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SWF's need a nerf
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I am not sure how to go about it, but for certain, the game balance should be geared towards killer having a fighting chance against SWF because has of right now, them being on voice comms sharing perfect in real-time information they would not have access to under the game's design makes it unplayable for killers.
honestly, the recent nerf to our perks really hurts our ability to pressure such survivors and the new buff to solo queue with the magical UI exarcerbates that issue even more...
now you never know if they are on coms or just, you know, able to understand the implications of the free information they are now getting.
honestly it can't keep on going like this, survivors are already the power role right now and playing killer is actually anxiety inducing at the time, it's so unfun.
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Voice coms offer the equivalence of multiple perks worth of information. When I play SWF those voice coms usually weigh in as if I had somewhere between 8-12 more perks. This completely breaks the game.
It's really simple. Give the killer +4 perk slots that only activate in case of SWF. If the game features SWF then they get 4 more perks that activate as part of their current loadout.
Do the same for solo queue survivors in the same game - but only give them information perks like kindred, bond, rookie spirit, etc.
-"honestly, the recent nerf to our perks really hurts our ability to pressure such survivors and the new buff to solo queue with the magical UI exarcerbates that issue even more."
If the idea was to make solo queue stronger then the hud changes did that. It's really not fun to play against. Still though I would welcome the changes if it meant I got +4 perks every game.
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Nope, that's also a bad idea because that leads to perks being relatively weak overall and forgettable.
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I dont think I want all perks to be game breaking and overpowered. Maybe you do Mr. SUS.
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Sorry, but the fact that you're on the Tru3Talent "nerf SWF" train speaks volumes.
That stat was from before the HUD buffs, surely, and those buffs make a note-worthy difference.
Limiting SWF is actually 100% a punishment because there are plenty of SWF groups who play casually and will crumble with decent pressure. Your update will not only meet massive outcry, but will lead to plenty of casuals leaving the game.
8 perks if you so much as run into any kind of SWF, like a casual 2 man, is absolutely a riot btw. Classic example of why the devs don't listen to the forums.
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Given that game breaking and overpowered, on average, actually means "any perk that has any effect or causes me to think on how to deal with it as Survivor or Killer", I would claim otherwise.
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Okay??? you realize everybody isn't you here, right? So by your thinking you would have kept Eruption in as it was?
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I would have at least nerf dead hard and eruption at the same time. As to balance the game.
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-"Sorry, but the fact that you're on the Tru3Talent "nerf SWF" train speaks volumes."
An efficient SWF ruins the game for killer unless you play every game as Nurse/Blight. A simple fix would be : create a solo queue only mode. You pick a killer and a survivor and the game picks one of those roles for you to play. Nobody is in a SWF and everyone plays solo.
If you want to make realistic fair changes to DBD it would take some effort.
- Give the killer 1:1 regression with the survivors if 4 are alive. Each dead player reduces the rate by 25%.
- Give the killer Deadlock base kit. Make the perk by the same name add +30 seconds to the timer. Make Deadlock have rollback protection so that if you get two gens completed at the same time then one rolls back to 99% completion. Make sure that survivor's cant block a gen with a sneaky use of Repressed Alliance (deadlock would block that generator after RA finished).
- Make proper boon/hex reforms. Here we have two options: A) Make breaking dull/lit totems on kick base kit and make the perk do something else. How about - The obsession plays the game broken. B) Let the killer relight their hexes indefinitely unless all bones are destroyed. Give killer a "hex totem" perk slot.
- Make all maps smaller than 9000m².
- Give M1 killers a means so that a god pallet does not mean "you have to kick this pallet to continue the chase". Being able to rekindle Blood Favor would actually work to this end. Or we could just Buff Brutal Strength to additionally read : every 60 seconds your lunge attack can break a pallet. Or we could just make generators take +20 seconds base to account for maps that have way too many god pallets.
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Anything in that list would be helpful, anything.
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Let's talk about this situation from the other side. With introduction of custom icons for survivor actions, how many buffs did killers receive afterwards?
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Nah, but the patterns typically aren't wrong.
Eruption needed to be changed for sure, but not to how it is now. Just disable it with 1 gen left and make it block gens instead. Done. Two of the biggest complaints resolved.
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That would not resolved the complaints mate.
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Mostly bad ideas, again, that demonstrate why the devs don't listen to the forums. And why I was right about it speaking volumes.
