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The flaw of the 4v1 argument.

azame
azame Member Posts: 2,870

Alright so after thinking about how when I bring up a killer that if the survivor plays good can beat in a 1v1 I'm always told it's a a 4v1 game. Here are the flaws.

Solo:

Ok so if some killers should only remain 4v1 countered like slinger or PH the average solo team would be losing. Solo is very unorganized how exactly is this fair?

Solo is notoriously weak/bad team wise and yet at the very least your own skills mean nothing in chase against some killers in chase. These leads to people wanting to play swf which when played optimally brings me to my next point.

Complaining:

If survivors play swf in a way that is optimal like splitting on gens killers will complain about gen speeds going fast. Which is fair they are pretty fast. My point being that these 4v1 killers have no real 1v1 counterplay so survivors are left to split the gen pressure.

Now survivors are moaned at for "gen rushing" or making the game too quick for killers. This leads me to my last point.

This or that:

It's either we play solo and struggle against these 4v1 killers or play in an optimal swf and moaned at for splitting on gens. Pick one these 4v1 killers encourage swf because swf is the best way to beat them rather than an unreliable solo team. Thats undeniable.

Anyways that's my thoughts stay hydrated.

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Comments

  • azame
    azame Member Posts: 2,870

    Well its obvious when you look at it I bet people will still try to prove my observation wrong.

    Yes swf games can go extremely fast that's why my swf and I dont really do gens we die alot because of that but it's mostly us trying to get chased. This helps our bp and emblems significantly so that's cool.

    Yeah that swf straw man is annoying like I get it sometimes swf can be strong but it doesnt mean that's the reason you lost.

    Trapper and pig dont have 4v1 chase powers that's why they aren't optimal. Pig has a game slow power but it isnt good enough to do much while trapper technically has somewhat of a chase power it's still more of a waiting game type of thing and hope they fall in.

  • azame
    azame Member Posts: 2,870

    Ohtofus killer is significantly better than his survivor for the record so hes taking the w. The point is with that mindset that you dont want survivors to be able to outplay killers in 1v1 encourages swf I'm just saying.

    If 4v1 type killers become common swf will much more because you know lack of real 1v1 counter.

  • azame
    azame Member Posts: 2,870

    I mean I'm a strong survivor so 4 strong mes vs a killer me is obviously gonna win. I told you the survivor should have a chance to win a chase if they outplay the killer. If you like I said are fine with killers having no real 1v1 counter then be fine with swf splitting on gens.

  • azame
    azame Member Posts: 2,870

    So now people are going for more organized teams and are now being complained about.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    Idk what you mean by this. Do you mean you want killers with map pressure instead if chase power?

  • BioX
    BioX Member Posts: 1,378

    There is nothing "now" about it really, this has been the status quo for a looong time.

  • azame
    azame Member Posts: 2,870

    Killers like spirit, PH, and DS aka powers without any real counter in a 1v1 and are countered by splitting up on gens.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    Makes sense. Personally I think all killers should be able to traverse the map rather quickly and should be balanced in chase. For example base kit old billy(none of his add ons)

  • seki23
    seki23 Member Posts: 833

    and thats why SWF needs nerf, and everyone understands that. solo is easy for killers most time unless VERY BIG maps and very unreliable killers but still most time you will win also you could choose the lobys you want to play and dodge those ones with people with 2k+ hours or more and there is a reason why killers do that. is because they are bad? and need to GeEeEeEeT GuDdDdDd? No, its because in the highest level killers are treated like toys, unless you are a nurse or spirit and still if they are that good you are gonna get destroyed.


    so, the point is SWF needs nerf and solo survivors need buffs and make it to an EVEN point where we all can have fun without being frustrating for the other side, imo Kindred for example is a great perk and should be default to make it even with SWF wich have it SINCE 2016 FOR FREE, that would make efficiency way better for solos and making better decisions but not make it to a point were they have way too much info and pretty much become a SWF without Microphones since the killer doesnt have that much info about survivors. but we can actually buff solos and TWEAK DEEEEMN numbers for SWF... also making maps SMALLER would help MASSIVELY but still none of that will happen, SWF will KEEP DESTROYING the balance of the game, and SOLOS will get frustrated as much as killers get frustrated when they go against SWF wich wins not BECAUSE KILLER NEEDS TO GeT gUd but intead because that efficiency breaks the game to a core problem, you can be a full team of 4 potatoes BUT JUST DECISION MAKING makes the difference between being able to do gens and not. making the gens harder to complete is the easiest way to do it but there should be better ways that just forcing survivors to stay on gens for longer.

