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Community tried to tell devs SWF is OP. Everybody who plays this game knows that

landromat
landromat Member Posts: 2,193

And only after SBMM and half year of data gathering they find out there is *gasp* 15% escape rate difference between swf and solo at high level.

Better late then never huh?

I really wish we had devs who have feeling of their own game without needing of gathering years of data to make changes

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Comments

  • Firellius
    Firellius Member Posts: 4,375

    That's a shame. That still tells us very little. Did they specify 15%, additive or multiplicative? Because that's also a huge difference. I would assume additive (For example: solo is 30, swiffer is 45), which would make it a considerable gap.

    There's probably a few swiffer-oriented nerfs that you can make in regards to save tactics, while making some buffs that only help solos, like the action UI they're testing out.

  • edgarpoop
    edgarpoop Member Posts: 8,356

    They said the difference is "as high as 15%" at certain MMR brackets. They also didn't say whether they felt that 15% rose to an escape rate that was too high. They said there was a difference, not that there was a power issue at the top end re: SWF

  • JPLongstreet
    JPLongstreet Member Posts: 5,856

    And both of these types of players make up a very small fraction of the entire playerbase. I doubt they look deeply at stats for either of those two groups, and we all know they don't balance around them and won't.

    All their efforts go towards the newbies and the vast bulk of the players, those who haven't played for a thousand hours or more yet. We need to remember that.

  • Well I'm not talking strictly 1% of players...high MMR games dont have to be tournament style sweaty games. We're not in that realm of sweat here. You can be in high MMR and not play tournament ready players. They just have to a good SWF team with meta perks, which most SWF teams have.

    The issue is whether those SWF teams are playing to win or just having fun and messing around with the killer or farming points. The data from those games should be irrelevant but I'm sure they are included in that 15%

  • dugman
    dugman Member Posts: 9,713

    Actually they have looked at swf stats in the past, they included a chart showing swf impacts on escape rates a couple years ago. The chart showed basically about a +3% escape rate boost per person beyond the first in the swf (i.e. about 3% for 2-person, 6% for 3-person and 10% for 4-person, something like that.) And they, for instance, revamped Object of Obsession a while ago specifically because it was having a disparate impact on games with swfs. So they’ve definitely had it on their radar a while.

    It’s possible either the swfs discrepancy grew over the last six months or so or the data they got from the MMR is more compelling than what they had under the Emblem system. Or maybe it just took them a while to come up with a specific way to boost solos that they liked which didn’t break the game somehow. Who knows? 🤷‍♂️

  • edgarpoop
    edgarpoop Member Posts: 8,356

    A tournament just happened where players were able to run anything on both sides. Kill rates were around 50%. Actual top end killers very much have a chance.

  • JPLongstreet
    JPLongstreet Member Posts: 5,856

    I'm not talking just the sweatlords in either role, but all those near or at that mythical top mmr area. Altogether they're still not the chunk of all.

    Too bad we'll never get a full breakdown of the playerbase.

  • SoySensual
    SoySensual Member Posts: 75

    That happens because you do not know how to implement SFW well, but it does not matter, we will see how you fix those who play surv alone, because it takes time to find a match, either because almost everyone plays in SWF or because there are not many killers

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    The reaction to the stat by BHVR in the Developer Update was I think the correct response to this ‘issue.’ Give a little bit more information to all survivors.

    Players already can know (killer and survivor) what health state each character is in and whether/when a player is hooked. So it’s already part of the game to have information on all the players without line of sight. We even get to know when an obsession is in chase.

    My argument that SWF is not naturally overpowered, even in the face of the higher escape rate, is in my experience SWFs are collections of good players. It’s not that they coordinate so much better if they were together or not. Comms or not.

    Good players have more positive results in their matches.

    Players in solo queue who witness another player do really well will invite that player to join with them. There is the beginning of how SWFs are typically formed.

    Taking in what I said above and how that rips apart the escape rate stat makes me realize how incredibly difficult it would be to try to balance an ‘issue’ like this and circles back to why I think the Developer Update response is the best step forward at this time.

