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Why not add an icon so killers know they are playing against SWF?

hellbeast
hellbeast Member Posts: 9
edited March 2020 in General Discussions

Since the game can’t be balanced for SWF since it would destroy the game even more for soloq, why not give the option for killers to just dodge the Que when they don’t feel like playing against seal team 6 or something like that?

Comments

  • finitethrills
    finitethrills Member Posts: 617

    It seems like the way the new lobby system works tends to indicate. It seems like swf always enters the lobby already readied up and solos have to punch it after loading in. Maybe that's just coincidence though.

  • Kwikwitted
    Kwikwitted Member Posts: 641

    Because what killer in his right mind is going to choose to play against them?

    So now SWF is an insanely long queue until you get a killer either dumb enough or masochistic enough to deal with them.

    SWF as much as people don't want to admit it (and this coming from a HEAVY killer main) is what keeps this game going. It makes the game a viable option for streamers letting them play with subscribers, and overall it gives the game more life as a multi-player or cooperative experience.

    Does that suck for killers? Yes, yes it does, but it's also not always the end of the world. SWF's still have to be optimal survivors to actually win, it's not an auto-win scenario.

    Now I would like to see some kind of compensation go to the killer for dealing with SWF, either more BP, a lower threshold for safety pipping, or even removing the chance to de-pip at all would do the trick. Obviously it wouldn't let you know until after the match but it would be a nice compensation for those times where an optimal SWF team really kicks your teeth in.

  • hellbeast
    hellbeast Member Posts: 9

    That compensation is actually a good idea, I don't personally dislike SWF, but I would like to know when I should play a tryhard build or my pallets be gone wraith build, since some matches in soloq are super easy and tryharding just makes it more boring

  • Kwikwitted
    Kwikwitted Member Posts: 641

    I never have that problem because i use a tryhard build all the time. I won't even deny it lol. When I made the conscious effort to hit rank 1 the first time I resigned myself that every game I played at that level would always be optimal survivors, so I just go into games expecting it. I enjoy playing against those types of players cause they make me better.

    Now if I'm in a game and I've realized that the survivors are a little on the shall we say "potato" side, then I start easing off, pretend to "lose" them in chases, deliberately ignore guys on death hook to try and get everyone on death hook before taking anyone out, giving the last guy the hatch, etc. I'm still gonna win of course, I'm just not going to be a colossal dick about it if I'm clearly playing a couple baby survivors.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    Though this sounds good in theory, killers would be overly tempted to dodge the lobby. This would make it harder and harder to play the game with friends, and since KYF has zero progression, it would have one of two negative results.

    1. Players would que up individually and lobby dodge until they got the lobby together, just like the old days.
    2. Players would leave. That impacts overall community base and hits que times. More importantly, it would have a massive negative impact on BHVRs bottom line. Face it, an active population is needed to keep this game going forward.

    They need to stop toying around and buff both solo survivor play and killers. Balance around SWF more than they do now. Enough with the nerfs. Buffs are the answer more so than nerfs. Sure, a few things could stand a nerf, but most of what is needed is an increase in a solo survivor's ability to communicate in game (emotes, etc), gather information (build in Dark Sense/Alert?) and perhaps a totem counter. In conjunction with that, maps need to have god loops/pallets removed. No more multi-window jungle gyms. Reduce pallet numbers and spread them out. Make chases shorter, thus giving the killer better ability to pressure the map. It would also encourage killers to break away from the tunnel/camp mode if they felt they would get better results by engaging the map as a whole. Buff low-tier killers and start taking into consideration the ability of survivors to gather and share information. This will help in identifying ways to buff killers as a whole. And for goodness sake, shrink some of the giant maps! Red Forest is and Groaning Storehouse are maps I almost instantly want to go AFK in as Trapper!

  • SpaceCoconut
    SpaceCoconut Member Posts: 1,962

    Survivors are the only ones allowed UI notifications giving them information about the killer...

  • Dolls
    Dolls Member Posts: 395

    If killers get info to dodge lobbies. I want info too. There are killers I dont like playing against. Lets all dodge together. :)

  • LetsPlayTogether
    LetsPlayTogether Member Posts: 2,117

    If you look at the Forum all killers would lobby dodge SWF at all times, even if they dont no how they play. Killers are scared just by hearing the word SWF for no valid reason. So SWF would never get any lobby at all. Kilelrs still think this is a hacknslay, where theyre entitled to 4k with ease.

