The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

How does it feel

UnknownKiller
UnknownKiller Member Posts: 3,024
edited February 14 in General Discussions

That swf with comms destroy all fun in one side even on new mode

Post edited by BoxGhost on
«1

Comments

  • Vorahk08
    Vorahk08 Member Posts: 267
    edited February 11

    Give SWF repair/heal speed penalties.

    I'm being serious.

    Edit: Removed unnecessary us vs. them commentary.

    Post edited by Vorahk08 on
  • Vorahk08
    Vorahk08 Member Posts: 267
    edited February 11

    I know, I just feels like so many killers get completely run over by survivors having communication. A better solution would probably be to nerf gen speed perks like déja vu and toolboxes, buff solo que (IDK how), and balance the game around SWF. I suggested speed penalties because it seems like the game is still balanced around survivors not having comms, which just isn't how the majority plays, I guess.

    Sorry if I came across as aggressive.

    Edit: Edited for tone. I came across as rude before.

    Post edited by Vorahk08 on
  • Venusa
    Venusa Member Posts: 1,489

    LMAO

  • ChuckingWong
    ChuckingWong Member Posts: 379

    I would suggest just putting up a notification in the lobby screen of whos in whos group that the killer can see. And then giving BP incentive (extra 50-100% or something) if they decide to stay.

  • Krazzik
    Krazzik Member Posts: 2,475

    The problem is that very few killer players would ever play against a SWF even with a 300% BP bonus. 4-man SWFs especially would never get a game again.

  • satx3241
    satx3241 Member Posts: 111

    Therein lies the reason it's impossible to give this game balance. There's such a huge difference between a 4 person SWF team and solo survivor that any attempt at balance is going to leave one group at a disadvantage. Make killers only strong enough to compete with solo survivors and they are at a distinct disadvantage against SWF teams. Make killers strong enough to compete with SWF teams and solo survivors are are a distinct disadvantage.

    The latest changes to Billy are a perfect example. As a survivor main I've played in matches against the new Billy both as SWF and solo. The SWF matches have been very competitive and lots of fun. The majority of the solo matches haven't even been a contest. Put Billy up against solo survivors and he's pretty much guaranteed a win before the match starts.

  • Vorahk08
    Vorahk08 Member Posts: 267


    I use Déja Vu and toolboxes as solo survivor as well. Nerfing them alone wouldn't help solo survivors. I don't think, however, that solo que should rely on strong perks to be bearable. Everyone has been saying for a while now that solo survivor needs QOL improvements, because the situation for us is kind of getting worse. If solo que was buffed in a meaningful way that provided players with more information, similar to the information that SWF get through comms, then it would contribute to better game health becacuse BHVR would be able to balance the game around survivors as a whole, instead of balancing around both solo que and SWF, which are completely different in terms of power balance. The HUD upgrades are an example of this. It doesn't really help SWFs, but its great for solo que.

    When I talk about nerfing toolboxes and gen speed perks, I'm thinking of something similar to what they did last year with medkits. Toolboxes and perks like déja vu on survivor are like Ultimate Weapon on killers. They're great for lower tier killers, but it also makes the best killers more frustrating to play against. Having strong perks for all survivors makes both solo survivor and SWF stronger, though, and that's the problem for balance. My suggestion for nerfing gen speed perks is based on the healing nerfs from last year in the Tools of Torment Mid-Chapter. They strategically nerfed medkits and COH so that survivors wouldn't be able to self-heal as much. They can get a couple of self-heals out of medkits, but medkits as a whole were made less powerful. It made hit and run viable again for killers. I still bring medkits in games. I suggest nerfs to the things that speed up gens because making gen speeds a bit more standard would make it easier to balance killer vs survivor.

  • Seraphor
    Seraphor Member Posts: 9,421

    I actually agree with toolboxes getting the medkit treatment.

    But there is zero reason to target Deja Vu. It's a great solo perk, and the bonus to repair speeds is negligible.

  • Vorahk08
    Vorahk08 Member Posts: 267

    That's fair. I'm really just using Déja Vu as a stand-in for all gen speed perks, which I think would benefit from being looked over with toolboxes.

    I wonder if BHVR is trying to help solo que with some of the new perks. Lucky Star and Boon: Illumination seem like they might have been made for solo que players. I still think we need basekit changes to see significant improvements.

  • I_Tunnel
    I_Tunnel Member Posts: 81

    Survivors strawman because they don't want a balanced game.

    They SWF with META perks and hand-held mechanics like BT basekit, anti-facecamp, and now this gen kicking BS to 'nerf 3 gens' (Which they put themselves in by being bad).

    But the second a Killer speaks up about how broke SWF is; Survivors are quick to drown them out and shut them down. Because they fear true game balance.


    But I don't know why I'm saying this; The mods have apparently shadow-banned me for being a Killer main, and my posts are not appearing to anyone but me. 🤷‍♂️

  • saym
    saym Member Posts: 82

    So wouldn't it be better to separate the queues?

