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SWF is OP because they have no weaknesses

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Comments

  • UndeddJester
    UndeddJester Member Posts: 4,971
    edited January 31

    SWF must exist for the life of the game, and you can't impose strong limits on it otherwise you would massively hinder the appeal of the game for many players.

    That said... Since a lot of people want voice comms, it would be cool if you could queue with a remade, queue for "true solo" with no voice comms, and queue solo with voice comms... however being in a SWF or in a voice comms group limits you to 1 copy of any perk and only 1 of any unique item for each person using cooms in that group.

    This would mean playing "true solo" frees you up for any build you want, but playing "comms" means you have to compromise on build variety and look for team combos.

    I can only speak for me personally I would actually consider playing SWF more.... Outside of banter with people, I don't really find playing SWF interesting. If you could pose the suggestion to use different builds, then cool, but you need a mic, then you kinda have to be "that guy" to insist on it, and who cba to go through that rigmarole of trying to get everyone on board?

    If you mandated it, maybe even included a draft system, that would for me make playing in a SWF far more interesting, cause you're actually thinking about what your team are doing, who is good at what and what role they want to fill.

    This would give a little more wiggle room for the strength of perks and items, since SWF would be reigned in a little, and we wouldn't have this issue of "SWF can spam this perk" all the time.

    This of course wouldn't happen... but I'd certainly find this a lot more engaging... kinda like dabbling in comp... without going full bore into comp...

  • CautionaryMary
    CautionaryMary Member Posts: 802

    Yes, people think because you queue up with others that you MUST be on comms.

    Yesterday I was playing a 3 man SWF and I was going against a Hillbilly with a random Nancy who was smacking my butt three times, I returned the favor, and we had a nice little exchange where at the end gate I looped him for a bit and she flashlight saved me multiple times in the end game scenario. Very good player, obviously.

    After the game, she friend requested me and she is a PC player (while I'm on console) and in any situation that I'd play with this person - we would have zero comms. Just because you queue up with a person doesn't mean that you will have comms — so, thinking that all SWF use comms or no comms is a mute point. Sometimes people group up with others because they recognize skill potential. I've played "SWF" with random PC players who have added me and some people in this forum might think I'm using "comms", when in reality, all you need as a survivor are people who know how to actually play without throwing the game.

  • UndeddJester
    UndeddJester Member Posts: 4,971

    Oh I get that, but there is no way to determine if players are on comms or not, since even cross platform you can have comms via discord.

    I have no illusions I'm in the minority here, I am just saying that I'd prefer this system in SWF, as even without comms, having a drafting system or just being able to see each other's builds with this limitation, where moat left player would take priority on perk choices, would engage me personally much more in SWF. 😅

    However I'm an old school s2-3 Jungle player in League of Legends, the kind of player that naturally had to think about team compositionas a regular part of my game strategy since carrying from the jungle wasn't really viable back then... ofc beyond team chat and pings you had no comms, so you had to do a lot of this kinda things.

    S4 onwards wanted the jungle to be able to carry, so that need to thunk about team comp was greatly diminished.... I eventually quit the game because if this shift in mentality.

    So I'm more making a suggestion of what I personally would like to see... knowing full well moat won't agree 😁

  • CautionaryMary
    CautionaryMary Member Posts: 802
    edited January 31

    Oh no, I'm not trying to argue or anything. 😅

    I was just pointing out for clarification speaking as you were the poster after mine and the idea occurred to me as I had that game last night. ☠️

    Similarly to you, there are times where I like to solo-queue (it's relaxing to not have to call out every single thing) and just play. Other times it's nice to just play with people and get a laugh — that's my SWF group, but they typically have less hours and I just slowly teach them things (my group likes to call me DictionaryMary, lol).

    But yes, it would liven SWF up sure but I don't know, again I like player freedom and variety. Not many people do what I do where I play with different builds (some survivors play full meta or popular perks) and unless there was killer restrictions as well (similar to comp DBD) — killers just lose me when the idea of non-duplicating perks come into the picture. I've seen the game with MomoSeventh where he lost to a seemingly comp team where they all brought second chance perks - but most SWF do not play like that.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    If my friend and I can't go in both having Bardic Inspiration so we can jam together like a couple of rockstars, then what is even the point of Bardic existing at all. We need our lutes.

  • Choaron
    Choaron Member Posts: 818

    SWF is not OP. 95% of SWFs in this game are easily defeatable if you're good at the game.

  • GlamourousLeviathan
    GlamourousLeviathan Member Posts: 1,291

    Saying that most SWF's aren't on that level is basically saying that it is fine if your enemy has a nuke, but doesn't know how to use it, while you have only assault rifles. They have every advantage against you, but don't concern yourself with it, they are stupid anyways.

    If SWF isn't a problem, then might as well make the aura of every survivor show to each other at every moment, as well as generators, chests, exit gates, and totems whenever someone touches them. Also, show the killer's aura to all survivors whenever a survivor is looking at them. That's basically what comms allow in a nutshell, which takes away all agency from the killer.

  • Roco45
    Roco45 Member Posts: 342

    DBD is also the only game you've seen with multiplayer that wasn't based around playing with friends and has yet to add in what every other multiplayer has, voice comms.

    Correct, most games are steamrolls and that's because Killers are overbuffed and Surv gameplay in general has been nerfed into boredom to compensate for the advantage SWF have over Killers. Literally is why SoloQ is unplayable and why Killers are all so sweaty and salty from the matches they vs against SWF. If SWF didn't have advtanages, then Killers would have no problem playing against them, but no one wants to.

    Though lets circle back to you not knowing how BHVR could code a mechanic like gen debuff into this game, instead of actually talking about the viability of gen debuffs curbing SWF advantages. The entirety of Surv gameplay has been dumbed down to compensate for SWF and the entire game suffers because of it, get over yourself and your need to retain unfair advantages, they should be balanced out.

