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New SWF Perk Design Discussion
Guys! We all love DBD to some extend but this game is also very frustrating in some ways! One big problem in the moment is that we have a "horror" game but killers are the one who are afraid of the survivor especially SWF groups. If it was any other genre it would be less of a problem for me (and maybe you?) but the inner me dislikes that the lore is trampled upon! When I play survivor there are killers some killers that I am not afraid of atall (C-Tier and below), and thats a bad sign for a "horror/thriller" game.
Viability of some killers is one problem, other problem is that SWF groups have some powers that go beyond whats good for the game especially a healthy match for both parties.
We all read many argument on how to approach this problem and everyone has his own opinion, there are even people who dont see a problem at all (I guess that people didnt experienced themself what they are doing to others). And dont get me wrong, I dont say killers are perfect or even close to it! Killers and Survivors have broken perks, stupid mechanics and co. But SWF and can be more powerful then anything!
I made a concept on how to approach SWF groups and make their gameplay more DEEP and challenging! A concept that requires tactical thinking best use of their strongest resource: communication! This concept was ofcourse discussed by a lot of people everyday but i want to visualize it for better understanding and discussion.
I divided the 4 perks in 3 categories: Baseline - 1 friend - last survivor. Those categories do ONLY effect SWF groups! Soloplayers can use all perks at any time!
Like you see in the menu design above the first two green perks work at anytime! Every survivor in an SWF group should decide what 2 perks he/she needs the most! E.g. if there is a runner in the group he could take Balanced or Dead Hard with Iron Will. One survivor might be the expert in saving people from hook: he has BT and We'll Make It. An other survivor might be the expert in destroying Killers stuff with Saboteur and Detective's Hunch.
Orange Perk will activate only if there is only 1 friend or less alive! For 4-SWF 2 people must die for it, for 3-SWF 1 person has to die and for 2-SWF this perk is active from the beginning.
Red Perk will active only if everyone is dead. Most of the time SWF will not make use of this perk as you can imagine. But still, an Unbreakable or Adrinalin in this position can safe the last person! Its a gamble and adds a deep gameplay mechanic with a strategic element.
Ingame Design:
Please dont forget one IMPORTANT aspect: The legendary depip squad used no perks at all and most of them have been killer mains, the depiped ~90% of the killer they played against! Check Marth on Youtube if you want hies view (gameplay) as proof (he is considered best killer in the game). So removing some perks will NOT solve the SWF problem BUT its a step in the right direction!
Lets please discuss this topic with pros and cons! Tell everyone your opinion in the most polite and construcive way possible. Maybe a dev would also add his view on this whole topic.
PS: Dear Mods pls let this topic in the general discussion! This topic is NOT a suggestion but a discussion on what we could do and what we as community want! Thank you!
Comments
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SWF is the elephant in BHVR's room and I like the idea of changing perks based on SWF. But since it's so popular, it's going to be hard to change it. There is no difficulty selection on this game, and going SWF and using the meta perks put the game in the easiest mode possible for a player.
I had an idea that was similar, but instead of limiting the survivor's perks, give killers 3 bonus perks that only activate based on going against SWF teams. Additionally, if a player didn't want to use the bonus perks, they could leave the slot empty for a bloodpoint bonus after the game.
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But the problem with buffing killer is that the solo player with a 3-SWF is in an extrem disadvantage! Nerfing survivor perk slots is a more elegant solution.
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While everyone is complaining about SWFs again and I had a very sweaty SWF team yesterday with 1 Map offering anti hook offerings and fog offerings with toolboxes and DS, BT and Dead Hard on everyone I would love to reactivate this idea again! What I suggestet above would force the SWFs use their strongest skill COMMUNICATION at its most and remove the ability from any SWF member being good at everything! With this teams of SWF would give every survivor roles what they do and so on. Pls reconsider again!
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I feel that the only way to nerf SWF without killing the game would be to buff solos and then buff killers to compensate. I think most people would agree that taking away perks is a very boring mechanic, which is bad for the game no matter what side you play more.
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Its not a "nerf" to SWF it would make the game deep! People would need to think what perks should be run on what survivors, what survivor should go for saves and what survivor is the one keeping the killer busy and will run DS for example!
