Kill Switch update: The Mastermind has been Kill Switched due to an issue with Virulent Bound. The Mastermind will be re-enabled once this issue is fixed.

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A Match Details Sneak Peek Ahead of Tomorrow's Update

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 700
DbD_Updated Match Details Highlight.png

With tomorrow's release, we're updating Match Details to show more info!

Thanks to your PTB feedback, Survivors will see the Killer name and power only after one of these happens:

➡️First chase begins
➡️A Survivor loses a health state

Stay tuned for full patch notes tomorrow!

Comments

  • GeordieKiller
    GeordieKiller Member Posts: 489

    why? majority said to remove it and you still adding it in this was not needed to show the killer

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,486

    this is sounding like another win for no mither+ plot twist gamers! Now we counter Corrupt Intervention and we reveal the killer? Nic can't keep getting away with this!

  • Abbzy
    Abbzy Member Posts: 3,305

    Its better than nothing but first chase seems kinda not great because you can be stealthing as ghostface and some running survivor who has no clue procs chase and you are exposed to all.

    But better than nothing.

  • Abbzy
    Abbzy Member Posts: 3,305

    "Most" they kinda do but the ones that dont need to reveal themselfs like ghostface,wraith or other stealth killers or hag would get fired by this change the most.

    So hiding them is good because some high mobility killer or killer that has some of his kit on map spread like pinhead,dreadge,pig,xeno,plague,wesker/nemi wont care or even kinda trapper (he still needs rework theres no other save for this boy) but the stealth ones do except like mayers who kinda now is more well rounded but still I see some dislike him now and liking more his stealth option which is scratch mirror and this change would only burry this playstyle more if it went live so the hiddent info on killer is still needed to some point and this is acceptable change not best but acceptable.

    Downvote it as usual but I see it as acceptable thing.

  • Abbzy
    Abbzy Member Posts: 3,305

    Way worse than at start was in lobby where survivors could change their loadout to counter that killer more than their current build still not so far from what you said.

    Some claim many killers reveal themselfs but few realy need to be hidden and this change would only make them worse than they are now like ghostface.

  • Wezqu
    Wezqu Member Posts: 1,520
    edited April 27

    No Mither argument does not even make sense as you spawn in hurt. You at no point lose a health state as you already don't have that health state. Feels like argument people make who never even has used the perk or knows how it really works.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,486

    poor Nic, I thought that would have been funny but thank you for tempering my troll-y expectations

  • Abbzy
    Abbzy Member Posts: 3,305
    edited April 27

    Doesnt change the fact that its bad to show who the killer is at the start because not all killers are nurse or springtrap and some as ghostface or hag need time for setting traps or ambush.

    Swf knows all one member sees if he talks and they must be on coms on top of it, sometimes killer is revealed even in loading screen by tip to his power where icon of his power is shown a relic of encient time of this game.

    Mr correct.

  • Abbzy
    Abbzy Member Posts: 3,305

    Thankfully they dont but if peple didnt call it out I believe this change would hit live and it would took minimaly two weeks for first bugfix to change that.

  • Abbzy
    Abbzy Member Posts: 3,305

    Sometimes some perks or effects from them are bypassing some features or changes unintenionaly so its better to verify if its realy a thing or not.

    With plot twist you can as survivor effect the game a lot like dissable corrupt one of best killer perks or slowdown endgame timer when needed so it would not be that strange that it would counter this too tbh.

  • ChucksterMainin
    ChucksterMainin Member Posts: 116

    Insert survivor DC when they see me bring double Invocation 🤣

  • Your_Dad_Playing_DbD
    Your_Dad_Playing_DbD Member Posts: 75
  • tjt85
    tjt85 Member Posts: 1,822
    edited April 27

    I'm sorry, but I still don't understand why we're now balancing the game around the info that SWFs can get from voice chat (in other words, by using a tool to gain an unfair advantage that doesn't exist within the game).

    I still think it will be a huge mistake to begin balancing DBD around the strength of SWF, but if the game is really going to go in this direction, you may as well just bite the bullet and add voice chat (then buff/rework killers and perks accordingly).

  • CrypticGirl
    CrypticGirl Member Posts: 1,644

    What's the "more info" that's being shown?