  • azame
    azame Member Posts: 2,870

    No not all swfs are going for optimal split pressure gens.

  • azame
    azame Member Posts: 2,870
  • azame
    azame Member Posts: 2,870

    That's what in saying but alot of people say killers should be like current freddy.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    I mean freddy is still balanced since he is still an m1 killer with decent gen pressure, doesn't mean he is more boring than legion. Personally here are my reworks for the boring killers

    PH- one survivor spawns in a captive cage, a new type of cage that doesn't hurt the survivor at all but keeps them stationary for 30 seconds, during this time the killer can't be within 32 meters or it teleports farthest away from the killer, they don't gain crows. Punishment of the damn has the same cooldown when removing his blade as with missing an attack.

    Spirit- Her sound indicator that she is phasing near you is present any time she is phasing no matter if you are in the terror radius or not. Her husk glows like a light bulb when she is phasing. She moves grass and corn while phasing. She also blinks in and out of the spirit realm while phasing every 4 seconds.

    Freddy- Snares only cause the hindered status effect whole you are standing on the snare, he now has to pull survivors into the dream and there isn't a dream timer anymore. While asleep you are afflicted with oblivious and blindness, and after falling asleep you cannot wake up for 30 seconds. Freddy now cannot fake his gen teleport. Although he can hit you while you are awake he can't down you (his attacks while awake apply deep wound status effect if you are injured when he hits you)

    DS- Moves at 115% while his gun is unloaded, he cannot down you with his gun, his terror radius is normal, his gun has no range limit,he gets killer instinct of everyone in the match while aiming down sights , this ability doesn't work for the first 120 seconds of the match though

  • BigBrainMegMain
    BigBrainMegMain Member Posts: 3,826

    Agreed. Solo is generally 1v1v1, I'm always against someone else doing something stupid. It's typically my braindead survivor solo queue teammates that run around in circles.

  • BioX
    BioX Member Posts: 1,378

    yep because not all can or want to and not every killer is a god that can and will capatalise on that.

  • ZCerebrate
    ZCerebrate Member Posts: 641
    edited September 2020


    I don't even know where to start with these suggestions... but they definitely feel a bit much at a cursory glance and not as fun to play with the killer.

    PH probably the only change he needs is "Punishment of the damn has the same cooldown when removing his blade as with missing an attack." Everything else about his torment and cages isn't necessary.

    Spirit - completely fine with nerfs like being able to track her better while she is phasing but I think completely removing her ability to fake a phase completely would be too far and taking away from her character unless she got reworked beyond that. What she needs nerfed is her synergy with Stridor during phase it removes predictions, mind gaming and other things completely out of the equation (This is coming as someone with over 150 games on Spirit and a good set of headphones that hear healthy survivors breathing when I run Stridor). Relying on scratch marks or blood (with the pink addon) and grass moving etc was the intent of the power - Stridor lets me zip around at 240% movement phase walk with ZERO scratch marks using Mother/Daughter ring and still feel completely confident that I will hit any survivor at any loop. Split and gen rush is the only thing they can do against a Spirit who plays like that

    The Freddy thing of pulling people asleep was how old freddy worked to an extent and one of the biggest complaints people had was being forced to sleep people to down them - seems like a step backwards toward that.

    Deathslinger - Agree that he doesn't need the 24m Terror radius especially without the Huntress hum since it just means M&A becomes core on him to make use of his limited range by not having a TR until it's too late. Unlimited range on his harpoon gun probably isn't necessary but something like 35~40m should suffice. The reel speed should be slightly faster the longer the shot you land but having obstacles inbetween would still break the chain so it'll be risky to long shot in many places. Giving him a no down rule in exchange for 5% movement speed sounds crummy to me and would just make him a higher risk legion which people complain is a weak killer often enough already. Instead keep the 110% but give him the ability to mark people he began a chase with for killer instinct for 60s like some sort of tracker whenever he is looking down sights. His quick scope shot should still be possible as it's a higher risk rewarding play for a reason - but like PHabove, he shouldn't be able to repeatedly cancel his scope without any downsides so just make the movement penalty presist for a minimum of a second every time he brings up his rifle.