  • Lochnload_exe
    Lochnload_exe Member Posts: 1,360

    I wouldn't say SWF is op, it is just too high of a difference between SWF and solo. I hope they bring them a little closer to the middle so balancing is easier

  • tester
    tester Member Posts: 792

    "the gap appeared far smaller than it really was." LOL. That's why you should either play your own game or listen to people like Otz. Than you won't need data for something that is obvious to anyone with experience.

  • Hex_Llama
    Hex_Llama Member Posts: 1,828

    I mean, personally, I feel a lot better about changes that get made step by step after gathering data than I do about someone who tears up the code based on instinct. Getting the game onto MMR was a big milestone and one that they told us was the foundation for future data analysis around balancing issues. Now they're doing the data analysis around balancing issues.

    I'm glad about that. I get that it's slow, but doing something carefully usually takes a long time.

  • InnCognito
    InnCognito Member Posts: 720

    I am for a peaceful resolve to this game in 2022 and that all opinions should be welcome here. That way we can MEND WOUNDS and move on with life. The world has not been pleasant lately and the escape from everything around us, is video games. We can live in a world and enjoy it

  • Devil_hit11
    Devil_hit11 Member Posts: 8,724

    @Peanits Don't let negative comments ever put you down.

    I just wonder how these negative killer changes bridge the gap for the killer player facing SWF? Awhile back, It was said that there would be improvements for survivor to bridge gap between solo survivors and SWF survivors between killer.

    It was said that when survivors would become as strong as SWF. Killers would become too weak as result. Will killer ever be changed to be able to go against SWF at higher-levels of play?

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    You shouldn't let the negativity bring you down.

    There have been content creators who straight up made a living bashing you people. Pretty much 95% of their video's were spreading negativity towards you. Luckily the biggest offender has left but the damage is still there.

    Sadly there is a vocal minority of this community that has been quite literally brainwashed into hating you. It will never be good for them.

    I for one am extremly pleased you learned from the kneejerk reactions like original freddy week 1 nerf and now take the time to see what exactly needs to change and how much.

  • JPLongstreet
    JPLongstreet Member Posts: 5,856

    Please, everyone try and not focus on expert badass gameplay in DBD, the so-called high level play. They've proven time and again their intention to consider all players of all skills in proposed changes, not just how it would affect the best players.

    Whatever changes you have in mind, please always tag onto it "How would this affect a brand-new player? Or one with less than 200hrs?" Because that's the biggest portion of the playerbase.

    What chance do we have of keeping players longer if changes immediately become frustratingly noob-stomping? The grind is already rough, the tutorials (imo) still unsatisfactory. Now add on something only aimed at the top 5,000 or so best players we have? No one would stick around to "git gud".

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    I mean, i feel like it's fair to assume SWF are higher on the list than solos

  • Laluzi
    Laluzi Member Posts: 6,185

    I'm for one joyful about this announcement, because when SBMM was announced, I was hoping that stratifying the data among clearer skill brackets instead of the muddy rank 1 area that could contain anywhere from semi-competent players to 10,000-hour gods was going to lead to you guys addressing some long-standing balance issues that were largely centered around emergent top-level play. The announcement about looking into increasing solo queue's information game was potentially the best news I've heard since joining DBD, both for planning balance changes I strongly agree with from both a survivor and killer standpoint, and showing that the data is being looked at in the way I'd hoped it would (which sounds promising on a couple of other angles.)

    Not sure if you were watching then, but the forums were overwhelmingly positive on the 3rd when the news was dropped. The mood just got overshadowed by the Leatherface mask controversy and the seemingly underwhelming patch notes next day, and I think everyone's back to their usual cynical self at this point. But addressing the solo-SWF gap was received very positively and the major concern was that there might be a long waiting period between solo buffs and general killer buffs to follow - not the move itself. People are happy about this.

  • TheMadCat
    TheMadCat Member Posts: 2,203

    Yes, I've seen great reaction on streams as well (English and French ones) about the solo Q changes. Even if we don't know yet when it'll be coming, I think most of us are happy it's being adressed.

  • Madjura
    Madjura Member Posts: 2,460

    SWF escape rates may be at a level that is considered balanced and non-SWF is just lower. In which case no Killer buffs are necessary.