  • random1543
    random1543 Member Posts: 683

    Noo they didn't add the quests and perks to same screen. someone recommended that in a post during PTB because there is so much screen space not being used I don't think they need to be sperate tabs and will cause people to be on the screen longer.

  • DNet89
    DNet89 Member Posts: 255

    Any chance the opposing side could see each others perks when activated? For example if the killer brings corrupt intervention it shows that perk but not the other 3 until discovered. Or for the killer if a meg uses sprint burst

  • jesterkind
    jesterkind Member Posts: 9,812

    The divide between solo queue and SWF makes the game very difficult to balance, and that affects killer balance too- tune something for SWF and that something destroys solo queue, but tune it for solo queue and you've got an uphill battle against SWF.

    There are three major benefits to SWF that solo queue currently do not have. SWF have a better baseline of information gain, better ability to coordinate important actions, and you also know who your teammates are so you can reliably assume parts of their gameplay.

    Now, if we want to bridge the gap between solo queue and SWF - which benefits everyone, remember - then certain things are just off the table. You obviously can't restrict a SWF when it comes to the information they can share or who they're allowed to queue with, that's a physical impossibility, so instead solo queue needs to be improved proportionally.

    Since you can't make solo queue players be familiar with their random teammates (outside of adding a party finder, which I do support but at that point isn't solo queue anymore) and ways of adding coordination to solo queue need to be done very carefully to avoid harming the game's tone, that means solo queue needs a whole bunch of information-gain buffs.

  • terumisan
    terumisan Member Posts: 2,407

    >fill a need

    95% of the time there is a global audio cue or visual indicator before the first hit

  • kaneyboy
    kaneyboy Member Posts: 385

    can we remove killer being able to see survivors items? I think this is only fair. Survivors don’t get to see the killers.

  • Madjura
    Madjura Member Posts: 2,653

    Because SWF with voice chat is the intended power level for Survivor.

    There will always be some discrepancy between solo and SWF but the goal is to close the gap by pushing solos upwards as opposed to nerfing SWF.

  • tjt85
    tjt85 Member Posts: 1,822
    edited April 28

    I just don't agree with that. I think most of my wins playing as Killer probably come (at least in part) from a certain degree of Solo/DuoQ inefficiency. I know a lot of the player base complains about that, but I genuinely believe the game is balanced around Survivors not all being on the same page. It's necessary for Survivors to have gaps in their knowledge for a lot of Killer powers and perks to function.

    I don't think the community really realises how much in the game would need to be changed, reworked or buffed on the Killer side if a SWF on comms became the standard for balance. Bottom tier Killers like Legion, Trapper and Ghostie would become totally unplayable. And DBD would become an almost completely different game by the time BHVR were finished re-balancing everything.

  • MDRSan
    MDRSan Member Posts: 778

    I still don't understand why people think it's some big deal to have the survivors know who the killer is at the start of a match. If I have absolutely no idea what the killer is at the start of a match (no terror radius, no specific sound indication, no meters attached to portraits, no in game props, etc.) then I assume they're stealth until I see otherwise anyway.

    Like what specific behavior do people think I'm going to engage in immediately on match start that changes a match's outcome if I know which killer it is? I'm still looking around and being wary. I'm still not wandering around out in the open. What exactly do you think I'm going to do differently?

  • Neprašheart
    Neprašheart Member Posts: 460

    Will there be an option to turn these settings back to the old ones?

    As much as I'm aware of the benefit, I'd like to keep the killer hidden and the way it is until the update, so to provide me with a bit of a challenge and figure things out for myself rather than having the game do it for me.

    If there's something that I genuinely enjoy about this game, it's the element of surprise; Updates such as this one are removing it, so to compensate for the competitive environment that I absolutely despise of, because I've seen it ruin the games' potentials far too many times over the years..

  • Atsuka_Anarchy
    Atsuka_Anarchy Member Posts: 528

    I see this as a massive win for players who are hard of hearing. This helps so, so much.

  • Starrseed
    Starrseed Member Posts: 1,839

    The thing is swf exists so it is relevant to the balance, that's a fact that can't be denied. You can either balance for one or the other but not both and if we focus on solo q then you end up in a situation where the killer just gets stomped because he got matched with people on comms.

    So there are only two ways to handle this. A. Get rid of swf or B. Try to close the gap between solo q and swf as much as possible.

