Swf=killer has 5 perks or swf can only choose 1 of each perk between them? Which happens first?๐
4 man swf vs killer with 5 perk slots or tournament rule swf(only 1 dead hard only 1 borrowed time, etc.)
Thoughts?
Comments
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I hope neither happens tbh. They seem like terrible ideas. I'm sure there are ways to buff killers without this.
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why do people wanna nurf swfs so much
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swf is the only way survivors can win against a good killer
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Neither
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SWF will never be touched. They're Behaviours golden goose, as such, they get the special treatment. Instead, we Pig will probably get another nerf and eventually, when Behaviour thinks the backlash wont be so bad, Nurse will get the "rework" treatment.
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lets just say for fun vs a 4 man they did one of those. what about a 3 man and solo or 2 pair or a pair and two solo?
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This is very true to an extent. I think many killers vastly overestimate their skill. Or their chase might be solid but their game management is horrible. The best killer players out there still aren't losing many games with MMR turned on. You need some level of information against an elite killer.
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I would love if they did that with SWF. Every perk can only be present in the party 1 time. Not only do I believe limiting the capabilities of SWF to be the best way to bridge the solo/SWF gap and restricting perks would be a good way to do so particularly because pretty much no perks in this game are actually problematic unless they come in multiples or certain combinations that only SWFs can truly coordinate, but it would promote build variety and get some of the lesser-used-but-still-solid perks into the meta more.
Sure, there would be some effort needed to make this feasible from the menus, but that should be easy enough, and certainly it would be infinitely easier than trying to bring solo up to the level of SWF (which is actually just impossible because even with literal in-game voice chat they would still be random groups of survivors with varying levels of skill and experience and uncoordinated loadouts that often won't even be choosing to use the voice chat, as opposed to SWF who can be on the same page about all of that).
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Are you sure?
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Yes
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This is the major issue. I tend to play in SWF, but rarely on comms. And even with comms we are mostly joking and having fun and not acting like we are some military squad looking to decimate the other player. We die probably in a roughly 6 out of 10 games we play.
There is no way BHVR can monitor how people play when they play together and effectively nuking SWF will probably do more harm than good in a game like this.
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Neither, BHVR is focused on keeping survivor in the power role since they are outnumbering the killer and bullying a killer and teabagging at a gate is more fun that playing a match where it could go either way. God forbid a killer be in the power role
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Like SBMM but ykno
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I meant monitoring how they use communications while playing.
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I meant SBMM did more harm than good
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Oh, that. Sorry, it was a confusing moment, but yep... SBMM hasn't been exactly their brightest moment.
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Abuse of voice comms, is the problem.
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This is objectively wrong lol, besides maybe with Nurse. Good Survivors even in SoloQ will run a Killer around like a damn dog.
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Its the otherway around.
The better the 4 Survivors are, the greater they can leverage numerical superiority and whats associated with that (as a pool of 16perks/4 items/and coordinated actions), past the potential of even a good Killer whom is always solo, has only 4 perks, 5gens and whatever abilities that Killer has with 2 slots for items, no matter how good/bad the Survivors are, or how good/bad Killer is.
Survivors potential scales far better into higher tier matches.
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Nothing they can do about comms. Not a thing. Even if they lost their senses and wished to, how exactly could they?
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Doesnt change that its a huge problem.
Since there is no way to disable voice comms used from outside of the game, the "advantages" that voice comms inflict on the game (on the Killer, on map awareness from shared info etc) need to be mitigated with "creative" and deliberate ingame balancing and design.
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Balancing DBD around comp play is a horrible idea and I hope for that to never happen.
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We hate people with friends.
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Neither, because both ideas are bad.
There are A LOT more casual SWFs than Depip-Squads. But we all know that Killers need something to blame for, so they blame SWF. I wonder which big streamer started this trend...
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The consensus seems to be to somehow get solos more coordination possibilities, more comms bqsically, and rebalance killers around that new state of affairs. Highly debatable how that miracle can be achieved.
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That's what private matches and house rules are for.
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Swf is fine. Most swf are casuals messing around and playing for fun, and almost everytime I watch gameplay when someone says swf are op they make loads of mistakes.
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Probably Swf one who revealed how easy it is when u have advantages over SoloQ.
None would complain if there were no differences between Swf and SoloQ. And if u are from suicide/potatoes squad it doesn't change there are more than enough good players.
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There will always be differences between SWF and Solos. And BHVR will not change it, the change to Small Game is the best sign for that. A Totem Counter was asked for for years and they tie it to a mediocre Perk...
And 4 solid Solos are almost as good as an SWF. You dont need communication to make good plays, some players know when they should go for the safe or when they should stay on a Gen. And IMO the only real thing, why Survivors prefer SWF (with comms and without) is to minimize the impact of Potato Survivors.
Like, I can run Kindred and still have multiple Survivors going for my Unhook, even if at least one Survivor should see that another person is faster than them. This is nothing you can change with Information, since all the information are already there.
