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Anti-Facecamping feature should be displayed on Hud
This will make it easier for SoloQ to understand whether or not it is building up and to make (hopefully) smarter decisions.
It may not be useful for SWF but it would bridge the gap between solo and SWF more.
Comments
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I agree. There should be a second bar either above or below the sacrifice process.
There's still a lot of things that need to be shown to solos and this is one of them.
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There was a time when a spirit was within range for my bar to build up but since I was in SoloQ, all three randoms that were across the map started running in but because of that, we lost so much gen pressure and two of them went down just for me to be rescued by the third which could have all been prevented had my bar been shown to them.
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Yeah, people have been asking for a way to see if the killer is camping someone while they're solo. They dismissed the idea of Kindred basekit because, in their words, it would be too complicated to convey that kind of mechanic to newer players, iirc.
However, by just showing the progress of an already established mechanic like this in the HUD, you won't need to do such a thing. You wouldn't need to show the aura of the killer or anything, you'd just be able to pay attention to the camp bar's progress.
Add this feature, and the ability to see your teammate's perks in the pause menu, and SoloQ will be a decent amount more on-par with the info SWFs can have.
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Seeing the perks of others in the lobby or the pause menu would be an amazing addition. It would make certain perks/builds viable. Like if I knew a survivor had We'll Make It, I'll let them get the save if we're both running for the hook.
Any Quality of Life for SoloQ is welcomed but I wish BHVR made it their priority to bridge the gap between SoloQ and SWF.
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I don't think they should display it in the lobby, as that would lead to dodging based on what teammates bring. In-game, though for sure.
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For those people who say we have Kindred problem one Kindred does not see stealth killers.
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That's definitely true though I could see meme potential if solos decide to play along certain builds but probably not for the best.
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I agree.
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Would be a solid QoL change and might work somewhat as a minor BK Kindred.
Post edited by glitchboi on2 -
A circular gauge to the left of it, like healing progress, would look better imo.
But yes, not only should this be a thing, but Deliverance and Wicked should be retooled to work by automatically filling the AFC gauge when active. This way other survivors will know if the hooked survivor has the ability to unhook themselves, in whatever way that is.
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Things that should show up for SoloQ's sake.
AFC bar progress on HUD.
Locker glowing yellow if a Survivor with Head On ready is currently inside.
Deliverance & Wicked icons when hooked.
Empty items carried by Survivors have a faint red glow from other Survivors's POV to prevent misunderstanding (no, I cannot heal quicker nor can I repair faster, no need to threaten to report me for griefing/throwing).
Plot Twist icon when used.
I honestly believe that Survivors shouldn't see each other's perks without comms/SWF, but not because of purely gameplay reasons, it's more because of how the community already is.
Even now, Survivors give up/go next on 1st hook extremely commonly (partly due to the tunnelling increase which is partly due to every other methods of slowdown being limited and/or weakened, 7.5.0 started it all, getting found first/too early often means getting proxy-camped and tunnelled) so just imagine what would happen if Survivors knew that teammates didn't bring optimal perks/brought meme perks, the game would become unplayable as soon as someone didn't bring the meta.
People would give up or, if god forbid perks could be seen in lobby, lobby-shop until they find a meta lobby and many achievements/challenges would become downright impossible (perkless/adept/general/specific perk challenges and achievements).
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The Head On idea is 100% needed because it's nearly impossible to use in SoloQ. I love the perk but it is a pain to get it to work due to the preparation needed.
The Deliverance and Wicked icons being shown are also welcomed since they're simple yet effective.
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Both killer and survivor should be privy to whatever info they need to do their role, hell give solo queue proximity chat and let the killer hear it too
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The DBD community can be extremely toxic. People used (former) cosmetics to target black people for Pete's sake.
Proximity chat can never happen, the most common use of it would be to throw slurs and insults at each other so no one that wants to play the game in SoloQ would use it anyway.
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Proximity Chat would be removed quickly in this game because of the community.
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Because the killers would complain and here is my counterpoint. Its optional you choose it and report it if you find people who break the TOS. For the killers aspect this would give a much needed data on how good or bad the killer is doing and correct buffs or nerfs can be used for the game.
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Hugely agreed, and I get their concern about it just reading out the killers proximity to the entire team - make it update in chunks. Maybe for each quarter of the bar filled it updates on the HUD? That way its not a live feed, its a general idea of if the killer is camping or not.
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Reportable proxy chat requires the ability to record games for review by a moderation team, it requires hiring more staff to actually moderate those reports which takes time - and a lot of it.
Given BHVR has just overseen a round of layoffs and turnover on reports is already a fairly slow process, I don't trust that reporting harassment in proxy chat would actually be given the necessary attention that it would need.
And that's ignoring considerations when it comes to rebalancing around a proxy chat in regions with a large amount of languages spoken causing impossible games for voice communication.
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Then have the function to just turn it off. Clean and simple we already have anonymous mode where peoples gametag is hidden. Every game including this one has toxic players not having a feature which most SWFs groups already have access to limits the game and how well it can truly be balanced.
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These 2 changes I think is the last thing SoloQ needs to have a decent shot at bridging the SWF gap.
Just a little set of perks listed next to the players face would be a massive QoL change. Don't even need to know if they are cooldown/active/tokens or what not.... just knowing what's in play is enough...
Knowing someone has Borrowed Time for end game, or We'll Make It for healing off hook, or Deliverance to self unhook, or Inner Focus to self heal, or Autodidavt to know what's it play.
The only reason this might not happen... is technically this game is not a true 4vs1 unless its a 4 man SWF... this info does betray how the game is designed to be... I.e. a survival game... the untrustworthy survivor gameplay us not necessarily a good or bad thing... but this set of ideas does betray that.
... and the reason this matters is you can be pretty sure a Distortion user will get trolled for taking Distortion... and a whole bunch of other perks will be met the same way too... not sure how to resolve that problem... 🤔
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