  • ad19970
    ad19970 Member Posts: 6,459

    SWF isn't even that bad.

    People would abuse this to try and get easier matches. It would also cause swf parties to take ages to get into a match, which in return could very possibly result in many people leaving the game for good. Also, many swf survivor teams just play for fun without using comms as a big advantage, and they would wrongfully get punished as well.

  • toxcitynacl
    toxcitynacl Member Posts: 464

    Not all swfs are Task Force Blue...mine sure isn't...and it is pretty clear when a swf is involved. If you as a killer are in a lobby and they all four pop in at the same time...well you have a pretty good idea what that means.

  • hellbeast
    hellbeast Member Posts: 9

    The problem of tryharding everytime(for me at least), is that most of the times I get potato or non coordinated survivors, then I have to play like you do, let them escape chases etc because getting 4k everytime is just as boring as 3 gens popping after your first chase

  • elvangulley
    elvangulley Member Posts: 569

    We all know killer fun doesn't matter so nothing will be done if survivors cant use comms in a game not designed for comms they will quit playing so killer gets the shaft

  • SpaceCoconut
    SpaceCoconut Member Posts: 1,962

    Killers are just as scared of SWF groups as SWF groups are scared to play solo.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    Well you say actual balance like rank means anything. It's a fake mmr matchmaking tool. Ap it serves no real purpose and means nothing.


    So letting people see the number that means nothing and then having them lobby dodge over that is indeed, something we want to avoid.


    Lobby dodging over an arbitrary number is stupid and wastes time.


    Them not "balancing" right, is another story. It's a 1v4 asymetrical game that is ever changing.

    So I'd say queue times are more important than some false sense of balance based on "rank".

  • hellbeast
    hellbeast Member Posts: 9

    This looks like someone who doesn't play killers would say, don't get me wrong, some killers are mega dicks, but most just want to have fun games(4k everytime is ulta boring tho), just like most survivors

  • andyollolloll
    andyollolloll Member Posts: 940

    Usual arguments about SWF and still BHVR do nothing to fix it.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    Or it means they were all 4 randoms in lobby, the killer dodged, and now you, the new killer, join and see all 4 at once when they were already there.

  • Unironicalygoth
    Unironicalygoth Member Posts: 175

    I can get behind that and its not hard to do naruto to boruto shinobi striker has an emblem when im playing against a group yet they also dont let you leave games there's not even an option but at least i know ahead of time that their all together on coms would like to see something like that implemented

  • Mattie_MayhemOG
    Mattie_MayhemOG Member Posts: 315

    I can see implementing something after the round to tell you it was a SWF. If killers knew before hand it would be Dodge City up in here.

  • BigBubs
    BigBubs Member Posts: 1,131

    Because every killer out there will dodge...? Maybe there will be a little few who won't.

    Sorry but it's a silly idea. It's good that the devs didn't do that, it would kill the game.

    If they make a swf icon then they will have to make it impossible to dodge and add a bonus to the killer depending on the amount of swf players.

    Also , you do know that you can check their profiles to find out if they are friends or not , right? And if their profiles are private and you are really worried about hem possible being swf then just dodge anyway. I don't see how it will be good for the game to make it easier for you to dodge a game that may be challenging and not a "ggez".

  • edgarpoop
    edgarpoop Member Posts: 8,396

    Because it would put a target on players' backs and many killers would completely overreact and bring Knock Out, Ebonies, etc.. You go against SWF a lot more often than you think, you just don't notice it because many SWFs are just avwrage survivors talking about burritos during the game. And a lot of the times you think you went against a SWF, it was a solo squad.

  • Carpemortum
    Carpemortum Member Posts: 4,506
    edited March 2020

    Their emblem system is literally based on gained xp. You cant lose your rank. Its matching you based on level.


    It's also less competetive than DBD, asand both teams have the exact same setup. 4v4.


    And you CAN dodge. Close app. No punishment.

  • Kwikwitted
    Kwikwitted Member Posts: 641

    But see that's why I go into the game prepared for the worst, and you can very quickly tell if the survivors aren't very good. Failing to loop properly, dropping pallets then just running away from them for no reason, etc. Once that happens I can back off but at least I was prepared in case they were optimal.

    Like the old saying goes. sic vis pacem para bellum, if you want peace, prepare for war.

    Cool story bro, great contribution.

    This is VERY true which is why I think the only thing to do would be some level of compensation after the fact, letting killers know ahead of time either creates a more queue dodging, or as you said people will just start loading up for bear bringing Ebony Mori's, slugging builds, Iridescent Heads, etc.