Your "simple fix" absolutely will be abused by Killers to ensure you always get solo queue Survivors, so that won't be happening. And to break down your list...
- Nope, hurts casuals SWFs and solos in the match.
- Nope, hurts casuals SWFs and solos in the match.
- Your Shattered rework sounds bad and unfair for the obsession, sorry. A doesn't include boon buffs when it should. B sounds interesting though.
- I can't math so I'm going to assume that's bad since maps that are too small are typically too easy to patrol, which shouldn't be the case.
- Or you can just kick the god pallet? This is such a miniscule complaint, god pallets don't buy much in the grand scheme of things and there isn't nearly enough to bother. And if you're going to go "BORGO", still not enough god pallets. RPD has noticeably more, but once they're gone, those rooms become dead zones.
Consider the following: To deal with meta, you should play meta. Or do... anything to counter meta. I have no idea why this community is so entitled that they should be able to easily and consistently shut down meta stuff (whether it be perks, add-ons, etc) while not changing anything about their builds or playstyles, not even perks or add-ons.
I sense you're a "Killer main" like Spectral tbh, your opinions are waaaay too Killer biased. If DBD ever looks at listening to pros for upcoming updates, I hope they filter feedback that comes from Survivor/Killer "mains" who give takes like this.
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I mean, I read your username and your second* line and I know some points I'm going to whole heartedly disagree with are inbound, in fact, it was the case.
shaking my head.
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I think that there are valid criticisms and complaints to be made about both sides of the isle right now. Complaining about one side being "NERFED" harder than the other is never going to get anywhere because you people treat killer verses survivor with the fervor of sports fans. The bottom line is this...
Killers are currently frustrated at the META for a multitude of reasons. Having to hit a survivor potentially 5 times due to multiple perks preventing potential hits is very hard to counter. Some maps are just flat out BAD for a good amount of killers and survivors don't really have a equivalent map that is really bad for them. And to sum a lot of other frustration up, its really annoying that to do well as killer, you really have to just sit down and get good at nurse, and a lot of us don't want to do that because we all have our favorites.
Survivors are currently frustrated at the META because impossible 3 Gen camps are a thing especially with skull merchant, the killers are incentivized to go after survivors with damaged health states and tunnel/camp hooks to apply pressure, and I don't if this is still a major complaint from this side of the isle but I remember hearing a lot about survivors being really upset that perks like light born and franklins demise exist, but that might not be the case anymore.
And then for the elephant in the room; THE 3 GEN STANDOFF. I think it can be said that there is a lot in this game on both sides that have resulted in us arriving at this type of meta, and sadly I think it will always come down to a chicken in the egg kind of blame circle. Survivors hate 3 gen because it slows the game down and can be really hard to win if a killer bring the right set ups and defends a good 3 gen. Killer kind of have to play 3 gen because gen rushing is such a problem for a lot of killer to counter effectively. Survivors take meta perks because killers are incentivized to tunnel and camp to apply pressure. Killers tunnel and camp to defend kills to try and squeeze whatever blood points they can out of a unwinnable match. We could go on and on and around and around in circles trying to point the blame at whoever started this but ultimately its all about the objective of the game.
Killers are going to defend hooks and use the opportunity of altruistic survivors to pull people off of generators and deplete health states and get kills to make it harder for survivors to complete gens.
Survivors are going to bring perks and items to help them achieve completing gens fast and preventing as many hooks and hits as possible to get out alive.
Where in lies the problem is the expectations of fun chases. Not everyone is going to be amazing at chase on either side. As a newer killer main I can tell you that it is really frustrating to be looped for a couple minutes straight while gens pop around me just because I really want to hit this damn flash light clicking and crouch spamming bill that has been stringing be along most of the game. but that is MY expectation of having a fun chase. A fun chase for me is outwitting the survivor and hitting them and then hooking them. Survivors I think have the same expectation of fun for chases just on the other side. They want to convince a killer to commit to them so they can show off their sick moves and escape getting hit within a fraction of a second, but its really frustrating for survivors to get hit and then be tunneled or camped because the killer needs them out of the game.
Its an argument of who is allowed to have fun with chases and if chases are the primary goal of the game. At this point I honestly think that gen pressure has just become so much more of a priority for killers AND survivors that the chase just isn't really that important anymore. And the META reflects this.
