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Tactics against SWF
Hello, everyone. It's RogueGoddess.
I wanted to give you a guide to help you in SWF situations. Please note that these tactics can always be improved upon, so I welcome any and ALL to add their thoughts on this post, to better assist our friend.
1.) What Perks To Use
This is number 1 because these perks can be used on all of the killers. The Names for these builds are just my own little names for them. Others could have better names.
The Nightmare Build
Blood Warden: When you hook a survivor after one exit gate is open, the Entity blocks the gate for 30, 40, or 60 seconds, depending upon the rank of the perk. Once the perk is activated, you can automatically see the auras of all survivors that are standing within the exit gates.
This perk is available on the Nightmare, and can be purchased after level 40.
No One Escapes Death ((NOED)): Please note that this perk is a hex, but it does not activate until after the last generator is finished. I do not recommend using the perk until it has reached Tier III, simply because you cannot instantly down a survivor until it is this Tier.
Blood Hound: This perk lets you see the trail of blood left by an injured Survivor for 2, 3, and 4 seconds after you have injured the survivor, Tier depending. If you lose survivors easily, this is a good perk for you. It is also better than Nurse's Calling, in my own personal opinion, because you do not have to be facing the survivor in order to find them.
This perk is available on the Wraith, and can be purchased as a teachable perk after level 35.
Lightborn: This perk gives you a better chance of resisting being blinded by a flashlight by 20, 40, and 60 percent, Tier depending. You also recover from being blinded 50 percent faster than normal. This perk is recommended because many SWF use flashlights.
This perk is available on the Hillbilly, and can be purchased as a teachable perk after level 35.
Replaceable Perks
NOED: If this perk is not Tier III, it is virtually useless. Until you are able to level this perk, you may consider using Sloppy Butcher. This perk increases the bleeding frequency of survivors considerably, which will accent your Bloodhound perk rather nicely.
The Sluggish Build
Thanatophobia: Each injured/hooked/dying survivor decreases the speed of repairs. The higher the Tier of these abilities are, the worse the percentage become.
This perk is available on the Nurse, and can be purchased as a teachable perk after level 35.
Dying Light: Once you have killed your Obsession, the repair speeds reduces significantly. The higher the Tier, the worst the percentages become.
This perk is available on the Shape, and can be purchased as a teachable perk after level 40.
Agitation: Your movement speed while carrying a survivor is increased by 6/12/18%, Tier depending.
This perk is available on the Trapper, and can be purchased as a teachable perk after level 40.
Iron Grasp: This perk makes it more difficult for a survivor to escape from your grasp. Not only is their effectiveness reduced, but the amount of time it takes to wiggle out is increased by up to 12%.
The Joker Build
Franklin's Demise: Makes the survivor drop their item on impact from a normal attack. ((Your secondary, such as the chainsaw, a trap, etc, will not make the survivor drop their item.)) It also consumes a bit of the item upon being dropped for Tier II and III.
This perk is available on the Cannibal, and can be purchased as a teachable perk after level 40.
Hex: Ruin: Please note that this perk can be destroyed by the survivor, as it is a hex. This perk causes skill checks to fail, unless the survivor can hit the check perfectly. Even then, it does not offer much aid to the survivor. This perk effects 2/3/4 of the survivors, Tier depending.
This perk is available on the Hag, and can be purchased as a teachable perk after level 35.
Overcharge: After you have damaged a generator, the survivor must immediately make a skill check, the difficulty of which dependent upon the level of the Tier. If the survivor fails the skill check, the generator is regressed by up to 5%.
This perk is available on the Doctor, and can be purchased as a teachable perk after level 40.
Whispers: This perk activates when a survivor is near you by as close as 32 meters. It simply lets you know where your survivor may be.
Next, I will be adding how to deal with survivor tactics, but I think the post is long enough at this point. Comments are welcome!
