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There needs to be a nerf applied to SWFs
SWFs have a huge advantage in that they're able to communicate about various aspects of the game -- which gens are done/being worked on, where the killer is at, etc. There's nothing that a killer has at their disposal to counter this.
Would applying something like a 10% increase to gen timers per person in the party, or maybe decreasing heal speed? There needs to be soemthing to compensate for the advantage that SWFs have.
Comments
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There are very few ways the devs could kill this game with one change...nerfing SWF would be one of them.
You'd basically be telling people not to play with friends. Most SWFs aren't that bad anyways.
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I completely disagree that it would kill the game. I'm not saying don't play with friends, but I am saying to level the playing field when going against SWFs.
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But majority of SWFs aren't playing full sweat mode. Most are playing cause they enjoy the game and want to chill with friends. Nerf SWF and they'll switch games to chill. Who wants to be punished for playing with friends?
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I think you and I are viewing this in a completely different light. "Punish" isn't the word I'd use. SWFs can communicate with one another outside of the game -- that allows for an insanely huge advantage to them. By inserting parameters into the game based on how many people are in the swf -- 2, 3 or 4 -- you could level the playing field and make this game more enjoyable for everybody.
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But punishing is exactly what this would be doing. If every SWF was playing to win, and I mean trying to play as optimal as possible in every scenario, practically sweating, then I'd agree. But not every group is like this.
I'll give an example of when I play swf on the rare occasion. Regardless of who I'm playing with, we're having banter the whole time. One of us would be in a chase and lead the killer over to the gen we are all on and we'd be bullying said mate (jokingly ofc) for bringing the killer to our gen. Other times we will use joke builds where we are over the moon if we somehow all escape through all of our bs (I've found a love for the perk Red Herring for example).
If SWF did receive a nerf, groups like ours would have much less fun. Cause we aren't playing to win. We are playing cause we like each others company and we want to have fun in a game we like.
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If you aren't "playing to win" then why would a potential nerf affect you, anyway?
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they won't nerf SWF. they will nerf survivor genericly if survivor is imbalanced.
Post edited by Devil_hit11 on0 -
How huge is this advantage tho?
The devs can answer how close we came with the Survivor Hud Icons, how much diffrence there is SoloQ vs. SWF now.
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Even if you nerf swf like this. You'll still lose to decent solo groups and then still comparing swf is too strong.
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Cause I'm playing for fun knowing that I could win. Knowing that I'm going into the match with basically the exact same chance of surviving that I do if I were playing solo q. With this change me and the team would have even further reduced chances of surviving.
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Most people playing a SWF are legit just people who wanna play with friends. I do beat swfs left and right and rarely go against a comp swf etc. I would rather face a SWF then 4 really good solo Q if I am being honest. Since a SWF of 4 mediocre players is simply not going to be much harder to beat and by nerfing swf you nerf these poor souls to.
What we should do instead of nerfing SWF (which btw would really be a feels bad man if they did this directly because sitting longer on gens because I wanna chill with my friends sucks) is to bridge the gap between solo Q and SWF and then we have options to buff killer to compensate. Yes solo Q will always be weaker than SWF but then that goes for literally any team game. Even in say valorent you have a huge advantage if you play in a group that are communicating.
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There needs to be a disadvantage, sorry. It's total bull&$#^ that you could potentially have 2 good players on the team that are able to exploit the infinite advantages to survivors (endless pallets, endless windows, miniscule speed advantage by killer, etc) and then radio to their friends:
"I have the killer by the maze, go do the gen over in the far corner. I'll let you know if he breaks chase."
"He broke chase, because of the giant board and the super slow running of the killer, you have about 30 second (OR HALF A GEN) before he gets to you, then w- key away and waste another 30 seconds."
Gen done.
If we won't remove the mic part of it, then each connected SWF should have a slowness penalty, either in running or gen. Or auto arrange the map to have fewer on the crazy amount of advantages available.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
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This game "needs" no such thing. If the game "needed" something like swf having a disadvantage, the game wouldn't be around. Swf's have not gotten nerfed, and guess what? Dbd is still here. So clearly swf having a disadvantage is not needed
The truth is people want swf to be nerfed on the CHANCE they go against a comp squad
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Make it so survivors in a party can't select two of the same perk, item or addon, actually force team play.