I usually play 2 man SWF with a friend of mine. Sometimes we play with 3, when a friend of him (Streamer) wants to join. But said Streamer is not on Comms with us, still he is way better than average Solo Survivors. Because he does not need those information to play well.
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I play in a very casual SWF.
I'm most certainly the worst one there. There are three of us, two of them (not me) are good loopers but one has a crippling addiction to flashlight saves. We still win 85% of our games. That's a very small sample size, but it demonstrates my point.
This game is not designed around people communicating. Even very casual call-outs like "Hey, the Killer stopped chasing me and went in your general direction" or "Yeah, he's still on me" or "He's sitting next to hook, do gens and leave" impact the game massively and pretending that they don't is simply false.
I don't think nerfing SWF is the answer. We need to buff Solo Q players and equip them with the same information that SWF gets access to. We also need to buff Killers afterwards. Again, I don't think nerfing SWF is an appropriate decision, but pretending like they aren't a problem is like pretending Nurse is balanced.
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If yโall playing for fun then i guess it doesnโt matter this limitation. When i play with my friends and we want to win (min 3 escapes), we bring metaperks and map. Obviously cause those perks are giving advantage.
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Itโs not possible, if they enable voice comms, i will turn it off. I donโt want to talk to strangers.
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Many feel the same, be it for strangers or other languages or the true isolated experience. But many also dread solo queue teammates, and it is clear SWF will not be altered.
Perhaps the idea of expanding on the emotes I've seen suggested, beyond pointing and such, adding pre-recorded stuff like "I'm healing" or "killer left me".
I really don't know the best solution.
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Actually emotes is a cool idea, but I think it should work in a certain proximity. Otherwise it will kill stealth killers, and stealth perks, I really love when a killer is using a perk which force me to guess. Actually I do enjoy solo my only problem is with teammates who are hiding during the whole match. SWF kinda killer stealth killer which is kinda disappointing cause I would love if this game would have a scare factor again. I think Friday 13th gave a better vibe back then in this sense.
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how most games go as survivor and killer for most people is when they play survivor they have bad teammates because these people are the few who dare solo Q
killers play against good survivors because people usually swf to avoid getting curbstomped
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I am pretty certain most players don't use the same perks I use, I have several builds across my Survivors focused for challenges (hooking who unhooked you, healing several health states in matches, doing cooperative actions, finding totems, etc), but my issue is having to change stuff just because someone else decided to run the same perks I do. Regardless, I think it could be a solution. If the limit depends on the perk like limited to one, two or three, it could work. I understand the issue is not only comms, but facing SWFs all running meta perks like I'm pretty certain the Killer won't care if three people are running stuff like Counterforce, Technician or Alert.
I would say I play at least 7 out of 10 games in SWF because whenever I don't either my teammates DC because they don't like the Killer or the map or they are downed first -- or I end up getting sandbagged. One of the reasons I disagree when some main Killers argue that Survivors are only toxic to Killers make me go all "am I the only person who gets constantly sandbagged by teammates??"
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Such as?
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Both of these are terrible ideas
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neither
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The main issue with limiting survivor perks is that the best survivor perks are bandaids for flaws in game mechanics. If killers KNOW there only one DS or one BT then nothing will stop them from tunnelling. Only one person can have UB? just slug.
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Suggestions then?
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Just give solo q survivors information like built in kindred or perma aura reveal for their teammates. Also give more information on the HUD like what if a survivor is in chase, healing, cleansing, being chased, etc. Give them tools that will benefit them but not SWF.
This way you bring Solo Q closer to SWF without punishing people who simply want to play with their friends
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"why do people wanna nurf swfs so much" You've clearly never played killer before, and don't give me that I played such and such excuse, you haven't played killer before.
P.S, nerf*
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More likely surv will get a 5th perk.
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Don't punish people for playing with their friends and make solo queue and killer actually fun to play as.
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oho, this boy gets it
but really i'd like to see what happens with 5 survivor perks and lucky 7 killer perks
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well maybe it's the fact that i run tombstone builds all the time and when i don't i run gen hostage doctor to make the game go on forever
but i have been torchered by an swf and it was not fun, however if the devs allowed swfs to be a thing then they intended us to use them
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Terrible Ideas.
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Communication isn't the reason why SoloQ is different than SWF. They also aren't reliable most of the time.
A friend is more willing to take a hit, work on a gen in crucial times (instead of healing in the corner), not be afraid to come down to basement and unhook. The list goes on.
So this "gap" that people keep talking about doesn't exist because of lack of comms, but rather the survivors just not being smart and efficient. THAT is people's main complaint with Solo Survivors, their efficiency and competence.
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yeah, i wonder why, it's not like swf it's a completely broken feature, implemented in a game not designed for people to communicate, and that somewhat makes soloQ a disadvantage and killer's gameplay becomes frustrating and unfun ๐ค
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