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Perk Challenge: Design a perk good against SWF on comms but bad against a mix of solo survivors

At higher ranks, SWF on comms is annoying as hell (and typically toxic), but lobby's where there is a mix are really fair and fun. I want to challenge the community: Design a perk that is very good against SWF but bad against a mix of solo survivors. Let me know what you come up with!

Comments

  • HealsBadMan
    HealsBadMan Member Posts: 1,122

    The thing about SWFs is that BHVR can't truly balance around comms when they don't have a comms system ingame. There should be something, but unfortunately not much can be done.

    That being said, my experience with SWFs is that they are heavily altruistic and group up together, so a perk that can punish Survivors for doing actions together (like a reverse Prove Thyself) or something that discourages saves would be good (something like Dragon's Grip, where immediately touching the gen makes you Exposed, but its a short timer on a hooked Survivor).

  • CheeseAnton
    CheeseAnton Member Posts: 882

    There's really only one thought that is in my head that I can't get rid of, and that's the idea that SWF is mainly strong because of the information they have. So what I have to do is make a perk that removes enough information to SWF to ruin them, but not enough to ruin solo survivors. This is the best I have.


    Panicked Confusion: While within 20 seconds or in the middle of a chase, a survivor is lead to confusion which infects a survivor as they panic for escape. Within 30 meters, survivors see fake windows and pallets 6 seconds or within 8 meters, and fake lockers, chests, and hooks for 12 seconds or within 3 meters. Other survivors within 20 meters also sees these fake objects.


    Idea was to make SWF survivors give wrong information during a chase, like imagine some original and unique jokesters with QnQ and Head On and some guy yells "jump in that locker so y'all can stun him" and then the locker vanishes and they die. Need a lot of tweaking, but I can't spend too long on this right now.

  • SocialDistomancy
    SocialDistomancy Member Posts: 1,319
    edited December 2020

    That's either not possible in order to achieve the desired effects , or it would be an abused clusterfrak of a game afterwards once it got figured out and exploited by one side or the other. it's not a practical goal, a separate queue that swf of a size of 3 or 4 can only use while killers, duos and solo survivors can pick either queue is a lot easier to do. We would also need a way to block their dbd player # from being matched with us so that we could block each of them that start the lobby hopping bs all over again in the solo/duo mode. That way solos and duo survivors and the killers would just be unable to be matched with by them which would eventually make that inconsequential and allow you to not play with anybody that sandbags you or is the worsts ort of toxic end game chat (everybody talks ######### in dbd, but once in a while one comes along that would inspire the devil itself probably). If that wittles downt he matchmaking for an individual player that blocks too much, then maybe they should look at themselves as the problem in their particular situation if they're blocking people left and right over every little thing or bad game.

  • Zarathos
    Zarathos Member Posts: 1,911
    edited December 2020

    Easy swf fix reduced healing and gen speed progression per teamed swf memeber. Think of an old version of thantaphobia. Make this base solos shouod not be balanved alongside swf. Also wouldnt hurt to throw solos some unique advantages.

  • SocialDistomancy
    SocialDistomancy Member Posts: 1,319
    edited December 2020

    anything that doesn't put them in a queue a killer can choose to not enter is not good enough after removing moris from the game and even more so with freddy about to be made into garbage along with anybody's guess which killers worth using next. I guess they'll have to get used to being dodged or long loading screens that ultimately result in going straight back into queues after finding the killer crashed or closed the game by the offerings screen if they pull any switcharoo ######### in the lobby lol.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    I will give it a try

    Alone

    You become obsessed with one survivor

    When ever a survivor comes within 2 meters of a obsession their aura is shown for 3 seconds

    Whenever the obsession performs a cooperative action they suffer from the exposed status for 10/15/20 seconds.

    Alone has a cooldown of 60 seconds after putting the obsession in the dying state.

    This helps prevent objectives from getting done faster.

  • JPLongstreet
    JPLongstreet Member Posts: 6,057

    Wouldn't Kate's perk Dance With Me undo everything proposed by this?

  • JPLongstreet
    JPLongstreet Member Posts: 6,057

    They won't separate the queues they have consistently only made changes that will neither split the player base or hurt queue times. Putting SWF groups somewhere over there would do both.

  • SocialDistomancy
    SocialDistomancy Member Posts: 1,319

    then long queue lengths for survivors is the new normal for you at this point

  • FhostGace
    FhostGace Member Posts: 30

    sounds great, something that punishes people for rushing hooks like reversed BT

  • JPLongstreet
    JPLongstreet Member Posts: 6,057

    I rarely use Crossplay so been normal for me, although killer lobby times are always better.

