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Versing SWF is artificially miserable due to the myriad of easily abusable mechanics + meta perks
To preface this I want to say that this is just my opinion. I will not intend on being rude or sassy to anyone so I ask the same for everyone else here. I am just trying to voice my frustrations and have a conversation and I hope that people will respect that.
I have over 3k+ hours on the game (mostly on killer but I dabble in SWF from time to time) and I think the state of SWF is completely broken, but SWF itself is not the problem.
SWF in of itself is a good thing. Being able to play with your friends is great whether you are good at the game or not. It also allows you to avoid Solo which I understand is a nightmare in of itself.
Most SWF groups I come across are chill and relaxed if I am being honest. Usually they are beatable and its much more fun than going against more Solo potatoes.
Then there are the cracked SWFs and before anyone says anything: I am perfectly fine with people being insane at the game. In fact I love to see it. If you dedicate time to something it's awesome to see that you are very good at it. It's the same for me when I play killer.
But most of the time when anyone (or at least myself) loses to these teams it just feels… unfair? And I know that may sound like a standard case of "skill issue" but please hear me out.
Dealing with teams that know the game well and can loop well/ are efficient on gens is FUN. If you lose to them then that means you got outplayed, plain and simple. And I'm willing to accept that when it happens.
The problem is that 99% of the time, this is not how it goes. The SWF that contains members which are already completely insane at this game win because of the myriad of basekit handouts given + meta perks.
The most notable examples being: Decisive, Off the Record, Unbreakable, Deliverance, Map Offerings, busted items, basekit BT + anti camp. 70 second hook stages.
Now I know what people will say. "Most of those things don't work if you're not tunneling" and I understand that sentiment, but only to a certain degree. I agree that these things are fine against decent players + solo q. I think it makes the game balanced against those players. I understand the want for killers to play nice because it is fun for everyone.
However expecting the killer to play like that against good SWF is just unrealistic because playing nice really depends on the survivors going down quickly.. These survivors split up on gens and are extremely good in chase to the point where if you try to play nice killer then you get obliterated because the gens just go so fast.
So what is there to do? Well, this is where the title of the post comes in, because the only option left is to tunnel. And since survivors have perks like DS and OTR which, in the hands of a good looper, make it so trying to kill them early takes 5 minutes unless you're playing Nurse then you're kinda out of luck if you do try to tunnel.
This is the point of the post where people will question my own skill and again I understand that. But please keep in mind how these games go. You spawn in, 3 different survivors are split up on gens, you chase one for a long time because they're insane at looping and the map is fresh with resources and if youre lucky you down them in a minute. Now you have to deal with 3 gens at 60 sec each (excluding pick up times, carry times, and time it takes to go to generator).
And the worst part, if you try to play efficient too then you end up eating dirt because the perks + basekit abilities combined with the pure looping and efficiency skills of the survivors make it physically impossible.
Having 4 different survivors split up and run quadruple decisive + one Deliverance + a couple dead hards and adrenalines thrown in there (+ the BNP and ultra rare med kit add-ons) and losing makes the outcome of the game feel so artificial. And that is where the frustration comes from for me.
I'm not going to even point of the irony of survivors using these "anti tunnel" tools offensively and body blocking you when you try to actually play nice and get the unhooker. "Just ignore them" it's : a little hard when they are in my face. "Just hit them" that's a hit I could have gotten on the unhooker. "Tunnel them" then they have DS and you either wait the 60s or pick them up and restart the loop. And if they are good at looping and youre not playing pure anti loop killer then good luck.
Side note, I think that 70 second hook stage change was horrible just for this reason. Even if you play nice, that's +10 sec on gens for the survivors. For what? Why do the SWF teams who get 3 gens in 5 minutes need that?
TLDR: Losing against SWF feels artificial most of the time. It basically never feels like you lost mostly due to their skill, more of their skill combined with the busted tools at their disposal. Like 65% tools 35% skill.
Again I want to emphasize that I am going to be nice to everyone so I would like it if everyone would keep it civil and be nice back when sharing your opinions. Thank you for your time
Comments
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deal with it, really
it's a necessary evil which allows a lot of things in this game to be they way, including the things that favour killer players.
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can you explain further ?
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because devs balance killers in-between "swfs" and "solos" you can have much more casual and fun games in between.