Watch this match from Oroboro, it starts from 1h 45m 45s (as Leatherface) https://www.twitch.tv/videos/693880654
You can clearly see, restricting the amount of perks in an SWF would make it more balanced! You said buff solo and buff killer, but thats just BS! Developer who balance only by buffing are stupid, we need nerfs.
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But what about new people that just play in SWF for fun. Now they’re getting punished for no real reason.
I spose if they tracked what the SWF did and how often they escaped they could remove one or two perks per person. Or else it may make bad teammates worse.
And that just hinders solo players. The route id take is buff solo players and then buff killers if we’re need to.
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its simple, then people who are bad or new in this game will finaly not play in red ranks where they dont belong into anyway! as I explained (iof you read it all) it would affect ONLY SWF groups and the perks would even unlock if people in the SWF group die! So if only one is left he gets all 4 perks, any solo player would have all 4 perks at any given time.
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It would effect solos though. If I’m a solo player and i rock up to a game with people with only 3 perks. They’ve just lost 1/4 of their usefulness. Most perks are useful to all survivors.
So i’m gonna have to spend more time healing, repairing, in chases, and saving.
It doesn’t feel like it would effect me, but it would.
Also this would kind of buff some perks. Distortion. Imagine keeping it until the late game.
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This people can COMMUNICATE! If they are exactly on your skill level they are MORE POWERFUL with ZERO perks then you with 4.
Watch on youtube the "Depip Squad" they dont use perks, they are just killer mains, they win over 90% of their games
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This could make survivors use some kind of role system!
I imagine:
1) The runner:
- Skill: High skill including looping, map knowledge and fast discicion making. Very high game experience.
- Job: Keeps the killer busy
- Perks: Base: Dead Hard and DS | 3rd: BT | 4th: Unbreakable | Optional: Sprint, Iron Will, Adrenalin
- Items: Flashlight or Strong Medkit with Insta etc.
2) The rescuer:
- Skill: High skill including map knowledge, fast discicion making and stealth.
- Job: Repairing, Unhooking and Healing afterwards
- Perks: Base: Sprint and BT | 3rd: Unbreakable | 4th: For The People | Optional: DH, Iron Will, Adrenalin, We Will Make It
- Item: Large Medkit with Charges
3) The Saboteur:
- Skill: Medium skill including skill checks, map knowledge, listening to ingame leader, Stealth
- Job: Repairing and Sabotaging
- Perks: Base: Iron WIll and Urban Evasion | 3rd: Unbreakable | 4th: BT | Optional: Adrenalin, Saboteur, Hope, Sprint, DH, DS
- Item: Toolbox or Map
4) The Leader:
- Skill: High skill including crucial discicion making, backup for every other role,
- Job: Looping, Repairing, every other role that needs be done
- Perks: Base: Any Exhaustion perk and BT | 3rd: Iron Will | 4th: Adrenalin | Optional: Any perk the leader wants
- Item: Everything is possible
5) The Healer:
- Skill: Medium skill including healing, stealth,
- Job: Reparing, Quickly healing injured survivors or SAFE unhooks
- Perks: Base: Botany Knowledge and Urban Evasion | 3rd: Calm Spirit | 4th: Adrenalin | Optional: We will make it, BT, Exhastion Perk,
- Item: Large Medkit
6) The Totemhunter
- Skill: Medium skill inbcluding stealth, repairing and finding totems
- Job: Repairing, Hunting Totems
- Perks: Base: Detective's Hunch and Urban Evasion | 3rd: Sprint | 4th: Unbreakable
- Item: Map
7) The Toxic
- Skill: ??? including CTRL spaming, Flashlight clicking, Emoting
- Job: Being a nuisance for the killer and the biggest reason that the killer snaps and facecamps everyone
- Perks: Base: OoO and DS | 3rd: DH | 4th: Unbreakable
- Item: KEY (with Aura reading if no OoO) and best flashlight possible
Any other ideas?
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NICE! The 7th though XD
How about:
8) The Looter:
Skill: medium I guess
Job: Finding Items in chests and giving it to teammates
Perks: Plunderer's Instinct and Ace in the Hole; 3rd: Sprint; 4th: Iron Will
Item: Something very powerful he would give an other survivor for his role.
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Oh again one of those "lets punish people for playing together" threads. Was the last one already too long ago? Stop reposting these pathetic topics again and again after being trashed ages ago.
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