    ------------------

    @azame I'll have to agree with you only to an extent that a killer should still have an advantage in a 1v1 but not be overwhelming enough that there are no options. It's one of the only rewarding interactions you get as a survivor when you completely outmaneuver and outpredict a huntress, nurse, deathslinger or other "tough in a chase" killers. Looping most M1 killers no matter how good they are gets very dry as there is a minimum amount of time I usually get from them regardless of me getting outplayed - and it isn't exactly difficult to do. Heck most average gamers seem to pick up looping fairly quickly with some practice while playing killer effectively takes far more time - the learning curve is there and it SHOULD be hard for the survivor to win a chase. Towing that line of near "impossible" with good killers on too strong of a chase killer is probably where you are coming from - which just forces split and M1 gens across the map as the only viable counter.

    This is because it's a delicate balance that's hard to keep in check because such a huge variance in player skills as tons of people have less than 100 hours still. You and I are coming at this unusually as people with thousands of hours and playing against a much smaller 1% of the community with similar number of hours.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Well, "chase" powet is a subjective term in this instance. My point t was that they have powers that take the attention of multiple survivors.

    Trapper does this with careful placement, and it CAN be incredibly helpful in a chase. You can also lead people into trapped areas. Hag is in a similar boat, yet is amongst the top of people's power ratings.

    Pig, for the purpose of my comparison here, has 3 powers. Ambush can be interpreted as a chase power, but is more of a 1v1. Pig's 4v1 comes from an RBT effectively removing a survivor from the game and them now dedicating themselves to removing the RBT applied to them.


    Just because a power isn't strictly useful in a chase, it doesn't make it necessarily a bad power.

  • azame
    azame Member Posts: 2,870

    Ik a non chase power doesnt make it immediately bad. This is evident with blight his speed allows to cut down distance extremely fast. Not to mention also get across the map insanely fast.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    Ph- the cage part is to help his map pressure, he isn't strong enough to be deserving of a flat nerf

    Spirit- so you want her to still have the "stand still" mindgame? And what I mean by glowing like a light bulb is the closer you get to the husk the brighter it gets(since it isn't real).

    Freddy- sure it's a step backwards but a neccessary one, considering how you get still injure them and I could add that he blinks in and out of view while awake, so he can hit you but he can't down you while awake which I would think would lead to people hitting you then trying to put you to sleep, which I'm making a counter for, the farther you are from him, the slower the sleeping process gets.

    DS- I said unloaded, meaning it's going to become paramount to either keep your gun reloaded for that ranged attack(giving survivors distance while he reloads) or you become a normal m1 killer, also I forgot to remove the no down rule lol.

  • ZCerebrate
    ZCerebrate Member Posts: 641
    edited September 2020

    Strange way to give him a buff instead of something like making his torment trials persist longer by basekit and give him a slight movement speed buff like 2~4% to help him patrol areas he has already passed through and make survivors have to crawl to bypass torment more often. I'm open to the idea since starting in a cage right in the beginning could be interesting for the survivor team since PH doesn't see cages - it moves on it's own to avoid getting face camped before you can even play. Just seemed needlessly convoluted.

    Spirit - the Stand Still mindgame is honestly not that much of a problem as these forums make it out to be. The easiest item based counter to it is a flashlight surprisingly enough (no one uses these anymore, amirite?) as just flicking it at her face reveals whether its a husk or it begins to narrow meaning she is faking. Since item counters are unpopular - Iron Will against the average Spirit will serve you fine in just leaving and double backing on your tracks if you notice she doen't move to follow you immediately. As for completely negating her ability to stand at a pallet and phase walk around it - you do realize that standing still for a "50/50" is basically the equivalent of standing on the other side of a pallet against a Huntress and wanting invulnerability because "she can throw things at me over that pallet". If the Stridor power was eliminated like making her unable to hear during her phase walk - then she could be buffed to a 115% M1 killer and her "mind game" would be completely fair because you could outplay her by being unpredictable.

