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SWF: +1 Global Perk for each additional SWF member

I had this idea after thinking how others equate each member in the SWF group to additional perks, which is somewhat accurate. So, why not allow the killer to have additional perks to offset this? It would work like this:

  • 4 solo players = no additional perks
  • 1 SWF pair and 2 solo players = 1 additional perk
  • 2 SWF pairs = 2 additional perks
  • 1 SWF trio and 1 solo player = 2 additional perks
  • 4-man SWF = 3 additional perks

There would need to be 3 additional slots added to the loadout, that will automatically be enabled based on the above requirements. They would also be available beginning at Level 1. I'm not sure if it would be fair to allow them to all be shared killer perks, or even just 1 or 2, but I think that BHVR would be able to crunch the numbers of that.

So, what does everyone think? It is definitely a way to scale out the unfair advantages of SWF groups. Since it is possible to create party chats on consoles while in the lobby, the system would need to look at the party chats that each member is in while in the match. Then adjust the counts based on this additional information.

Comments

  • Someissues
    Someissues Member Posts: 1,604
    edited July 2018

    More people would be willing to play against SWF if they get additional Perk

    SWF really negates the use of Bond, Kindred, see when being chased and other perks by just voice comm

  • PureHostility
    PureHostility Member Posts: 708
    edited July 2018
    There is one major issue, that completely disallows devs to implement that kind of change.

    It shits on solo players that happen to be in lobby with SWF.  Why in the world would I ever want to play as a solo player in a lobby of 3 swf players and face a killer with 6 perks? 

    If they would implement this, devs would basically kill this for solo survivors.

    There are two or three possible solutions.

    1) give a bribe* to killers when playing against SWF (bonus bp) - fixes nothing, issue is still there.

    2) add additional mode, casual (same as current, no ranks and no matchmaking) and ranked (only solo)

    3) add icons to show who is in SWF in the lobby for* Both sides, killers and survivors, that way they can either play that game or just dodge (i hate swf as a killer and as a survivor, im purely solo player).


    EDIT:
    Corrected typos*... stupid phone.
    Post edited by PureHostility on
  • Doom_Punk
    Doom_Punk Member Posts: 371

    @PureHostility said:
    There is one major issue, that completely disallows devs to implement that kind of change.

    It shits on solo players that happen to be in lobby with SWF.  Why in the world would I ever want to play as a solo player in a lobby of 3 swf players and face a killer with 6 perks? 

    If they would implement this, devs would basically kill this for solo survivors.

    There are two or three possible solutions.

    1) give a btibe to killers when playing against SWF (bonus bp) - fixes nothing, issue is still there.

    2) add additional mode, casual (same as current, no ranks and no matchmaking) and ranked (only solo)

    3) add icons to show who is in SWF in the lobby fot Both sides, killers and survivors, that way they can either play that game or just dodge (i hate swf as a killer and as a survivor, im purely solo player).

    I mean, considering Survivor is a complete cakewalk, even when solo, I'd welcome some actual challenge.

    I like this idea.

  • PureHostility
    PureHostility Member Posts: 708

    @Doom_Punk said:

    I mean, considering Survivor is a complete cakewalk, even when solo, I'd welcome some actual challenge.

    I like this idea.

    That's a flawed way of thinking.
    It is currently extremely easy, especially with second chance perks. Luckily, some of them are getting addressed.

    The way it should have been done is to address issues that create power gaps between both sides, in other words nerf certain mechanics for survivors / fix flawed map design on more than half of the maps that allows survivors to run the killer for an extremely long time without much of a threat, etc.

    Just buffing certain side to the extreme in case of X is stupidly bad idea.
    Not only it implements an unpredictable variable, it doesn't really addresses the core issue it was suggested for, which is SWF on comms.

    tl;dr
    Address core game mechanics that unbalances the game for one side, rather than implementing another band aid mechanics into the game (such as bloodlust that was supposed to address poor map design).

  • Doom_Punk
    Doom_Punk Member Posts: 371

    @PureHostility

    I just want to see some challenge for once as Survivor, I'm not saying the idea is a top tier definite good decision, but man if I could experience the game being somewhat of a challenge then I'm all for it.

    Until then it's just coasting through on easy street.

  • Navydivea
    Navydivea Member Posts: 114

    @Doom_Punk said:
    @PureHostility

    I just want to see some challenge for once as Survivor, I'm not saying the idea is a top tier definite good decision, but man if I could experience the game being somewhat of a challenge then I'm all for it.

    Until then it's just coasting through on easy street.

    They are finally starting to address some of these issues so hopefully they will take some pointers from Identity V and start pounding out some quality fixes.

  • Blueberry
    Blueberry Member Posts: 13,671

    Doesn't fix the problem and killer perks are too weak for that to make much of a difference compared to what they gain.