SWF possible "balancing"?
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I prefer going against 4 man stacks over solo queue players any day. "no one going to play killer" is not true. Playing against 4 solo queue players is like playing against AI, its boring and no one wants to do that.
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Well the problem with SWF that makes it too strong is that it allows the survivors to pretty much constantly know where the killer is unless it is a GF or other stealth killer. There isn't really a way to balance swf as such because there isn't really anything to balance, you can't stop them from playing in a voice call. An idea I had to try and make sure that every game is fair swf or not is that all players who play in an SWF group are tracked on how well they work together so that they can be matched with killers of their group skill level. Unfortunately this is BHVR so they will never add this so I guess I just have to hope that what ever the new matchmaking system they are adding will match SWF appropriately.
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Yup, I know that. It's not just a single thing that lets an experienced player know if those against him are SWF or not. It's a cluster of things, the way they play above any of those. If there are always people behind you while you are chasing another survivor, if they are ready to sabotage a hook or flashlight/pallet save, if they let go of a gen as soon as you start heading their way. The vast majority of the time, that indicates a SWF. And it's not even going to load 4 people at once every single time. Sometimes I get 2 or 3 people, and others who join later.
Well, no. As of now, there really seems to be no proper way to balance SWF, if they want to keep the possibility of full teams. The thing is, the advantages you get with SWF and comms are so many, that there still would not be proper tracking. And that very same tracking would necessarily account for matches that happened way before it was supposedly implemented. Someone deemed as a "good killer" could still be bad. As much as if you get one of those used to play in SWF all the time, his true skill level wouldn't be on par with that of him playing SWF.
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I don't understand why swf should be balanced.First of all I say rank 1 as a survivor.The dbd matching system is still terrible.Matches me with the player who has played the game for 50 hours(because rank is 5).Those who don't know what borrewed time is."well make it" not knowing what it does.I'm being paired with cancer mass.Doesn't know how to loop, doesn't know when to take it off the hook.And you want me to play more games with this audience.I'm going to the game alone enough to live them and they're amazing.I will never support this view unless the matching system has improved
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May have been said as I did not read all 3 pages of posts, but if SWFs are superior, *build in game chat*, and balance game based on survivor communication. If people still choose to stay partied with 2 and not join the game chat, that is on them. And that if is subjective. As stated by some killer mains, they don't find it much more difficult, so maybe no adjustments are warranted, but with all that said, in game chat would be nice! I run solo survivor all the time and nothing worse than all 3 players going for 1 hooked survivor (mind you, I only dabble in the game and by no means climb the ranks)
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communication should be allowed
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I personally disagree with this idea. The problem isn't SWF, its the perks. Think about it for a second. I may be new to the game but i know about the most used survivor perks, DH or SB, BT,DS. Those perks need some sort of balancing. Also there needs to be a "game chat" so people can communicate. But I'll get to that point later. Another point I'll get back to is the flashlight/toolbox meta.
First let's talk about both dead hard and sprint burst. While dead hard hasn't given me much of an issue so I can't speak about it. But sprint burst is way too strong. I have played both survivor and killer for many games and I have figured out that sprint burst kinda needs a nerf. Here are my adjustments to the perk
- Sprint Burst lasts 1 second instead of 3 (increases by half a second for each upgrade so 1, 1.5, 2)
- Sprint Burst also has a higher cooldown
- Sprint Burst like dead hard has a button you can press to activate it instead of it activating by just running
Secondly we have borrowed time. Borrowed time is a anti-camp/tunnel mechanic but it lasts too long IMO. Here are my changes for that perk
- Borrowed time should last 5, 7, 10 seconds but the deep wounds should have a longer time before you go down in case of tunnelers
Finally and my most hated perk as a killer main, Decisive Strike. It should be an anti-camp/tunnel mechanic but really its just a second chance if you lose a chase. Don't get me wrong it should stay a good perk but it shouldn't last so long to the point where any decent survivor can loop and stun you until you finally get them down and you get hit with that. So here are my changes to the perk
- Borrowed time last 15 seconds less(25,35,45)
Now I'm gonna keep this short and simple but to counter to amount of SWFs then we need an in game form of communication so that solo queues aren't so bad people only play in SWFs.
Now we get to the flashlight/toolbox meta or the gen rush. Basically people do as many gens as fast as possible to escape swiftly and without issue. This is what I think people mean by SWF is a problem. The generators need a time nerf. For example increase the time of the generators and add 5 more minutes to matches. Here are my changes
- Generator repair speed is nerfed by 63%, which means if a gen is being repaired by one person it will take 130 seconds
- This will promote a style of play where multiple people are working on gens leading to more chases and more cooperation(for this to work there needs to be a game chat)
I think these changes need a lot of time and money but if they do it it will make the game more balanced.
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I totally agree with you on the fact that perks are an issue, too. But the problem with SWF cannot be understated, really. Communications are what wins a game, before any of the perks. Perks are just advantages to help you do some things better, but knowing when to leave a gen or go for a save, or even which pallets have been used already gives survivors such a gigantic edge. Of course, I am in no way understating perk issues, too. People tend to always choose the easy way around, when doing stuff. Here, pretty much every survivor runs BT, DH and DS (now even Tru3 does so). If you have ever played CoD Black Ops 3, you know that pretty much every player used to run a VMP, because it was such a stupidly OP weapon. Sadly, there is no counter to cheapness.
I tried proposing something along those lines, a while ago, when I still played survivor (because I could still find matches). Stuff like limiting toolboxes, flashlights and keys to just one per trial, meaning that if two players were running a flashlight while in the pre-match lobby, one of them would have to choose another item. I tried proposing to make it impossible to run DH and DS together. Guess what? Survivors cried. I tried convincing people to have a broken totem counter on hud for survivors to see. Guess what? NOED Killers cried. You're not gonna get everyone satisfied, but it seems nobody in this community is ever satisfied by any change that would require them to actually develop some skill and start thinking tactically, or anything that makes the game more balanced for both sides. No sir, gotta have my food served, but I don't wanna be the one who cooks it.
One last thing: I see your point with gen times, and I can't really disagree with that, but the devs implemented a change a while ago that made it so the gen repairing was slower (don't know how much, though) if multiple survivors were repairing the same gen. Your proposition would have them revert that change, in the first place. Or did I not understand it correctly?
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I personally haven't played in like 4 months because of how unbalanced the SWF actually is.
I just played 1 game just now and turned the game off after completing the match. I got 3 kills and 1 escape because they used a key. I played as the killer and was put in with SWF again. They was acting cool walking away from me really slow before the chase and stuff. I personally don't find this game fun to play as the killer on the PS4.
I have literally given up on this game ever being balanced so I had to move on from the game and find other more balanced games to play. If they ever nerf the SWF I'd probably play more but unfortunately it doesn't look like that will ever happen.
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