Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application
Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Will there be any nerfs related towards SWF in the upcoming roadmap update?

Coffee2Go
Coffee2Go Member Posts: 771

This is mainly question towards the devs and the community manager/s

Since the SWF kinda make it really one sided in the game where playing a killer and your goal is to earn bloodpoints and progress the grade but you technically try your best to be all over the place and eventually not killing anybody and just having singular hook status on 4 survivors and then end up not earning much points even if using offerings and such.

I think there has to be a system that would be WIP which would know that the lobby is full of 4 premades and 1 killer and then the game tells them they cant stack "certain" perks or it would decrease their effectivness respectfully to make it at least 50/50 for both them and the killer.

I know that this post will make players upset but please try to understand its not fun or fair when a killer gets no grading progression that would help them earn bloodpoints on fair amount as survivors that can just speed through then have enough time to max out their grading.

Again i think the only way where it would be end up being fair if the system reduces the effectivness of certain perks that survivors tend to stack and totally ruin any sort of chance for a killer to try to get them to even 2nd hook state, this is only for SWF's

I would like to keep the discussion respectful and civil towards both sides and ideally get a response from the staff team that are in charge for these type of decisions.

I play both sides in the game and sometimes i end up being put in a game with 3 pre made survivors that purely just focus on making killer life miserable instead of getting bloodpoints and progressing and allowing both parties to play as intended.

Since i have seen the roadmap and there is lots of new implementations coming to the game that bring QoL improvements and help this behavior.

Answers

  • Coffee2Go
    Coffee2Go Member Posts: 771

    There can be a system that is less punishing towards high MMR players and lower MMR players and as well when you mix lets say one of your friends is high MMR while you play with your other 2 or 3 friends that are more towards the killer MMR but still higher MMR than killer then it sort of equalizes to make it fair and correct.

    But overall there can be a system that balances it out in the background while lobby is being filled before its ready to put in match, maybe machine learning which is being worked on by devs already

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Yeah i agree with you about the stats but i was also making a point about only certain perks that offer survivors ability to do certain actions in game that make it so killer side cant get any bloodpoints out of that, its not the matter of winrate much more about how spread around the grading is and rewards for the match

  • Coffee2Go
    Coffee2Go Member Posts: 771
    edited June 26

    Body blocking, baiting actions that lead to chained perk reactions from one survivor to another which leads to no downs or even chase time for killer much you practically escape, certain haste perks that can be stacked to refresh each other with certain hurt states.

    Also for anyone wondering these should be the stats:

    Match Type | Killer Win % | Survivor Escape %

    --------------------------|--------------|-------------------

    All Matches (All MMR) | 60% | 40%

    High MMR Matches (1800+) | 63% | 37%

    Solo Queue Survivors | — | 43%

    2-Player SWF | — | 44%

    3-Player SWF | — | 45%

    4-Player SWF (Premade) | — | 49%

    But its a bit confusing since the stats tend to not be perfectly accurate and unsure what is considered a "killer win" would it be 3 kills = win and 2 kills = draw?

    Since with only 2 kills you can maybe max out gold grading that does not really give you much to progress from

  • Mr_K
    Mr_K Member Posts: 10,346

    What happens if you get 4 good survivors that are solo? Will you still have an issue with not killing any if then or not getting many hooks?

  • UnicornMedal
    UnicornMedal Member Posts: 1,541

    Probably the best way to nerf SWF would be to add better matchmaking and comms to the game. That would bring them to roughly the same level as solos. The issue is that good matchmaking in DBD is an oxymoron and players, despite shouting to the heavens that this is a PVP game, are terrified of PVP interactions.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    But then again i still stand againts the system that should be added to prevent stacking certain perks which cordinated in comms survivors can utilize to purposly make fun of the killer and not let both sides be on equal footing unless you end up chasing a singular person entire match to then get them to 2nd state of hooking

  • Pulsar
    Pulsar Member Posts: 22,943

    This doesn't really sound like an issue. Sounds extremely niche.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Yeah its quite something when i play lets say 10 to 20 survivor games i end up with few that generally just are that good that end up only get hurt and leave me to do most gens and then we escape but then some games where they throw and leave and get penalty for it.

    And then there are some games where with a killer i get fair matches where its 2 to 3 kills and they get enough chase time and i get enough hunt time for my quests and progression but then there are games where there is 1 or 2 or 3 players like ones i was teamed with as a survivor that are untouchable unless you main only one person from them and even then its kinda like whats the point

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I dont know all perks by memory but you can 100% stack them where it crushes certain and most killer perk builds because they just simply synergize with your other 3 friends who you have comms with that are in real time.