    I think we don't need to even talk about option A. That is not going to happen and while the gap can never truly be closed if they get as close as they can that's good enough for balancing or rather it is better then whatever happens now

  • jesterkind
    jesterkind Member Posts: 9,812

    To be fair, it's in the Match Details screen, so you could always just not look there and preserve the mystery, right?

  • tjt85
    tjt85 Member Posts: 1,822
    edited April 28

    What about a Trapper with Trapper sack being revealed to the other players before they can set up by getting into an early chase? Now you know to stay away from basement and watch your feet.

    Or say you get a Billy with stealth perks and the Filthy Slippers add-on. Before the update, you wouldn't know a Billy was out there. But now their first chase will tell you to go find shack or a set up with some windows to loop around.

    Survivors that know to split up will be able to deny early pressure to pretty much every Legion, even before they've heard their terror radius music playing. Just a few examples but I'm sure there are more. Anything that relies on an element of surprise is dead in the water after this update. Even between stealth Killers like Wraith, Ghostie or Myers, there will be differences between how players will behave with the new information.

    You are right, it is difficult to balance the game for both groups of players. But my preference is to nerf SWF, not to boost SoloQ up. Mostly because it's a half measure and there's nothing BHVR can really do to fully bring Solo up to par with a SWF. But also because I worry about the unintended consequences that might arise.

    Like how the extra 5 seconds of BT and haste off hook did nothing to help the players that really needed it (the easily tunnelled weak links), but instead gifted SWFs an easier end game out, so long as they're never hooked too far away from an open gate. The will undoubtedly make the game a little bit tougher for Killers, but it's the duos and a trios that will really benefit and become stronger from this. It's not going to help true SoloQ players all that much if the game is to be balanced around SWF, because the gap will always be too great to bridge between SWF and Solo.

  • jesterkind
    jesterkind Member Posts: 9,812

    Well, like I said, you can't.

    It's impossible to nerf the things that actually set SWF apart from solo queue. This is a different argument to it being a bad idea to nerf SWF in other ways, to be clear, I'm saying that if we want to change the relative strengths of the two directly only one of the two approaches is literally possible.

    You can't nerf SWF sharing information on voice call, it's not something BHVR have control over. You can't nerf their capacity to coordinate with those voice calls, either, for the same reason. Ditto the knowledge of who you're playing with and how they can be expected to act, it just isn't a variable BHVR can affect.

    Those things are also far and away the most potent strengths of SWF, those things ensure SWF will basically always have an advantage over solo queue even if other parts of SWF are targeted.

    You can, though, address the fact that solo queue often ends up at an active detriment. Raising up the baseline for solo queue allows things like perk changes and killer tweaks to land better in a way that's actually achievable.

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 24,934

    If you don't wish to know the information, you can then not use the Match Details screen during the match. Its a choice on your side whether or not you wish to use it.

    Seeing a lot of discussion here and it's not so much SWF vs Solo - Survivors are MEANT TO WORK AS A TEAM, that's how they succeed, and showing each others perks is a big part of that. It will never equal SWF, because SWF is more than just information - its about wanting to work together, wanting to make saves, trading a health state, which is lacking in solo queue.

  • Negatron
    Negatron Member Posts: 16

    yippee

  • Neprašheart
    Neprašheart Member Posts: 460

    While I agree with that, I prefer knowing the killer's ping, so whether to approach the looping structures with the delay in mind or not.

    This does matter in situations when the killer could swing me based on the distance, but won't swing at me and allow me to reach the window vault due to their higher ping.
    There, I can assume the same to happen again, and in theory extend chase time solely by seeing the killer's ping.

  • tjt85
    tjt85 Member Posts: 1,822
    edited April 28

    I mean, we've had lots of recent perks and changes that have buffed SWF in ways that SoloQ connot benefit from. The chances of seeing Shoulder The Burden in your SoloQ matches are slim to none but I bet there are plenty of SWFs running this perk. The way they've nerfed Fast Track and changed Wake Up make those perks inviting only to SWFs as well. Sometimes they'll buff perks in ways to make SWF even more difficult to deal with (e.g. 150% speed WGLF). Meanwhile, we have Apocalyptic Ingenuity that can only ever be a trash tier perk because a full SWF / trio would be an absolute menace with it if it was ever to be made decent.