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For me, at least, that is not the experience (as much as I want it to be) there are never really any close games anymore where everyone is on the edge of their seat seeing what will happen. It is usually me destroying the survivors because the game hands me solo potatoes/ semi decent chill SWF players or me getting annihilated by a cracked team.
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Killers have been more balanced against SWF's, and good ones at that.
Solo survivor is a nightmare.For me, at least, that is not the experience (as much as I want it to be) there are never really any close games anymore where everyone is on the edge of their seat seeing what will happen. It is usually me destroying the survivors because the game hands me solo potatoes/ semi decent chill SWF players or me getting annihilated by a cracked team.
I have noticed this too when playing killer. Either you get a soloQ team / chill SWF, or you end up with a comp-level god-tier SWF who does all gens lightning-fast, and are ultra-cracked at chaining loops. There is no middleground there.
This is sadly due to how the MMR brackets work, and the highest bracket spans 700 points (1401-2100 MMR). So a player who is around 1400 MMR, can face players who are around 2100 MMR, due to this. The matchmaking does not discern between the actual MMR numbers (which would be much more fair), but instead prioritizes matching you against players within your bracket, to reduce queue times.4 -
I have to disagree, I feel like the number of basekit changes + perk buffs targeted towards newer players makes going against SWF miserable
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Read the edited post. That is why SWF is miserable to face against.
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Welcome to how the other 95% of survivors feel when every killer tunnels/slugs 4 at 5 gen.
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Hahaha I guess. There are definitely times where this applies to killer too. If you are going against a good nurse with meta then you dont stand a chance. Some of it is due to skill but most due to the kit. Like good SWF.
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i don't agree. losing to swf does not feel unfair when a killer is capable of output skill in their gameplay. survivors do have impact perks and items but killer also have impact perks and add-on's.
the problem is that a lot of killer that have an impact are perks to slow game to counter generator efficiency of SWF. the game is suppose balanced around efficiency, not around killer brings perk to counter efficiency.
on another topic, killer perks other than game-delay have way too little impact on the match that you don't really have freedom to make builds that viable vs top. it is all balanced around soloq playing poorly which is why most of killer perks are plainly ineffective with lots of drawbacks. survivor perks used to be like this as well and to some degree, some survivor perks are not amazing but freedom is wider than past. Killer perks on other hand have barely moved needle. Anything that remotely looks ok also receives negatives changes on killer side. that is perk side of things.
the other side is killer powers. most of killers that are average or below average have many pitfalls in the killer kit where they're exploitable. as a result, there is only so much that killer skill can do on like killer like freddy or slinger or demo etc can do. fortunately bvhr is unnaturally slow at improving killers and a lot of average killers are too low in average section. than you have killer like skull merchant that have to through cycle of changes until survivor figure out when they want to play vs killer.
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Yeah. I think what you are saying is that it applies to killer but not nearly as much? And I've found that that's true.
I think Nurse is the only example of it applying to killer in an obvious way.
In terms of perks you are right. There is a reason why even these SWF teams can win without running meta perks, they have the freedom to. The same cannot be said for good killer players. If you don't bring slowdown/play super strong killer, you are likely to lose despite your efforts.
"Anything that remotely looks ok also receives negatives changes on killer side. that is perk side of things."
This is so frustrating and strange. They have nerfed gen regression so killers gravitate to other perks. And yet they nerf those too. Sloppy butcher and the nerf coming to weave attunement are great examples. It makes no sense.0 -
Nurse isn’t the only killer who camps/tunnels/slugs at 4-5 gens. I’ve seen every killer in the roster do it… and win.
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Maybe at some point there will be a more accurate MMR(or even a special competitive queue for full swf) that will solve your issue.
But they also would have to address the hacker/cheating topic at the same time.
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This is it. Feast or famine. What is highly interesting in another place me and a killer main we seeing that most SWF's are bringing subtle hacks. There is the no scratch marks, there is a gen speed up, and there is the subtle speed. We are actually noticing it a lot more. I also had a team that kept regenerating their items magically.
But like you said you either get people that are not doing anything and they are wiped out a 5 or 4 gens or you get Seal Team Six.
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Here we go, lets balance the game around SWF
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Unfortunately, it’s impossible to fix. SWFs will always be broken and you can’t change it, comp scene in this game is a meta ######### show. Both sides will run meta and be toxic, jerks. People say “it’s just a game”, it’s a human interaction of 5 stubborn tryhards
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It's kinda the point of balance though is it not?
