SWF never going to be balanced BHVR?
Can anyone tell me if BHVR are actually acknowledging SWF whether on comms or not has an advantage over solos and even more when on comms (which mainly happens).
I was so bored waiting in survivor queues I thought, let's try killer again and yes just had a green rank killer play a 4 player SWF on comms.
Are BHVR going to balance this game as rework nerfs seem common but surely this is killing the game?
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The just drop "SWF players are TOO altruistic, it usually makes them die easily" line or "these are not THAT often". They know about how unfair it is to play against such players btw. They try to buff solo survivors first to let them match SWF level so they could decide what should they do with killers. But it won't do much good I believe. Also, they usually trust their official stats which include potato survivors who reach rank 1 by an accident, so even the weakest killers are actually good!
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I mean it is killing this game. I'm still in a survivor queue and all that I hear from BHVR is that there are issues with "MATCHMAKING".
I'm not joking but if nobody can have fun playing killer then 4 other survivors aren't going to be playing either...
Nerfs and reworks don't fix this BHVR, please don't kill this game
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20 minutes and I have a game!!!!
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The game ended quicker than I had to wait for it!!! LMAO
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That looks more like a matchmaking issue.
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Based off the ranks, im sure that game would have ended the way it did whether it was swf or not to be honest. We have to make sure we acknowledge the difference between losing because of shared information amongst survivors, or losing because you got outplayed. Lets not confuse the two
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So you as green rank killer played against red rank survivors. And your conclusion ist that SWF arent balanced.
You do understand that this doesnt make any sense, right?
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Both pictures aren't to show solo v comms
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"Can anyone tell me if BHVR are actually acknowledging SWF whether on comms or not has an advantage over solos and even more when on comms (which mainly happens)."
You're saying swf is balanced?
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That wasnt your conclusion in regards to your "prove". Its the same balance as killers. Prove me something else.
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You're asking me to prove SWF or SWF on comms is an advantage over solo?
If you can't see why then I'm sorry you can't answer my question
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So what exactly should they do about it? Because if you mean any form of mechanical nerfs or handicaps (less perks, slower gens or whatever) then yeah, that's never going to happen.
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The problem is that even random players sometimes share discord links for voice communication.
So this is not an SWF problem rather than a problem with the naive approach, thinking that only SWF would communicate.
The game should have given all survivors the possibility to communicate ingame And then balanced it around that.
I understand that the devs wanted to give it a more horroresque touch by not allowing communications.
But that was still a bit naive, because in like every sixth survivor game of mine or so people post teamspeak or discord links or steam chat in the pre match chat.
Now there is the problem that changing this would make some perks like kindred completely obsolete.
They would need to rework a lot.
As to true SWF frequency I can not tell about consoles but on PC it should be rare to see SWF teams.
The difference between SWF teams or random survivors using voice comm is little tough I would say.
I do not think that in this stage of the game there can be done anything about it anymore.
I would just advise that as soon as you see signs of them being in voice comm or SWF go rough on them and try to salvage as many points and hooks as possible. Tunnel, camp it doesn't matter. Try protect gens that are closer to the basement. It doesn't matter in this situation if the other gens that are far away pop. Focus the weakest link and hook in basement and try to kill him off.
These are games that will not allow you to build up slowly or rotate around all gens. You have to seize the moment. Don't play for strategic 4k. Salvage what you can. Like scorched earth tactics in war.
Sometimes I got even 1 or up to 3k in the worst and almost hopelessly lost and bad games in the end vs SWF or teams with comm.
Good luck.
Oh and maybe buy a PC.
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How do you know they were a 4 man SWF on Comms?
And well, given the fact that they are all 10+ Ranks above you, if those are 4 Solos, the result would have been roughly the same.
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I don't think anyone is saying SWF isn't an advantage over solo. They're saying that the screenshots you provided as proof of that don't actually prove anything except that matchmaking is broken, because (at least as far as we know) you had no possible way of knowing whether those people were playing and communicating in a party. A green rank killer losing to four red ranked survivors is to be expected, whether the survivors were in communication or not.
And yes, the devs have definitely acknowledged on numerous occasions that SWF players with coms definitely have an advantage over solo players, and they are trying to balance the game with that in mind. They just don't necessarily think it's as much of a problem as some players seem to believe.
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BHVR know that SWF have an advantage over solo, they argued in the past to close the gap between solo and swf with adding perks like kindred to the basekit of survivors. They did scrap that idea, i am not sure as to why.
When it comes to how much of an advantage SWF actually gives, it really varies. So for example if you have 4 potatoes they will not become good due to them playing in a 4man. Yet SWF gives unfair advantages with perks such as OoO, giving info about totem locations and so forth also one can argue that if you really wanna sweat, people adjust their 16 perks to synergize with each other.
And you can "react" way smoother in a full swf then solos ever could but hey...
Yet all of that will ignored by community/devs either with "oh well most people just wanna goof around" or "they are super altruistic" those thought-terminating clichés are nothing but bad excuses to not have to deal with the fact how broken the game can be become. It doesn't matter whether or not the majority is not doing that, it shouldn't be possible in the first place.
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This was last December. Doesn't seem like they're refusing to deal with it to me.
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Actions speak louder than words. I will not hold my breath.
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And they have still done literally nothing since they first announced this plan.
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You mean in the last two months?
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Notify the killer before the game. Provide BP or shard bonus incentives to play against SWF. They'd still get dodged.
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The whole bringing solo's up to swf standards has been their go to for much longer than 2 months.
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There is a way to balance it between SWF, killer and solo survivor, only depend on dev want to do or not.
- Rework perk that is overpowered when abuse by SWF -> OoO
- In game chat / comm -> for solo survivor.
- rework those big map to smaller map + rework god loop into normal loop.
There, the game will be more balance.
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knockout and blindness needs to go as it destroys solo and does nothing to swf.
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I face no problem as knockout when I playing solo, there is a perk -> empathy which I always bring it and counter knock out totally. I was hoping Dev rework those things that doesn't had counter, for the things that able to resolve by bringing a perk or item, I have no problem and those things can stay what it is.
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I enjoy DBD as survivor in two ways.
1. It's a horror with suspense from a powerful killer with lack of information and only perks to help me.
2a. Playing with friends, knowing perks and style but someone who has your back and basically isn't running around looking for the hatch or unhooking you in front of the killer once they find it.
2b. Now the above 2a doesn't exist as external communication is automatically used to enhance the friends experience but remove the lack of information in the game.
SWF was used by BHVR to bring more people into the game at a cost as a disadvantage to the killer. This has never been addressed and is usually taken advantage of by teams shown in the first picture above who are using a common meta perk team build with each assigned a role depending on killer and their perks. Personally I feel this could be even stronger if they didn't use self-care but believe it would mainly be used for end game.
So without going into the numerous examples of advantages of comms there needs to be balance so killers can increase and lobbies don't take longer to get into than the actual game.
Ideas for something that shouldn't really be in a horror game are plenty but are ignored/dismissed without reason:
"...mechanical nerfs or handicaps (less perks, slower gens or whatever) then yeah, that's never going to happen."
Buffs to killers in perks, speed, etc are also possible but whilst fair against a 4 swf or 2&2 swf but not to the solo who joined a lobby with a 3 swf.
Until fairness and some sort of balance is achieved the side that it is unfair and less fun will diminish which is not surprising when it creates long lobby times.
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