Killers are going to bring slow down perks and try to get survivors on hooks and keep them there to slow down the game. The killer needs to STALL to win.
Survivors will bring strong gen rush items and chase perks to prevent the killer from doing this so that they can RUSH the game.
We are diametrically opposed in our goals via gameplay, and the metal reflects this.
I think that's why bringing a specific fix to the game is going to take a lot more than just changing some map size or limiting perks. The developers for the game have been pushing the game in this direction for a while, and I think we all just need to adapt and try to find ways to have fun in the current state of the game. The game is just so HEAVLY based on this type of gameplay style that I don't see what you could possibly do to change the game from gens to chase without heavily gutting one side or the other.
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Most of this makes sense except for one thing.
it doesn't really address the efforts of the devs to balance the game so far.
Or on another topic, the map design being heavily survivor sided by their size and composition (plenty of pallets and gens blatantly adjacents to safe windows) and so forth.
I feel for killer right now way more than survivors. when survivors shows up and complain about something (eruption, Hex: ruin, pop the weasel... Hillbilly? Pig? ) the devs take the perks/ killer's basekit out and put them down like a dog.
but if they dare nerf let's say, Dead hard, we have a good time for a few moments at best before it comes back with a minor asterisk that does not affect the outcomes... effectively we back to square 1.
honestly, I am sick of how unbalanced this has been in the past and no one acknowledging that in the slightiest.
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One sides fun is derived from the other, sadly. And while I generally do agree that survivors individually seem to be REALLY powerful right now, I think what makes it feel extremely unfair for us killer mains is that there are 4 of them that all feel that way to go against. It is kind of by design that the survivors are going to feel really overpowered in a lot of ways to go against since like I said, there are 4 of them, and only one of us.
I'm a fairly new killer main so I get the frustration. I absolutely despise the new map. I despise getting gen rushed and I despise the toxicity that I receive just for playing the role that I chose to queue up as.
But right now I think that the developers are trying to push the game into an objective focused game harder than ever before. The focus has shifted to either rushing the gens or stalling them out. As killers we have gotten some pretty decent stuff in terms of gen slow down and being able to defend a 3 gen for end game. Call of Brine and Eruption are *Chefs kiss* REAL NICE when you need to keep control over 3 gens. The game is just less and less focused on chase and it shows.
The developers keep giving survivors ways to rush gens and stay alive, so in return we get ways to slow down gens. As much as it sucks to admit, Skull Merchant really hit that final nail into the coffin for this game being about gen rush/slow down. So we either adhere to the meta at high MMR, or we hope for the game of knuckle head survivors that allows us to relax a bit. Either way, its all in the slow growth of game with a meta.
The game IS unbalanced, and both sides sway way up and way down constantly. That month of fun that you are feeling was living through a stage of overcorrection in which everyone had to find new ways to be able to optimally sweat the game. It was a time of experimentation, and because we aren't the ones needing to experiment it was a lot easier for us to have fun. But now that it is on the sway back to the other side, our job has gotten hard again. its the ebb and flow of trying to balance an asymmetrical game. Both sides CANT be equal by necessity because then that would demolish the core reason the game is fun.
Killers are supposed to feel empowering to play, but when the game doesn't go our way or the survivors have too many resources, we feel like we've been cheated from feeling that power trip. Survivors are supposed to feel like they have to face great adversity to win, and if the killers have too many resources then it feels incredibly oppressive to play against.
I think the final thing Ill say is that this game just seems like its really hard to balance and makes sure both sides are having fun at the same time. And its probably going to continue to sway back and forth because if you nerf/buff one side then the other side gets nerfed/buffed just for being on the opposite side of the swaying pendulum.
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-"I sense you're a "Killer main""
I play both sides well but I play killer at a higher level. I have always pushed for DBD to be a "fair game". I will be the first to say Hag should get a nerf so that survivors can scratch out her traps while crouched. Needing a flashlight is unfair because Franklins exists. Most people go nuts and say well Hag is a bad killer so it's fine; no it's not fine.
To make a long story short you probably see the game as not survivor sided overall (and it is according to all the top players). DBD needs to be a fair game more than anything else. It's only fair when the survivors are bad/disorganized.
-"To deal with meta, you should play meta."