If both teams are played to their max potential, where both sides take the best tools available to them, then they should tie, but it's still widely accepted that at max potential DBD is still a survivor sided game... the old SWF > Killer > SoloQ.
So this leaves us with a quandry... how "bad" should survivors be allowed to be in order to still consider the game fair?
Fundamentally SWF has to exist for DBD to thrive by being able to play with your friends, but because it exists, the game has to be balanced so that the killer can compete with an organised SWF does it not?
The only way you could make it fairer for SoloQ is if you literally made DBD a true soloQ at base.
Maybe if a ranked mode banned SWF the game could be balanced around that. Course we can't do that, cause that would mean SWFs would dominate casual games, so what killer in their right mind plays casual?
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Like a year and a half ago or so they tested out much stricter matchmaking, and the results were longer queues for everyone plus burnout at the more veteran levels and among the content creators.
It turns out the sweats don't like going up against the sweats game after game after game. Enough players complained about it that they widened the ranges back where they were before.
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Yes, and I agree with that in all points.
Other games have had their problems too in that a good MMR leads to all matches feeling identical and variety being lost.
That's why there should be an extra competitive mode/queue for people who really want that. But I think that the priority for this will not be too high now and I also see that there are much more important topics than that.
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I'll jump in on this because I'm being left to bleed out in the void.
If both teams are played to their max potential, where both sides take the best tools available to them, then they should tie
You can't balance a game that has as many differences between the sides as DbD. Just look at your sentence that I'm quoting "both teams". Except the killer isn't a team. Even if we limit this discussion to just 4 person SWFs, communication, group strategy, teamwork, those are skill elements that a killer, by design, never has to deal with. So either survivors are rewarded for having good teamwork, or the game is balanced around the presumption they will have good teamwork, in which case survivors have to excel at a skill the killer doesn't just to have a chance.
So in balance you have to look at how realistic it is to achieve those things. How likely/easy is it for the killer to be 'great' compared to the survivors to be 'great'.
The real, and only way, you could ever create balance is the way comp does, gives both sides a turn on each side. That's how sports does it, both sides get opportunities to play offense and defense. But DbD is like a basketball game where one side never gets the ball and only plays defense and then we try and make up rules for a what a win for them would be.
Fundamentally SWF has to exist for DBD to thrive by being able to play with your friends, but because it exists, the game has to be balanced so that the killer can compete with an organised SWF does it not?
But this can just be turned on its head:
Fundamentally, soloq has to exist for DbD tto thrive by being able to play when your friends aren't on / don't play this game / you just want to play alone. But, because it exists, the game has to be balances so that soloq can compete with an elite killer, does it not?
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The thing is that soloQ suffers, because of how strong and efficient SWFs can be. There are still neigh infinites in the game, and if a group is dedicated and efficient enough, one long chase along these lines will hand them the win on a silver plater, especially if even one early flashlight/flashbang save robs the killer of all their momentum.
Most often with SWFs their best looper tries to get the killers attention early, either by running straight at the killer and flashing their beamer (easy to spot) or by sneaking/slow walking straight through the middle of the map, looking around and acting surprised when they run into the killer (tough to spot). Best counter is to just ignore this players, as getting caught up early in a pointless and unwinnable chase around mainbuilding or shack is indeed a skill issue.
Things get spicey, though, if the whole team is dedicating its whole build to a one trick and play accordingly, this is when things turn really ugly and unfun. 4 DH, 4 UB, 4 Head On and the killer will spend most of the game doing nothing but being laughed at by the whole team. Most of the time they don't even touch gens and do their utmost to make the killers experience as miserable as possible, at other times one or two will do gens in the background and only join in once they 99% the last three gens. Some others have brutal builds that slam out 5 gens in 4 minutes and where the killer has no real chance to even get the foot on the ground - while dedication to the game should come with some rewards, this are the games that just feel unfair and unwinnable and eventually you killer might take their pent up frustration to the next round of soloQ that cross their path.
I think of two way of how this could be remedied, without hurting soloQ or punishing players for playing together, with the first one being super easy to implement, and the second probably takes a new game enginge, for all we know ^^":
- Don't allow multiple instances of the same perk in premade groups. Done. Simple as that. No more 4DH in one game, no more brutal 4 Head On ring around the rosy bullying, while everyone can still find their own way of being useful. In my regular duo and tripple SWF we all play vastly differently and hardly ever have the same concept in mind. Yeah, some perks double up, but its no big deal and we could easily coordinate that away. It would help immensely, though, if we could see the others builds for this. As a bonus, this easily makes soloQ a little stronger by not implementing their own builds, so four soloQ players getting matched could all have the same strong perks.
