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where is the buff for soloQ killer vs sfw?

Erenior
Erenior Member Posts: 88
edited January 2023 in Feedback and Suggestions

this is no rant. really. but i wonder why soloQ got buffed to be a bit more like swf (which i can understand to a degree) ... but killers still have to handle 4man swf bully teams, flashlight, head on, sabo etc.


cant the matchmaking check if swf is in lobby and decrease the mmr a bit? at least i cant really play decent enough vs such a team. and i think many cant.

Comments

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,250

    Swf=/= bully squad.

    How should the game know if the 4man is just a chill group of friends or a group of bullies?

  • Batusalen
    Batusalen Member Posts: 1,410

    In short, SoloQ got "buffed" precisely so BHVR can balance the game around those SWF you are complaining without hurting too much SoloQ, as now the gap between the two is shorter.

  • Erenior
    Erenior Member Posts: 88

    yeah i know not every swf is a bully team, but swf in general is way more organized because of third party voice tools then any soloQ.

    and if bhvr buffs soloQ to get closer to swf then it should only be logical that it works the other way around and bring killers (which are always solo, lol) also closer to swf by balancing the mmr as soon as groups join the lobby.


    hopefully i descired it better.

  • DarKStaR350z
    DarKStaR350z Member Posts: 906

    This was exactly what Overwatch 1 did, where if you were in a premade group then the matchmaker would inflate their rating so they were matched with and against players of a higher MMR to compensate for the increased coordination.

    Teams that just want to chill as friends would play against similar minded players once they play some games and the MMR balances out, so it’s not like they will be forever playing sweaty matches if they aren’t escaping every game.

  • Halloulle
    Halloulle Member Posts: 1,443

    Chill, my man. - The SoloQ QoL is not even a week old. It takes a while for statistically significant changes to show.

    The order is as follows: Buff SoloQ until the differences between match outcomes in SWF and SoloQ are not statistically significant anymore. Wait until match outcomes have stabilised [aka a) everyone has gotten used to the changes b) if people were "at the wrong MMR" they are now in the one corresponding to their escapes/kills] for a good while. See if the statistics of these new match outcomes push the killrate below what is desired. If so, buff killer.

    Atm we're at the very first part of the sentence "Buff SoloQ". If SoloQ has been brought up to SWF in terms of match outcomes (while swf will always have more info/the potential for more coordination swf also tend to be way more altruistic and/or distracted if it's a casual swf that just wants to have a good time and doesn't care much about escaping or being sacrificed) is something we will have to see. If killrates will stabilise at a lower rate overall is something we will also have to see. - This takes time. A few weeks at the very least, probably rather two or three months.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"It takes a while for statistically significant changes to show."

    No it doesn't. As if someone flipped a switch every game is already that much sweatier when my games were already always sweaty. Everyone knows they can hold m1 on a gen and they pre-run the second they see the chase stops if they are in terror radius.


    We need limits on SWF. Add the rule : No item/perk/offering/character repeats. Lock all selections except costume while the party is in queue.

  • Halloulle
    Halloulle Member Posts: 1,443

    My man, that is how statistics work. You collect X amount of data over Y time to have a sufficient degree of reliability. This may or may not overlap with your personal, anecdotal experience playing a role.

  • Warlord1981NL
    Warlord1981NL Member Posts: 262

    swf = bully squad because all that ever happens is gen rushing and it is extremely boring

  • Gandor
    Gandor Member Posts: 4,384

    Killer = camping tunneling slugging nolifer. Because all killers can do is camp and tunnel and try to make the game as much not a fun as possible.

    See? Both sides can do that. Is that productive? Not a bit. Does it make any sense? No it doesn't.

  • Yoshirama
    Yoshirama Member Posts: 531

    Imagine wanting to punish people for playing with their friends lmao

  • littlepaw
    littlepaw Member Posts: 67

    so you want them to decrease the mmr on one side when a swf joins your lobby or vice versa (?) what in god's name

  • Ithiria
    Ithiria Member Posts: 236
    edited January 2023

    The problem with SWF isn't even really SWF, it's when you get a sweaty team in a situation where you haven't come prepared to play a sweaty game, effectively being caught with your pants down resulting in getting absolutely destroyed. If I'm playing nurse with good perks and cross paths with one of these squads, then I'm not upset at all, it's actually good that im getting opponents that match my intensity. In contrast it can feel pretty bad to be playing ghostie with goofy perks and to get insulted after a bad game.


    Sweaty teams though are very far from the majority of SWFs, so nerfing SWFs would just hurt ordinary people who aren't sweating.


    Honestly I don't mind bully teams, they're just kind of goofy and they're almost always throwing games to have a giggle. It's honestly fun for me? BHVR even removed locker flashlight saves which was a great change to make maps less exploitable. That's just my personal experience tho, they're really rare too, if they were more common I might dislike them more.