    I saw a post where the devs do confirm that to be the case but again its niche as you say, its just one of those things that happens once in a while or maybe 2 times in a row and then you get games with people who abandon

  • Pulsar
    Pulsar Member Posts: 22,943
  • Coffee2Go
    Coffee2Go Member Posts: 771

    Im not really 100% sure either how well the matchmaking system works lets say you kill a full squad really fast before they even finish one gen but then next match you kill nobody or get one or two hooks here and there and the rest the gens fly by and chases feel like they never end.

    And also if you have a higher win streak as a survivor does it impact your killer MMR?

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Dead Hard

    Off the Record

    Decisive Strike

    Borrowed Time

    Adrenaline

    We’ll Make It

    Reactive Healing

    Maybe few more that i versed but yeah i manage just enough to get my grade up to get bloodpoints and feel satisfied with the match but it would be nice to end up getting 2 kills at least and draw againts them

  • Pulsar
    Pulsar Member Posts: 22,943

    This is all pretty standard stuff and isn't difficult to counter. Would you like some tips and tricks?

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Yep that would be nice to know for future matches

    I figured the only way to counter is to do a tight patrol on the last 3 gens, never over commit and such but yeah.

    I mean i do get 1 kill but it feels better and enjoyable at 2 to make it a draw.

    Its always usually they rotate in cycles until they deplete their perks that are one time use or have a insane cooldown and then if overcomiting to a chase you gamble your gens but yeah they you get what i mean

  • indieeden7
    indieeden7 Member Posts: 3,600

    Can you suggest any nerfs to SFW that wouldn't also hinder solo queue survivors that they may be playing with?

  • Coffee2Go
    Coffee2Go Member Posts: 771
    edited June 26

    Okay so just to point out a feature that the devs are working on its the one which allows survivors to see each other picked perks in the lobby, so i think the best way is then to as i said add that system that adjusts the perk values to certain values so that it would not harm the experience for the solo queue survivors.

    And so hence i propose a system that basically adjusts itself according to if the premade has a win streak or not and up againts higher mmr killers, it would realistically only lower the value for the said team and not so much for the solo team players.

    Example:

    If those 2 premades who had like lets say most win streaks than losses decide to just play with 2 randoms, those 2 get a more heavy adjustment than the randoms but still noticable one if they decide to match perks with those 2 premades

  • Coffee2Go
    Coffee2Go Member Posts: 771

    This would also kinda help preventing non stop perk adjustments buffs and nerfs each few updates due to meta and such, but its a bit hard to imagine it but i do not mean harm i want it to be more balanced and fair for even the randoms mainly randoms

  • Orvarihusklumpen
    Orvarihusklumpen Member Posts: 285
    edited June 26

    I rarely go against 4-man SWF's that just goofs around. Maybe it's different in the US but in EU it's mostly "comp" 4-man SWF's, that is to say they hang around in the comp community of DBD doing scrims, 1v1's and use all the meta perks.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I play on EU but yeah i mostly get placed againts the SWFs as a killer but as a survivor its a bit more rare to get a 3 Or 2 SWF compared to 4 squad againts you as a killer.

    And yeah they do run "meta" perks that stack values or can be rotated by each player that takes a hit and it does rely on skill to rotate that well i would say the perks make it a bit easier it gives them enough edge to rotate well and cycle their perks to cooldown.

    I dont know how common they are in US region but in EU its really sweaty players who just want to mock and troll the killer

  • w0lferzTTV
    w0lferzTTV Member Posts: 11

    I would like to mention the mass amount of generator regression perks that the killers can stack. They have perks that can effect how fast you heal and cleanse totems. Perks as examples:

    All stackable Generator Regression Perks: Jolt, Pop Goes the Weasel, Overcharge, Scourge Hook: Pain Resonence, Dead Man's Switch.

    Thrill of the Hunt is a good perk if you are running Hex's so survivor's not only have to hunt down which Hex is the right one, you take 20 years to cleanse it because it nerfs it into oblivion.

    Sloppy Butcher makes healing a pain.

    Oh, and not to mention most Scourge Hooks make your progression on hook faster.

    Let's also talk about the amount of debuffs that killers can put on survivors compared to what survivors can put on killers. Killers can inflict: Hemorrage, Mangled, Exposed, Madness, Blindness, Oblivious, Hindered, and Incapacitated.

    Survivors can inflict: Blind, Stun, and Sabotage (sorry if I forgot one or two).

    Not to mention the Survivor Perks that inflict debuffs on the Survivors themelves: Exhaustion, broken, and cursed. Killers also have perks/add-on that can extend any of those.

    As a mainly solo survivor, please explain to me how it this game is survivor sided?

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I totally get where you're coming from killer perk stacking, especially in solo queue. Things like Pain Res, Pop, and Sloppy can snowball really hard, especially when you're not on comms. But I think the issue isn’t necessarily that one side is more powerful across the board it's more about how certain combinations of perks or playstyles (like SWFs with strong info and coordination) can tilt the match hard in either direction.