- Give the game a game director AI like so many hord style shooters have and let it act as sort of a comeback mechanic. Survivors are doing too good? The Entity eats a couple of pallets. The surivors are getting tabled? Some pallets could respawn, the survivor on hook could teleport away from the camping killer and into a more favorable spot or a hurt survivor huddling in a dark corner could spot a mysterious medkit just a couple of feet away. The game is designed in a way snowballing is encouraged and while comebacks are sometimes possible, its pretty rare, so this would lead to more fun and interesting games that are on the edge, instead of just letting the winning side stomp the other hard. I understand the sentiment of "why should I get punished for playing well" or even more likely "why should THEY be rewarded for playing bad?", but in the end everyone would profit from a game director.
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This is the complete truth, highly doubt anyone can argue this statement.
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We learned from the last 2v8 mode that the game cannot support split queues as the wait times get bad fast. Also what killer would willingly play in a comp-ish queue that would be guaranteed SWF looking to sweat when they could just pillage and steamroll mostly solos in a casual queue?
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As already mentioned, there should be a competitive mode with a ranking list, there has to be some additional motivation to play it.
I think there are some people who are looking for a challenge and don't just want to stomp inexperienced survivors.
The current trend seems to be to create the highest possible win streaks, preferably against inexperienced opponents, which is not particularly healthy for the overall quality of the game. Maybe that would change for the better.2 -
Oh yeah, I absolutely understand your point, and it's completely valid… but this disparity is basically my argument… I didn't really wrap it up to a point, and left it to hang so my bad, but to try and clear that up:
- If you balance the game so that soloQ can win 50% of the time vs. the killer, then you put the Killer at a significant disadvantage vs. an organised SWF, and a slight disadvantage vs. a normal SWF.
- If you balance the game so that the killer can win 50% of the time vs. an organised SWF, then you put the survivors at a significant disadvantage for soloQ, and a slight disadvantage for a normal SWF.
- If you go halfway in the middle, and you balance so the killer can with 50% vs. an normal SWF, then the killer has a slight disadvantage vs. organised SWF, and soloQ has a slight disadvantage vs. killer.
However the problem of what I'm describing in these 3 scenarios is we're assuming the killer is playing optimally each time… and this is where we get into philosophical and subjective terms and what is best for the game. A truly balanced game would be that the most optimal way to play both sides would result in an equal chance to win… this is by definition balanced… Note: I'm deliberately avoiding individual killer strengths, since this muddies everything.
However as you correctly point out, this is not the average game experience in DBD; it is an asym, so the respective sides have very different set of skills. Both need to perform respectively well in chase, but the survivors need teamwork/coordination and map/tile awareness skills, and the killer needs greater predication/time management and objective/area control skills.
I don't think anyone would disagree is much harder for a survivor team to coordinate and bring their full strength to bear compared to the killer… one player can completely snowball the game out of the survivors hands, and it is why we have such a difference in killer being easier to learn to begin with. Thus the way it goes is we have to deliberately gimp the killer somewhat to allow survivors a reasonable chance at success despite them not playing optimally, and what we need to debate, is how far should the killer fall so that everyone is relatively happy?
After all, if at the very top end of play the killer is defaulted to being weaker than the survivor, where the only way to win is if survivors make mistakes…. what incentive is there to play killer? We could ask this same question for survivor the other way… but the incentive for survivor is that, if you play well enough with no mistakes, you should win.
Option 1 is simply not tenable, we can't have a game where the killer is so much weaker than the survivor team that 2 good players with a disorganised pair of yahoos can realistically go even. What incentive is there to play killer is you're at such a significant disadvantage where you playing at a consistent level can be beaten by mix of performances from soloQ. If SWF didn't exist, this would be perfect… but unfortunately SWF must exist, so this is off the table.
Option 2 is the one where both sides are played optimally and both sides have an even chance to win…. but as you point out, most players can't play optimally on survivor side, so killers win the game most of the time… and SoloQ gets very much buried more often than not… This is also not good.
