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Swf vs solo survivors.

Swf vs solo survivors.
In the most recent Q&A a lot of possible changes are in the works. Survivors may get kindred as a base perk. Trap buffering and new/old unhooking tech. Which I think is fine. Only time I camp is if exit gates are open just to secure a kill. I will admit no one likes tunneling, camping or getting genrushed to death. This could be a right change. Here is the problem I have. They wanted to bring solo to equal of swf. Why? You clicked solo you stay solo. If anything they need to bring swf off of its high horse. Pulling back down to earth and match it with solo. So if they are giving the power of one survivors is equal to four then that's not balanced at all. It's like two steps forward and then three steps back.

Comments

  • RepliCant
    RepliCant Member Posts: 1,436

    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

  • Master
    Master Member Posts: 10,200

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

  • RepliCant
    RepliCant Member Posts: 1,436

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

  • Jack11803
    Jack11803 Member Posts: 3,930

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    Still DC when 2 gens are done and you haven’t hooked? Quite logical I presume

  • Sally55
    Sally55 Member Posts: 368
    edited August 2018

    @Headlock said:
    Swf vs solo survivors.
    In the most recent Q&A a lot of possible changes are in the works. Survivors may get kindred as a base perk. Trap buffering and new/old unhooking tech. Which I think is fine. Only time I camp is if exit gates are open just to secure a kill. I will admit no one likes tunneling, camping or getting genrushed to death. This could be a right change. Here is the problem I have. They wanted to bring solo to equal of swf. Why? You clicked solo you stay solo. If anything they need to bring swf off of its high horse. Pulling back down to earth and match it with solo. So if they are giving the power of one survivors is equal to four then that's not balanced at all. It's like two steps forward and then three steps back.

    When Rank 1's bringing their garbage rank 20 friends it ruins the match for most solo survivors. I'd rather stay on the hook then have some idiot unhook me in front of the killer and get downed again.

  • Peanits
    Peanits Dev Posts: 7,555

    To play devil's advocate, how do you bring SWF groups down to a solo level? Say even if you could detect every voice chat program out there and classify it as a cheat (including Steam, which has voice chat built in), how do you prevent someone from opening up Skype or Discord on their phones and talking to their friends with that?

    The intent with the change is to create a level playing field across all survivors. This means they have a baseline to balance killers around. You don't have to worry about making killers too powerful against solo players just to make them competitive against premade groups, for example. The short version is, make all survivors (roughly) equal, buff killers to be powerful against everyone equally.

  • Master
    Master Member Posts: 10,200

    @Brady said:

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

  • Visionmaker
    Visionmaker Member Posts: 2,051
    edited August 2018
    Master said:

    @Brady said:

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

    Meanwhile: Pallet vacuum removal, pick up buff, 2 killers buffs, with 3 more in the works...
  • Milo
    Milo Member Posts: 7,383

    @Master said:

    @Brady said:

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

    Bring up the solo to SWF ("buff" to survivors) -> Devs can buff killers more easily

  • Master
    Master Member Posts: 10,200

    @Milo said:

    @Master said:

    @Brady said:

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

    Bring up the solo to SWF ("buff" to survivors) -> Devs can buff killers more easily

    My point is that they bring up solo to SWF and ADDITIONALLY buff survivors or nerf killers resp. easier pallets, worse bloodlust etc etc.

    Devs CAN buff killers more easily maybe but they DONT DO IT

  • Orion
    Orion Member Posts: 21,675

    @Master said:

    @Milo said:

    @Master said:

    @Brady said:

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

    Bring up the solo to SWF ("buff" to survivors) -> Devs can buff killers more easily

    My point is that they bring up solo to SWF and ADDITIONALLY buff survivors or nerf killers resp. easier pallets, worse bloodlust etc etc.

    Devs CAN buff killers more easily maybe but they DONT DO IT

    Dude, the only way to bring solo up to SWF is to buff Survivors.

  • Master
    Master Member Posts: 10,200

    @Orion said:

    @Master said:

    @Milo said:

    @Master said:

    @Brady said:

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

    Bring up the solo to SWF ("buff" to survivors) -> Devs can buff killers more easily

    My point is that they bring up solo to SWF and ADDITIONALLY buff survivors or nerf killers resp. easier pallets, worse bloodlust etc etc.

    Devs CAN buff killers more easily maybe but they DONT DO IT

    Dude, the only way to bring solo up to SWF is to buff Survivors.

    You dont understand, things like pallets and bloodlust affects survivors in general and has nothing to do with SWF. That kindred thing, even though i consider it a terribel idea, is the thing lifting up solo survivors to swf lvl.

