http://dbd.game/killswitch
Shattered Hope - showing aura of totems inside sound effect radius
When I'm listening to music or YouTube while playing and my sounds in game turned off I can't use this perk effectively because I can't hear the totems, so I want to be able to know if a blessed totem is nearby as well as the direction in which it is and destroy it.
Comments
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Just add:
▪︎When looking in the direction of a boon totem within a 30° cone, this perk lights up.
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That would be a nice buff to a very situational and quite lazy perk design. Just give me the ability to locate Boon Totems, better reveal the Boon Totems aura when looking in it direction, then the perk can light up and ping me, so I can located it.
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What about this?
ShatteRed Hope
See the aura of all boon totems.
Any survivor being blessed by a boon will have their location reveal through killer instinct for 2/3/4 seconds.
When snuffing out a boon totem, they will become exposed for 60 seconds. Alternatively, if they are injured, become broken for 60 seconds. Additionally, their aura is revealed for 10 seconds.
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Bit over killed; i would just allows Survivors to Boon the totem; you can get a killer's version of Small Game; in which the Boon totem is revealed to the killer, if they look into it direction within 24 meters.
This change will help new killer players located the problematic Boon perks as well give the ability to destroy it. So that is one less totem to use. (Obviously, I do not want snuffing it and destroying it be basekit)
The aura reading on nearby Survivors is nice, would be also great if it only reveal the Survivors aura from any range, the one that blessed it; to give you information on whom is the Booner Survivor. (Yeah, killer can used it to tunnel and camp that Survivors; but...it is situational and it rewards the killer with going out of their way of patrolling to hunt down this cheeky Survivor.)
No exposed status effect or broken; but I would definitely applied a Exhaustion status effect to the Survivor that Boon the totem that got snuffed by the killer. It would punished Survivors with running Exhaustion perks with their boon builds, as it would be very risky agaisnt a killer with this perk.
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Hmmm... I understand what you mean. I also think it would be useful if perk actually had that effect.
However, since the reason for asking for this change is "I have a hard time hearing the game audio because I'm listening to youtube or music", I can't easily agree with you.
I think the problem should be solved by stopping listening to youtube or music.
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You play a game that require your attention and focus with both - your eyes and ears, then, you deliberately abandon hearing part of the game, and then - call a handicap?
No, no, no...
I can agree that some things should not be dependant on quality of your gear, like you have to have very good headphones to actually use full power of spirit (mediocre headphones, or not 3d sounds makes her power almost useless)... Yet i cant agree that just because i dont want to play the game how its design should means it should be easier for me... i mean... i like playing without headphones, but then i have hard time to locate survivors... does it means i should ask for killer instinct in place of their grunts of pain? No, it means that i should wear those headphones, or invest in better 3d sound.
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You can't start making the game easy for deaf players, because next you would start asking to see survivors through walls when you can hear them breathe, or to see the killer through walls when you should be able to hear their sounds (stomping, spirit ambient sound etc.).
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Actually good idea... if i would like to play with some music in background, then make Spirit visible, when she is phasing, instead of sound clue because i will not hear it. yes, this sounds like a good idea.
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An Audio compass.
Associate a waveform to an audio source, external to the user using the audio compass.
Based on the distance to a waveform, and the waveforms maximum amplitude, you have a maximum amplitude value in relation to the player.
Based on the angle of the camera compared to the waveform source, you have a direction.
Using this amplitude and direction, on a sphere, increase the visual intensity of a section of the sphere based on direction and amplitude.
You now have an visual representation of audio direction that does not add any additional information that would not be present for someone using audio to begin with.
(The trick to this is learning the waveforms that correspond to certain survivor actions)
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