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SWF or premades should be nerfed for balance

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Comments

  • Whoudini
    Whoudini Member Posts: 309

    Bridge the solo q gap and then buff killer to compensate. Clean and simple and literally the easiest fix and what should be done, everyone is happy.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"Neither of you like swf,"

    SWF is fun when you play survivor but makes the game miserable for killer. Likewise playing against bully squads as killer occasionally trains you to always tunnel survivors out of the game. It's the advantage from SWF that causes the problems.


    -"The majority of swf are average, at best. They're not calling out their location"

    There is no way for you to know this. I play with some people who have been playing less than 6 months with under 1000 hours and they did this without any prompt from me.


    "That means things like Basekit Kindred"

    That would be wickedly overpowered if you really stopped and thought about it. But that's not something you are likely to do.


    -"So instead of the current 2.5% kicking a generator removes, which is rather pitiful, it can be increased to 7.5%"

    For kicking generators to rewarding it needs to be something like base kit old Pop with 20% total regression removed for every hook. Or regression needs to be base the same speed as a single survivor. Or kicking a generator makes the generator not able to be repaired for 30 seconds (and this could be buffed with a perk that has no cooldown that adds 30 seconds per kick).

    What you're offering is like if I said killers get Lethal Pursuit base kit and survivors get 7.5% faster chest opening.


    -"Giving out extra perks like candy because of how much information can be relayed at the highest level is absurd."

    Low level SWF give out at least 4 perks worth of information. Players like me give out somewhere between 12-16 perks worth of information. People like Hens call out never ending pings and clock positions for each map/generator - lets just call this 20 perks.


    -"If all of this is still not good enough, because tournament this, comp that, then you can agree to disagree."

    The tournament rules are put in because DBD is incredibly one sided once you get over "medium" skill levels and start playing in a SWF. The reality is that playing in a SWF is not fair to survivors or the killer who is playing solo.

    Imagine for a moment that instead of giving the perks we had the option to increase/decrease the killer's terror radius. Each killer would either increase or decrease their TR as a preset option as part of their loadout. This would do nothing until they go in a SWF game. For each linked person in a SWF the TR would go up or down 25% so that a 40m terror radius would become 60m with a single 2 man SWF and would become 80m basekit vs a 4 man SWF. Or a killer could choose to reduce their terror radius by the same value so that base kit the killer had no TR vs a 4 man SWF. Perks that require a terror radius would use their default radius but it would just make no noise - because the SWF party is required to call out the killer's location.

    This would be a change that makes SWF have a consequence which is one of the things DBD is lacking right now. You turn it on and you are better than playing solo. That's not fair to most people.

  • Gandor
    Gandor Member Posts: 4,268

    Note to everyone in this discussion. @DBDVulture is the same person who insists tunneling generators is a thing + the one that said 6.1 patch was survivor-sided, because it nerfed some killer perks.

    Take everything he said with huge grain of salt.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    He's nothing if not consistent in pushing this narrative that killers are somehow being clowned on constantly.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Low tier gameplay was improved by the last patch but it was only made worse at high tiers because the perks that worked against SWF don't work anymore.


    If you disagree it tells me where you are in the rankings.