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BHVR expect us to wait for years for QoL changes

moulesfrites
moulesfrites Member Posts: 84
edited December 2023 in Feedback and Suggestions

Q: Do you plan for survivors to be able to inspect other survivor's builds before the game starts? Just to make people with less than 4 players coordinate more efficiently?


A: This is something we've also thought about, but are currently restricted due to flexibility in the lobby screens. We are updating these old screens gradually and you should see some improvement over the next years :) -Rose.


Q: Same rotation of the maps can get boring fast, do you plan adding more realms? For the characters that currently have no personal realms especially. Trickster deserves a cool neon-y scene map, or our new Good Guy would be even better with the factory :D Or the survivors’ special maps could have been nice as well, like Nic’s movie-filming stage he kinda had at the trailer!


A: Similar to another question I answered earlier, so please allow me to copy paste a bit: Maps are tricky (for a lot of reasons) and there is only so much we can do in a year (for a lot of other reasons). That said, realms are built with procedural and re-use in mind and thus it is very possible to re-explore these realms with new locations in the future. (this is NOT a promise.) -Dave

No. No, no, no and NO! I will NOT wait years for any good changes. I will not wait years for quality of life features. I will not wait years for improvements to your game. Human life is way too short for this. We had bugs from the time of olds returning this month. We still have lockers flipping over. We now have hag and pyramid head with animation bugs. We can't have updated HUDs. Same billion badham map versions. 7 Years guys. 7 Years. I can't do this anymore.

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Comments

  • Nazzzak
    Nazzzak Member Posts: 5,851

    "Over the next years" doesn't really make sense. Either they meant "over the next few years" or "over the next year" (accidentally put an s). Hopefully the latter.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,863

    None of those are quality of life improvements. People don't say "killer feels better to play, because pallet breaking is slightly faster".

    And that's the biggest problem. The survivor experience is very important to BHVR, and BHVR is always looking for ways to improve the survivor experience..... but the killer experience is not important, and BHVR would rather give killers generic number buffs, that move the kill rate, but don't actually improve the killer experience.

    Yes, you can do quality of life improvements for killers. Like removing the forced short m1 attack bug, that can steal hits from the killer.

  • dgbug
    dgbug Member Posts: 152

    This is genuinely laughable.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    You think faster recovery for everything is not QoL, but fixing bugs is QoL?

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,863

    Quality of life are things that make the player experience feel better. Quality of life changes aren't designed to increase win rates, they're designed for the experience. And sometimes quality of life changes increases win rates, but that's not the goal.

    Slightly faster kicking speeds was absolutely purposely designed to move the win rates. And it's not anywhere near comparable to the time and effort placed into creating the survivor HUD and anti-camp mechanic. Slightly faster kicking speeds is just changing a number in a code file... that's it. Minimal effort.

  • Emeal
    Emeal Member Posts: 5,298

    Look my guy, while you only have to worry about your own opinion and quickly decided what games changes would be good/bad for you. bHVR has to make that decision FOR ALL OF US, including those who disagree etc. Even an entire company cant do everything fast. We CAN ask and push bHVR to develop things before others and we should, but it comes with the understanding that bHVR has 117 other things they COULD be doing.

  • Foempticol
    Foempticol Member Posts: 232

    Can you guys at least expand the survivor HUD to show totem cleansing/blessing, chest unlocking, and exit gate opening progress?

  • Astel
    Astel Member Posts: 661

    Are there no any improvement ideas for Solo Q survivors planned, like showing AFC bar progress to teammate survivors or basekit Kindred with no killer aura revealing part?

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 23,357
  • Foempticol
    Foempticol Member Posts: 232

    I mean that yellow circle when you do a gen or someone is recovering in the dying state

  • Foempticol
    Foempticol Member Posts: 232

    Basekit kindred needs to happen, it would definitely help bridge the gap between solo Q and SWF

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,189

    Killers also got:

    3) nerfed medkits, which significantly hurt solo queue; a lot of killers started using mangled/haemmorhage more after this nerf, instead of the expected less

    4) nerfed DS, which won't help the survivor much, unless they are very good, and are not playing against Nurse or several other killers who can catch up easily after the stun

    5) disabling DS, OTR and anti-camp mechanic in the endgame, to give killers an (imo) undeserved easy mode, especially if paired with NOED. Again, getting all gens done and having no-one tunneled out of the game at 4/5 gens in solo queue is miracle in itself, and then making killer go into god mode in endgame makes the game for survivors very difficult

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,863

    Are there ever going to be more quality of life announcements for killers? We have so many plans for survivors, but killers still just have the FoV slider, and that’s a bit sad.

