HUD improvement
It would also be appropriate to restore the 5-level rarity system for all perks, since the same rarity (and color) shared by two different tiers prevents knowing what is the true tier, and therefore what are the specific effects of the active curse. About this topic, I opened a specific thread: https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks
Comments
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I feel like survivors should be able to remember what hexes the killer has.1
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HUD should show less information. Not more.3
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Barely any information.Entità said:
Something like this:
https://forum.deadbydaylight.com/en/discussion/15899/hardcore-mode#latest
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Hardcore mode is good until it's not compulsory.
Nevertheless, here I'm speaking of the classic mode, of the game that is today, not of the game that could be in the future.1 -
What I meant was, if you can't remember something as easy as the type of Hex the killer has, you have to have some problems with your memory.0
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Other opinions?
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I'm a little torn on this. I completely get what you're saying about the hexes, but at the same time they aren't meant to be a complete information hub. Part of the fun is trying to figure out which hex was cleansed and generally guessing which other perks the killer has.
Just as an example, I find it exciting and intimidating when I only knew ruin was there and a hex is cleansed, but then the hex symbol remains. I tend to try and figure out which hex it could have been, which would typically leave Devour Hope or the Third Seal. A DH build is usually far different than a TS build.
I know you're talking about the hex symbol stacking for multiple hexes being marked, but I feel like that's part of the fun. Guess and check if you will.
As for the perk rarity, it drives me crazy that they still only have three. Iirc, they changed it to three due to the web being somewhat broken and being more likely to give rarer perks than lower tier ones. I really want the old colors back, I've always liked them better. It's a lot clearer, more organized, and more rewarding to have more than three tiers.0 -
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.
The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
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@FoggyDownpour said:
I'm a little torn on this. I completely get what you're saying about the hexes, but at the same time they aren't meant to be a complete information hub. Part of the fun is trying to figure out which hex was cleansed and generally guessing which other perks the killer has.Just as an example, I find it exciting and intimidating when I only knew ruin was there and a hex is cleansed, but then the hex symbol remains. I tend to try and figure out which hex it could have been, which would typically leave Devour Hope or the Third Seal. A DH build is usually far different than a TS build.
I know you're talking about the hex symbol stacking for multiple hexes being marked, but I feel like that's part of the fun. Guess and check if you will.As for the perk rarity, it drives me crazy that they still only have three. Iirc, they changed it to three due to the web being somewhat broken and being more likely to give rarer perks than lower tier ones. I really want the old colors back, I've always liked them better. It's a lot clearer, more organized, and more rewarding to have more than three tiers.
If there are Thrill of the Hunt, Huntress Lullaby and Ruin, you don't know what hex has been cleansed. Devour Hope gives you the skull for the Exposed status, at least. You receive a specific notice when a hex is triggered, so you should receive a specific notice when a hex is destroyed. I support the idea of a kind of hardcore mode, alternative to the classic one, with no HUD, no Aura, no scratch marks, no stain and no terror radius, but it's quite different from leaving a HUD with partial information.
Oh, yes, yes, yes: I have many dreams about this game, which I sincerely love, but two are overwhelming on the others: to see the 5-level rarity system restored for all the perks and the six perks system implemented. Please, support my petition here: https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks
If you like the other proposal, too, then you can support it here: https://forum.deadbydaylight.com/en/discussion/28160/six-perks-system
Thank you very much in advance.
@KillerRaccoon said:
Common and ultra rare perk rarities were way too hard to get. If you were above P3L50, you’d almost never get any common perks. If you were P0L50, you’d almost never get any ultra rare perks.The current rarity system for perks works very well. Just show the perk tier instead of just the rarity colour.
That bug, now over a year old, is history: the developers devised a hasty remedy for the urgent need to immediately remove a fault that afflicted the availability of perks in the Bloodweb, but now the algorithm works beautifully and the Common and Ultra Rare perks can finally be restored. Look, as proof of what I say, at the last event, The Winter Solstice: our beloved developers have significantly altered the rarity of resources available in Bloodweb, also replacing the classic Mystery Boxes with the Christmas Gifts, and the system has worked great, no one complained. Finally the time has come to bring back to the throne that masterpiece of conceptual and artistic design that is the 5-level rarity system, a jewel of this game! **
@weirdkid5 said:
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
What kind of HUD do you suggest, for both parties?