    My idea to nerf SWF would essentially be to make them play Chaos Shuffle with a random perk loadout equal to their party number (e.g. Duos get 2 free perk slots and two random, trios get 1 free perk slot and 3 random and a full 4 person SWF has to play with a full Chaos Shuffle loadout). This is the only way to mitigate the benefits of the extra co-ordination and free info without the use of perks that they can get from using something outside of the game for a competitive advantage. In most other games we would call this cheating but DBD is apparently held to a different standard.

    I know this idea is a nonstarter because the most vocal players would riot and kick up a stink on reddit/twitter/forums, even though limiting the strength of SWF would be healthy for the player base as a whole. They wouldn't need to try to balance DBD for two groups that are playing totally different games. But BHVR will never try anything controversial ever again to improve the health of the game after the failed anti slugging / anti tunnelling PTB (which I guess is fair enough, since their livelihoods on the line if it pushes players away).

    Anyway, they should either give Solos the real tools to be as close to a SWF as possible or find a way to nerf SWF. Add things like full voice chat (and chat wheels for basic communication between players using different languages) and let a party that plays well together keep playing to encourage the formation of SWFs. But this half way approach is not the way.

  • Neprašheart
    Neprašheart Member Posts: 460

    Those are some nice points ya'r making, and I agree with many of them.

    I have lost count how many perks were changed over the years, how many times, and which ones at that.. It's been a while afterall, and the SWF had generally been granted the extra „benefit of doubt“ in a sense that they won't use them, so they're OK as they are.
    That's how it was at the beginning, at least, when the playerbase was still mostly casual-friendly and barely anyone treated the game competitively.

    Then, the game got expanded over to other platforms (Epic, Microsoft, …) and the arrival of the competitive players was inevitable.
    This was also the time when we've lost the darkness, and the game's lost half of its character for what made it a horror videogame to begin with; Nowadays, all you've got are extraordinary jumpscares (viz Michael Myers with mirror add-on(s), or some other stealth killer) or updated chase music that really intensifies the chases, at least to me.

    Welp, and then it was when the perks started to see nerfs due to the presence of SWF, which was yeears, yeears later.
    Even then and nowadays, some of the perks aren't truly adjusted for the SWF premades, but we're getting there and that has unfortunately only led to the solo queue getting a short end of the stick so far.
    Yes, we got some of the handy perks still being decent, like Kindred, Self-Preservation (got a really nice huge buff recently), and such, but it's still the minority of the perks.
    - The rest of the perks is either not worth running due to the predictable perk builds to face (almost each match has Pain Resonance, Barbecue & Chilli), otherwise they could be pretty handy.. Not to mention, you are more or less guaranteed to face the top tier killers these days around, and will almost never run into Trappers, Ghostfaces, Demogorgon (understandable), or the other labelled „M1 killers“.
    That is greatly supported by the limited perk variety.

    To explain what I'm meaning to get at with this is..

    Those changes happened because the competitive playerbase arrived.
    My point is, we can keep going along the same way, but the predictable future is nothing, but doom.

    I've seen it happen over the years with the niché and not really strong perks on their own getting nerfed or even reworked due to the influence of SWF and competitive players, and the same is to be followed with every single Chapter that gets added, shall we go down that road.

    I'd say, it's time to start nerfing, like really heavily nerfing perks and even the characters as whole, rather than buffing them and ending up with this limited character variety, because the competitive playerbase doesn't allow for the casual playerbase have more dynamic experiences with their perk and character picks.
    Sure, it is understandable that a character X is more fun than the others (example being, Huntress, Wesker, …), but what made them so fun was their strength being sorta balanced, you know?
    So, if we go ahead and start buffing them or even the perks, they will start getting out of hand, becoming more fun for one side, while becoming completely miserable to face for the other side (the arguably majority of the playerbase, the survivors).

    I do fully support any balance adjustment made exclusively to the SWF premade(s), because I'm honestly exhausted by the changes over the years.
    I do hate getting the nice quality life perks nerfed because they're overtuned whenever SWF comes to mind, but fine and not even that strong on their own during solo queue.. That also limits my own options, as there are barely any unique perks lying around; Most of them are simplified / updated versions of one or of the other, while next to none are unique anymore.