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 23,357

    out of interest, how do you feel that will help? I can't see any way that can help with solo queue

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 23,357
  • Alen_Starkly
    Alen_Starkly Member Posts: 1,189

    I would love to see a progress of how much someone is healed. In solo queue, if someone comes to you and starts asking for heals, people often assume that the person needs a full heal, and reject them, to focus on a gen which might be soon finished. But the person's heal might be 99-ed, and ends up in a down that could have been easily avoided. I've been both in situations where I went down because someone didn't heal me when I was 99-ed, and where I didn't heal someone who was 99-ed.

  • Archol123
    Archol123 Member Posts: 4,634

    I mean that argument would only work if the lobby dodging is a problem in the mobile version of the game as well, since that feature already exists there, and worst case people would need to quick swap to their preferred build in case they run something that gets them dodged several times, therefore I would say it is manageable.

  • jonifire
    jonifire Member Posts: 1,437

    I personally would like to see hook graps returning in the future. It made the unhook more of an challenge/threat and people didn‘t just run in front of you to the hook without risking much.

  • Archol123
    Archol123 Member Posts: 4,634

    If one survivor is doing the hex totem and another one is close by, depending on the progress of the totem in the HUD you can decide if it would be worth to take a hit for the survivor that is currently doing the totem so he can finish the cleansing or if it would take too long even with that hit taken.

    For the exit gates it can be a similar scenario and you might know when you can start to go for the gate that is currently worked on or if you need to take the killer in chase a little bit longer so it can be fully 99/opened.

    I think it would definitely help in some scenarios but also make the feature more rounded as it shows progress for all actions.

  • Archol123
    Archol123 Member Posts: 4,634

    That is not really quality of life is it? Also it would bring back the issue of de-sync grabs, because on your screen you already stopped the unhooking action and on the killers screen you did not... I think it is good that it is gone.

  • Archol123
    Archol123 Member Posts: 4,634

    I don't know, are there stats on that? I guess the idea of the mobile version was for the same playerbase to basically also be able to play on that device? Maybe an even lighter more casual version? But I have to say I did not expect the mobile version to have more features than the core version in some aspects xD

  • Alen_Starkly
    Alen_Starkly Member Posts: 1,189

    Yeah, you make good points. I think like the devs are trying to adjust both of the sides, but it's not as easy as we have thought. The solo queue vs a SWF on the survivor side makes it harder. Balanced against good SWFs means too strong against solo qeueue. And balanced against solo qeueue means too weak against SWFs.

  • kaoraku
    kaoraku Member Posts: 248
    edited December 2023

    But we are talking about QOL changes, not balance changes... And about that it should be faster then "years".

  • jonifire
    jonifire Member Posts: 1,437


    In the pause menu you can look at the perks of your team like after games where you see the points from everybody. The perks of the other side are hidden until the end. Also you could read the description of your and your teammates perks if you forgot what those did.

    The ability to change colors of different type of auras and scratch marks. For example make gen auras blue and surivior auras green… and to prioritize auras so that survivor auras aren‘t hidden behind gen auras.

  • BooperDooper
    BooperDooper Member Posts: 275
    edited December 2023

    Solo queue needs help. We need information! Disappointing there's nothing coming any time soon of something like base kindred (without killer aura ofc) or perk loadouts being shown for other teammates, being able to see the difference between a hex totem being cleansed, dull or blessing a totem in the hud, more anti-tunnel perk options, better gen spread on maps... etc.

    Dredge needs more lockers on locker scarce maps, hawkins could use an update to balance it out better for both sides. There's a lot to be done.

  • Smoe
    Smoe Member Posts: 2,972
    edited December 2023

    Some way to view your currently active tome challenge in a match, so that you don't have to memorize it.

    I can't tell just how many times in the past that i've forgotten what challenges i have had active and that i end up either completing it unintentionally or not even attempting to complete it because i couldn't remember what it was.

    Would also be nice to have it for daily rituals as well.