    Solo only → Ranked mode

    Solo & SWF → Casual mode

  • I_Tunnel
    I_Tunnel Member Posts: 81

    Surely an ad hominem is the best way to make your own point. 😂

    The game is clearly Survivor-sided. I don't see a single hand-holding mechanic added for Killers. Yet every time Survivors complain; The devs add yet another basekit perk/mechanic to help Survivors or kneecap Killers.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,808

    I don't see a single hand-holding mechanic added for Killers.

    Because you aren't looking hard enough (at all). They just increased base kick damage to 5% and added an entire 'anti gen tap' mechanic in the last few weeks.

    Going back farther, they've also added features like changing tile weights to prevent 'tile chaining', removing pallet spawns and creating huge dead zones or flooding the pool with unsafe pallet options, added base gen damage to kicks at all, and even gave essentially 10% action speed to nearly every killer action. They even made endurance not stack for killers and reworked the hatch spawn entirely. All base kit, all free.

    And that's just 'mechanics', which doesn't even come close to covering the insane number of other things that have been nerfed at killer request in the past year or two: perks, PTB features nerfed into uselessness before going live, medkits and bnp gutted, entire map overhauls... All in large part due to 'community feedback'.

    The game is clearly Survivor-sided

    The available metrics disagree with this. Whether it's win rates or kill rates, the data points to killer already being the stronger role.

  • I_Tunnel
    I_Tunnel Member Posts: 81

    They just increased base kick damage to 5%

    To counteract that deluge of repair speed perks.

    added an entire 'anti gen tap' mechanic

    That's a hand-holding mechanic for Survivors. Not Killers.


    The rest are literally balance changes, not pure hand-holding mechanics due to complaining.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 624

    "Going back farther, they've also added features like changing tile weights to prevent 'tile chaining'

    Oddly enough, I still see strong tiles chained together in my matches ALL THE TIME. Whatever changes the devs made, it did absolutely nothing.

  • th3syst3m
    th3syst3m Member Posts: 394
  • Eelanos
    Eelanos Member Posts: 437

    I don't like this argument because it's super easy to flip it around and consider the current situation "Punishing players for not playing with friends".

    If solo gets buffed in any way to keep up with SWF without buffing SWF, even if the buff makes win rates at the same level across all types of survivor players, you could still argue that "But we're being punished for playing with friends!" regardless of the role not being nerfed.

  • xEa
    xEa Member Posts: 4,105
    edited February 12

    Are you saying you are loosing on Lights Out? As killer? This mode is probably 99% winrate on killer. And the 1% are those who have mercy on survivors (like me) and start to farm when the game is over... after like 3-5 minutes

    More and more i am questioning if some of you people are actually serious. It is litteraly impossible to loose as killer on Lights out.

  • Akumakaji
    Akumakaji Member Posts: 5,467

    OPs rant is a bit over the top, but the basic premise is right, ie that "coordinated" SWFs are a real pain in the but and no fun to play against.

    My solution would be a very slight nerf to regular SWFs who just play with their friends, no nerf to soloQ, but a big wrench for the death squads.Its rather simple: when in a SWF you can't equip muliple instances of the same perk. Thats it. For regular SWFs this would be more of a nusiance, but when I play with my friends we have very little overlap, as we all have different playstyles. The problem are the coordinated SWFs with 4xDH, 3xUB, 4xAdrenalin or even "Dead Dog map offering and 4x Head On". Its the coordinated specialisation that brings the most pain to my games. Against such a SWF, you can only eat all the dirt they throw your way, as switching targets often offers no respite, as they could be running the exact same build.

    SoloQ players who backfill or fill up the roster should be totally exempt from this and could equip whatever they like without their personal choice interfering with any other players. I am also a big proponent of showing all participants after the trial, who was in a SWF with whom. People keep claiming that this would lead to more salty comments and even players writing down SWF names, so that they could dodge them, but that latter fear sounds pretty far-fetched to me. I believe that showing the SWFs after the trial would have a contrary effect: many killers would wake up to the fact, that a lot of their 4Ks were even against SWFs and especially that many missplays and overtly "altruism that killed the whole team" could be attributed to players being in one team together.

    While we are at it, could we review the last 5 or 10 matches we played? Its such a bummer that, if I die first but want to see the killers build, I have to spectate the whole match. Would be really nice if I could just review the post-game screen at my laisure sometime later, saving 5-10 datesets per player shouldn't be THAT difficult. This would also help in that instances where I clicked the "next" button too early, and just the instance later I remember, that I wanted to look something up.

    Just my two BP.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,808

    Anti gen tap has been a killer complaint for years. Specifically because killers claim they 'can't keep up with gen speeds'. Same with increasing base kick damage.

    Asking the devs for help incessantly, and then getting it, with both of these features is the very definition of hand holding.

    If you think the 'anti gen tap' is somehow a survivor buff, then you are far, far too biased to continue to engage with. You can't be real.

  • Pulsar
    Pulsar Member Posts: 20,788

    There are times when it's unwarranted, but there are times when it is. If someone is named something like "AllKillersSuck69" they probably aren't gonna have reasonable takes.

    Really? Show me some proof. Any Kill Rates? Perhaps some escape rates?


