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The killer experience in this game is atrocious.

Canas
Canas Member Posts: 1,021

Right now queue times are at 15 mins on average and once I've found a lobby I'm usually up against red rank SWF squads who do everything in their power to make my experience as miserable as possible. Nonstop bming and verbal abuse in the postgame-chat, it has truly become unbearable. When will the devs finally address the issue that is SWF balancing? The game feels like a bully sim at this point with the killer being entirely at the mercy of these teams.

Comments

  • LordRegal
    LordRegal Member Posts: 1,549

    I can't solve matchmaking because that happens regardless of when we're talking, but queue times for killers get a lot shorter at night...no idea why but more survivors play later in the day than earlier on.

  • tariousx
    tariousx Member Posts: 156

    Sadly it has been this way for a long time now.

    I'm literally waiting 15 min+ and find myself here atm.

    BH have made it clear SWF is not going anywhere and will likely not see any change due to the fact they are trying to bring solo players up to that level. They've stated once they have attained something they're satisfied with across solo and SWF they will make "changes" as necessary.

    They also love to reiterate how this game is not at all competitive.

    If you take a Pizza and you fold it over, hand it to someone and call it a cal-zone, it is still a pizza lol

    It's possible if they finally embrace the idea that this is a competitive game we could see somethings change. But for now, try to find you a good build that you keep in your back pocket for sweaty SWF and have fun that's whats most important.

    I'm rank 1 and I still get pounded by 4 man death squads from time to time because I didn't play sweat spirit or I chose to play trapper and got Lampkin Lane (Killer's Bane).

  • Canas
    Canas Member Posts: 1,021
    edited June 2020

    The issue is that it becomes increasingly harder to collect any Rift fragments since that would require around 2 hours of gameplay on average. If games end too fast and queue times become longer and longer, it becomes a gruesome grind to get enough exp for these fragments. It took me 5 hours yesterday just to get these 2 hours of gameplay and today it's even WORSE. This one might even take me 6-7 hours.

  • FGC_HELP
    FGC_HELP Member Posts: 114

    This is true.

    Less killers at night so smaller wait times if you main killer.

    I also agree that the swf needs a balance. I play with a team and we're all typically red rank though we do meme some times which cost some ranks but swf when I play killer becomes a toxic hassle to be paired up against again and again.

  • coppersly
    coppersly Member Posts: 2,318

    They refuse to balance SWF directly and are only going to indirectly address them like in the new perk that doesn't work if you're not the obsession. It's better but not going to be good enough imo.

    Hopefully MMR will help though and after everyone reaches close to their true MMR SWF groups will be placed with killers that can handle them or at least on the skill level a SWF gets in the system. Right now the ranks are meaningless. SWF gets no true metric in it.

  • Customapple0
    Customapple0 Member Posts: 629

    Try playing survivor late at night! Near Constant Ebony Moris, Sweaty Spirits, Iridescent Head Huntress’. All I want is a decent game as a solo survivor

  • lostkq
    lostkq Member Posts: 162

    actually no, they dont "refuse to balance swf" swf was added to the game for a reason i dont get why people are so upset ovefr a mechanic in the game yes they can be more cordinated then a group of solo's but so what? its in the game for a reason

  • coppersly
    coppersly Member Posts: 2,318

    The game was designed around survivors having no communication and being solo. It's cool they added it because playing with friends is fun but it is a separate tier of power and needs to be balanced. It doesn't matter if it's in "for a reason" if the reason was to appease and not to make the game better.

  • lostkq
    lostkq Member Posts: 162

    they have literally said themselves that they dont care about comms or anything that makes it easier to survive aslong as its not cheating, but if eac detects it they're not getting rid of your ban SWF has been in the game since 1.3 , THE WORST TIME for killers, and its now being complained about PeePoLUL

  • coppersly
    coppersly Member Posts: 2,318

    It's always been complained about. It is objectively better than solo survivor. I don't know any other way to say that to you. The difference between solo and SWF is almost enough to warrant calling them different gamemodes. If almost unanimously every killer says SWF makes the game worse because they are not only harder but usually more toxic and embolden, there's probably something more to it than "lul people complain git gud scrubs"

  • SamuraiDragon27
    SamuraiDragon27 Member Posts: 105

    I can confirm this. Day for survs, night for killers is how I play

  • CornHub
    CornHub Member Posts: 1,864

    Going against a swf is just going against a more coordinated team, it's nowhere near 2 different gamemodes. Not every swf is a 4-man, and not every 4-man is swf team six. As I killer main with a heavy killer bias, sfw is fine, it's not an automatic loss when an obvious 4-man joins my lobby.

  • EpicBigBrain
    EpicBigBrain Member Posts: 177

    Personally I'm on console and the killer queue times are around 30 seconds so if I'm really not in the mood to face a 4 man swf with flashlights I can just dodge and get another match really quickly

  • PissedWraithMain
    PissedWraithMain Member Posts: 93

    would be better if it told me who was in a SWF and who wasn't, so I'd know whether I need to pull out the purple add-ons

  • stvnhthr
    stvnhthr Member Posts: 777

    Is the game robust enough it could handle a ten man game? Stick two killers in and two SWF teams in. Set it up so the killers could communicate with each other, but the two survive with friends teams could only communicate with their own team mates. I would say the match starts with two boards separated by a gate, but once the first generator is done the gate opens and now you have essentially two boards connected which needs 10 generators finished for both teams to leave.

  • TWiXT
    TWiXT Member Posts: 2,063

    Don't hold back as killer. Survivors never hold back on their builds or tactics (especially SWF), so why should you? If you want to avoid the "Bully Simulator" experience, simply match or exceed their builds with your own, and don't listen to their complaints. Overall I follow 1 specific set of unbiased rules:

    Read them, keep them in mind, and overall try to have fun.

  • coppersly
    coppersly Member Posts: 2,318

    That's not the point. There shouldn't a dramatic difference between survivors other than their skill. Comms artificially raises this for everyone involved.

    It's not about how many of them are being seal team 6. There should never be the possibility of it in the first place.