    I figured my suggestion to provide a safety net for the killer on the chance that they just stepped into a match with survivor team six would be the most fair solution. If the game isn't going to be balanced around SWF, that's fine, but people shouldn't be getting de-pipped for their trouble, a safety net in that case works fine cause if the killer happens to play well enough to pip there's nothing blocking them.

    I actually blame BHVR's moronic rank reset system for this. Taking Rank 1 killers and survivors and dropping them to rank 10 every month very quickly caused many of them to stop bothering to climb back up again, and now you have red rank caliber killers and survivors all over the ranks because of either people not playing a particular month and dropping in rank, players intentionally de-pipping, etc.

    I get that much of the killer player base for sure is not like me, I wanted to be in red ranks and I understood that it meant dealing with optimal survivors more often than not. There are plenty of people who just want chill and easier games, even if they are capable of playing very optimally.

    I sometimes wonder if the answer would be an actual ranked mode, even better, similar to league of legends you could have rank solo/duo queue and ranked teamplay.

    For killers that choose to opt-in for ranked teamplay they receive buffs to compensate for the increased communication since it's a given that it's there.

    Obviously a glaring issue would be survivors in ranked solo/duo immediately linking skype or discord information to get an advantage, but I never said my solution is perfect lol.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    The Bigger problem is that it would split the players between ranked and casual, making queue times skyrocket further.

  • Rivyn
    Rivyn Member Posts: 3,022

    What does rank have to do with SWF, though? I didn't comment on rank, i commented on how unbalanced SWF is.

  • Ivaldi
    Ivaldi Member Posts: 977

    You already get to lobby dodge based off names and what items we're bringing as it is.. If they do this, then they better give survivors the ability to see what killer we're playing against, so we can lobby dodge too.

  • Huff
    Huff Member Posts: 1,480

    Que?

  • MigrantTheGreat
    MigrantTheGreat Member Posts: 1,379

    SWF also complained about this being a problem simply because they got tired of killer's knowing that they were a SWF and putting on a build/killer that wasn't fun for them.

  • Rivyn
    Rivyn Member Posts: 3,022

    Yet it's okay for a SWF to make a killer miserable. Gotcha.

    I already said we couldn't get some type of ingame indicator in the lobby to signify a SWF. I commented that I would like it in the post game lobby, after the match. So I know who was in a SWF, and who just had god tier luck at solo queue.

  • elvangulley
    elvangulley Member Posts: 569

    Survivors cant play the game without cheat on comms they admit if coordinate on comms was removed they would quit the game thier so entitled for easy games they are willing to hold the devs hostage for an unfair advantage

  • Thatbrownmonster
    Thatbrownmonster Member Posts: 1,640

    They won't be implemented since everyone will dodge most swfs

    It's like swf are unfair towards the killer…. no… killers just need to get gud and suffer

  • KnotEnthusiast
    KnotEnthusiast Member Posts: 464

    Actual footage of SWF crying killers reacting to BHVR's stats showing that 4 man SWF only survive 9% more than solo queue.



    Seriously, for the love of god, not every SWF is a hyper coordinated depip squad. Believe it or not, some people actually have friends and want to play video games with them. I main killer at rank 1, and I'd say I go against a hyper coordinated 4 man maybe one game out of every 50 or so. If you think every game you lose is because of SWF, you're probably just going against decent survivors that are better than you.

  • LALYTHIA
    LALYTHIA Member Posts: 1,656

    It's already pretty easy to tell if a group is SWF in a pre-game lobby. For starters, they tend to all pop in at the same time. Often they have kitchy, matchy names. They all spawn in with a coordinated set of tools. God forbid all playing the same character or the same skin (so cute). If there's a streamer or two. LOL Survivors don't get to see ANYTHING in pre-game lobby about their opponent. I don't think killers need the added opportunity to dodge SWF for easier matches. They can already adjust their perks or dodge a match by what they see in terms of characters and tools.

  • Rivyn
    Rivyn Member Posts: 3,022

    @Furry_Fuccboi Then they should display who is and isn't a SWF in the post game scoring screen.

  • toxcitynacl
    toxcitynacl Member Posts: 464

    More times than not most swfs are just two plus 2 solos and some aren't even on comms and plenty of times we just talk about all sort of crap instead of actually being Task Force Blue. It isn't as unfair as you'd like to imagine.