Option 3 is where I believe the game currently sits, and is where it kinda must sit… and it depends how much value you think a SWF team has. Based on the stats from yesteryear, a SWF swings the game by about 9% kill rate. (Escape rates of 39%, 40%, 43% and 48% for solo, 2, 3 and 4 man teams respectively if my memory serves).
The questions at the end of all of this is:
- How often should an organised 4 man SWF team beat the killer? 50%? 55%? 60%?
- How often should a good solo player beat the killer? 40%? 45%? 50%?
- Should we be doing more to limit the SWF advantage?
- Is it even possible to limit that advantage, and how much by? (I think so, but it'll never go completely)
My argument isn't necessarily that I disagree with SoloQ having it tough… it's more how do you not make it tough with SWF making the chaos of solo Q not a thing?
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Good players should be incentivized to be sloppy and rewarded for being inefficient; I was very vocal about WGLF nerfs because I'd rather have good survivors try to go for "content" than simply be stuck chasing scratch marks the entire game.
Efficiency is boring, and when matches are over by 5 minutes it's kinda demoralizing to know where the match is headed the first minute in.
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"
I don't think anyone would disagree is much harder for a survivor team to coordinate and bring their full strength to bear compared to the killer… one player can completely snowball the game out of the survivors hands, and it is why we have such a difference in killer being easier to learn to begin with. Thus the way it goes is we have to deliberately gimp the killer somewhat to allow survivors a reasonable chance at success despite them not playing optimally, and what we need to debate, is how far should the killer fall so that everyone is relatively happy?
"
Just a small thought trown in here: the game is already doing that a LOT by the way killers have a bigger hitbox then survivors during looping, the way killers can be fat shamed at narrow paths, the killers POV is so high above ground and, before the POV slider, was so narrow that survivors could reasonably expect corner techs and crouch techs to be effective.
Also, many killers power, who are somewhat the masters of their respective craft, are very, very clunky and programmed with artificial limiters, in order to allow counterplay, like Huntresses windup or Dracula needing 0,9s to open or close his hand between fireballs, or Pyramid Head needing 1,0s to lower and raise his sword from the ground, or how Wesker just BARELY can catch up in SOME loops to survivors after vaulting a pallet, due to his tentacle slithering back into his arm.
If you at any point play a solo game or a co-op shooter against zombies or anything like this, you feel it especially grating of how DBD holds the killer artificially back, so that survivors can dance around them and feel like the "clever and agile" role. It is probably needed for this game, but it also severely limits players skill expression and lowers the floor by limiting viable options.
I feel if Killers got any more limiters, they would feel so clunky to play that it would severely encroach on the joy of playing that role and lead to even more bitter killer players ^_-
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Things get spicey, though, if the whole team is dedicating its whole build to a one trick and play accordingly, this is when things turn really ugly and unfun. 4 DH, 4 UB, 4 Head On and the killer will spend most of the game doing nothing but being laughed at by the whole team. Most of the time they don't even touch gens and do their utmost to make the killers experience as miserable as possible
I loved to play against those groups as Old Freddy.
It was very hard to mess with a killer that you cannot see and cannot bodyblock.
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It can be fun, if you are lucky and play the killer that kinda counters this, or if their tactics are a bit lacking and you can still get a upper hand, but in general these SWFs goal is most of the time to have fun on the back of the killer and they don't care if they all die in the process.
I once played Amandas Letter Pig against four Distortion and Urban Evading Blendettes on Dead Dogs — the game was KINDA fun, because it was a big cat and mouse game and I sometimes saw the glimbs of a Blendette while crouching and I thus could slowly, slowly whittle them down, but with any other killer this would have been a miserable experience. They later claimed in the post game chat that they usually try to make killers DC with this tactic, while just hanging out and talking.
BTW, this solidified my stance on Pig needing Wallhacks while crouched as base kit :D Just be bold and brave once, BHVR, and try it out! Would make her the coolest and most fun stealth killer by a long shot.
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There are thousands of multiplayer games that group could have played and yet they decide to boot up DbD and do literally nothing in order to spite the killer. No gameplay or anything. This game attracts the saddest of players, I swear.
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For real! Not trying to defend other mean gameplay styles, like killers who let everyone bleed out for no reason at all etc., but that Blendette squad was pretty hardcore unique. Luckily I never encountered anything like that ever again, and with the way Distortion now works, such a game would be over pretty quickly, but STILL! Some playstyles are just beyond your normal pettiness ^^"
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I once played Amandas Letter Pig against four Distortion and Urban Evading Blendettes on Dead Dogs — the game was KINDA fun, because it was a big cat and mouse game and I sometimes saw the glimbs of a Blendette while crouching and I thus could slowly, slowly whittle them down, but with any other killer this would have been a miserable experience. They later claimed in the post game chat that they usually try to make killers DC with this tactic, while just hanging out and talking.
