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No Discord or Party chat - how different is DBD?

Kill/escape rates, killer happiness, survivor happiness, player count, balancing, etc.

What do you think? Would DBD be healthier, the same, or more toxic in your opinion? The big caveat in a lot of conversations is SWF. The major difference is simply information. Being able to speak with friends and determine exactly what to do nex given specific circumstancet; something DBD doesn't want you to be able to account for to that degree.

If that elephant in the room simply never existed, what conversations are we having about the game, and what does DBD look like both observationally and statistically.

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Comments

  • lettuchia
    lettuchia Member Posts: 607

    There's definitely more that would happen but I wouldn't hesitate to say that stealth killers would become overpowered

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,301

    Remember that Discord is the strongest survivor perk 😉

  • JPLongstreet
    JPLongstreet Member Posts: 6,986

    I don't see how they could have ever avoided comms, as things like Discord are separate from the game itself, and it's built right into the consoles. For survivor it's a multiplayer team game, so comms is unavoidable.

  • crogers271
    crogers271 Member Posts: 3,248

    On a pure hypothetical level-

    Kill rates wouldn't increase as much as might be anticipated. MMR takes care of that somewhat. But presuming no other change to the game, you'd have an increase in kill rates.

    It would make it much easier to balance. So would totally eliminating it from consoles and/or PC. Neither will happen, but it would be more straightforward.

    I don't think it would change happiness/toxicity long term. Lots of players might lose a possible excuse for why things happen.

    Player counts would decrease.

  • Reinami
    Reinami Member Posts: 6,598
    edited April 4

    While i agree that its not that every SWF is like, doing tournament style clock callouts. And as such i know people aren't always talking about the match. But like, what SWF isn't going to go "its a trapper" as soon as they see the killer, or something. Or say, "hes over at shack" occasionally.

    The point is that discord provides "perks" that don't actually exist in terms of survivor perks. The game didn't launch with SWF and lack of information was a balancing factor for SWF as evidenced by the fact that SO MANY survivor perks are just "gives you some information about what your team is doing" or "tell my team what i am doing". Hell the idea of "looping" was mostly an accident too as the game was originally designed more as a hide and seek, but the players turned it into freeze tag instead.

    On top of that though, discord gives you access to information and coordination that doesn't actually exist in perk form in many ways.

    That's not to say i think it should go away, or that there's someting inherantly wrong about wanting to play with friends. But it definitely creates a big divide between solo queue and SWF. Which is why i think they should make a "ranked mode" that is only for 4 man SWFs which can have ranked rewards, and show your mmr and ranking and such and be where "the sweats" hang out. And then the more chill unranked mode only lets you queue up in pairs at most (and making sure that its never more than 1 pair and 2 solos in a match). Then they can have different balancing factors like gen times, perk changes, killer changes. etc, to account for the fact that the solo queue survivors aren't coordinating but the SWF ones are.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,738
    edited April 4

    Killers would need an across thr board nerf. Killers should just expect every match to be a 4man swf and play based off that assumption. I've never liked taking advantage of lack of communication it feels like cheating

  • terumisan
    terumisan Member Posts: 2,164
    edited April 5

    it would be slightly better?

    the upper rank would shift to high ranked solo so not much would change for them

    because there are solo's that can play at a level that's like swf it's just their teammates that are the problem that drag them down.

    kill rates would go up because the average survivor is terrible

    survivor happiness would go down because survivors can't play with their friends and they would be losing a ton of information for free

    we would still be having the same conversations but i bet to compensate the high kill rate killers will be crippled and survivors would demand it too

    Post edited by terumisan on
  • Reinami
    Reinami Member Posts: 6,598

    That just isn't the case. Like i said, look at many of the perks survivors have that are just simply around giving information to your team. Do you think any of those perks are any good if you are on discord or have voice coms? Like, in what world would bond be useful there?

  • XtremeDBD
    XtremeDBD Member Posts: 449

    Completely different then swf/on call. One destroys so many vinilla dbd features like Blindness and auras. Theres no way to make people stop really so they might as well incorporate it into solo queue or make the HUD show a lot more than it does now. Theres a concept video on YT showing what the HUD could look like to make solo queue better

  • cheapslurpiee
    cheapslurpiee Member Posts: 107

    Understandable idea, but i dont think it outshines the need for information or game mapping. Not everyone in a swf is some looping god, so being able to give an accurate estimate of what's next is what makes people think its so unbareable, not the fact they just face people who loop well. Meaning flash light saves, locker saves, taking hits, etc. It doesn't have to be tournament call outs but it's a very real reality you don't need information perks when in a voice chat swf. Just being able to communicate and say where the killer is or was last helps tremendously then you return to your convo about Twitter or whatever.

  • cheapslurpiee
    cheapslurpiee Member Posts: 107

    How do I get down voted for asking what DBD would be like if people didn't have voice chat? LOL. I didnt even give an opinion. #forumthings

  • cheapslurpiee
    cheapslurpiee Member Posts: 107

    I can see why you'd say that. I always thought it was a little odd that an online versus game preferred you didnt speak to your teammates. I thought it was maybe because they wanted you to feel more afraid, perhaps? Since the game used to be more eerie and unsettling, they figured it would help to feel like you're alone in some vast spooky place.

  • brewingtea
    brewingtea Member Posts: 702

    If a solo player wants help, then comms are nothing! You aren't missing a thing! Everyone saying solo is miserable is just exaggerating...

    When a bully squad uses comms, it's the most op thing ever.

    Make up your mind

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,604

    SWF =/= Bully Squad.

    Look, if I mean removing Teammate RNG, I mean removing Teammate RNG. Comms would not help to make the person who is inefficent being more efficient. Nobody needs to be told to do a Gen, lol.

    And on the other hand, if you have good players and are in an SWF, those players can probably play without Comms as well. E.g. I usually play in a 2 man SWF with a friend, but some time ago we were joined by a friend of him who happens to be a Streamer. This person was not in our Discord Call, but we escaped more often, because we had a good player who knew what he was doing. Without any communication between us.

  • CautionaryMary
    CautionaryMary Member Posts: 802

    Yeah, some people think we're outright doing top tournament callouts.

    Even when I play SWF, I'm mostly joking around. I notice a perk, I call out said perk. I'm on a gen getting pushed off, I can call it out - sure. But I'm not doing specific clock callouts (I'm too lazy to learn and I like description callouts - so used to soloq lol).

    The main strength of party chats and playing with friends is the dependency aspect. The other day before Kaneki released - I was playing with a Steam friend who added me because we were playing the same character and we had a good game.

    Fast forward, I play with them again and we got consistent escapes (not all the time, but consistent enough to notice). Even without comms, as long as you have dependable people who do not opt to give up or choose to go second, your games will be better. You don't need comms to excel in this game, moreso dependable people who know what they're doing (why I like my soloq) - they're mostly dependable and have enough game sense to know what they're doing.