In other words Nurse and Blight work fine so there's no problem - just play those killers. That's not a viable option. I enjoy playing the other killers and want every killer in the game to be viable. Every killer should be within 15% of the power rating of the very best killer.
Every killer should have :
- Antiloop
- Some kind of fast movement (either 120% base speed or map teleports that survivors cant use - see monster hunter world teleports). Note : every map needs to be 9000m² or there are problems. How so? The old game had small maps and it was common that you chase player 1 and run into player 2 working on a generator. This does not happen on large maps.
- Fast downs.
If we had a league mode of some kind it might make sense. Imagine if you could only play solo queue only in a specific mode and you can't use Nurse/Blight but you cant use boons or DH. Or we could do the sensible thing and nerf those perks to oblivion like we did for Eruption.
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It actually 100% would've, because those were the common, valid ones, and not just the ones from biased players.
Blocking the gen would've fixed "not being able to do anything", preventing the gen from working at 1 gen left would've fixed the "forcing 3 gen checkmates" playstyle.
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Too bad you've actually self-admitted to thinking you're a Killer main with the "OUR perks" comment you made in a different topic, so your opinion is indeed invalid.
Do you listen to streamers? Because Otzdarva posted a map tier list a while back, plenty of maps fall in the middle with a few Killer sided maps existing. There are a few more Survivor sided maps than Killer, but not as much as you think.
And DH and Eruption are not the same thing, stop comparing the two. One needed to be nerfed ASAP because of how Killers would hold the game hostage and aim for 3 gens from the start of the game, the other does not because it's only extremely difficult for M1 mains to counter in ONE minor, specific scenario.
Not to mention that you're apparently forgetting or not mentioning the Skull Merchant patch, which will be buffing her anti-loop and making a certain highly requested add-on basekit.
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Based off of your takes and how they align with certain other people here, I highly doubt it.
And yeah, everyone else has pushed for a "fAiR GaMe" too, you're not unique. Problem is, a "fair game" means a game where Killers and Survivors don't have to try, perks, etc are easy to shut down or just ignore and nobody has to consider switching up their builds if they struggle with anything meta or strong.
Hag does not need nerfs, Hag needs buffs, I have no idea why people keep repeatedly that popular opinion, her traps are garbage and easy to counter. Just run over them when she's distracted. So what if she teleports? Then the other Survivor can hop back on gens. Oh, she's "web reliant and 3 gen reliant but then she's TOTALLY AMAZING!!!1"? Well, that sounds like current Skull Merchant. And everyone thinks she's weak.
"you probably see the game as not survivor sided"
It actually is at the highest competitive level, but here's the problem: You most likely are not at a comp level. The majority here are not at a comp level. And if you're wanting SWF nerfed, you most likely don't play both sides, or are at least Killer biased, you have waaaaaay too many Killer takes to not be Killer biased.
And nah, not "more than anything else". Balance is used to achieve fun, if balance is in the way of fun, it gets thrown out. Simple as that. This is a game, not an e-sports device. The game needs to be fun for casuals to sell.
I also said more than that, I said "Or do... anything to counter meta." as well.
Not to mention that I should've been a bit more specific: You should stop playing M1 Killers specifically and consider Killers with anti-loop like Huntress, Plague or Nemesis. M1 Killers will always struggle against goated survivors, DH and COH can be gone and you will still lose to them without them making major mistakes. It's not because of "MUH DH", it's because they know meta strategies like optimal gen rush and being aggressive on gens. If you want to deal with their meta stuff + tactics, play a better Killer. Doesn't have to be Nurse or Blight.
Not to mention that, technically, most Killers do have at least weak anti-loop (Trapper with his traps, Pig with her Ambush, Myers with vault speed, higher movement speed and lunge increase, Ghosty with no TR + no red stain with a button press), but you want them to have Huntress-level anti-loop I'm assuming. Which is fine.
"Imagine if you could only play solo queue only in a specific mode and you can't use Nurse/Blight but you cant use boons or DH. Or we could do the sensible thing and nerf those perks to oblivion like we did for Eruption."
Nobody would play that mode without incentive.
And nah lmao, let's just fix Eruption and rework + buff boons. Because let's be fair, if you get what you want, you guys will move onto WoO or whatever perk shoots to the top next on Nightlight, and then write paragraphs as to why that needs to be removed because "you TOTALLY would've won if those darned Survivors didn't have it!"