Oh, I had something very similar during the first Lights Out!
No perks involved of course, but it was the same idea of hiding all game, barely even doing the gens. Not sure if they were a full group or not, I don't usually check these things, but the tactics were the same.
However, I used to main Claudette. And this doesn't work against someone who knows how to hide like that. I wish I could have seen their faces when I sent my guards to the bushes.
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Taking this in reverse order.
The questions at the end of all of this is:
How often should an organised 4 man SWF team beat the killer? 50%? 55%? 60%?
How often should a good solo player beat the killer? 40%? 45%? 50%?
Should we be doing more to limit the SWF advantage?
Is it even possible to limit that advantage, and how much by? (I think so, but it'll never go completely)
To answer these I think we need to look at the way the game is played. This isn't a 'balance around average', but what type of people are actually playing the game.
Like I always play soloq or killer. On a purely personal level I'd like them to ignore SWFs entirely, but that's not realistic. If you told me that the majority of players were in 4 man SWFs, I'd say that's what you design the game around.
So the first answer to your question: you do the least amount of harm possible. If four man SWFs are rare, then you treat them like they are rare. This is kind of the survivor side of the 'stopping nerfing all the killer perks because they're broken on Nurse' argument.
The second: encourage players to view the end game result based on who they matched against (being the game has no official win conditions). 4 person SWFs should be looking at anything less than a 4e as a loss, a 3e maybe being their draw level.
The third: on limiting SWF advantages. Sadly I think that ship has sailed. When SWF was introduced way back, that was probably the only opportunity the game had to actually limit SWFs. But if we're just discussing hypothetically, I'd limit SWFs to no perk more than twice and that they must each have a different item type. Give that a few months and then reevaluate.
After all, if at the very top end of play the killer is defaulted to being weaker than the survivor, where the only way to win is if survivors make mistakes…. what incentive is there to play killer?
I guess I'd say that to get to this level you've probably put in 1000s, maybe over 10,000, hours and if at the point you just move on that's a pretty good result for a video game.
While that might sound flippant, I think it is easy to overestimate getting to this mastery level would take. Not only would you put 1000s of hours into the game, but given the variance that is built into the game, you'd need to spend a lot of time at that top level before it became truly noticeable.
Or to look at it another way, would it be any more fun if a player was at the optimal level, and they were matched against optimal players, and the result always evened out to a draw? The moment we begin to talk about hypothetical optimal levels of play we're really leaving the realm of game design.
After all, if at the very top end of play the killer is defaulted to being weaker than the survivor, where the only way to win is if survivors make mistakes…. what incentive is there to play killer?
What incentive is there to ever play a video game?
If you're going just off balance and wins, its taking a lot out of video games. Like there are reason we're playing Dead by Daylight and not Call of Duty or Overwatch or Concord or The Sims. Games theme, mechanics, and experience are all meant to be fun. Balance is a part of that, but not the only part.
Thus the way it goes is we have to deliberately gimp the killer somewhat to allow survivors a reasonable chance at success despite them not playing optimally, and what we need to debate, is how far should the killer fall so that everyone is relatively happy?
Everyone is relatively happy is the key question, but its really hard to debate beyond guess work.
Happiness is the most important and most subjective element. It's why so many video games fail because trying to find the correct spot for multiple game elements to appeal to a large enough audience is an incredibly difficult task.
We're also hampered by how realistic this discussion is based on. Like if we are talking redesigning DbD there are lot of things I'd do differently (and I suspect the devs probably would to), but in a more realistic sense we have to deal with the game we have now.
But if I was to boil it down to a simplified answer:
-pick whatever kill rate / win rate / end result you think the game should be balanced around (my personal is 57.5% kill rate). Treat all MMR as equal, the number should not sway more than 7.5% in either direction along MMR (and to be clear, a rate of 50% or 65% is not good, more like barely acceptable and needs looked at, but anything outside would be an emergency).
—possible exception: BHVR has designed certain killers as 'starter' or 'end game'. While I don't like that design, if it exists, those killers should be judged off the MMR bracket they are designed for.