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@weirdkid5 said:
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
What kind of HUD do you suggest, for both parties?
The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.
Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.
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@weirdkid5 said:
@weirdkid5 said:
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
What kind of HUD do you suggest, for both parties?
The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.
Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.
This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?
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@Entità said:
@weirdkid5 said:
@weirdkid5 said:
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
What kind of HUD do you suggest, for both parties?
The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.
Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.
This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?
Nothing. The game needs to be harder for Survivors.
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@Entità said:
@weirdkid5 said:
@weirdkid5 said:
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
What kind of HUD do you suggest, for both parties?
The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.
Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.
This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?
That rationale only works if we assume the game to be perfectly balanced. Are you suggesting the game is perfectly balanced?
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I wasn't including Huntress's since you find out if it's there at the same time as ruin. I wasn't including Thrill because I normally do a dull totem before hopping on a gen. You don't know about DH until it's too late normallyEntità said:@FoggyDownpour said:
I'm a little torn on this. I completely get what you're saying about the hexes, but at the same time they aren't meant to be a complete information hub. Part of the fun is trying to figure out which hex was cleansed and generally guessing which other perks the killer has.Just as an example, I find it exciting and intimidating when I only knew ruin was there and a hex is cleansed, but then the hex symbol remains. I tend to try and figure out which hex it could have been, which would typically leave Devour Hope or the Third Seal. A DH build is usually far different than a TS build.
I know you're talking about the hex symbol stacking for multiple hexes being marked, but I feel like that's part of the fun. Guess and check if you will.As for the perk rarity, it drives me crazy that they still only have three. Iirc, they changed it to three due to the web being somewhat broken and being more likely to give rarer perks than lower tier ones. I really want the old colors back, I've always liked them better. It's a lot clearer, more organized, and more rewarding to have more than three tiers.
If there are Thrill of the Hunt, Huntress Lullaby and Ruin, you don't know what hex has been cleansed. Devour Hope gives you the skull for the Exposed status, at least. You receive a specific notice when a hex is triggered, so you should receive a specific notice when a hex is destroyed. I support the idea of a kind of hardcore mode, alternative to the classic one, with no HUD, no Aura, no scratch marks, no stain and no terror radius, but it's quite different from leaving a HUD with partial information.
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weirdkid5 said:
@Entità said:
@weirdkid5 said:
@weirdkid5 said:
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
What kind of HUD do you suggest, for both parties?
The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.
Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.
This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?
Nothing. The game needs to be harder for Survivors.
Thanks for your opinion.
It's a huge question and that's not the right thread to discuss it. I think you believe the killers are too weak, then open a new discussion with your analysis and suggestions.Orion said:@Entità said:
@weirdkid5 said:
@weirdkid5 said:
The game shouldn't give the Survivors all the information that it does. The game used to be a little more challenging for it when you weren't sure what Hex was up, or if there was even a Hex at all until you find one.The proficiency indicators I'm fine with, but anything that tells the Survivors what debuffs they have on the right hand side should be removed, as well as the indication that the Killer is chasing the Obsession.
What kind of HUD do you suggest, for both parties?
The Killer should be able to see which Survivors are injured and what debuffs he currently has in play and on which Survivors they are affecting, which perks he has set on himself, in addition to the noise indicators that are normally present, where the gens are, and who the Obsession is. Your add-ons should also be present to remind you what your build is.
Survivors shouldn't be able to tell who is injured until they see them. Seeing allies through walls when they go down is fine, and any buffs the Survivor receives from other Survivors should be indicated so that you can take full advantage of the buff. But anything that warns the Survivor of an "Exposed" or "Hindered" status should be removed. Obviously seeing your own perks and item is also fine. Survivors should NOT be able to tell who the Obsession is until he has gone down at least once, unless you are the Obsession, in which case you can see that always.
This change would drastically benefit the killer: what would you offer in exchange for the survivors, to balance it?
That rationale only works if we assume the game to be perfectly balanced. Are you suggesting the game is perfectly balanced?
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@Entità said:
It's a huge question and that's not the right thread to discuss it. I think you believe the killers are too weak, then open a new discussion with your analysis and suggestions.You're the one who brought it up by implying that any buff to Killers must be accompanied by a buff to Survivors. If you want to drop the subject, then you must also acquiesce that buffs to Killers do not have to be accompanied by buffs to Survivors.
