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SWF Debuffs & Solo Buffs could fix the balance
I don’t get how hard this has been to balance for years.
Theres a game called Project Zomboid where you are forced to equip negative effect perks along with positive effect perks so you can’t just have all positive effects. I like that.
So,
If SWF team, then each SWF player gets some kind of general debuff. If 2-3 SWF and 1-2 solo the SWF still gets a debuff and the solo MAYBE a buff, or not.
If all solo, then they get some kind of buff.
So what kind of debuffs/buffs?
Maybe each SWF takes longer to repair gens, or heal, or both. Something like that. Maybe 2 SWF has to each choose 1 debuff each. 3-4 SWF maybe the same, or maybe 2 debuffs each. Or stick with 1 rebuff each player the first time this is implemented.
And a pure Solo team gets some kind of buff, again could be faster healing , faster gen repair, both, whatever makes SoloQ life a little better, but not OP. Each solo chooses their buff for the entire match.
How hard is it to code this? You detect SWF and solo. Done.
Now the Solo players don’t get steam rolled by killer, and the SWF’s don’t steamroll killer.
Seems easy to me.
Comments
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There is no way for the game to know if people are playing as SWF
Queueing up together doesn't mean they are on comms
Thats punishing for just playing together
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The game 100% knows if players are a swf. They have to code the game to bring premades into the lobby. The devs probably don’t show this because people would start dodging lobbies. And it wouldn’t be punishment. It’s called balancing. Everyone knows good swfs are too powerful. Having some kind of draw back would not be the worst thing in the world.
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Character traits in PZ are akin to Perk selections, not player coordination.
In addition, playing as a group in PZ multiplayer incurs no penalties. In fact it allows for role specialization and faster resource collection.
Back 4 Bloods new player friendly campaign multiplayer difficulty stated their rewards were reduced, so most new players played the advanced campaign with “normal” 100% payouts and subsequently tanked runs by being under geared.
Players don’t like less, and adding negatives to SWF play will literally just drive players away from the game.
I also don’t see the need to penalize people for socializing with others in a broad sense.
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nothing would stop people from “socializing”. You can still socialize all you want if the added a debuff. The game just wouldn’t automatically be in the swf’s favor as much anymore. It’s not just communication. It’s the fact that most stealth killers and perks are negated nearly completely by said communication. Why shouldn’t there be a drawback for having such an advantage?
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Before SWF existed people still played together. If everyone hits to que up at the same time it only takes dodging a few lobbies before you get grouped up. If you put an active penalty on SWFs, no one will officially be a SWF, but they'll still exist, just under the radar and we'll have slower lobbies. The only SWFs you'd be stopping is if they are of radically different MMRs, which aren't really a problem anyway.
You could spend a lot of time trying to punish people for that, but its not something BHVR wants to do.
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I said penalize.
SWF’s on average tend to have varying skill levels between players so a generalized penalization will also disproportionately impact those players.
Stealth Killers still are thumbed without comms because of Dying Auras and Hook Notifications and given that there are a limited number of directions a killer can subsequently approach.
Appropriate averages MMR matchups can in effect act as a ”gameplay penalty” while also being under the hood as is likely already implemented or being implemented.
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Good intentions, but bad idea overall.
1 - Punishes friends for playing together
2 - Assumes all players queueing up together are on voice comms
3 - Assumes all players on voice comms are communicating tactically
4 - Assumes all premade groups are better than their solo counterparts, which has been said many times by the devs is untrue (escape rate of average SWF is only a couple % above solos, nothing dramatic)
5 - Killer needs consistency in survivors objectives times. There's already complains that with some gen speed/healing perks, they can't properly estimate how fast gens are going or how much slowdown hit and run will give them. Now on the team there would be base kit gen times that range from 70s to 110s (arbitrarily used 20s of contrast for the example) and healing time that ranges from 14s to 18s.
Additionnally, loading into a game as a solo you would have no idea how long the gens would take. Behind the good intention of bridging the gap, you'd just give solos worse teammates, which was already the problem with most of their losses : unreliable teammates.
6 - Gen slowdown/Healing slowdown perks would hit SWFs disproportionately more as their base speed is lowered. See points 3 and 4 for how this is a problem.
7 - Giving solos action speed buffs and SWFs action speed nerfs incentives tunneling the solos, because they're more efficient. Who is solo might not be obvious, but in some cases it can be seen from the lobby screen (someone joins after the others) or from general in game behaviour.
8- Considering the SWF action speed debuff, it'll always be faster for a solo to heal a SWF survivor than the opposite. Solos are more likely to be left injured and therefore be tunneled.
So yeah, I'm not convinced. In my opinion, the new HUD gives already a lot of informations that is useful for solos, and it's only through information that you should bridge the gap.
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The thing you differentiate as "solo" and "swf" is still the same character and the devs have been cited here to not want to change that. Thus every change to "survivor" in the name of buffing " solo" will also buff "swf".
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Why would you want to punish players for playing with their friends?
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No, the game doesn't know
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