http://dbd.game/killswitch
Petition to implement an FOV slider into DbD, and change Shadowborn and Monitor and Abuse's effects
DbD is one of the few modern games that do not include an FOV slider for the players, instead using it for balancing. When the game first launched as an indie title, this was alright, but over the years, with many changes to maps and mechanics, this new FOV is disorientating for killers, and can be uncomfortable for many players for both roles.
FOV as balancing is an relic in DbD's game design, one that has no place any longer, and only causes confusion and even motion sickness in some. An FOV slider should be implemented and FOV perks in game changed for the comfort of the community, and for the health of the game.
While it's doubtful BHVR may listen considering past attempts, hopefully seeing an actual number of supporters for this may catch their attention.
Mods, I understand this could be considered "Feedback" but please don't move this to that section, as almost no one looks there.
Comments
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I'm going to reiterate this yet again: the Feedback section is not closed or hidden and a lot of users use the Recent Discussions tab, so the "no one is going to see it" is just an excuse.
On top of that, the Developers need to collect Feedback, not the users, so if you are suggesting something to be added to the game, this is the section that you should use.
Let's please keep the threads in the correct sections, thank you.
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I dont need petition, I need to see at least one single Dev to comment on FOV slider topic for once in my life
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Only if FOV slider does not go beyond current value. You can make it smaller if you want, but otherwise use perk. Getting unfair advantage (limiting viewport things survivors can do) should be balanced by buying it with perk slot
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I come to the feedback forum all the time it's where I saw this topic.
Also, the feedback forum is where the devs look for feedback.
Otherwise, yes FOV accessibility please.
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Except it's currently not worth the perk slot it takes up. Shadowborn doesn't give a significant advantage, it also comes with the downside of a wider flashlight blind angle, and reduced visibility at a distance.
This has been debated to death on these forums, try not to rehash old fallacies.
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I am not the one that made the topic.
Also I would agree, that shadowborn could use a buff (more FOV or thematical small secondary effect that complements this one - say highlighting survivor a little bit like dream world survivors are to Freddy)
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I would think that a buff to Shadowborn instead of improving base FoV would be an insult to most people who play killer, and a derogatory slur to those who suffer from motion sickness.
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ok. So if it's insult, then I am insulted by the fact, that devs think 61% kill rate is fair. What now?
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Another fallacy. 59% kill rate on it's own means nothing. (and the fact that you cherry picked the top 5% MMR 61% even less so) It's not synonymous with a "win rate" and it is still reflective of a 2K/2E in any single game.
Fact is that most games snowball, and survivors give up on hook a hell of a lot. So you would expect the kill rate to be higher than it should be if things are actually balanced.
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a, if killer gives up or farms it's immediately 4 out. You can't say if suicides on hook are bigger influence then this, because we were not given this info. Also there's hatch mechanics that also artificially lower kill rate (if you won at 5 unrepaired gens and last one got hatch, for every intend and purpose but blood points it's slaughter fest where you clearly totally won - still you will be counted only 3 kills)
b, devs themselves explicitly said 60% kill rate (maybe in different words. Maybe around 60% kill rate - I don't have quote on hand) is something they aim for.
c, kill rate IS win rate. Also 60% kill rate is not 2k/2out it's 2.5k/1.5out on average. 50% kill rate would be 2k/2out
d, this can be clearly felt when I swapped amount of my games from survivor to killer (basically now I play 90% killer and 10% survivor - and that's only in SWF). Suddenly I win hell of a lot more games then I loose. I don't know about stats, but personal feeling is that killer is hell a lot easier, I can totally chill and still get those kills where survivor is super rushed, super efficient and you will still not see gates powered every other game (and that's not even saying you leave the game).
But we are getting offtopic. The thread was about giving yet another advantage to the side that is already winning and not giving it for free meaning it's an insult. I object to this very much.
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I'm also of the opinion that survivors should get a bunch of QoL improvements "for free" as well. QoL should always be "for free".
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but it's not QOL. It's buff.
It removes a lot of things survivors can do. When I play wesker and get close, the only chance for survivor to dodge me is to spin me. If I see 110degrees instead of current 87, then spinning me is next to impossible. And this is just one instance. Hiding mid chase would also become much harder. Inside techs. Window techs. Easier camping (much harder to sneak by killer without being seen). Dodging blight/oni/nurse/.... and everyone else that have some kind of dash ability. All these things would suddenly become much easier making the game fundamentally different.
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Okey then we delete swf cause that's info you should get through perks and when I'm Ghostface people calling out my location is unfair so take away atleast to slots from every group member. Now you will play the you can't punish people for playing with there friends card and I play I should not be punished for getting motion sick
Just like they work on in build solutions for hard of hearing people that rely on spine chill killer should just get POV slider so they can counter motion sickness without sacrificing a slot
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It's not the same. Killers are now balanced around SWF. It's solo that is left behind (and some killers - but I don't think every killer in the game should have same skill ceiling. Still some killers actually do need buffs. Ghostface is one of the better examples for killer that could do with some buff).
But sure enough. If survivors get some compensation buffs that would keep these options even after larger FOV - say they are quicker when close to killer (because only this would negate - even if imperfectly - larger FOV), then this is also acceptable solution. The question is how much would it get in a way of killer chasing survivor regularly without any spins or anything.
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That's a good question I think it could be really problematic for hag.
The thing is does the fov shadowborn brings actually make spins harder for the survivor. I dont use shadowborn but the last time spin worked on me was when I had like 20 hours in killer not trying to flex but is this really a good working survivor tool
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If you think spins work only on weak killers, then maybe it's time to check some better survivor players. Ayrun comes immediatelly to mind. He spins insane killer mains without much trouble (sure, it's not super consistent, but it happens often). But I see it everywhere. In my killer and survivor games both (most funny is to trick moonwalking killer by standing behind him - it's hard, can backfire hard and overall it's rare, but it's so hilarious when it works)
And ofcourse higher FOV helps against everything where survivor uses killer's limited vision. You can't (momentarily) loose killer if killer sees you all the time.
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I think I don't see better survivor cause my mmr is relatively stable cause I don't camp and tunnel and I mostly play non meta killers and don't use full slowdown.
All I know is when I started to play it felt pretty bad to lose a survivor because my view is so limited and till I got better I thought that it's pretty unfair cause I can't prevent that if you tell me better survivor can do this with really good killers im kinda scared
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They can. And it's not just ayrun. Check out Sweh if you don't want to check ayrun. And there are many more people like this
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