  • bjorksnas
    bjorksnas Member Posts: 5,701
    edited December 2023

    Mid match tab menu / scoreboard where you can see your teammates perks, and which killer it is when the first person enters chase with them. If in lobby is too tough ingame is an option

    And more just to add to its potential future

    Effects that you receive as survivor in the form of debuffs track which addon / perk that applied that affect on the scoreboard (since it already does so ingame the first time they affect you), and effects as killer that you receive like residual manifest, and some lobby information like items (but not rarity) kept track of for you, and maybe the ability to mark a perk you think might be there as well but its never 100% obvious like if you think a killer has stbfl or if a survivor has lithe

  • Foempticol
    Foempticol Member Posts: 232
    edited December 2023

    Every bit of information helps, the HUD feels incomplete only showing generator and recovery progress

  • Archol123
    Archol123 Member Posts: 4,634

    I don't know, I would just say that if the problem existed it would have been fixed or at least the community would have been loud about it and I have heard of neither of those things...

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,863

    Stealth perks should have a limited duration, so they are only used as anti tunnel, or only to help escape a chase.

    There should never be stealth perks that can have such a massively high uptime, that survivors can use them to excessive hide from the killer for large portions of the game.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,863

    The survival rate isn’t important

    The important part is those perks can be massively unfun for the other survivors and for the killer.

    If killers are expected to avoid tunneling survivors, then there needs to be a reasonable expectation that all 4 survivors are findable. And when survivors are excessively hiding with perks like Distortion and Calm Spirit, it’s not reasonable to expect a killer to find those survivors, when there are other survivors that aren’t excessively hiding.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,863

    Eruption got nerfed, because some people were using it to excessively defend a 3 gen situation. It didn’t matter that some killers weren’t doing this with Eruption.

    Similarly, it doesn’t matter if you personally aren’t causing frustration with your SWF when you use distortion and calm spirit. What matters is that many solo q survivors are causing frustration for the rest of their team, when they excessively hide with perks like distortion and calm spirit.

  • Raconteurminator
    Raconteurminator Member Posts: 618
    edited December 2023

    Windows of Opportunity/Lithe may indeed lead to a higher escape rate (citation needed), however, it also isn't directly the cause of everyone else dying. I'll wager that no Killer ever has gone, "Hmm, Lithe. I guess I'd better not chase them again." I know I've never done that, nor has any Killer in any game I've ever had.

    Killers will, however, say to themselves, "Two people are running excessive stealth perks, I've not even seen them yet, so I'd better put extra focus on who I can find." If you're not being chased, someone else is taking your chases. If you're never getting hooked because you're hiding all game, someone else is taking your hooks and dying. People with Windows/Lithe are at least starting chases and drawing heat from the Killer.

    Distortion essentially forces Killers to tunnel even if they don't want to tunnel or forces Survivors to run a perk they might not want to because Blendettes are costing them games on the regular. I don't think, "Oh, everyone can use this perk and we'll all crab-walk around the map and drag the game out for an inordinate period of time" is the answer to excessive stealth, much like how setting your house on fire isn't the solution to your house being on fire.

  • averagemikaelamain
    averagemikaelamain Member Posts: 286

    Perhaps..and I'm just spitballing here..the reason why people don't want to play with "solo" builds because they encourage unhealthy,unaltruistic gameplay and should be looked at? Just a thought.

    Either way,if this the reasoning why perk loadouts won't come to core... Lol. I've already stopped playing since Chucky dropped but y'all are making it your goal to see players not return. Hell even Otz isn't behind this "we'll make QoL changes in the next decade or so"... jesus christ way to be out of touch.

  • averagemikaelamain
    averagemikaelamain Member Posts: 286

    No eruption also got nerfed because being incapacitated for half a minute with no warning is idiotic design.

  • kit_mason
    kit_mason Member Posts: 302

    I mean, are these builds not disliked for a reason?

    Three Distorts make you a tunnel target, No Mither puts you at a grave disadvantage and against killers like Oni can entirely ruin your chances at survival, and Solo Survivors mean pushing a 3v1 from the start.

    Fundamentally, if these builds are getting dodged, is that not a sign that those builds and perks are not constructive to you winning or losing as a team, and that they should be changed in some way?

  • Raconteurminator
    Raconteurminator Member Posts: 618
    edited December 2023


    It's not about strength, though popular doesn't always mean strong and unpopular doesn't always mean weak. It's about forcing a stale game-state, it's about your team-mates having to run perks because your choice of perks and play-style are negatively impacting their game experience and harming the team overall. It's about Killers having to run perks to counter the fact that you're refusing to participate in normal game-play as much as humanly possible. So yes, if it became meta, it would be a problem, because every game would become massively tedious for everyone involved and would lead to the game being unplayble without 100% of players running the exact same required perks.