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It's refreshing to read a well thought out comment like yours,
it's a change from the obvious "pro-survivor, pro-killer" argument we usually have in this forum, I will do my best to emulate that in my future comments because I feel it will be healthier to do so moving on.
having played a lot of survivor lately I feel like the core issue remains solo-Q vs SWF, those two modes are so different and impossible to balance.
In a world where survivors are disorganized and just overall... detrimental to one another (DCing early, taking a chase to the worst possible spots etc.), it is easy for them to cry foul play and oppression on killer's part... but as a killer main when I see those solo Q games and I know what's up and temper my expectation from it.
in short, I feel like losing on the survivors side is often not so much dependent on my own individual performance so it doesn't feels as bad losing, if that make any sense?
but the flip side of that on killer is that when all 4 survivors you are facing are well organized on comms and semi-competent on loops (some maps are just cringe to look at, you can get looped forever through safe windows on Lampkin lane for example, and its absolutely free for survivors)... it feels like the killer is just a bystander stuck in the match having to witness all the "sick tricks" survivors can and will do.
In short, this is why I feel killer has it harder in the end, at no point does survivors feel "completely powerless", they can still "do good" and get some good BPs out of their performance regardless of match outcome, but as killer, the worst end of the spectrum is getting "milked" unless you go AFK in a corner or DC (and take in the penalty) indefinetely.
Survivors can always "turn themselves" in if they are tired of a game, a killer is actually taken hostage until the survivors do the last gen... that's an issue.
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-"You most likely are not at a comp level. The majority here are not at a comp level. And if you're wanting SWF nerfed, you most likely don't play both sides, or are at least Killer biased"
First I play against people who are part of the comp scene in my random matches pretty often. It's more rare for me to see someone under 500 hours than to see someone with 5000 hours.
Then we have your logic error.
"[DBD] actually is [survivor sided] at the highest competitive level."
Comp level play is a 4 man swf. The broken nature of letting a SWF bring whatever they want allows random people in a SWF to play at comp levels with no restrictions. In other words : comp play is easier because they can't bring more than 1 medkit/toolbox and cannot repeat any perks. Without restrictions SWF teams that play at a high level get to bully killers; this gives those killers bad feelings which lead to an "arms race" where everyone loses.
-"You should stop playing M1 Killers specifically and consider Killers with anti-loop like Huntress, Plague or Nemesis."
You are funny if you didn't think I did that years ago. But I desire for all the killers to be viable or all the killers to have a fair arena in which to play. In the current balance hard locking many of the killers to 1200-1400 MMR would do exactly that. But survivors would hate it because then it would be 99% Nurse and Blight at anything over 1600 MMR.
When you see a huntress you would get this :
-" Because let's be fair, if you get what you want, you guys will move onto WoO or whatever perk shoots to the top next on Nightlight"
This is a strawman argument because historically it is exactly what the survivors do and as 4/5ths of the audience the devs listen. Most of the perks that get massive use by survivors get gentle taps.
The 6.0 rework gutted : Eruption, Pop and Scourge hook pain res.
The 6.0 rework buffed : Borrowed time (base kit - so nobody ever uses it), Dead Hard is better for the top players, and survivors got SWF level info sharing with the new Hud.
It's a sham to say that the last year of development has been anything but 2 steps forward for survivor and 1 step forward for killer.
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-"when all 4 survivors you are facing are well organized on comms and semi-competent on loops (some maps are just cringe to look at, you can get looped forever...and its absolutely free for survivors"
-"at no point does survivors feel "completely powerless", they can still "do good" and get some good BPs out of their performance regardless of match outcome, but as killer, the worst end of the spectrum is getting "milked" unless you go AFK in a corner or DC"
What an amazing write up of how powerless it feels to play vs a good SWF.
Survivors are only completely powerless when they play like noobs in protected match making Or if they play like the devs where they run to a pallet and throw it immediately without looking behind them.
DBD is only a "fair" game when nobody is in a SWF and nobody plays like they have info from a SWF - well even the second part is gone now thanks to the HuD update.
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That last stats on SWF from like 2019 stated half of all survs in at least a two--man group, with threes and fours much less common. With solo-queue just so delightful since that time, I have to believe the number of SWF groups have risen.
Much more recent stats would be quite welcome though.
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Yup exactly as you said
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