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Balancing around swf will destroy and currently destroys this game.
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Not true at all. Most good players, regardless of which side they play more, want to see the game balanced. Don't make villains out of one side.
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A full totem build which includes thrill of the hunt also notifies whenever a totem is touched and it takes longer. Is that impossible to beat?
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How about you do the totem when I don’t know the killer is chasing another survivor or carrying them.
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Yeah that perk is called swf.
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Have you played against that? It's a nightmare for solos. Similarly the only way to beat it is to coordinate breaking 2 totems at once.
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Agreed. I don't like the whining and winging from either side. The Meta has changed, and it is SWF that changed it. The 5th Perk (Comms) demands a balance, and the DEV are trying different ways of doing it. Survivors just want to survive and Killers just want to Kill. I think in the end, no matter how many different ways they try to balance it, Solo will end up in its own Que and Team/Groups in a different one where the DEV can address the disparity directly without affecting the other. It is unavoidable in the long run.
However, I don't begrudge the DEV from trying to find other ways to balance it. The new Killer Perks clearly designed to force Survivors into doing Bones, and allowing Killers to home in on people Gen-Rushing like lightning is an attempt. I'm keen to see if it works, but I fear it may hit the Solo Survivors (i.e. the ones NOT taking advantage of Comms) as hard if not harder than the SWF whom these changes are intended to affect most. Only time and testing will show.
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Its impossible. Comms will always give a significant advantage. Its boggling the amount of people in this game who think queuing solo will ever be as effective as queuing up as a team in a team game
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Well if the Killer is in a chase then you can cleanse them?
Cleansing them is the only right answer or do you wanted your aura revealed if if 5 Totem's are constantly on the map?
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The problem with changing swf is that its advantages arent really game mechanics, but mental differences and "optionally" a voicechat.
Swf plus comms is a multiplier ontop everything solo can do. Adding aura reading, ui elements and similiar stuff will always be better used by swf than solo.
There are only two things to lessen the swf gap, a message system (focus generators, heal me etc) or downright adding voicechat to the game.
You're absolutely right that a team will always have an advantage over randoms. But currently its teams with comms vs randoms without comms.
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Also, the whole premise of this thread is wrong, if the game was balanced about a certain level communication, survivors who're just " chilling in chat and talking about cute boys" wouldnt have such an advantage over default play, even if they fail to use it correctly.
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Forums in a nutshell:
- “omg swf OP”
- ”second chance perks OP”
- ”noed OP”
- ”new perks OP”
- ”nerf perks now!”
- ”the game is dying!”
- ”the devs are dumb!”
- ”what do you think about this idea?”
- ”console frames!”
- ”camper! Tunneler!”
- ”genrushers suck!”
- etc
This game is simple.
Killer: dont overcommit to chases. Run OP add ons. Only play very strong killers that you’re good with. Throw on ebony mori. Tunnel and proxy camp when needed.
survivors: run unbreakable, DS, DH, Adrenaline. Only play in a 4 man SWF. Everyone brings commodious with spool and spare parts. Only work on separate gens. If someone gets hooked, ######### em.
there you go, the guide to playing super sweaty at rank 1. Game over. Do this 100s of times. Make sure to boast in chat how much a god you are at this game. Shame everyone else repeatedly. Queue into next game. DBD in a nutshell
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SWF isn't a Perk. It is something outside the game. The argument is that we can't measure its power, only that it is an amplifier affect that until now, wasn't being taking into consideration for game balance. The longer the game has been around and the better the exposure, the more people are playing as SWF. That is why we have most of the Generators up in 3-4 minutes. So, we can't measure the power of SWF but we can say definitely that is a huge advantage over Solos and that to balance the game the DEV is trying all sorts of things to slow them down.
Everything else in your list, which you are making fun of, deserves ridicule. All that whining and winging is idiotic. But I would leave the SWF out of that list because it is an issue and it is something the DEV is clearly trying to address. Your advice seems solid to me as well; it is quite commonsense. I just don't like comparing apples and oranges, and the only orange in your barrel of apples is SWF.
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As much as you might not like it, SWF is apart of the game. You’re assuming changes made are to balance the game around it. They’re not. It is what is. It’s a broken record
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Really? You don't think every new Perk being aimed at slowing down the Gen-Rush, forcing Survivors to do Bones, and helping the Killer home in on them with laser-like accuracy is aimed and dealing with most of the generators being up in 3-4 minutes? :)
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Me personally I don't see this perk becoming meta as hex builds are incredibly unreliable (I personally prefer Obsession perks on my killers). But, my point being to the guy I was responding to originally is that survivors do have objectively strong aura reading perks.
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So the Killer now gets significant gen slowdown as well since now Survivors are spending cleansing dull totems more slowly than usual? That makes Thrill of the Hunt sound like one of the strongest stall perks out there.
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The killer can't be everywhere at once unless there's some kind of three gen with the totem being in the middle, doing gens while a killer guards their totem has always been the go-to strategy.
