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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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What do you think about seeing teammates loadouts?

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Comments

  • BorisDDAA
    BorisDDAA Member Posts: 520

    I don't see the problem. Killers already lobby shop if they see something they don't like. All pings should be also shown in the lobby

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,610

    I would not mind seeing Loadouts in the Lobby. While I think that some Perks should not be used, I would not dodge a Lobby. Because most of the time it is not the fault of the Perk, but the person using it. E.g. I dont think that CoH is good, but it is more the issue if the Player keeps non-stop booning Totems or does not want to heal outside of the CoH-Range, because they think it is smart to run full map for that small increase of healing speed…

    But I can see the argument behind doging Lobbies, but I think it should be no issue at all to either show the Perks in the Loading Screen and/or Match Details (when you press ESC or whatever it is on Console) OR make every Perk give a notification if it makes sense. E.g. if someone is hooked, people see that this person has Deliverance active. Or if I get unhooked, the person who unhooked me gets the notification that I have Reassurance.

    Overall something like this would help to bridge the gap between Solo and SWF a bit and while I am 100% sure that most players would not pay much attention to it and ignore it, every player who actually would get information which helps them to play more optimal is appreciated.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    The argument is to not make soloQ a 1:1 comparison to SWF.

    Obviously nothing can compare to SWF because comms are genuinely superior to full out playing randoms.

    There are hundreds of perks in this game and we saw with Chaos Shuffle (I was fine during it, but I run many, many, many different builds) that people had to pause just to read what a perk does. Some people can't even identify what a perk is by simply seeing the icon of it.

    Putting it where you pause and implementing an anti-camp meter is where Behavior needs to focus their attention at.

    Sure, I don't play soloQ as much because I have a consistent 4-man SWF to play with or 3 man, even a 2 man. However, as a person who has played SoloQ for a vast majority of my 3k hours - it would be beneficial and a learning curve to allow survivors to read up on perks on the fly. No one has the time to go to the end game, see a perk that they don't know, and then go look up "x perk DBD", click a link, and read multiple paragraphs.

    Allow people to view other's perks and maybe, just maybe I'll go back to playing SoloQ and it not be a detriment! I could actually play Deliverance without having to rely on doing so in SWF. It would push others to adapt and make NEW builds as now knowledge will be shared amongst SoloQ players on who brought what and the synergies these teams do.

    It's why I enjoyed my Doppleganger Challenge I did, it allowed me to adopt my random's build and play in their own shoes! Let people learn and build NEW builds, otherwise you'll have people running the same generic meta perks because people don't have the INFORMATION to see new synergies.

  • MaddieMage
    MaddieMage Member Posts: 691

    Not sure if this was mentioned cuz I haven’t read the entire thread but I’m pretty sure sure the devs said that this change doesn’t allow yen to see our teammates loadout in the lobby, only our own. I saw that in a post on here with a dev clarifying this.

  • Shroompy
    Shroompy Member Posts: 7,777

    Im all for it. The reason why some perks don't see any use or aren't used in Solo Q isn't because they're bad, but because there's no way to communicate to your team that you have the perk.

    Wicked or Deliverance is a perfect example of this, some one is more than likely going to go for the save when its not necessary.

  • CautionaryMary
    CautionaryMary Member Posts: 807

    I have seen the idea float around that even if a survivor goes into a locker with Head On, it would be nice to show it as a yellow locker to signal to people but that's just a minor little thing too.

    You are correct that unhooking yourself perks never see the light of day. Even in soloq, you have people preemptively unhooking themselves right as soon as the survivor comes in their radius (obviously because they get value from it without you going all the way up to them). With the changes, I am hoping that it creates more of an impact to learn different survivor playstyles too and more build variety. 😊