-run the kill rate numbers without and with SWF (and break it by SWF groups)
-If the total kill rate is less than 5% difference between those two, its not statistically significant enough to worry about (in this way we're measuring not just the advantage but the overall impact).
If I had that number I could give an opinion on how big of a problem I think it is. From there you could also look at individual perk breakdowns, like if something is really bumping up the SWF survival rate and not impacting soloq (Deliverance being a likely example). But again hard to talk about without the numbers.
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I play killer about 50% of the time and this is my experience as well. Balanced games are extremely rare. I either stomp or get stomped. The only games that are balanced are the rare ones that have maybe 2 SWF and 2 solo or 2 pairs of SWF, all decent players who know how to loop and how to play certain situations but don't have as much of an unfair coordination advantage as a full 4-man SWF team.
I don't know what the ultimate solution is, but a couple things that I think could help:
- To help survivors: A completely reworked matchmaking system that actually works and is enforced. Yes it will make queue times longer, but if you're not happy with the status quo of non-functional matchmaking, that's part of the price to pay for improvement. It also needs to be based on other elements of the game besides kills and escapes. It seems insane to me that we can't at least use the emblem system as a starting point and then improve on that.
- To help killers: A handicap system for 3/4-man SWF teams based on MMR differential between the team and the killer. Enough to bring the escape rates for SWF at high MMR down at least a little bit. It's not "punishing people for playing with their friends" as many will claim. It's reducing an unfair advantage that non-SWF teams don't get to enjoy to help with the overall competitive balance of the game.
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If that's happening that early in the game, the survivors deserve to lose. Straight-up. Because clearly the killer knows how to down quick, and the survivors don't know how to loop or do gens.
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That makes zero sense. There's been no increase of fun/chill killer games as a result of the devs' balancing. I haven't been able to play like that in years. So I don't see it. Nothing's been done to curtail SWF, and solo keeps getting buffed.
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I use to play in a swf myself an when you get to know how the people you play with play unless you make a mistake you basically just walk all over most of the playerbase it would get to the point if we saw certain killers we would be like oh ok this is a definite win an that becomes unsatisfying but when you go back to solo que it can be utter hell with terrible team mates.
hard to find a happy medium0 -
because you're stagnating as a player and your skill loses its value as other players get better while competing with each other. Killers naturally get better at their role quicker, so major survivor nerfs are usually resorted for specific occasions, however individual killers are the ones to be receiving the biggest amount of positive changes as well in order to bring them up in power level to have that killrate.
also your statement is logically flawed, just because you dont see improvement with different balance approach, it doesnt mean that a different balance approach that's clearly favouring killers even less would make things any better.
you don`t consider that if the balancing was "old" that it would've been even worse.
imagine every killer being balanced on the level of pre-buff pig/ghostface/clown with a few random outliners that inevitably get hit by nerfing bat.
devs clearly switched to 60% killrate philosophy at around late 2019, with the Oni release, because that was the moment where they started STREAKING releasing various kinds of A tier killers with a few so called "S"/"B" tier exceptions (nemesis, blight, sadako, etc) most of which got balanced later on to further fit into this design philosophy.
Do you enjoy power level of killers like Wesker, Pyramid Head, Blight, Unknown, Dracula or Singularity? That is the power level of 60% killrate design philosophy, one way or the other.
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I would only queue for a ranked/comp queue. I think anyone who enjoys the actual competition aspect of PVP games would queue for it at some point. I personally see zero appeal in instant queues for easy stomps.
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I would say once you establish that it is indeed a SWF, change up your tactics. If you have a good looper… don't chase them. Don't take that bait. Focus on the gens and picking off the survivors working on those. Get a hit, force them to heal. If you see that they are manageable, take them out. Unfortunately, changing up tactics and playstyles as a killer is necessary without going into tunneling or camping the hooked.
But once you get the hang of the different and new tactic, switch it up a little bit and take skills from the different playstyles and apply them to the SWF. That will keep them guessing and on their toes.
Do not forget to clear your corners too. That will help with the sneaky buggers. If they are a toxic SWF, well do what you have to do. But I am speaking on the average SWF that is chill and good sports just trying to have a chill game and make some good plays. That is part of the game, the puzzle of figuring out which tactic or combination of tactics will be most useful against the current SWF you are going against.
