Does anyone have any suggestions to nerf SWF
I know it's not possible to ban swf because that will reduce player count but if killer meets swf it feels like survival meets camper and tunneling
Please do something, increase the repair time for example
+1 for 10% more repair time
+2 for 15% more repair time
+3 for 20% more repair time
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Buff Solos then Buff Killers accordingly. There. Fixed.
There is literally no way to nerf SWF without punishing Solo's for no reason.
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They will never nerf them, but in an ideal world;
- Restrict the amount of second chance perks a 4-man group can have
- Buff the Solo experience with more information/communication (chat wheel) and buff Killers accordingly.
None will happen because:
A. Survivors would whine and stop playing since many don't want real balance, they just want to dominate.
B. More work than the Devs would be willing/able to put in.
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The only way to make what your suggesting work is for ranked play all players have to be in a solo q but i dont think that would ever happen. What usually makes a swf so strong is the cooperation and communication both are things you dont see a lot of in a solo q. Thus it doesnt matter if you add a debuff they will still learn to adapt to the situation and it wont change much thats why i suggested for ranked all players have to be solo and then unranked could have party and whatever rank is available at the time of queue.
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Stop suggesting increased gen times. It's gens don't get completed faster when in a swf.
Just buff solo and that it.
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There should be a ranked mode where you can only solo Que or at best duo Que.
That's how every serious game deals with people playing in premade.
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Buff solo, buff weaker killers. Problem solved.
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Agreed.
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Just create a shared perk pool for all SWF. That way they cant all be the exact same meta build. This would have zero effect on solo survivor.
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If u want to completely destoy swf and make them back to SoloQ, swf should not get any Bp or pip by playing together.
Otherwise we need complete game tuning and balance rework around swf, assuming everyone is swf Vs killer.
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DBD is a horror game only for killers and solo players, but does BE care?
More big nerf for killers, more buff for suvivors, less killers play this game, more match time for survivors, hehe.
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A full premade 4/4 should have to do more than simply gen rush to get pips let alone maintain their pip level. That's the biggest problem in SWF I have and lack of Killer Perk Synergy.
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Anything you do to make the game more difficult for SWF would be seen as punishment. BHVR is not going to punish people for playing with their friends. If you get two or three SWF players who are actually not gods at the game, any solo survivors with them will get punished even more than they already do.
They have to buff solo survivors and then buff killers to compensate. BHVR has said they won't punish people for playing with friends. Even something as small as giving solos a BP boost was suggested and the response was that it would be punishing SWF because solos are getting a benefit that SWF is not. BHVR isn't going to nerf SWF, and any buff would have to be universal among survivors. So, again, solo survivors have to be buffed so that they're able to play at the same level as SWF, and then killers have to be buffed in return.
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2/4 or 4/4 the killer gets increased speed and blood lust activates faster. Problem solved.
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Name me a SoloQ buff that won't make swf even stronger. Even with ping system or inbuilt kindred, swf coordination just benefits from it.
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Honestly, I'm in a bad mood and have an intense burning hatred towards the game at the moment. So, if you have no ideas, then I guess this game will stay an unbalanced mess forever. Sucks for anyone playing it.
Edit: Sorry. Like I said, bad mood. But buffing solo queue is the only option, devs aren't going to nerf SWF. I don't have any ideas off the top of my head right now. People have suggested a communication wheel, which doesn't seem like a huge buff to SWF if they're on comms, anyway.
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No need to apologize, Im mad currently too. My suggestion is complicated and i doubt devs will make it live.
If they someday announce dbd as competitive game they need to balance it around strongest players and reveal mmr and players escape/kill/chase etc rate so players realise what should they work on. In short make statistics about everything, and balance game accordingly. If players play only around 7 perks, then there definitely a problem. If killers have no chance vs decent swf, then they need to be buffed accordingly.
But if they don't have such a goal, there's no point in discussing anything. Noncompetitive pvp game sounds like a joke.
