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An idea to balance SWF

Voyager
Voyager Member Posts: 27

I'm a killer man. I dabble with survivor, just in solo queue, and I find it to be balanced and overall the matches are quite pleasant for both sides. When I play killer, I still have a good time, but I notice a stark difference, regardless of the ranks I face against (usually reds and purple survivors while I'm rank 9 killer), when going against a SWF group vs solo queuers.

How to balance this? Clearly SWF will not be removed. There's too much intense banter and fun to be had when playing with friends against an unstoppable killer. That's the point. But I don't think anyone would claim it to be a fair encounter for the killer when Gens are all popped within 5 minutes.

One of the main issues I see in my still limited experience (so feel free to offer criticism) are that many survivor perks are not designed with SWF in mind.

For instance, spine chill. Let's say I queue up as Wraith or Myers. Just the act of looking at a gen, any gen, for a second, will alert everyone in a SWF group of where I'm likely to be headed. This is giving so much information to the entire group. Personally I think if you're cloaked in an undetectable status, spine chill shouldn't trigger. But for now, discussing SWF, some perks should be excluded when queuing with friends, namely those that allow one survivor to see where the killer is. This gives information balanced for one survivor to the whole group. We can agree this isn't fair, yeah?

One other small change that could make a big difference, when queuing with friends, the generators should take an extra 10 seconds each to finish. Just a thought, the exact amount of extra time isn't clear, that'd need to be tested, but they can be finished too quickly as it currently stands.