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balance swf vs pug
Why can't the game be balanced swf vs pug? SWF if I have a group of friends we escape 3-4 90% of the time. Pug games I score top in game around 50% of the time and 0 people escape around 50% and 1 person escape usually through the hatch around 10%. Its time to change up how the game works for SWF vs pug to balance things out to make each the right level of challenge for both sides. I'm not sure what the best method would be to accomplish this, but there has got to be something DEVs can think up. Maybe gens should go faster in pugs and slower in SWF... maybe more time on the hook for pugs before death since you can't communicate... I'm not sure but it shouldn't be that hard to figure out a way to balance it out a little better.
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I would understand the devs would be very hesitant to do anything gameplay wise to try and work out a balance fix for group play vs solo play, so the easiest thing I could ever ask for would be this:
Move the depip marker BACK one tick per Survive with Friends grouping for Killer, then UP one tick for Survivors, except for the ones who are in the match solo and have teams in their match
So for example, it would work out like this:
Full team of 4 SwF = Survivor depip marker moved up 3 blocks, Killer depip marker moved back 3 blocks
1 group of 3 SwF = Survivor depip up 2 blocks, Killer depip back 2 blocks
2 pairs of SwF = Survivor depip up 2 blocks, Killer depip back 2 blocks
1 pair of SwF = Survivor depip up 1 block, Killer depip back 1 block
A system like this would make it so the advantage/disadvantage of survivor communication is accounted for on both sides as far as rank goes. Unfortunately it makes low rank killers vulnerable to being matched with toxic survivor teams more often, but it's not like survivors can't just intentionally depip themselves as it is. At the very least, it makes the player experience less stressful for killers since they won't have to worry about getting screwed over and depip just due to the inconsistent variable of survivor communication.
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