    But instead of buffing killers to compensate that they lift solo up to swf lvl, they buff survivors in general with pallet/bloodlust

  • Tsulan
    Tsulan Member Posts: 15,095
    Peanits said:

    To play devil's advocate, how do you bring SWF groups down to a solo level? Say even if you could detect every voice chat program out there and classify it as a cheat (including Steam, which has voice chat built in), how do you prevent someone from opening up Skype or Discord on their phones and talking to their friends with that?

    The intent with the change is to create a level playing field across all survivors. This means they have a baseline to balance killers around. You don't have to worry about making killers too powerful against solo players just to make them competitive against premade groups, for example. The short version is, make all survivors (roughly) equal, buff killers to be powerful against everyone equally.

    That's why there should be a ingame voice chat. Then you can balance around that. But giving survivors to much information is not the right way.

    I understand that you want to make the game more accessible for new players. But why give experienced players additional information? Why give away that Huntress lullaby is on the map? Or that noed is active? Or that the killer approaches with UP?
    We have noob ranks. Let's use them to give survivors tooltips like you already have, but increase the information. Then, when survivors leave the noob ranks, give them a warning and take all those tooltips away.
  • Milo
    Milo Member Posts: 7,383

    @Master said:

    @Orion said:

    @Master said:

    @Milo said:

    @Master said:

    @Brady said:

    @Master said:

    @Brady said:
    They're plan is to bring solo players to SWF level, and then to balance accordingly.

    I think it's the better plan.

    balance accordingly = buff survivors in general
    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

    Bring up the solo to SWF ("buff" to survivors) -> Devs can buff killers more easily

    My point is that they bring up solo to SWF and ADDITIONALLY buff survivors or nerf killers resp. easier pallets, worse bloodlust etc etc.

    Devs CAN buff killers more easily maybe but they DONT DO IT

    Dude, the only way to bring solo up to SWF is to buff Survivors.

    You dont understand, things like pallets and bloodlust affects survivors in general and has nothing to do with SWF. That kindred thing, even though i consider it a terribel idea, is the thing lifting up solo survivors to swf lvl.

    But instead of buffing killers to compensate that they lift solo up to swf lvl, they buff survivors in general with pallet/bloodlust

    They want to test Bloodlust on PTB it's not 100% calm down. Yes Survivors because of the solo to SWF are getting a buff. But that's gonna get followed FOLLOWED ,not gonna happen right away, killers buffs

  • Laakeri
    Laakeri Member Posts: 835

    Its nice to see mods response in post like these.

    But when spoken about balance we all have to realize it has now taken 2 years and some vanilla maps are still as unbalanced as they have been since the day 1. Only thing that has changed is you can only vault the bs windows 3 times instead of unlimited amount so what you do now is vault window 3 times, go loop 1 pallet and force the break and back to the same window as bloodlust is gone from the pallet break.

  • Kuroyu
    Kuroyu Member Posts: 54

    @Visionmaker said:
    Master said:

    @Brady said:

     @Master said:
    
       @Brady said:
    
      They're plan is to bring solo players to SWF level, and then to balance accordingly.
    
        I think it's the better plan.
    
     
    
    
    
      balance accordingly = buff survivors in general
    

    I see the logic here.....? :wink:

    There is logic. Finding ways to bring solo to SWF level and then to buff Killers around that level of play seems logical.
    

    Explain to me how it isn't? :P

    But bringing up solo to SWF lvl and buffing survivors at the same time without buffing killers? How is that logical?^^

    Meanwhile: Pallet vacuum removal, pick up buff, 2 killers buffs, with 3 more in the works...

    Exactly my thoughts.

  • Kuroyu
    Kuroyu Member Posts: 54

    Have a little bit more trust in the devs. They are doing so much right at the moment since buying the game "back"

  • Master
    Master Member Posts: 10,200

    @Kuroyu said:
    Have a little bit more trust in the devs. They are doing so much right at the moment since buying the game "back"

    Trust is something that has to be earned. I have 0 faith anymore

  • Orion
    Orion Member Posts: 21,675

    @Master said:

    @Kuroyu said:
    Have a little bit more trust in the devs. They are doing so much right at the moment since buying the game "back"

    Trust is something that has to be earned. I have 0 faith anymore

    Previous decisions were likely forced on them by their publisher. Publishers ruin games, this is a demonstrable fact. Since buying the rights to their game back from the publisher, they've made changes in the right direction.

  • Master
    Master Member Posts: 10,200

    @Orion said:

    @Master said:

    @Kuroyu said:
    Have a little bit more trust in the devs. They are doing so much right at the moment since buying the game "back"

    Trust is something that has to be earned. I have 0 faith anymore

    Previous decisions were likely forced on them by their publisher. Publishers ruin games, this is a demonstrable fact. Since buying the rights to their game back from the publisher, they've made changes in the right direction.

    I thougth so too, but when I look at the latest Q&A.....