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The problem with this being a "noncompetitive" PvP game is that it's not built like one. It's miserable to play survivor and be tunneled out early in the match. It's miserable to play killer and go against a team you can't even touch. If this game wants to be a fun noncompetitive experience, it needs a huge change to its mechanics. In DbD, when someone has a bad match, it's a really bad match. There are no safeguards in place to make sure everyone has fun, so as a "noncompetitive" PvP game, it's a failure.
I'm not sure it's possible to get a truly balanced asymmetrical game. In a 1v4, the four have to be weak solo and strong together, but for a lot of players being weak as a solo player feels crappy and it's difficult to play as a team when there's no communication. Worse, the game markets itself as "play as a team or be a lone wolf," so it's broken at a fundamental level. One lone wolf playing selfishly screws over the other three survivors. How can you possibly balance for that? Those three survivors are almost certainly not going to have a fun experience.
Yes, the devs should continue to try to balance it, but it's also important they accept that it can't be perfectly balanced and they need to look for other solutions to make sure their playerbase is having fun. A game isn't a good game if it's not fun, that's the whole point of its existence.
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Then they need to change survivors win condition and remove key* mechanic so there won't be any lone wolf and all survivors benefit from working together. As for tunneling, it's a great tool to find out how bad teamwork is within survivor teams. Most of the survivors i met completely abandon dead on hook player unless they are Swf and then instead of admitting their mistakes blame killer. Or do body block before i even hook someone that's complete waste of time.
Can't say much about fun, it's definition varies from player to player, cause I'm having fun playing a game where is all about skill. I rly enjoy feeling when i won not because I abused mechanic, but because i did good. But with lower tier killers it feels like they underperform so far and devs completely ignore it cause on average it's probably fine.
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The only "nerf" I can think of would be artificially increasing the effective MMR of the group so that they get matched against more skilled killers who can better handle the survivors' coordination.
Example: 2 man group gets their combined MMR increased by 10%;
3 man group gets their combined MMR increased by 20%;
4 man group gets their combined MMR increased by 30%
Maybe not those exact numbers, but something like it would be pretty fair imo.
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Playing as survivor hasn't felt like skill, especially not lately. I've had teammates who do nothing but stealth around the map, refusing to touch gens or make saves. I've had teammates who got my friend killed by farming him off the hook twice in front of the killer before I even had a chance to get there (tanking the entire match to earn a lousy 2k BP, brilliant). I somehow had a teammate who, I saw on the end screen after I escaped, had earned 163 BP during that match, then they ran out the exit gate and it became over 7k. I love dying on my first hook watching the other survivors crouch around the map doing nothing.
I don't get matched with survivors who play like me at all, and my experience is hugely dependent on them. It's really frustrating. Whether they're uncoordinated or completely useless, every time I die for that I lose a pip (which now matters because I wouldn't mind getting a small BP reward for the huge amount of time I put into playing the game) and probably become destined to get worse teammates next match, which is a never ending cycle.
That's mostly a problem with the current SBMM system, which is off topic, but it does have a little to do with the lack of communication amongst survivors.
DbD tries to hug middle ground, which leads to it having a very muddled identity. BHVR needs to choose a direction and commit. Make it competitive or make it casual. Make it so survivors are either a team or four solo players competing with each other. Or the devs could make multiple game modes. Something.
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I agree with this change. I play SWF often and often find the games ridiculously easy because we have coordination and call out killer location, hex totems, etc through Discord. A less-skilled killer who cannot end chases in seconds or mind-game effectively, will most definitely lose against a well coordinated team. On the other hand I am currently dreading to play DbD during evening time as a killer, because that's when most SWF groups are online. I noticed that during the evening time, I get matches where it's 70% 4-man escape, 20% 1-2K and 10% 3-4K games.
I got to Gold 2, almost Gold 1 in a single week as a survivor while playing with friends. I've been playing killer for 2 weeks and I'm only Silver 3.
You can see the gap there, currently matchmaking is unbalanced and doesn't take into account the co-ordination and effectiveness of SWF groups. I do believe that an increased MMR skill pool for SWFs would be the ideal solution. Killers who are less experienced could have consistently fun games, while SWFs get the challenge of outplaying much smarter, experienced killers.
