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Why is there no slowdown for SWF?

I know the usual argument is "why punish people for playing with friends" but it isnt. Its making the game more fair considering how much of a advantage playing SWF is and how much of a disadvantage it is for the killer. Having an even remotely competent SWF team is like giving the survivors a near constant aura of the killer due to callouts etc.

Comments

  • Kycer
    Kycer Member Posts: 337

    Because “yOu ShOuLdN’t pUnIsH pEoPlE fOr PlAyInG wItH tHeIr FrIeNdS”

  • [Deleted User]
    [Deleted User] Posts: 5,229

    Well, when they posted the SWF vs Solo survival rate statistics they were fairly close to even, so I imagine they consider that I guess.

    The second thing is that they balance around 2 kill averages, but the problem there is that if they see like 2 SWFs full escape and 2 solos get 4k'd they go "Well that averages to 2 kills a game so that is balanced" which is super flawed logic.

  • voiceofguns27
    voiceofguns27 Member Posts: 80
    edited March 2020

    I play killer, solo survivor, and SWF. Even when going against SWF, you can count on them being more altruistic than solo players. Just always go for the person who is making the unhook to get around BT. As far as 6 perks for the killer, I would say 5. 6 would give too many combinations for killer to be over-tuned. For example: When I play Billy, I usually choose between BBQ, spirit fury, enduring, PGTW, infectious, and corrupt intervention. Having all six of those perks for me would be insane. Even with 4 of these, Billy is still very good if you know how to end chases quickly. It's honestly give and take with skill and there aren't many red rank killers right now to combat the terrible match making. I'm a red rank survivor going against green ranks. It's the same outcome for me as killer. Green rank killer, red/purple rank survivors. Playing killer, it is more about applying pressure. If you get two survivors down, you are better off looking for the other two survivors and not hooking the two downed players. That's what I've seen a lot lately.

  • Rivyn
    Rivyn Member Posts: 3,022

    Devs kinda ignore that SWF is a thing. It's why we've had only one perk change to bring 'solos up to SWF levels,' and not a word since.

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  • BigBrainMegMain
    BigBrainMegMain Member Posts: 3,826

    Statistics are never accurate.

    It doesn't take into the fact of farming killers, killers who just let everyone live, suicides on hook, DC's etc.

  • Boludosattendant
    Boludosattendant Member Posts: 71

    came here for all the tears.

    NOT DISSAPOINTED! HAHAHA

  • [Deleted User]
    [Deleted User] Posts: 5,229

    It's one factor that they do use though, just not the primary one.

  • Raven014
    Raven014 Member Posts: 4,188

    That, and they count dc/hatch escapes as one kill one escape, which is dumb.

  • deadbyhitbox
    deadbyhitbox Member Posts: 1,117
    edited March 2020

    6 perks would be absurd. Also, survivors only have like 5 or 6 really strong perks. The rest are just garbage. Killers have far more variety in terms of good perks.

  • Mr_K
    Mr_K Member Posts: 9,249

    Slowdowns are not fun and balanced.

    Cooldowns are.

  • Carpemortum
    Carpemortum Member Posts: 4,506

    So you're saying put a charge meter on SWF and you take a fatigue stun after exiting a game as SWF? I like it. Keep it in line with the rest of DBD.

    Also, missing a skill check while your SWF meter is full, kicks you out into a solo game vs 2 killers.

  • BigTimeGamer
    BigTimeGamer Member Posts: 1,752

    You shouldn’t and it’s good they dont

    sorry that my friends and I have more than 2 brain cells and know how to play this game effectively

    map design is more important than gen speeds, if you don’t understand this than you don’t understand this game

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Because that method of balancing SWF is futile. Someone who is determined to use the benefits of SWF can establish communication in a solo que lobby by sending everyone a discord link and dodging lobbies until it works.

    So it would only effect people that are NOT specifically using SWF for a power boost.

  • Aura_babyy
    Aura_babyy Member Posts: 583
  • tindersdown
    tindersdown Member Posts: 9

    Who is going to police who in a SWF is or isn't using comms and then apply a penalty. I play with a friend A LOT and we don't use comms. Are you going to come to my house and watch over me?

  • kidmaxx
    kidmaxx Member Posts: 57
    edited March 2020

    They shouldn't be punished for playing with their friends. The game should be designed in such a way that minimizes the impact of playing with friends in a reasonable way. If survivors want to practice with their friends and come up with strats and stuff, I'm all for that. But the vast majority of SWF don't, and its not in general the reason why they're is so good. Simply put, SWF have an informational advantage that the game is not designed for them to have. The only way to compensate for this is to give all survivors coms and rebalance the game around that.

    I would love to hear why the devs are so reluctant to do this and I have never gotten an answer. The main thing I've heard is the commonly repeated statistic that SWF only have a 7% higher escape rate. We all know this is BS because its drastically skewed by rank 15-20 SWF who are legitimately just playing for fun and have no idea what they're doing. There's a reason they rarely release red rank statistics.

  • ThisGuuy83
    ThisGuuy83 Member Posts: 1,303

    Because DBD doesn't test for steroids...