    Your false equivalency isn't proving anything. Flashlights are nothing like people hiding all game and painting a target on everyone else by refusing to participate as much as possible. Lightborn doesn't discourage you from participating in chases, body-blocking, drawing aggro, etc. By its very nature, with a stealth build, you're going to be avoiding those things as much as possible, increasing the pressure on the rest of your team significantly. If you're not taking chases, hooks or body-blocking, you're a dead-weight to your team.

    With exhaustion perks, chases still happen, aggro is still drawn, participation still occurs and other team-mates have a chance to recover. Abandoning a chase because someone uses an exhaustion perk in an advantageous area doesn't mean Killers will choose to never chase those people again under any circumstances. That Survivor is still actively participating and taking some of the strain for their team. It is not the same as never being able to find someone and having to go after more visible players more often, or being targeted more often because of the selfish, non-participatory play-style of your own team-mates.

    There's a difference between perks and items limiting particular instances of how the player participates and interacts with others and reducing your own participation and interaction to almost zero, much to the detriment of your own team.

  • mizark3
    mizark3 Member Posts: 2,253

    Pain Res is a buff 1-6 hooks, and a nerf 7-12 hooks. At 6 hooks you either have 2/2/1/1, which means you have 2 death hook Survs, or 3/1/1/1, which means you have essentially won since you are in a 3v1. 3v1 is so stacked in the Killers favor, and both scenarios if it isn't possible to win as Killer then old PR wasn't giving you anymore regression.

    DMS got temporarily nerfed to not work with PR, but it near immediately got rebuffed to work with it again. PR and Merciless was apparently too 'oppressive' so they instead brought back the problem child combo. (That isn't even bringing up UW combined with it now.)

    Pop is also arguably a buff, as it rewards good usage more, and penalizes bad usage. Kicking a 25% gen instead of taking a chase is most often the foolish move, and the shift in Pop's strength accentuates that. Pop is stronger anytime the 4th piston is active, so that means any time someone has a gen ~67-89s completed. That means when you hook and pop it, the Survivors will likely foolishly rush for that gen in a sunk-cost fallacy train of thought instead of healing, causing an easier down+hook+rePop. Easy snowballs into easy victories (at least in most of my games).

    CoBruption(+OC) was busted beyond belief, as a spacebar was the only thing needed to win matches. Even then, Eruption still deals 10% max regression per gen kicked, which means you can easily hit 2-3 gens for a better PR/Pop, and know if they plan on sticking to the gen or leaving it due to the aura.

    Corrupt is fair to say it got nerfed, but that needs to be measured in comparison to what Survivor got nerfed. DS dropping to 3s near deleted the perk, DH getting nearly deleted similarly, and old CoH was nearly a SWF free win just as CoBruption+OC was for Killer.

    NOED I feel is a mixed bag however. It causes people to stay and risk a cleanse or unhook, which often leads to 2-3 extra kills beyond the person already on hook. At the same time, it makes it possible to find and cleanse it in a timely manner to potentially get a 4 escape. Since it can shift 1ks to 0ks or 4ks (and everywhere in-between), I'd say it mostly shifts it in favor of Killer gaining up to 3 at the cost of potentially losing up to 1. +3-1 is still net +2.

  • UndeddJester
    UndeddJester Member Posts: 3,496
    edited December 2023

    Personally I love the way everyone complains that the game is buggy, and breaks with every update, and always throws out the 'spaghetti code' insult like its nothing, and yet will also demand a feature be implemented quickly and get really mad about it not being at the front of the list.

    People have been playing soloQ for years without this viewing loadouts feature... why all of a sudden is everyone so mad about it? It's not enough that BHVR confirm they are considering such a feature?


    It's almost like BHVR have started listening to player feedback, and now suddenly everyone feels like they're owed something, and can make demands as they see fit.

  • Raconteurminator
    Raconteurminator Member Posts: 618
    edited December 2023
    1. Hide and seek hasn't been part of normal game-play for a long time, especially not to such an extreme extent.
    2. You could argue that, but it would also be a very poor argument, as you've evidenced by your less than brilliant attempts to argue it. Exhaustion perks do exactly the same as Distortion, "hammer the team"? Because some people aren't as good at looping as others? If you're making the exact same argument as me (your words, not mine), but for Exhaustion perks, and I'm pushing blame...
    3. Did I say I had problems? I was talking about the game-state as a whole. Attempting to establish superiority by misrepresenting me won't get you anywhere. Get off your high horse. Hilariously, this is also more of the "blame pushing" you're fond of accusing me of.
    4. No, I chose to ignore you twice. I addressed that point the first time. If the game-state becomes stale, unfun and anti-participatory, more people doing the thing that caused that game-state won't make it better.