EDIT: But then again, I've seen survivors killing themselves on first hook or straight up giving up to decrease their MMR so they will have much less experienced killers to match against, especially if they are playing with friends who like to challenge themselves or planned it in a way that their MMR average will match them against less experienced killers that they can bully. Doesn't matter what kind of system is implemented into the game, there will always be an exploit and people will use it sadly :)
I've been in matches where I see two Ash rank players then all of a sudden two Iridescent players. It's not uncommon.
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Blacklisting 3rd party overlays that used for communications in public MM.
Or
If 3 or 4 in the lobby are friends, then the killer unlock 5th perk slot.
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No. It's fine.
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Buff SoloQ by adding a ping system of some kind or VC to allow for more coordination somewhat on par with SWF then buff killers accordingly
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What the game may do at present is to increase the amount of solo-p intelligence, at least let teammates know the current situation of other people, such as knowing whether he is being chased by a killer, and knowing whether he is repairing the generator.
And use a small icon next to the avatar, which is a useful improvement.
And will not put too much pressure on the staff.
At the same time, the staff can also balance the game environment more effectively.
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We need non of this just add a voice chat to the game this will get survivors to work better together then balance the game around survivors being able to communicate with each other. Flipping the game on it’s head and blocking survivors from using items is straight up stupid.
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Absolutely not. You can't legitimately 'nerf SWF', because SWF isn't a guaranteed buff in itself. I play with friends and do far, far worse than I do solo, because we suck at communication and tend to distract each other more than help each other win. But it's more fun, because it's with friends.
SWF isn't an instant benefit, or a guaranteed win, it's literally just friends playing together, as the game was designed. SWF can improve your communication capabilities, which can give your team a edge over the killer, but that's only a possibility, not a certainty.
So no distinct 'nerfs' can ever work, nothing that changes anything numerically, by increasing gen times, or inflating your combined MMR, or anything like that, can work.
What needs to be done, is the introduction of Quality of Life improvements that benefit solo survivors, but are superfluous to SWF. Things like:
- Being able to see each others perk/add-on loadouts in the lobby. SWF can tell each other what they're bringing, or learn what perks their teammates use. If you know that Claudette has Deliverance, then you can leave them to get themselves off the hook, if you know Jake has DS, then you can risk an unsafe hook rescue, etc.
- A Ping system in game, that allows you to roughly track where other survivors are. Perhaps a button you can hold down while you're not interacting with anything else, that shows you where other survivors are via a Killer Instinct style heartbeat, giving you a direction, but not an exact location or an aura. SWF can tell each other what area of the map they're in, but solo's never know where their team mates are unless they can see their aura.
- A quick-chat function, using a couple of preset messages that you can flag up next to your portrait. "Help me!" "Leave me!" "Killer is nearby!" and "Coast is clear!" perhaps. Maybe Meg is on the hook and you're going in for a rescue, because you can't see Ghost Face anywhere nearby, but then next to Meg's portrait you see "Killer is nearby!" flash up for 5 seconds before it goes on cooldown for 30.
- Some choice perk enhancements, such as having your locker light up with a yellow aura for all survivors within 18 meters when your Head On is ready, or maybe a dying survivors aura changes to white when they start recovering with Unbreakable still active, etc.
These sort of things don't benefit SWF, but do help solo survivors, bringing them up in line with competent SWF teams.
Once Solos are on a closer level to SWFs, then Killer buffs to compensate can be considered.
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This wouldn't work for the good SWF groups, because their MMR is likely already maxed out, you can't increase above the maximum. Meanwhile the 'weak' SWF groups who are simply friends playing together for fun and aren't functionally any better than solo survivors, will be penalised for no legitimate reason.
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Four ideas two posts up ^
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- different queue (4Q and 3Q queues apart)
- restrictions on items, add-ons and perks (some perks can't be equipped by 2 survivors)
They play as a team so they should equip perks for teamplay and not chase abuse.
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