  • Warlord1981NL
    Warlord1981NL Member Posts: 262

    Except what I said is actually the meta... What you say is nonsense...

  • Blueberry
    Blueberry Member Posts: 14,472

    Well supposedly it’s simultaneously “bringing solo closer to swf level” but also “not expected to have any significant effect on survival rates”. So it’s simultaneously a significant buff and not significant buff at the same time. Contradictions much? Doesn’t leave me too hopeful on getting those corresponding killer buffs to bring them closer to swf levels.

  • VaporLion
    VaporLion Member Posts: 396

    you cant balance around swfs. You dont know how strong they are together. They could just que together because they met each other over the internet and not even communicate over voice chat. Also a good 4-man swf will always be stronger then a good killer. so who would you que those strong 4-man swfs against? Also im pretty sure MMR currently has no impact on your matchmaking at all ( and if it does its very minor ). Que times would be longer if MMR played a biger role which is something a lot of people dont realize or think about. My opinion is. Have MMR play a slightly biger role than it currently does and its perfect. I remember those times where quetimes were long and trust me its not fun to wait more than to play.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    The devs said for ~4 years : SWF does not affect escape rates. Then they realzied that it does and allows SWF to escape up to 15% more often.

    They wanted a 50/50 kill rate and suddenly decided that now we need ~60% kill rates.


    -"you cant balance around swfs. You dont know how strong they are together."

    And refusing to touch them drives killers away. SWF needs a limitation to make it not be the strongest thing in the game that is necessary to win but also comes with zero drawbacks.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"The problem with SWF isn't even really SWF"

    That's not true sorry. The problem with SWF is that you get free perks worth of information. What does the killer get to compesnate? Do they get more bloodpoints? No they get less because the team plays better against the killer. Does the killer get any extra perks? No.

    Why should I play against a SWF as killer when I can just shop around and get a mostly solo lobby?

  • VaporLion
    VaporLion Member Posts: 396

    The way you balance SWFs is to raise soloQ on a similar level, which is what they currently are trying to do. I've heard people say things like "give SWFs less gen progression -x%" which is just stupid imo. This way you would be punished for playing with friends. Or if you play with strangers where you dont have voicechat, you would be punished for no justified reason. There is however other things the Devs can work on to lower the potential of SWFs. One thing i meantioned in another post is that Eruption or DMS with SHPR can be called out. Those strong meta perks get countered by voice-com, which definetly shouldnt be the case. You could also argue that survivors getting Kindred at base would make it more even to SWFs. However i feel like seeing the Auras at all times takes a bit of the immersion away that DBD has. So i feel like they shouldnt do that one.

  • Ithiria
    Ithiria Member Posts: 236

    Because that's not what wins SWF games


    I guarantee you see a lot more SWFs than you think you do


    They win games by having 4 good loopers and slamming objectives

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Good players who win more games are greatly assisted by voice coms.

    Imagine the following experiment:

    Look at the last major DBD tournament that had a close final. We take the top four teams and randomize the players. In short we take one person from each team and make four new teams. We randomly select one of those four teams and they get to use voice coms. The rest of the teams do not get to use voice coms.


    Since every team has very good players the team that has voice coms (all things being equal) is likely to win compared to all the other teams that are forced to play "solo".


    Talking enhances the ability of a good player and makes them great because they have extra information they did not pay for with a perk.


    So let's think about what you've said just now. Nerfing SWF would be punishing those SWF players.

    But buffing solo queue to put everyone on the level of SWF is punishing the killer. If no one wants to be punished for playing in a SWF - then why would anyone want to be punished for playing killer? The Killer role is already heavily punished because you are playing against four people. A mistake that makes a chase 20 seconds longer will cost you 60 seconds against the other three survivors as each had 20 seconds extra to do whatever they wanted.

    Remember that Killer has always been the less desirable role to play. What are you going to do if nobody wants to play killer anymore because everyone plays like a super sweaty SWF?

  • Gandor
    Gandor Member Posts: 4,384
    edited January 2023

    Sure. Take those tournament players. Pick 4 best killers playing same killer - say pinhead. Now allow one of them to use all gen slowdown perks and the others can't. Now check which killer will get best score.

    The point is - comms of course give advantage. But it does not matter. Even given the fact that comms exists, in 5% of best killers the kill rate is 61%. Way over fair 50%. So do we want to nerf killers instead?

    Also it's funny you say killers are less desirable. I see almost always incentives on survivor side. Meaning there's too many killers most of the time

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"The point is - comms of course give advantage"

    It's so nice we are making progress.


    -"it's funny you say killers are less desirable. I see almost always incentives on survivor side"

    That does not seem to be the majority of players after the last hud update. If it is for you then you should enjoy the easy xp.