    Chases also still aggro while people use Distortion lol, what kind of false claim is it that they don't?? i think i die 50%-75% of my games with Distortion

    And what kind of sentence was that? I'll respond to the bit that makes sense to me. You die in 50-75% percent of your Distortion games. This implies you have a higher win-rate when you're not using Distortion, also implying Distortion to be the cause of your increased losses. I will speculate that it's because it forces even Killers that don't want to tunnel to do exactly that. Your team-mates die because of the increased aggro while you hide and do gens; avoiding chases, avoiding hooks, avoiding interacting with the Killer. There is then nothing to stop that Killer from devoting the required time to find you. Like I said, pure speculation, but this is what makes the most sense to me.

    When i ran Sprint Burst i could avoid a lot of chases, killer simply found someone else, so what is your point exactly? also again, stop pushing blame.

    I already addressed this. "Abandoning a chase because someone uses an exhaustion perk in an advantageous area doesn't mean Killers will choose to never chase those people again under any circumstances. That Survivor is still actively participating and taking some of the strain for their team. It is not the same as never being able to find someone and having to go after more visible players more often, or being targeted more often because of the selfish, non-participatory play-style of your own team-mates."

    You accuse me of pushing blame, yet your main response has essentially been, "lol if they don't want to get tunnelled because I'm hiding, they can run the same perks!" or, "If you have an issue with this, you're bad." What's that if not pushing blame? You're accusing me of what you yourself are doing. Ignoring what I've said, ignoring the points I've made while accusing me of ignoring the things you've said, accusing me of "blame pushing" while doing the exact same thing, etc. None of this makes for a great conversation I'm afraid. It's deeply, profoundly tiring and, if you're not going to stop it, then this conversation should stop.

  • mizark3
    mizark3 Member Posts: 2,253

    If a Killer is tunneling out a Survivor and needs the extra help, I'm sorry but that has no need to be supported. The act of tunneling in and of itself is such a free win against soloq lobbies that I assume the Killer player has enough self-respect to at least attempt to spread hooks to express their skill instead of taking the easy low hanging fruit.

    With a self-respecting player in mind, everything I said regarding PR stands true. Apologies for not clarifying self-respect among all players. I believed that was covered in the '3v1 is a free win' styled statement, as that would cover the unmentioned 3/3/0/0 and 3/2/1/0 '6 hook' cases.

    Old PR vs new PR would stand to be (bolded for better) 15/30/45/60/75/90/105/120/135/150/165/180 | 25/50/75/100/(2 more 100s)/(6 more 100s). Like I said, better 1-6 hooks, worse 7-12. If you need gen regression on the 10th-12th hook... well I just don't know what game you are playing. If a Killer needs gen regression in 3v1 (attainable with the current 3/1/1/1 6 hook spread, or attainable as the 7th hook from a 2/2/1/1 spread), then I'm afraid their skill is so lacking that words and tutorials cannot help them, without them putting in a Doctorate level of work put in.


    As far as DMS, I stayed on the gen in a soloq game earlier this week when PR procced and DMS activated (more accurately it was the first hook of the match, so I always test staying on the gen to gauge the Killer's perks). So I tested it, and it worked. I don't know if it is bugged to work in this event patch, or you are unaware that people can let go before the hook (which people did before it got nerfed from 45->30s, and still do if they care to try hard enough).

    Also with DMS it appears we are talking different 'old'. 3.6 DMS that you linked is also arguably weaker than the current version since it only worked on Obsession being hooked. I was talking about the 5.5 DMS that you omitted, because I believed this conversation to be the immediate rough past changes, and only using old Moris as an extreme example. (Strangely not met with old Keys/Hatch for comparison as well, as they were both majorly planned to be nerfed in the same announcement [but knowing BHVR that means it takes at least a year aka 4.4.1 Mori and 5.3 Hatch nerfs respectively].)

    The only reason PR didn't work with DMS was, as I alluded to in the prior post, PR lost the scream feature. Once the scream feature of PR was brought back in (because of the Merciless Storm+PR combo), it re-enabled PR+DMS, negating the entire purpose of the removal of the scream in the first place.