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A Terror Radius glitch that should become a feature -- that ALSO nerfs SWF

wisdomwielderwisdomwielder Member Posts: 327
edited October 2020 in General Discussions

I was playing survivor with some friends the other day, swinging on a hook with the killer hanging out nearby, when I heard something odd--- or rather didn't hear; the terror radius.

While I was on the hook, I could not the terror radius at all. And do you know what happened? I couldn't tell my friends what the killer was doing unless I could see them directly. I could provide almost no intel to them, whether the killer was camping, whether they were near or far or hiding nearby; it was utterly disorienting because I had no idea where the killer was until I was unhooked, and you know what?

That's awesome.

I want it to be a feature because it brings swf down a notch closer to solo.

I think it would also be somewhat more realistic as well. Someone hanging from a rusty meathook should be utterly overwhelmed by pain to the point of it consuming nearly all of their mental faculties, and trying to pay attention to anything around them should be almost impossible. We could even have the edges of our vision darkened or have muffled audio with a special music track playing that could mask any sounds the killer is making. The Red Stain could also be disabled. Sure it would be disorienting, but you could get queues from other survivors to try and guess what the killer is doing (and what you should do when getting off of a hook). Seeing other survivor auras should be the exception, but the hooked person should have limited intel on the killer.

I think these changes could have the added effect of being on the hook somewhat more terrifying, since you're not sure where the killer is! Add more sound effects and other scary VFX obscuring your screen so it actually feels like you are battling the Entity during second phase! You could even make it more interactive by getting rid of mashing the space bar, and making the move to a quick-time event or regular old skill-checks.

Tl;dr Survivors on hook should not hear the terror radius. Other things could be done to limit the amount of intel a hooked survivor could potentially provide a swf group while simultaneously providing more interactivity to the hooked person.

Post edited by wisdomwielder on


  • Mister_xDMister_xD Member Posts: 7,512

    wait thats not an intended feature?

    i know its intended in the struggle phase, so i just assumed it was also wanted when the survivor is in the summoning phase to make it more consistent...

    well if its not then it totally should get added as one imo.

  • Kind_LemonKind_Lemon Member Posts: 2,559

    But...it's not the killer's heartbeat. It's your own due to you sensing the killer's proximity. Your logic inherently falls apart because any mortally injured person often hears his/her own heartbeat exceedingly clearly.

    It's a feature that survivors can't hear the terror radius when being carried, but it was never announced to be a "feature" for not hearing the heartbeat radius on the hook.

  • wisdomwielderwisdomwielder Member Posts: 327

    Immersion is not the point of this proposed change; it's balance. Therefore, there is no logic to this change other than that. The immersive elements are just a bonus. Are you sure you read my post? The whole point was to nerf the awareness of the survivor on the hook.

  • EuphoricBliss35EuphoricBliss35 Member Posts: 876

    What’s balanced about this bug exactly? It’s only been in the game for oh, 2 months at least. Making this permanent doesn’t bring it down to solo. It already hurts solo. SWF it doesn’t matter, especially if you’re on comms. and if you’re not sure how it hurts solo, think real hard, you’ll get it

  • wisdomwielderwisdomwielder Member Posts: 327

    It hurts SWF way more than solo because you can't tell your buddies when to save you unless the killer happens to chase another one of your buddies. Solo doesn't have anyone to tell that info. The only downside for solo is that you might not be sure what to do after getting unhooked unless you have eyes on the killer. If the terror radius resumed at the moment another survivor started to unhook you, the disorientation could be decreased enough that you could have a rough idea of the killer's proximity.

    I honestly wouldn't mind it as survivor.

  • Kind_LemonKind_Lemon Member Posts: 2,559

    yeah, I read the whole thing, but I responded to only part of it. I don't have much to say about the rest of it, because 80% of it is worded around the experience of the affair.

    What I was going to say (but decided not to) was, "Thx, great to know that you recognize you're part of the problem SWF is such a pain to play against as a killer who relies on information deprivation of survivors. I'm glad to see you desire to change your ways from the backend." I thought it was too negative, but in retrospect, ehhhh.

    I play as a solo survivor, and not knowing how close the killer is to me is a tiny pain in indoor maps when I get unhooked, because I have no time to prepare any kind of "escape from the vicinity of the hook" plan because I don't know if the killer is near or not. It usually doesn't make too much of a difference tho.

    I'd be much more in favor of giving survivors on the hook in SWF (this would require SWF specific coding and some way of identifying SWF, which I know is never going to happen) both Blindness and Oblivious.

    All in all, yeah, your post makes some sense, but I'm not super convinced by how you worded it, and I'm already predisposed to view SWF comms negatively no matter what. If there was a vote on this, I'd probably abstain.

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