    The only time I notice a survivor incentive is when there are not many SWF teams online so many surviovr mains dip their feet into the pool and play killer. This happens daily early in the morning and sometimes early in the afternoon.

  • Gandor
    Gandor Member Posts: 4,384

    For me it happens for all day but at the evening. From night on it's survivor's incentives until say 5pm. At 5pm it depends.

    But still on average the incentives are most of the time on survivor.

    It's so nice we are making progress.

    But equipping broken killer or broken addons give much better advantage then comms. And in my experience the difference is massive. Playing against blight with double speed is much different from C33+alch ring. The difference is by huge margin larger then comms vs no comms. Actually comms SWF survivors do go down against me much quicker then solo - they tend to use flashlights and sabotages (meaning free hits) way more then uncoordinated soloQ group that just genrushes. Those games are often won at the very start.

  • Erenior
    Erenior Member Posts: 88

    well, i get your point, but that i s not part of the discussion right here. yes some addons are very strong but here we discuss the fact that swf teams are far stronger due to 3rd party voice tools - and if bhvr aims to bring solo Q closer to swf it should only be logical that you try to bring (solo-)killer also closer to swf.

    everyone knows for a fact that communication results most of the time in better coordination and this usually results in much better survivor gameplay.


    i think lowering mmr if a killer faces a swf in lobby will do the trick

    some others say lets incentives playing vs swf (like bloodpoint bonus) - sounds good but for me this does not bring swf and killer closer to each other.

    i think i read somewhere adjusting killers movement speed like form 4.6 to 4.8 ... but i think that this might be too harsh of a buff for killer

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    There are a ton of base kit killer buffs planned for patch 6.1 across the board, like a 10% speed increase for chase-related actions. I hear bloodlust is also getting a pretty big buff.

    Current estimates are that this will increase kill rates by roughly 10-15% after it goes live, which will put every killer above a 50% kill rate, including the weakest ones like trapper. Most killers will be over 60%.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,250

    Did you actually read what you wrote? You are generalizating all survivors who just play together to automatically be the toxic ######### who are definitely a minority. I have over 5.7k hrs and play both sides, so YES, the REAL bully squads are a small minority.

    Saying all swf are bully squads is just not only unfair but it also results in a devil's spiral. People who are actually playing very fairly may come to the conclusion that it makes no sense to be fair if all say you are not. It's like saying all killers camp and tunnel. If you say it often enough it will become reality one day.

    And saying that "all they do is gen rush, and that's boring" to justify the "bully squad" statement is just unjustified. What else should survivors do in your opinion than doing gens (which is their objective)? Chests? Totems? Dancing? Running to you and being potato so you can get ez hooks?

    Do you actually know what bully squads are? They make every second of your match the living hell. They want to trigger you and make you mad. They Tbag at every opportunity, they are highly coordinated, often double flashy safe, did the doublelocker head on/blind tech when it was still possible, they Sabo in your face and everything else you can and can't imagine. Sometimes they are very good players on top of that, but more often they are not (they just watched too many of those bully videos on YouTube).

    How do you beat them? By not getting triggered. That is what they want. I managed it multiple times to "play dumb" but got 3k in the end because they became overconfident. Nothing was more funny than them trying a CJ tech which resulted in 3 downs in total. They were truly mad in chat because they "lost again a noob". It was hilarious.

    So yeah, THAT is a bully squad, and not just those normal everyday player who just want to play with their friends without bad intentions.

  • DBDVulture
    DBDVulture Member Posts: 2,437


    -"But equipping broken killer or broken addons give much better advantage then comms. "

    -"Playing against blight with double speed is much different from C33+alch ring."


    A good SWF is extremely hard to beat unless you play Blight/Nurse on quite a few of the maps in DBD. That's messed up. You're not wrong that Blight and Nurse have the strongest kits. Nurse just had a rework and lost most of her best toys. Her range addon is now the rarest tier of addon so it won't be something you can use often.

    Blight needs a massive nerf AND so does SWF. Losing one game to a SWF bully squad often turns killers into hardcore tunnelers. So why not remove the ability to bully? No character/item/perk/offering repeats would do exactly that.


    I could rattle off how we nerf Blight but that would make for a long post. Trust me I want all the broken things removed.

    -"I hear bloodlust is also getting a pretty big buff."

    Unless the change is something like : keep bloodlust until you hit someone it probably won't matter. In other words if they changed it so that dropping chase and breaking the pallet didn't make you lose bloodlust that would be significant.

    One of the only things I liked about VHS is that the killer (monster) got rewarded for every single hit.


    The problem with blanket buffs is that anything you give Trapper will also affect Blight unless you specifically go back and buff Trapper. Is Trapper getting a complete overhaul? He's not so it won't matter. There is an extremely easy fix for all the "non movment" killers : you make them move at 120% speed base kit. Poof! Now Pig and Trapper are a threat because you can't greed pallets.