I will say though… give the soloQ guy a break. lol. USUALLY, you can tell which one's are soloQ by how they are playing and interacting with the others.
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As a survivor, climbing up through the MMR is hard as hell. It's a steep learning curve and you're often put with terrible teammates who don't do gens, don't go for unhooks, let you die on hook, etc. To make a long story short, it's some miserable stuff. To get to the top as a survivor, the game kind of makes you run the same small handful of "meta perks" you have to run unless you want every game to be a miserable fiasco. Because the higher up you go in the MMR, the stronger the killers are. So you have to bring the build that match THOSE builds.
I feel like this is a good area to have dialogue about how the different experiences of killers and survivors can create misunderstandings and conflicts. On your end, obviously, you're seeing sweaty try hard swfs that are running you into the ground. The swfs could just as easily be saying to themselves, "These killers have been giving me hell in this game and nobody is gonna tunnel, camp or stomp on me ever again!"
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I understand ya, but I'm referring to the teams which have no solo q teammate, no weak link, and no one who is bad in chase. It's insanely hard top pick them off the gens too when they are uber efficient; you go after one guy, he runs to a loop and you cant chase him because that's too much time, and the 3 other survivors are instantly on 3 separate gens.
I agree with you in terms of lower level SWFs though. Against those teams who are good but not insane, I actually have fun.0 -
Those high level squads are statistically non-existent.
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if you’re facing squads like this consistently you’d be at very high MMR going at people who are equally as good as you are. So you’ve likely already won a massive amount of matches. You’re a victim of your own success and unfortunately you need to deal with it in that situation.
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I get that; they are equally good as I am. I want the matches to be a test of skill. However when going against teams like that it doesn't feel like a test of skill because most if not all matches are determined by them running busted items/perks/map offerings. I know the killer can do that too but unless you are playing some very select killers then your tools will never match the strength of theirs.
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They are uncommon but certainly not non-existent in my experience. All you need is a squad that is good at looping, splits up on gens, and brings good stuff (all of them do) and it's as painful as I mentioned above. Full-comp teams are very rare though.
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To me, it's more of the opposite problem.
Perks cannot be buffed a lot due to SWF making every possible perk combo OP.
They can even take advantage of Up The Ante, a.k.a. one of the worst perks in this game.
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I get what you are saying, but your complaint seems to be about the game itself. To use an example:
I know the killer can do that too but unless you are playing some very select killers then your tools will never match the strength of theirs.
Let's look at very select killers. Those killers still exist even if you're a soloq survivor and in that case you are incredibly over matched.
This isn't just SWFs, its the game. Most games have a very clear balancing: there is a win objective and various strategies to accomplish that objective. DbD doesn't even have a win objectives, people can play for multiple goals (bloodpoints, pips, as a survivor if you care if the other survivors escape or not). Then you have things like addons - top level addons are meant to be broken. Addons / items are not designed to be balanced, different ones (higher levels) are clearly stronger than others.
Throw on that killers are designed so that there are beginner and end game type killers.
DbD is designed much more as an experience that emphasizes gameplay variety over a design to compare skill levels. MMR is the clean up mechanism that exist to try and keep it under control.
It's understandable to dislike/hate that. It's why I didn't get into the game until a few years ago because a lot of older design elements I think were considerably worse (though they definitely have their fans). But just calling out one elements seems to be missing the forest for the trees.
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I get what you are saying, but your complaint seems to be about the game itself. To use an example:
I know the killer can do that too but unless you are playing some very select killers then your tools will never match the strength of theirs.
Let's look at very select killers. Those killers still exist even if you're a soloq survivor and in that case you are incredibly over matched.
This isn't just SWFs, its the game. Most games have a very clear balancing: there is a win objective and various strategies to accomplish that objective. DbD doesn't even have a win objectives, people can play for multiple goals (bloodpoints, pips, as a survivor if you care if the other survivors escape or not). Then you have things like addons - top level addons are meant to be broken. Addons / items are not designed to be balanced, different ones (higher levels) are clearly stronger than others.
Throw on that killers are designed so that there are beginner and end game type killers.
DbD is designed much more as an experience that emphasizes gameplay variety over a design to compare skill levels. MMR is the clean up mechanism that exist to try and keep it under control.
It's understandable to dislike/hate that. It's why I didn't get into the game until a few years ago because a lot of older design elements I think were considerably worse (though they definitely have their fans). But just calling out one elements seems to be missing the forest for the trees.
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