Comments
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2.) Avoiding Survivor Tactics
The Flashlight
Even though I am a survivor, and I love to be saved, I still don't like the flashlight. In fact, when I bring a flashlight, I use it as a communication tool or I burn away Hag traps. If you are picking up a survivor, look straight up during the animation. Players cannot blind you this way, as you have to look directly into the light. As far as pallets go, I ignore them until I have caught the bastard, unless they pallet loop, which brings me to my next point of focus.Running the Killer
When 4 players are in a match together, one of them is almost always dedicated to running the killer. This generally means that they are good at what they do. They use tactics such as juking ((when you run around the killer right as he/she swings)), pallet looping ((running through the same pallet over and over again)), and flash lighting ((blinding the killer as they are smashing a pallet.)) These people are to be ignored until they are seen in a vulnerable position, such as jumping into a locker or digging in a chest. Generally, this person will run the killer because the others are not good at getting away. An intelligent survivor team will have 1 runner, 1 healer, and 2 gen rushers. The healer will run perks such as We'll Make It, Borrowed Time, and other assistance perks. The gen rushers will have perks that assist them in working on the generators, of course.Gen Rushing
This is generally cured with the Sluggish build that I have mentioned above. Most people do not run the perk that allows them to see hexes and traps simply because there are better perks out there. ((I personally do run it on my Feng.))1 -
I think swf should be grouped together closer so know who if there all buddies. Cause then could reflect build to swf.Overcharge and franklin demise is always good for swf. Trapper with franklin demise aint to bad with keeping them away from items.1
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Note, that if you're against really good survivors, who will hit a DS skillcheck 80% of the time, then Overcharge can become completely useless.
Imo I'd always choose Remember Me over blood warden, just because I like being rewarded for going for the obsession.
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MineAntoiya said:
Note, that if you're against really good survivors, who will hit a DS skillcheck 80% of the time, then Overcharge can become completely useless.
Imo I'd always choose Remember Me over blood warden, just because I like being rewarded for going for the obsession.
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@FayeZahara @MineAntoiya @Wicked_Django
Thank you all so much for your comments! Please feel free to post your builds on here so that we can have even more to choose from!
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@MineAntoiya said:
Note, that if you're against really good survivors, who will hit a DS skillcheck 80% of the time, then Overcharge can become completely useless.Imo I'd always choose Remember Me over blood warden, just because I like being rewarded for going for the obsession.
Actually, with Ruin, the skill check becomes even harder. I agree that Overcharge can become useless, but I'm a boss at skill checks and I still hate Overcharge. Generally, I just start working on a kicked gen for a second, to stop the regression of the gen. Many survivors I've seen do the same thing. It's called tapping a gen. Once you've exited the animation, though, you can't hit the check. :pirate:
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There's only one true technique over SWF :
Make them to go over-altruistic.It basically makes you to have to think your play and read how and when they rescue.
If they rescue instantly as you leave the hook, just camp.
If they wait for the last second, just come back for the struggling phases.
If they don't bother to save as you camp, you're against one rare case of actual try-harding SWF, and there isn't much you can do because whatever your decision is, they'll read it through and play accordingly, as a team of survivors playing accordingly will nearly always win unless accident.0 -
@Runiver said:
There's only one true technique over SWF :
Make them to go over-altruistic.It basically makes you to have to think your play and read how and when they rescue.
If they rescue instantly as you leave the hook, just camp.
If they wait for the last second, just come back for the struggling phases.
If they don't bother to save as you camp, you're against one rare case of actual try-harding SWF, and there isn't much you can do because whatever your decision is, they'll read it through and play accordingly, as a team of survivors playing accordingly will nearly always win unless accident.My sister and I have a tactic we use against campers, and I will be posting a topic on it later, when my work is not quite so busy.
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@RogueGoddess said:
@Runiver said:
There's only one true technique over SWF :
Make them to go over-altruistic.It basically makes you to have to think your play and read how and when they rescue.
If they rescue instantly as you leave the hook, just camp.
