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When will SWF be addressed and balanced?
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SWF is completely balanced. Sure, they have the advantage lf communication, but when it comes to down to it, whether you win or lose comes down to you skill level vs their skill level. Good players matched with other good players in solo queue can be just as good as decent players in SWF.
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These mythical sweat SWF squads with perfectly optimal survivors running full meta with object, best items/addons, offerings, etc. are extremely rare.
The way people talk about SWF on this forum, you'd think that 90% of SWFs are insanely good and sweaty when this just isn't the case. Most are casual and fairly bad at the game, they're just as easy to kill as solo queue players and make all the same mistakes.
Perhaps you should start analyzing your own gameplay and seek self-improvement. I'd be willing to bet quite a bit of money that you are making many more mistakes than you think you are.
The streamers are partly to blame, people like otz and tru3 are very quick to point their finger at perks and SWF as the culprit for their losses when they are actually just making constant mistakes in the games they lose.
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They doesnt seems to know how tp fix things or maybe their gsme is more spaghetti code than we thought that they can only fix problems with perks.
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If you are going to be balancing swf, then might as well buff soloQ which is a totally different and frustrating experience. You can't have both.
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We all are agree with it bit the thing is devs have to do it. I wouldnt mind they release PTBs to try solutions to problens like DS, SWF, genrush...
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I very much doubt they will ever do anything about it.
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Once the profit is replaced with an actual humain system that doesn't put itself ahead of sanity.
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Balance in any game: When playing X at its maximum potential, you have an equal chance of winning/losing when playing against Y at its maximum potential. For example, if the best Ryu players are always being defeated against the best Ken players on average, that means that Ken is overpowered. This leads to outcomes where even average Ken players could potentially beat the best Ryu players fairly frequently, but not the other way around. This creates imbalance in the game and becomes problematic during matchmaking.
Which is why people who understand general game design will tell you to balance games at the highest skill level - the closest way of measuring out what the skill ceilings are for X, Y, etc.
In the case of DBD, given that it only has one play-mode, that means the best killer players (per individual killer characters) should be measured up against the best SWF players. BHVR has already made clear that they would like '2-Kill/2-Escape' to be the basic average to determine balance. Given that this is the case, if the most optimal, efficient killer players, doing their best to gain the most amount of kills, are getting more than 2 kills on average against the most optimal, efficient SWF players with voice communication doing their absolute best to escape, then that means the killer character is overpowered. On the other hand, if these same killers are getting less than 2 kills on average against these best SWF players, then that means the killer character is underpowered.
There are two arguments that seem to pop up often in this forum that have no bearing on the basic idea of game balance.
A. "It doesn't matter that X is overpowered because you rarely run into X."
B. "X should be overpowered because they have a high-learning curve."
In the case of A, you often see it in regards to 4-SWF, but also in regards to Nurse (especially pre-nerf). The fact that you rarely match against the "best 4-SWF" or "god-Nurse" doesn't mean anything in regards to the overall balance of the game. Let's say that players who mastered the 'Ken' character is 0.000000001% of the overall player population, and most people will never be matched with those players. Does that mean that those best 'Ken' players should always have 100% win rate against players who have completely mastered other characters (Ryu, Akuma, Sakura, etc.)? No, that would be idiotic. When faced with other players who have also completely mastered other characters, the win rate should be the same as those other characters, no matter how few of them there actually are.
In the case of B, you often hear about how Nurse "deserve" to win more because it takes "skill". Or you'd hear how Trapper or Wraith don't "deserve" to win against 4-SWF because they are "easy to learn." How much time that are required to master specific characters has absolutely nothing to do with the overall balance of the game. In other words, players who mastered Trapper or Wraith should be able to 2 kill/2 escape average against 4-SWF as much as the Nurse. For example, let's say the 'Ken' character takes 30 days to completely master on average, whilst the 'Ryu', 'Akuma', and 'Sakura' characters each take 10 days to hit the skill ceiling. Does that mean players who mastered Ken should be able to beat Ryu, Akuma, and Sakura every single time? Of course not. Otherwise, why would anyone spend mastering 3 different characters in those 30 days if they can simply chose to master Ken and assure themselves a win every time?
I suggest studying basic game theories if people want to learn about balance, not just in regards to DBD.
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Maybe cause most of the time it is. I highly doubt you consistently go up against sweaty 4Mans.
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This is not a counter to swf and you don't know yet if the new perks gonna work. Puting the new perks on, killers sacrifacing more powerful perks than totem perks. It's a risk.
Plus the survivors have perks and items to counter totems easily.
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It isn't the method I would prefer no, but I'm not an expert. They do this for a living, so I'm going to give them the benefit of the doubt and see how it goes. In the long run, I'm pretty confident that group play versus solo play will have to be separated.
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