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Solution to the swf problem

We all know swf has an unfair advantage,

1. They always know where you're at. (My Scratched Myers completely useless)

2. They know exactly what direction you're coming from.

3. They know what pallets remains

4. They can coordinate perks and strategy

They have too much information, too much weapons at their disposal. If by a miracle you do get a down, for the people buckle up instantly saves them, if that fails there's someone waiting to blind you, if that fails then they sabotage, if that fails then they body block, if that fails then they crawl in front of a locker and at this point you literally cannot even pick them up with head-on flash bang waiting for you. That's 5 scenarios in which a killer can't even get 1 hook.

Then you have to deal with Gen progression, you have around 4-5 minutes on average before the game is over. You decided to nerf all but 1 gen regression perk while not addressing the gen progression on the survivors side, there's too many to name. Just watch Hens and his "fastest 5 gen" record. Game over in under 3 minutes with a coordinated swf attack.

I understand we can't punish players for wanting to play with friends and being efficient playing together but that doesn't mean they should just be allowed to have their way. what we can do is limit their abilities. none of these perks and add-ons are powerful on their own but combined and with a strategy it's devasting. I suggest that anytime a swf is detected perks should be limited to 1 per character. All 4 should not have head-on, unbreakable, windows, resilience, prove, adrenaline etc. If people choose to play with friends they need some sort of regulation, tournament style. This won't solve the issue but it will greatly inhibit their ability to bully and make a mockery of the game. This is a horror game, "survive if you can" not "kill a survivor if you can" Under no circumstances should survivors be in a position where they 99 a gen just so they can play around with a killer bullying them. They should be in fear at all times. Isnt this the point?

Comments

  • pigslittlepet
    pigslittlepet Member Posts: 483

    You are seriously overstating the problem. It's true there coordination and perk stacking is a problem but ultra powerful coordinated swfs aren't as common as you state and the bully squad you mentioned is only bad if you let them tilt you. If a team is in your face with flashlights And head ons then they are no doing gens and are all nearby for rapid injuries. Start slugging and pretty soon youll be bullying them instead

  • Archol123
    Archol123 Member Posts: 4,634

    That just sounds like the other guys are better than you tbh... If they just slam gens instead of doing that "fun stuff" they would be out without much trouble... Most of the times I get rolled by such groups they could just straight up outplay me regardless and only do this stuff because it is fun and just doing gens is not...

    I don't think it is an unfair advantage, the only unfair thing is that the devs still cannot close the gap between solo and swf after the game being more than 7 years old... Buckle up for the people is a ridiculous combo and should not work together and the current background player is also overtuned...


    It totally should be a kill a survivor if you can... that is literally the whole point, if the killer is good enough he should be able to kill the survivors... and the other way around if they survivors are good enough they should survive... But if the skill difference is this big between a good group of survivors and the killer then they will obviously have their way with the killer, because why not?

    I don't think limiting perks is a good idea, because that is basically punishing them for playing together.

    The correct way to go is to bridge the gap between solo and swf by whatever feature is enough and then balance around that "probably" stronger group of survivors. Stronger not because they uddenly became better players, but because they can coordinate better and can play more efficient... Everything else will just annoy group players.

  • DrDucky
    DrDucky Member Posts: 675

    Most swfs do not play to this degree. For instance me and my friends are not calling out every single pallet we use on every map (shack pallet being an exception).

  • anonjon9mm
    anonjon9mm Applicant Posts: 4

    but the others do. playing solo I don't have the luxury of knowing whether or not shack pallet is gone. I can't tell you how many times I have ran into a dead zone where a baby survivor dropped every single pallet and I'm left with nothing to work with. How nice would it be to know ahead of time?These little details gives swfs a huge advantage to both solo and killer. The excuse it's not everyone or these type of teams are rare does not justify the imbalance. Both killer and swf should have a 50/50 fair chance to be competitive at all times. There's a reason every single tournament (including the official DBD) limits 1 perk, 1 item and no filters. DBD league doesn't even allow the same characters, 1 each. If survivors were allowed to do whatever it would be impossible to play competitively. There's no reason why we shouldn't adopt these rules for pub matches. As for solo, we need every single advantage we can possibly get. Limit nothing, matter of fact add an extra chest, respawn pallets do something my god solo is terrible

  • Emeal
    Emeal Member Posts: 5,164

    We all know swf has an unfair advantage.

    How big is the advantage 5%?

  • VomitMommy
    VomitMommy Member Posts: 2,257

    You don't want to punish SWF, rather help soloQ....

  • DrDucky
    DrDucky Member Posts: 675

    We do not need comp rules in pubs, if you go against a legit comp team like you are describing you will probably lose anyway regardless of comp rules or not. Plus I do not want to play dbd with my friends where each of us can only run a perk once thats just anti fun lol.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,784

    BHVR just needs to give some people separate MMR scores for solo q and SWF, so that the survivors that usually do perform better in SWFs, are properly given a higher MMR score for matchmaking.

    And calculating MMR scores need to be weighted more towards the highest SWF member's MMR, because if a SWF picks up a team member with an MMR score lower than the rest of the SWF, it can throw down the average MMR score of the SWF way too low. We've seen this problem happen when streamers do "community SWF" events, when they SWF with the random people in their Twitch chat, and the streamer gets super easy mode killers whenever they SWF with lower MMR survivors.