2v8, you can get revealed for multiple reasons, it doesn't tell you which mechanic revealed you, just that you're revealed.
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Tutorials are a separate issue to tackle, this is a small, bandaid help for people who may not be as knowledgeable about status effects and their durations, as well as if a perk affecting them is also revealing them
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if you're knowledgeable enoughThats my point. Having that type of knowledge is supposed to come from at least encountering it once, and piecing it together with game sense. You're asking for yellow paint instead of putting a shred of onus on the player to figure out how a mechanic intended to obfuscate works. Something like a mini tutorial explaining something as simple as using context to make that kind of realization is one thing, but if you sacrifice that element just for people who refuse to engage with that depth to the mechanic, you defeat its point altogether. It basically just becomes a "are you even paying attention" check at that point.
In 2v8, you can get revealed for multiple reasons, it doesn't tell you which mechanic revealed you, just that you're revealed.You can only be revealed by one killer in normal play, which is why that change was likely made. Since you're normally only going against one killer, there is no inherent ambiguity that can't be figured out by basic understanding as long as you bear witness to what causes the stauses or being found. And even then, you already get that tell when its obvious through things like the red stain and TR disappearing. If that happened mid chase at a mindgame where the killer was going to try to use the status for a mindgame, having an indicator pop up suddenly basically spells that strategy out to the survivor.
The answer is for players to need to learn how to digest the information they're not explicitly told, not give them more for free. The biggest issue with WoO is that its a great perk for learning maps and tiles, but people never take the training wheels off and treat it like a literal yellow paint perk then complain they never have room for things in their loadout. People need to be taught to fish, not given fish for free.
Edit: the statuses that affect killer warning signs are supposed to be a "fool me once" scenario. They're supposed to actually do something the first time, and then the player is supposed to bear responsibility for they're future success armed with that knowledge. Removing that element is like lit totems that already have auras as soon as they spawn, it greatly impacts their effectiveness while coddling their counterplay.
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