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I run it with Ruin, always... but at best it is a holding action. :)
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I just don't run hex perks period, but that's just me. 😋
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How exactly do comms change any of those perks? Comms don't suddenly make people better at the game. Better players are more likely to play in a SWF because they don't want to deal with braindead teammates in solo queue, but it's not as if SWF turns players into omniscient gods. There's very little a good SWF does that 4 solo players with good game sense can't do. Half the time the only difference between a SWF and solo is actually doing gens. Solo players tend to be ridiculously inefficient with objectives. They'll spin in circles or crouch doing absolutely nothing for half a hook state instead of doing a gen or saving. That's just poor awareness, not comms.
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Because it is the coordination of SWF that makes those rapid fire generators possible. So those Perks are aimed at the Gen-Rush.
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this why people need to play both side to understand everything like yes swf is broken killer not easy role to play solo q as survivor sucks.
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1) if the game finishes in 3-4 minutes, the killer is not skilled. Period
2) a game finishing in 3-4 minutes and an unskilled killer does not equal SWF
How are you possibly conflating so many different aspects into the game as all = SWF? Really?
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thing it are they really going to help?
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The killer won't spend the whole match looking at totems, and since he doesn't get a sound notification if a survivor starts working on a totem, it certainly won't be impossible to cleanse totems.
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You mean Object of obsession? You know the perk that reveals the killers location to you at all times.
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I agree with most of what you said, but the console frames definitely need to be brought to attention. Console players were promised optimization over a year ago and it never happened. The devs focused more on cross-play while console killers still get frame drops from gaining bloodlust. I hardly believe complaining about console frames being awful is grounds for ridicule.
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I think you are confused killers arent made for SWF games you know?
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Swf will never be adressed as no game of the same theme did it.
I dont ask for more perks or buff I just ask for more time, the time those SWF is rushing while I chase one of them.
How to solve it?
One minute all gens are free and the next minute all gens are blocked. If 2 teams of 2 players or 4 man SWF are playing.
If 2 players SWF 3 gens are blocked each min.
If 3 SWF 4 gens get blocked each 1min.
I mean 1st min all gens are open 2nd gen they get blocked by entity.
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Easy.
Coms remove gen pressure from the killer because survivors on coms don't leave generators when people get hooked. They just call out who is going to save and possibly a rough direction that the killer went in and the other two just hold m1.
When you play against randoms, multiple survivors leave gens to get the save.
This is one small part that makes a world of difference to the killer winning or losing.
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The new perks are about average at best. Undying is good, it has great hex protection but hex perks have been in need of a small buff since they're very inconsistent. The one where the pallets get blocked sounds good, but you usually want the pallet AND the hit, plus its a hex with a effect that doesn't make up for it so its probably not meta. The gen tapping perk is pretty good, but in no way is it a game changing perk on the level of the high meta Killer and Survivor perks.
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Well the way it is now is not acceptable so taking steps to bridge the wide gap between swf and solos is the only option, they aren't taking swf out cause there are people that just want to casually play with there friends and not all swf are tryhards.
If bridging it to be atleast close enough helps the solo experience be more enjoyable I'm all for it cause i only play solo, if killers suffer because of that then they should help them out as well cause i just want the game to be fun for everyone.
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The aura part of Undying isn't even the reason you are bringing the perk into the match. If you want to play active totem defense, Thrill functions better by slowing down cleansing speed and alerting you when a totem cleanse on a hex starts.
The point of Undying is that you don't want to commit to totem defense, but want some defense with preventing survivors from removing the hex immediately. As long as Undying isn't cleansed the other totem perk you bring into the match must be cleansed 4 times to be gotten rid of. It also doesn't even work well with Devour Hope or Lullaby as they lose their tokens anyways. Basically it will only exist to keep ruin up for longer.
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The only way to bridge that gap is to make native voice comms. But then all the solos gnash their teeth at that. Giving multiple avenue of hud/aura reading will ruin the game as the gleaning of information mid game via exploration and perks is nearly the whole game at its core
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Um... don't you have Alert? Killers kick gens way more than survivors cleanse dull totems🤨. And it shows the killer when they break pallets/walls. So by your logic they should buff to show when survivors cleanse totems AND open chests.... I like it!
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Voice comms would do the same thing as what i mentioned for solos, I still think the entity claws is a good idea under all survivors so everyone knows who is being chased beside just the obsession.
I'd be okay with voice comms mysef being in the game but it'd turn some people off so they'd have to give them the option to turn that off and then we're right back at the problem of solos not having information that swf have so idk if they can ever really fix it.
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Lol what?
Bring a killer tracking perk like OoO or Alert.
If they are on the other side of the map and in a chase they will have to either commit or not and come back for their totem.
You don’t need SWF comms for that.
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I don’t know understand
they can do whatever they want it will never change the fact that swf is op because of comms
the game gets harder and harder for solos while nothing changes for swf.
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