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Greater clarity of the load-out descriptions

Entità
Entità Member Posts: 1,583

The review of Enduring was very valuable, to distinguish stuns worthy of being (pallets) or not being (the others: Decisive Strike, Head On...) reduced by the perk, but also for having introduced a very intuitive text, focused on reducing the recovery time from stunning, rather than on increasing the speed of recovery, which requires a slightly more complex calculation.


This virtuous path deserves to be continued and taken to the end, wherever possible. For example, it is not possible to replace the increase in speed with the saving of seconds in Resilience, because it applies to a plurality of actions with different times. The same is true for Botany Knowledge: although applied to the sole action of healing, the saved seconds change due to the interaction of other perks (Sloppy Butcher, Dying Light ...).

On the contrary, it would be excellent to explain to the survivor that Pharmacy reduces the chest searching time by 3/4/5 seconds (I rounded up: a small buff that certainly wouldn't make that perk OP XD). Brutal Strength would become clearer if the reduction of the time of action, rather than the increase in the speed of action, were indicated, albeit in percentage.


For the same needs of clarity, adverbs should be replaced, wherever possible without weighing down the text, with numerical parameters. It's not good to do it with Overcharge (you should indicate the speed of rotation of the hand, as well as the position and size of the white area), but Sloppy Butcher and Predator would gain readability with some percentages instead of those vague terms.


Those listed above are mere examples, but all suitable perks, powers, items, add-ons and offerings should benefit from these changes.


What do you think about it? :)

Comments

  • Peanits
    Peanits Dev Posts: 7,555
    edited July 2019

    There are times when this would definitely be ideal, but there's also times where this isn't quite possible. Enduring is actually the perfect example for this; currently, Enduring is the only thing that affects stun times. With that in mind, it's safe to reduce stun time because it can only go as low as 1 second.

    Like you've mentioned, you can't really do this with things like Botany Knowledge. If you reduce healing time rather than increase healing speed, it might seem inconsequential to some, but there's a huge difference. You could easily stack healing bonuses to get over 100%. If you reduce the healing time by 100%, that's an instant heal. If you increase the speed by 100%, you're healing twice as fast.

    The latter is safer. It ensures that no matter how far you stack it, it will never reach zero. You'll have diminishing returns. 300% faster healing would only be 5.33 seconds instead of 8 seconds at 200%.

    With that in mind: The other thing to consider is that when you do simplify other things in the same way, you're severely limiting what you can do with that effect in the future. To use the Pharmacy example, this would mean that you can't safely add chest searching speed to any other perk, otherwise it could stack and become instant. (Not to say that would be overpowered, but it would be messy looking, and you can imagine how this would break the game for different actions.) Brutal Strength would fall into this as well. With the Wraith's add-ons, you could get an instant pallet break (or very close to it) if you decide to calculate it this way.

    In short, while you could do it that way for some things, it limits your options for perks in the future. That's okay for something like pallet stuns, a core mechanic doesn't need to have a bunch of variables to it. But if you take it too far, you're going to be stuck with nothing left for perks to do.


    As for simplifying the way some things are worded, we could definitely look into that when we get the chance.

  • Entità
    Entità Member Posts: 1,583

    @Peanits I am aware of the problem of the cumulation of time savings, which could make the action instantaneous, unlike the speed variations, which would never have such an effect, unless we admit a speed tending to + ∞. As I wrote, it is a question of modifying where it is possible to do so without damage: if there is the risk of altering the functioning of certain mechanics, or of producing paradoxical results, the change must be radically excluded. On the contrary, if it is possible to make the quantity more intuitive in a harmless way, then it is a small adjustment that makes the captions more player-friendly. :)