    I based what I said off the devs changes over the past three years or so. To be seriously considered, I believe any suggestion we make should keep the following in mind:

    -doesn't split playerbase

    -doesn't hurt queue times

    -considers all ranks

    -doesn't "punish" anyone

    -applies equally to all platforms

  • Cookie24
    Cookie24 Member Posts: 3

    How about:

    Solo Job

    Want the Job done correctly? Do it yourself.

    When 2 or more survivors are repairing a generator for 7/5/4 seconds, one of the survivors are chosen at random and the rest are kicked off of the generator and cannot continue to repair that particular generator for 120 seconds.

    The solo survivor will experience considerably more skill checks, and their repair speed is decreased by 3%. If the solo survivor stops repairing the generator at any point, it becomes blocked for all survivors for 55/63/78 seconds.

    Solo Job has a cool down of 40 seconds.



    Swf groups will very often gen rush in groups while one survivor is distracting the killer, this perk would considerably slow down the rate of gen rushing in groups, and random survivors will most likely not rely on each other to get gens done most of the time.

    Good? Or nah?

  • LexTalionis
    LexTalionis Member Posts: 135

    Honestly, this should just be the default in the game. This would make mystical comms from across the map useless, and survivors would actually have to rely on skill to rescue others than voice comms.

  • CountVampyr
    CountVampyr Member Posts: 1,050
    edited December 2020

    How about a perk where if you hit a person it will hurt not only that person but anybody that can see his or your aura.

  • M4dBoOmr
    M4dBoOmr Member Posts: 598

    That's a very easy fix, dunno why they are not doing it...

  • themirrortwin
    themirrortwin Member Posts: 280

    This is an excellent suggestion. This definitely should be a perk!!!!

  • themirrortwin
    themirrortwin Member Posts: 280

    Also, to the guys saying it can't be done, that is why I made this post as a CHALLENGE.

    Get those creative juices flowing!

  • thefallenloser
    thefallenloser Member Posts: 1,284

    No... SWF groups intentionally split up, and this perk is broken OP. The blocked time is literally longer than the cooldown...

  • danielmaster87
    danielmaster87 Member Posts: 9,746

    For each survivor currently seeing your aura, gain a 5% haste bonus.

  • meatisadelicacy
    meatisadelicacy Member Posts: 1,920

    This would hurt the solo survivor though. When I'm on the hook, I'm taking note of what my teammates are doing. If they're on a gen when I'm on the hook and it hasn't popped when I'm free, I go finish it. I know most survivors don't have the whole two braincells required to do this, but some of us do.

  • themirrortwin
    themirrortwin Member Posts: 280

    Here is my own suggestion for a perk to counter SWF:

    Eager for More - After you hook a survivor, if there are no other survivors within your terror radius, you move 10% faster for the next 10 seconds. Otherwise, any nearby survivors will scream, revealing their location.

    In the case you hook a solo on the other side of the map, this helps you get across the map to protect that gen they are rushing.

    If his SWF friend is hanging around, they scream and you chase them off.

    I feel like 10% faster wouldn't hurt solo that much, who like to spread out and also hide. It is a thought.

  • SaintDorks
    SaintDorks Member Posts: 252

    Ironically, had a killer designed around that idea once.


    The perks where more..shitposty but they where ideas. It is hard to balance around SWF because most of what gives them power is outside the game "Voice chat and discord"..And unless somehow you can have a Killer activity hear what they are saying or even, more or less..Make their mikes not work. You can't punish them proper for being in a group.


    Even,Then If somehow they made It so If you fought a SWF you got back up perks for such a thing..like a extra perk slot pre person in group..I could see Survivors calling It unfair. (Which It kind of is..But, in the same note..Most of this games problems can be boiled down to many factors)

  • konchok
    konchok Member, Alpha Surveyor Posts: 1,719

    Whenever a survivor takes a protection hit, you gain a token. Whenever, you get stunned gain a token, Whenever a survivor heals while being chased gain a token. After gaining 10 tokens survivors taking a protection hit will go into dying, survivors who stun you are affected by hindered status affect for 5 seconds, and survivors in chase that are injured will have Deep Wounds applied.

  • Cookie24
    Cookie24 Member Posts: 3

    The blocked time only applies to the survivors if the last one leaves the gen... But I guess you're right

  • themirrortwin
    themirrortwin Member Posts: 280

    This is an excellent point. 5-10 seconds of aura blindness on the hook could be a nice default.