    Freddy is more boring to play against rather than being "strong" simply because his snares are no brainer loop stoppers. No one would complain about blood snares (Forever freddy slowdown memes aside as a boring bandaid) if Alarm clocks and waking one another up was worth the time considering how fast you go back to sleep as it is. They are easy to disarm when Freddy isn't around and a short hinder + scream seems like a weak enough effect. But now let's add that he can place snares in 0.75s while basically walking around at full speed in mid chase without any downsides and people get bored of lack of interaction. Make the blood snare act like a combination of scream, bloodhound type blood trails for awhile even while healthy + a prolonged hinder effect to make up for it becoming a full out trapper type mechanic. He can still teleport to generators. Make him have to pause and stop to place a trap like Hag or Trapper - he can keep 10 dream tokens as he is now maybe even up that to 15 and give him the option to use dream tokens for Dream Pallets as part of his basekit to give him more options throughout a match - not one or the other through janky addons.

    Deathslinger - Actually completely okay with him moving at 115% movement speed with an unloaded harpoon gun in exchange for having a louder TR and no instant cancelation of Aim Down Sight over and over again (that full 1s persisting ADS movement speed before he can pull it up again). Do not under any circumstance remove his ability to quick scope and shoot on that first draw though as that is the only thing that he has over huntress and rewarding gameplay moments

  • Your post perfectly describes the biggest issues with an asymmetrical game like this one.

    It absolutely isn’t fun to feel like if you go into a match with three random people you’re going to lose.

    On the flip side, it’s not fun to go into the game as killer and seeing you have almost no chance to win because the generators are going so quickly and at the same time.

    Personally, I think most people look at this the wrong way because there’s no true way to balance this to make people really happy.

    In my mind, the real problem with this game is bad decision making.

    Seeing as the tutorial sucks, I honestly think if the game just had a bit of basic advice somewhere it would make a huge difference.

    Survivor:

    Don’t see the killer? Get on a gen.

    Someone was just injured? Get on a gen. The killer is in chase and will be too busy to deal with you for a while.

    Someone hooked? Count to seven or eight before going for the rescue. This will give the killer time to leave so you can make a safe hook rescue.

    Hear the terror radius? Don’t panic. Stay low and scan the area to see where the killer is coming from.

    Killer advice:

    When searching for survivors or just walking around remember to turn 360 degrees occasionally so survivors have less of a chance of sneaking by you.

    Although camping is allowed, consider the situation. It’s likely better to go find another survivor and chase them to keep multiple survivors busy. You’ll also get more points by leaving the hook. An example of when camping does make sense is in the end game when all generators are complete.

    Time management is very important. If you can’t get a hit or a pallet dropped in 15 to 20 seconds, consider finding another survivor to pressure.


    Obviously we all have our own preferences and strategies so not all of this advice is perfect, but you get the idea.

  • VioletParr
    VioletParr Member Posts: 7

    I feel like if they made it so when you hook a survivor the entity blocks generators for a certain amount of time and regress them by a small percentage. It makes sense since hooking pleases the entity and basement hooks could double the regression.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    The problem is that while the game is 4v1 the chases are 1v1

    So if the 1v1 is equal then the 4v1 scenario isn't and if the 4v1 scenario is balanced the weaker side of the 1v1 feels powerless

    It's a nightmare to balance and it's why assymetrical games aren't done much

    DbD actually deserves a ton of praise for making the concept work reasonably well

  • bubbabrotha
    bubbabrotha Member Posts: 1,138

    Thats the problem. A killer should have his strength in a 1v1, and if the killer and survivor are both on equal terms, well, that's not really fair. I've always had an idea that multiple survivors should help in the chase. This idea wouldn't work if everybody had the same power level.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Experienced Solo players aren't stupid. They'll still use the best perks and spread out across the map to make more travelling for the killer. Swf are stronger because they have the communication and altruistic tendencies, but solo players are hard to find when introverted and still understand good team play such as taking a hit, gen tapping and leading the killer away from a gen and onto a goose chase

  • YehBoiGoku
    YehBoiGoku Member Posts: 248

    At this point I don't see the reason to complain about this. Pretty sure everyone has come to terms on how spirit and slinger are in 1v1 situations

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    this is insanely flawed in my eyes, a killer should always have a chance but a -->GOOD<-- team running ds and unbreakable as they rush gens is unbeatable. No need for any other perks just those two and they can rush gens and punish the killer for going for them. The only killer that has a chance is nurse but even then she can be beaten as seen in the recent tournament.