    So yeah, killers do have more debuffs and control tools, but that’s kind of by design, they’re the power role. The flip side is survivors can stack haste, healing, or gen rush perks and loop well enough to shut a killer out entirely in 4 minutes.

    I'm not saying survivors are weak or killers are OP, but I am saying the current static balance model doesn't always reflect how stacking meta perks in a SWF is a totally different beast than solo play. A data-driven tuning system could adjust values behind the scenes based on actual winrates/match speeds, not just gut feeling or anecdote.

    This would not ruin the solo queue experience at all if the devs can make it correctly and put it into the game and play test it to perfection

  • w0lferzTTV
    w0lferzTTV Member Posts: 11

    "Killers have more debuff and control tools." Yes. They also have add on's that they have access to the whole game compared to survivor that only have them for the duration of their item. Not to mention the amount of teleportation (some) and movement that killers get as a base speed. Killers have a higher base speed than any survivor. They also all have unique powers compared to survivors which allow them to have more control. Also, most haste things give you exhaustion or some sort of debuff for at least 40 seconds with most of them lasting only a few seconds.

    If you look at how easy it used to be for survivors to do generators and stuff, you would know how much they nerfed it, making it take 25 seconds longer to do generators. Not to mention we have to do skill checks on everything we do (healing, generators, etc) and if we mess up, prolongs anything that we are trying to do.

    To me, using SWF as an example as why the game is unbalanced for killer makes no sense when its only in high mmr MOST of the time. When you are running with a random group, the likelihood of people running perks that stack is very rare but if you change things for the high MMR people, you are also changing it for the average person. There is really no way of balancing a match with two solo's and a duo. That would have to be calculated before a match even starts where they are put with people on the same playing field. A new player (and I have seen it) should not be grouped up with a trio and a high mmr killer. I played killer and am no where near high mmr and have only gone up against a SWF once and yes they wreaked my world but why am I put up against them in the first place.

    The MMR in this game sucks and hopefully they change it and do it right but saying that SWF is unbalanced when its not the average player is unfair to the average player.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Fully agree with the whole take you layed out and its the whole truth but then again why not have a system to battle High MMR, after all there is and always will be imbalance in MMR scaling for lets say new players and experienced ones that end up being put with high mmr players.

    I was just saying the devs should focus on battling and focusing on making a system that actually does simply THAT, before actually readying up for the match to begin the system particullary chooses those two players or three or 4 that are pre made and have been winning the games mainly because of those perk usages, now there is already official tracker for which perks are mostly being used but i think devs can actually see more in depth match results what actually brought the win to the survivors.

    Again if you try to understand the wider picture what im trying to explain which is to fully leave the solo q players alone because they fully lack comms and they are not in party they are fully relying on pure game sense what killers have to rely on because they are alone they cant communicate they rely on game sense, perks, addons like you say, and yes they do last entire game but thats because of 4 survivors.

    My point is there needs to be a system that works along side the MMR system that is already in place which is clearly doing a bad job at putting new or average players in lobbies with higher end killers or higher end SWF squads.

    Now i dont know how it will look like when devs add that thing in the pre match lobby for survivors to see their perks and that will offer randoms more power to match and stack perks by looking at each other perks and avoiding dupes

  • coolgue1
    coolgue1 Member Posts: 249

    You’ve made thread after thread asking for buffs — whether it’s M1 killers, slowdown perks, nerfs to SWF, or even old Myers audio. That’s fine, but at some point, it’s not about balance anymore — it’s just asking for more and more until the game hands you wins.

    Saying people are “toxic” just because they don’t agree with you doesn’t make your argument stronger. A lot of us like the effort it takes to get value out of M1 killers. It’s called challenge — not everything needs to be high-mobility or free pressure.

    If you're always demanding the game be made easier instead of adapting like the rest of us had to, maybe the issue isn’t the killers — it’s the mindset.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Not sure how old are you but i dont plan to quit my job to play 10 hours a day and buy a gaming pc with 240-360hz monitor with lowest input lag ever just to be able to enjoy my life in dead by daylight.

    Yes you are right its about mindset but how can i be in a mindset when i have a 6 to 6 job, i have other life priorities outside of gaming unlike before when i was younger and actually sweaty at video games.

    But yeah no sorry i dont agree with you at all lol on that one where m1 is fine needing to be more challenging, just because the team decided to grab a license for lets say myers and turn him into m1 and not give him m2 abilities like vecna or ghoul that can fly across the map in less than 5 seconds doesnt mean i should avoid myers and go ahead and play m2 killers because none of them i do like and i love myers because i grew up with that as a kid.

    If you plan to talk and call me out on me having a job and having to support my family not everyone is privilaged in life so yeah im sorry for not having time in life, i have around 1h max or less to do few matches of Dbd that being survivor or killer.

    Other than that i have other places to be in life and not infront of a screen learning patterns getting better at making 0% mistakes just to be "challenged"