    As for hand-holding, they literally just fixed gen tapping. They continue to buff gen perks whilst nerfing gen speeds for Survivors. They adjusted pallet logic, continue to push out more deadzones in maps that don't need them.


    It's extremely obvious that you have a pretty bad bias here. You should try to play Solo Q some time, I can't really recommend it as a fun mode, but it will be eye-opening.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,284

    Good thing that I can tell you that you will not go against as many competitive SWF as you think you are. You are probably going against no competitive SWF at all. Only because you lose a game does not mean your opponents were a bunch of comp-players.

  • ChuckingWong
    ChuckingWong Member Posts: 379

    Oh no I dont do this, I dont care about my opponents party play or not, I am just giving a solution for the people that do. When I say give me a reason im not specifically saying me hehe.


    100% competitive SWF teams are such a minority of your matches yes. It is still a broken version of this game and I was just giving an idea out there.

  • Firellius
    Firellius Member Posts: 4,399

    Give SWF repair/heal speed penalties.

    "Punish all swiffers, clearly too stronk, too OP, nerf!"


    Meanwhile, my team and I sharing approximately 2 braincells between us:


  • Raptorrotas
    Raptorrotas Member Posts: 3,249

    Uggghhhhh.

    Havent the devs stated multiple times they wont split the survivor balance into solo/swf? Dont ask for nerfs for swf, they wont happen. Nerf survivor instead lol.

    As for the whole solo/swf power levels? Same character, same power level. The difference is player mindset and thirdparty comms. Chatwheel/ping tool or voicechat as buff to survivor is the only reasonable suggestion that doesnt buff swf more than solo.

    But survivors dont want comms to be part of the balance compared to an bonus like it currently is....

  • radiantHero23
    radiantHero23 Member Posts: 4,289

    No...

    Punishing people for playing with their friends is how you NOT sell a game.

  • Xernoton
    Xernoton Member Posts: 5,846

    You can't punish players for playing with their friends. I mean you can, but it will definitely damage your player base. Almost half of all survivor players play in a SWF and I'm pretty sure they wouldn't appreciate such a thing. I wouldn't either.

  • Paternalpark
    Paternalpark Member Posts: 663

    Believe it or not, the majority of sfw DO NOT use clock callouts and prioritize escapes over altruism like comp teams will.

    Also, playing a game with friends doesn't make you a God tier looper.

  • radiantHero23
    radiantHero23 Member Posts: 4,289

    I suppose it's tied to the "friends just play casual all the time" - sort of mindset.

    Everyone should be allowed to play anything. Swf is undeniably one of the biggest imbalances in the game, but it's a problem that can't really be solved.

  • radiantHero23
    radiantHero23 Member Posts: 4,289

    We all know how a really good swf looks like. Sadly people like to remember bad games way more than good games. People get stomped by a comp squad once after 3 months and their day is ruined.

    A majority of games does not consist of these types of swf, just as you stated.

    People that call upon general nerfs for people that just play with friends are either too invested into the game and take it way too seriously or simply don't understand how games are marketed.

  • Moonras2
    Moonras2 Member Posts: 380

    I'm confused by this. If you are able to resort to an unfun play style to counter an unfun playstyle then why add debuffs to one side? That still means one side can and will play in an unfun way against people who aren't. Such as a full slowdown nurse/blight going against a random solo group or any killer camping/tunneling. Except now the swf group that may have been able to beat the nurse or counter camping has been debuffed.

  • I_Tunnel
    I_Tunnel Member Posts: 81

    Sorry, I was sick yesterday, and thought 'anti gen tap' was the 'anti 3 gen' change.

    Anti gen tap was needed because Survivors could, literally, tap in a gen in less than a full 60 frames of animation. Less than one second.

    And since Devs had said, years ago, that 'Gen tapping is supposed to be a risk in a chase' (Paraphrasing); This was not so much a Killer hand hold as it was a bugfix. Because gen tapping as it was, was 0 risk and 100% reward.

  • Yatol
    Yatol Member Posts: 1,960

    TBF this pretty much says " keep doing what you are doing" while someone without coms will constantly be ready to dip out.

  • Akumakaji
    Akumakaji Member Posts: 5,467

    Probably true; thats why I am a big proponent of clearly showing in the post-game screen, who was in a SWF with whom, this would be more likely a big eye opener to many killers, then just confirming their bias that every loss was due to a coordinated SWF; probably more 4K and surprise turn-around-games were due to SWF-altruism for their, well, friends.

  • saym
    saym Member Posts: 82

    I agree with you.

    First of all, developers and everyone must understand that in any competitive game there are two types of players

    →players who prefer casual play and

    →players who prefer ranked play.


    And both players need to be respected.

  • Pulsar
    Pulsar Member Posts: 20,788

    You can't really play with silly builds either, because you will be ID'd immediately and killed off.

  • Chaosrider
    Chaosrider Member Posts: 489

    So how exactly do SWF destroy fun in Lights Out? I am curious.

  • RipperX
    RipperX Member Posts: 31

    Many, many players are asking for that but for some reason for the Dev it's better to have both comp and casual all togheter in the same pool and use a very broken MMR system