    How is that fair? you basically have to rely on what survivors you go against to win? thats just stupid but its the current state of the game. Doesn't matter how rare it is the fact that its a real possibility that simply depends on getting a few good people together makes this game very unbalanced.

  • WheresTheGate
    WheresTheGate Member Posts: 576

    That is exactly the problem with the killer sided vs survivor sided argument for DBD. It's never as simple as some want to make it sound since it can be both things depending on the situation.

    • A well coordinated SWF makes for a survivor sided game without a doubt. The amount of coordination and strategy that can be utilized playing SWF makes it that way.
    • A group of solo survivors can't begin to match that level of coordination and strategy. Honestly most solo survivors play like they've never heard of the word strategy. That makes most matches with solo survivors very much killer sided. Most of the time playing as a solo survivor means you aren't only competing against the killer, but you are having to compete against the incomprehensible actions of the other survivors.

    In other words this is only a 4v1(team) game when you are playing SWF. When it's a team game it's survivor sided. When you are playing solo queue survivor it's not a team game, not even close and it's killer sided. That's the conundrum BHVR has when trying to balance this game. It would be significantly easier to do so if every match had only SWF or only solo survivors.

  • BioX
    BioX Member Posts: 1,378
    edited September 2020

    Again, how many matches are players like this?.... ok actually a lot, the survivor meta does need work I agree.

    But a killer can also (if they had this knowledge from a team) just counter by proxy camping and having NoeD in the back pocket and an ebony mori, by the time they realize you are camping and just continue doing gens its already too late.

    now did anyone really win in such a match? no not really, its just rediculous in every way but there ya go.

    The only reason the game is still alive is because these sorta things happen rarely enough that its not that much of an issue.


    and that sentence:

    "you basically have to rely on what survivors you go against to win?"

    I mean yeah? is that not always the case?

  • azame
    azame Member Posts: 2,870

    Alright thanks for the advice guess I'm playign in the most sweaty swf

  • azame
    azame Member Posts: 2,870

    It should be possible as long as the survivor is outplaying the killer. 5 gen runs have existed forever and is usually the fault of the killer failing to mindgame or break chases. Jungle gyms regardless of how you slice or dice are mindgamable filler pallets dont make every map.

    I mean you cant juke a good killer they either respect or have good tracking, stealth is dead with perks like bbq, killers like doctor, aura reading perks. Looping us interaction and also fun you said it yourself you dont want m1 sim which isnt what looping is. I agree with pre dropping pallets early that's not fair but making less ormond like maps can fix that.

    I have not seen any survivor doing this that has to be a you thing and even then I main oni so what much can they do when I'm in blood fury. Holding w is just as boring which is why people stick to looping. Only when reversing a DS, or PH when I hold w and pre drop.

    Bloodlust is exactly that if the killer is losing a chase they are rewarded a speed boost to help end it. What more do you want a gun to shoot survivors?

    One man carrying is not common as y ok u make it out to be smart killers break chasd and catch survivors out of position.

  • azame
    azame Member Posts: 2,870

    I mean gens are quite boring and if in the chase you have no real chance to outplay is it really even a chase then? You should be able to escape it or it becomes an inevitable run to your doom.

  • azame
    azame Member Posts: 2,870

    That's cool and all but everyone knows with matchmaking experienced solo players arent put together often. I dont agree when you say solo players know when to run away from a gen to avoid it being pressured. Solo is just a....nightmare for lack of better words.

  • azame
    azame Member Posts: 2,870

    So a form of thrilling tremors honestly I'd prefer a basekit starg game feature to provide killers chances for early game pressure but in turn nerfing corrupt because then that would be problematic.

  • bubbabrotha
    bubbabrotha Member Posts: 1,138

    I think, in my opinion, most chases should end with a killer win. The chase should be how long you last, not if you last.

  • azame
    azame Member Posts: 2,870

    How would you make that happen? "as the chase persists the beast gets stronger as stronger" new effect rage if the chase lasts to 1 minute stun reduction is increased by 100% breaking pallets 50%. /s

    All jokes aside I would like to know how would the killer win the chase guarenteed?