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Aww man, why ya' gotta keep nerfing mah Devour Hope?
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I was answering to weirdkid5 about their HUD idea. I believe the HUD should be complete for both parties, with some, fair differences: for example, it's not relevant for the killer to know that a survivor has a Broken status, because it's not the killer's business to heal them; it's not relevant for the survivors to know when Bloodlust triggers: they should try to evade the chase without this information. Perks and mechanics balances are not related to this thread.Orion said:@Entità said:
It's a huge question and that's not the right thread to discuss it. I think you believe the killers are too weak, then open a new discussion with your analysis and suggestions.You're the one who brought it up by implying that any buff to Killers must be accompanied by a buff to Survivors. If you want to drop the subject, then you must also acquiesce that buffs to Killers do not have to be accompanied by buffs to Survivors.

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@Entità said:
I was answering to weirdkid5 about their HUD idea. I believe the HUD should be complete for both parties, with some, fair differences: for example, it's not relevant for the killer to know that a survivor has a Broken status, because it's not the killer's business to heal them; it's not relevant for the survivors to know when Bloodlust triggers: they should try to evade the chase without this information. Perks and mechanics balances are not related to this thread.
You were answering on the basis that any Killer buff must be accompanied by a Survivor buff, which only makes sense if you believe the game is perfectly balanced. You can't have it both ways. Either establish that the game is perfectly balanced, or concede that buffs to Killers do not have to be accompanied by buffs to Survivors.
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I believe and reiterate that the HUD should show complete, relevant information for both parties, so I believe and reiterate that the unilateral reduction of this information, to the detriment of the killer or the survivors, deserves compensation. I am not referring to the balancing of the game as a whole, but to this specific area, clearly outlined. Any attempt to extend my thinking to other aspects of the game is a strawman.Orion said:@Entità said:
I was answering to weirdkid5 about their HUD idea. I believe the HUD should be complete for both parties, with some, fair differences: for example, it's not relevant for the killer to know that a survivor has a Broken status, because it's not the killer's business to heal them; it's not relevant for the survivors to know when Bloodlust triggers: they should try to evade the chase without this information. Perks and mechanics balances are not related to this thread.
You were answering on the basis that any Killer buff must be accompanied by a Survivor buff, which only makes sense if you believe the game is perfectly balanced. You can't have it both ways. Either establish that the game is perfectly balanced, or concede that buffs to Killers do not have to be accompanied by buffs to Survivors.
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They’re actually looking for a UI designer right now, if you looked at there LinkedIn. They’re focusing on optimization of the game itself before the menus, meaning, perk changes, interactions, glitches, hitboxes, and the game itself.
EDIT: Didn’t Peanits talk to you about this on the post about pips?0 -
Watery said:They’re actually looking for a UI designer right now, if you looked at there LinkedIn. They’re focusing on optimization of the game itself before the menus, meaning, perk changes, interactions, glitches, hitboxes, and the game itself.
EDIT: Didn’t Peanits talk to you about this on the post about pips?Oh, yes, there is no urgency: we suggest a lot of game improvements, the Developers choose the priorities, according to how many teams and resources they have and how difficult the optimization is.
Peanits told me a new player could get confused by too many numbers and currencies on the menu, and I replied the pips should be shown in high ranks only.0 -
@KillerRaccoon said:
This’ll be very difficult to do. Obviously people are going to play whichever side is more fun/easier. Unfortunately, both sides need to be equally powerful and fun so we can have both types of players, otherwise we’ll only have one side and the game will die.If we go with your suggestion, not even 20% of the player base will play Killer. No one will play Killer. People want to have fun, and we need both sides to have players.
The fun comes from the different types of gameplay. Survivor means being hunted, but you have other people on your side (in theory...). Killer means being the hunter, but you're alone. If the game is balanced, there won't be a problem.
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What if both sides have zero informations with the HUD.
Killer player wouldnt realize the change.
Survivor player would rage quit the game.In my opinion, both sides should have the same strength and informations.
4 survivor = 1 killer0 -
honestly, these things should be removed instead.
they are eigther filled with tons of VERY useless information, OR they completely screw the killer.
there is literally nothing in between.0