  • solidhex
    solidhex Member Posts: 925
    edited January 31

    Have you ever actually played on comms? Because your suggestions are WAY beyond the capabilties of swf. I don't know if you ever tried to call out the killer or tried to meet with your surv friend somewhere on the map, but it's actually much more time consuming and prone to errors than just seeing a yellow aura and run to that like an AI bot. I can assure you, from my experience of 5 years of DBD, that most players are incapable of coordinating correctly or even using clock callouts. I've played in a comp team for ~1 year, and learning how to coordinate efficiently was by far the hardest part, as well as calling out correctly. Most of the players you will meet in public matches are far away from that level.

    I'm not saying there is no difference compared to solo q, there is a big difference, but people acting like every swf on earth is some death squad that's impossible to beat is nonsense. You can even abuse some of the common swf mistakes like altruism, if you're in the mood for that. Apart from that, i've seen solo teams with formidable players who beat me by a mile just because every chase was so hard. One of the main strengths of swf is that it is often a coalition of good players who play to win and don't give up first hook or even DC. One of the main weaknesses of solo q is that you play with random people of different skill levels, some playing to win, some not touching gens, some doing challenges, some want to meme etc etc….

    Besides that, you could apply the same nuke-logic to some of the killers like Blight, Nurse or other S- or even A-tier killers which are used by some players for insane win streaks (high hundreds/ low thousands won matches). Most blights you will meet online are mediocre and beatable, but play against some of those comp Blights and it's almost impossible to get outs against them.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,604

    We can do that, yes. And yet Solos would still not be on the same Level as SWF, since Communication is not the main strength of SWF.

  • CautionaryMary
    CautionaryMary Member Posts: 802
    edited January 31

    If Behavior didn't want people to play with friends, they would implement something like what Phasmophobia does where there is no friend's list where you can functionally add people after a game, no?

    They can easily code that in completely bypassing a certain issue that you have. Notice how I mentioned your unnecessary 2 man SWF argument needing a debuff and how not all SWF are on comms, yet wanting to add restrictions.

    How about this mister developer, make your own DBD clone, and implement ALL the changes you want, and we can see how your game fares to the obviously SWF-sided game. You can do all the changes that you want to a 60% kill rate game with a slightly higher 40% for 4 MAN SWF, mister coder. 😉

    Learn to get better and quit claiming it's SWF boogeyman holding you down.

  • Roco45
    Roco45 Member Posts: 342

    What are you talking about lol You can play Phasmophobia with friends, its a game literally designed around playing with friends. IDC if all SWF are not on comms, that's a them issue. The game is being balanced around SWF when SWF don't even make up the majority of the playerbase. At this rate, SoloQ is going to disappear and it's just going to be SWF and that will make Killers get even more toxic.

    I shouldn't have to make my own game because I want this game to be balanced, this game should be balanced lol That's literally what BHVR is supposed to be doing for an online PVP game. We wouldn't be seeing any of the issues this game has rn if SWF were nerfed to be balanced.

    You also didn't address anything, the closest you got was you going "IDK how to code that" well go figure, you don't work at BHVR lol

    SWF is the entire reason this game is atrocious rn. The only people who support it are those in SWF reaping the easy benefits and making alt accounts to keep voting their posts lol

  • Roco45
    Roco45 Member Posts: 342

    Yea I've played on comms and it's so easy to escape. I can call out where a Hex is, where a dull totem is, I can call out where the Killer is, what perks the Killer has, what pallets are still up, if the Killer is camping, if the Killer is chasing me, if the Killers is coming towards me and my gen, if the Killer is wasting time looking for me, what gen I'm working, what gens should and shouldn't be done, I can coordinate perks, let my team know when I'm going for a save, let my team know to stay on gens while I'm on hook for a little longer, we can coordinate tools, calling my teammates over for heals or other, etc. My teammates can all do the same.

    At the core, the lot of you discount SWF's and make it seem like a non issue, which is partly because you want to retain all advantages at the expense of everyone else. Also not every SWF is or needs to be super coordinated, they get endless amounts of information compared to SoloQ, even if they are bad.

    Killers have adjusted to that by slugging/camping/tunneling at 5 gens to control the match, even when it's against SoloQ where none of that is needed. So we have a DC and 'go next' epidemic with the lot of you advocating for higher DC penalties and taking away more player agency from all Survs, instead of curbing the group of Survs that are responsible for where the game is.

    RN as I type this lol A 5 gen slugging Blight has me cornered on the map blocking me in and preventing me from getting hatch, this was a SoloQ match lol . Going on +10 mins rn, I'm recording it. Every match of SoloQ is a miserable experience and it's apparent that even the Killers are miserable, all because of SWF.

  • CautionaryMary
    CautionaryMary Member Posts: 802
    edited February 1

    There is no friends list and you have to go out of your way to add people via Discord or adding them directly as a friend if you're on the same platform.

    Regardless, this conversation isn't going anywhere and you keep resorting to some strawman about not working for Behavior like I really care. 🤷🏾‍♀️ Like I said, make your own game, and implement the rules that you feel necessary for it to flourish.

    You're saying that SWF makes killers play the way that they play, but as Aven Fallen said earlier - comms ISN'T what makes SWF strong. It's the fact that you're playing with other people who know what they're doing. Like I said earlier, I played with a RANDOM Nancy and if I played with her again with no COMMS, we would be fine as we both KNOW how to play. I have FINE games when I solo-queue because my RANDOMS know what they're doing. It has nothing to do about COMMS and everything to do with SKILL.

    Also, that's funny as hell that you're implying my upvotes are from alt accounts. ☠️ Jesus Christ.