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Except not every swf plays like this. Like I said to OP, lots of swf are playing for fun and will basically play like a solo queue squad cause they're having banter while playing rather than sweating.
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The key word here is "can".
SWF "can" communicate.
There is a potential for better coordination, it is not a guarantee.
My experience with SWF is very different from the sweaty bully squads you're thinking about.
I either do not use voice chat when I play with friends, or on the off chance ai do, we mostly talk ######### and end up distracting each other, and making us play worse.
I actually escape far more often solo than I do SWF.
And that's why you can't mechanically nerf SWF, that's why this would be "punishing people for playing with friends". I'm already punished enough, but I do it because they're my friends and it's fun, even if it means I lose more.
I guarantee your experience going against SWF is plagued with confirmation bias. You will face a highly coordinated sweat squad and determine they're a SWF and they're a problem. But then you'll go against a casual SWF, you won't even notice anything different, the possibility they're a SWF won't even cross your mind and when you kill them all you'll convince yourself they were solo.
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I wholeheartedly agree. I never play swf to sweat my ass off. I'm playing to have a fun time with my friends
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Just because people will deal with it and it's completely unfair, doesn't mean a change isn't needed. If it isn't needed, then dont do SWF and see how much worse you do. The fact that you can play as a non-SWF and win, then win even more by SWF means there needs to be a disadvantage to SWF because of the addition BS information they get. While people will put up with it, it detracts heavily from the competition, as do the ridiculous amounts of pallets and windows survivors get. I'd be embarrassed to t-bag after I win as an SWF, it's like thinking you're a great player when you've turned on God mode lol
Dead By Daylight - Always a Pallet or a Window When You Need One!™
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But the problem is that this ability is still there. People exploit it and it's an unfair advantage.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
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The fact you're using that at the end of each sentences really makes me think you go into every match assuming you're going to lose or something. By that logic a good solo will also have all that, which on most maps isn't the case.
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It's one of those evils one must endure sadly.
The difference is strong, you can see it with the confusion playing soloQ yourself. Who's going to go for the save off hook? Who is going to stay on gens? Where the hell is bloody devour hope hex totem? Why is our wounded dead on hook Kate going in to try and unhook instead of hiding in a corner? All these minor moments accumulate to a great reduction in team efficiency from a solo Q team...
I play Pig as my main, and the power I gain off of surprising survivors on gens is massive, it's not uncommon to get a straight grab vs. Solo players... with SWF callouts I turn up to gens and see no one 90% of the time. No scratches, no movement, nothing. I kick, use my senses and loop around, see noone again, but the gen has been tapped, I KNOW they are nearby, but I cant work out where...
I chase a decent looper for 40 seconds and a gen that was barely 20% suddenly pops when all 3 hop out of hiding spot and rush it at the same time. I have to spend longer to check for flash angles on pick ups and people looking for pallet stuns constantly, and SWFs can hide so much better, cause they don't actually need LOS to time their stuff.
It's all waaaaay harder to deal with, and yeah if you don't tunnel, or camp, or bring the nastiest of sweaty meta perks, SWFs, even bad ones are gonna have a decent chance to smash you. I'm also convinced the MMR is an average. The number of times lately I've seen 3 people at low level with 1 god tier survivor that can make me look like an ass with ease and cause me no ends of problems is unreal.
The difference is bonkers, but at least its an opportunity to assess where you can improve, and ultimately each rear end reaming lowers your mmr to start being able to play a little more chill again. You can't really get rid of SWFs, cause the soloQ experience would be too brutal for anyone to want play survivor... so we kinda just have to ensure it really, and try not to get too tilted 😅
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I use it at the end because its true. Gens are done in minutes now, windows and pallets everywhere. Left for two weeks to play some Eve, came back, no changes. Soon they'll be left with only top tier killers and they'll just keep nerfing the game to make it easier for skill-less survivors.
Dead By Daylight - Always a Pallet or a Window When You Need One!™
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