If they wait for the last second, just come back for the struggling phases.
If they don't bother to save as you camp, you're against one rare case of actual try-harding SWF, and there isn't much you can do because whatever your decision is, they'll read it through and play accordingly, as a team of survivors playing accordingly will nearly always win unless accident.My sister and I have a tactic we use against campers, and I will be posting a topic on it later, when my work is not quite so busy.
Not rescuing and repairing works.
It usually never happens tho, as the "15 meters rule" is always respected by survivors, which is basically : as soon as a killer is running 15 meters away from the hook, the survivor get instantly rescued.0 -
@Runiver said:
Not rescuing and repairing works.
It usually never happens tho, as the "15 meters rule" is always respected by survivors, which is basically : as soon as a killer is running 15 meters away from the hook, the survivor get instantly rescued.We get almost all of the survivors out, and sometimes all, if the killer isn't a tunneler. But, for now, I digress. I've got work to do today. xD
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The problem with SWF is not flashlights and DS, it's communication. Theres not enough perks in the game to combat that. The only killers who are truly viable against really good SWF teams is the nurse and possibly billy.
SWF needs a nerf. My opinion on a decent nerf would be
4 man SWF - no perks
3 man SWF - 1 perk each player
2 man SWF - 2 perks each playerIt still doesnt eliminate communication, but it will force survivors to pick perks differently. A 4 man SWF group with 3 DS, 2 flashlights, etc shouldnt be in the game
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I feel your The Nightmare build relies too much on not killing a Survivor midmatch. As soon as you kill a Survivor, the remaining ones know to break totems and 99% the gate if someone is down.0
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@boomgagem
I know that the problem with SWF is communication. I personally disagree with this this, simply because killers should be used to dealing with perks on regular players who are not SWF. Also, this would not give them the ability to save their friends from campers. Further more, just like the killers, survivors work hard to get bloodpoints, and such an update would be unfair.@Tzeentchling9
Actually, I had intended the last 2 to be more of a just in case. There is never a way to know that a killer has Bloodwarden until someone else in the match dies after the gate is open. The hex is fairly obvious, and I can understand the hesitation in using it. This build is more of a "last chance" thing. You have 2 perks to help you in early game with people who have flashlights, and 2 perks to assist you at the end of the game, when people are opening the gates. I can understand that these perks can be situational, but the one who needed help, Techno, was talking about having difficulties closer to the end of the game.0 -
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I was actually going to recommend the Ebony Mori, but it must have slipped my mind. Thank you.
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RogueGoddess said:
@Tzeentchling9
Actually, I had intended the last 2 to be more of a just in case. There is never a way to know that a killer has Bloodwarden until someone else in the match dies after the gate is open. The hex is fairly obvious, and I can understand the hesitation in using it. This build is more of a "last chance" thing. You have 2 perks to help you in early game with people who have flashlights, and 2 perks to assist you at the end of the game, when people are opening the gates. I can understand that these perks can be situational, but the one who needed help, Techno, was talking about having difficulties closer to the end of the game.1 -
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@Tzeentchling9
You're right. I had not thought of that. Generally, I only play SWF with my sister, so it is just me and her. But, Blood warden can still come in handy, as they have no control over when someone else gets hooked. However, the perk is too situational. For the Nightmare, here is my replacements:NOED for Bloodhound ((as I did mention it before.))
Blood Warden for Remember me, so that opening the gates takes longer.@SaltyKiller
I had Lightborn on the Nightmare build already. Maybe you'll find the two perks I mentioned above better for the replacements.0 -
You say such an update would be unfair, like a good 4 man swf is fair to the killer. You say you disagree with my proposed change, yet you offer no possible changes with the exception of basically "git gud".
If you want to argue back and forth about it, I'm down to go all day long. But please offer some solution besides a few perk builds lmfao.
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I have in another post. It should be "Nerf" SWF.
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All the effort put into this guide is demolished with gen rushing. When you rush those gens, you'll always win
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