http://dbd.game/killswitch
Behavior Needs to Commit to a Core Design
There are times where they strictly try to buff Solos closer to SWF’s power. Such as the obsession change in 2.1, where it is revealed to all survivors. This change had very little effect on SWF because of voice coms, but was irreplaceable to Solos.
However, there are still many aspects of the game where SWF holds a clear advantage over Solos, but doesn’t need to. Dark Sense for instance, where a killer’s exact location can be easily communicated in a group, is virtually impossible to do so in Solos. A simple change would be that everyone could see the Auras from 1 survivor’s Dark Sense.
Some may feel SWF should be nerfed, other feel that Solo just needs to be buffed. However, whichever way you feel, the whole game suffers because Behavior is indecisive. This leads to half hearted changes that don’t actually do anything.
There are numerous examples throughout the game, but a very recent one comes from the Evil Dead leak. Specifically the perk “Buckle Up”
This perk allows the user to know how much a downed survivor has recovered via their aura. It doesn’t benefit SWF, but provides Solo players with info they previously had no way of knowing. This is great for closing the gap between SWF and Solos right?
No. It’s not. It could have been, but as the “King of Bandaids” Behavior loves to do. They made it a perk, instead of an actual mechanic.
If it was a mechanic, for most cases it would solely benefit Solo players. However by making it into a perk, it put Solo players a perk down over a SWF group by using it.
I’ll reiterate once more. Whether you feel that SWF should be nerfed, or Solos should be buffed isn’t important. Either way, if Behavior continues to make changes without committing to a direction, then the whole game will continue to suffer and not actually develop.
Comments
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every patch I am more convinced that they dont know what they are doing, I stopped buying DLC with real money
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I remeber them saying that they were thinking of making Kindred a base ability for all survivors but instead they opted for a 'band-aid' soultion and buffed the perk instead. This does nothing to help the SWF-solo gap because SWF don't need to use Kindred and instead can free up the perk slot for another perk.
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I think they don’t want to add certain perks as base because any little change can either utterly destroy the game or make it absolutely useless (example: DS)
SWF is only considered “OP” because of voice communication. Is it fair to the killer or other solo survivors? Not particularly; but there’s nothing you can really do. There’s always another way to speak with one another whether it be skype, discord, or through console parties. You can’t exactly take that away.
Perks are for builds, that give you a slight advantage as well. You can’t rely on them all of the time otherwise it’ll be a crutch perk for you no matter how good the perk is.
SWF also keeps this game alive so sadly; there will never be a nerf. And if there was a nerf to SWF the amount of hate and even more survivors will quit playing this game.
After all, it is an asymmetrical game.
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I agree with the difficulties of nerfing SWF, unless you add artificial debuffs to groups. Which is why I personally prefer buffing Solos.
There are many ways to boost Solo power without buffing SWF.
Making Buckle Up a base mechanic for one. Or adding UI elements similar to the Obsession icon, as in showing if a survivor is in a chase to everyone.
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They need to shelf like all progressive work on stuff, and focus on what they have for like 2 weeks...
Then return. I feel like they are going at a pace where it's sloppy or something?
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I just don't think they can balance this particular game with its 1 game mode around some people having voice communication. The only way to make this fair is to make the hard choice and make SWF a separate queue with double bloodpoints for killers but add a live scaling bloodpoint incentive to the solo survivor queue as well to balance queue times. Do away with the idea of balancing around SWF it because it can't happen in the context of this game.
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Speaking of stuff they have, but aren’t focused on.
Freddy’s Rework was planned for late 2018, and then got delayed into the next year. However, rather than getting any updates on that at all, we’ve now gotten:
Plenty of cosmetics, a whole new killer and survivor, and leaks on not only a new chapter, but a licensed one at that. All without any new word on something that should have been out months ago.
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Translation: They're broke and can't afford any delays on paid content.
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That would open a whole new can of matchmaking problems by splitting the player base.
While “true” balance may be unattainable, there’s still a lot that can be done to improve the current gap and flaws in gameplay.
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They should either buff solo survivors' information levels to match or nearly match SWF so that they can re-balance the game around SWF without completely screwing over solo survivors, or segregate SWF into its own mode with different balance or incentives for killers to play in that mode. Currently the game favours killers when they are against solo survivors yet still strongly favours SWF.
Considering all the work they've put into buffing perks no one uses instead of making them baseline, the easier solution at this point would be to simply segregate SWF. This would also open new opportunities, such as a killer who disguises himself as a survivor. You can be sure the only reason we don't have a killer like that is because you can't choose to not play against SWF.
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It’s getting more disheartening with each update.
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@ModernFable I respect your opinion. Devs wouldn’t find that fair though. Lots of killer mains would probably be complaining because there are still lots of solo players. It’s a mix of both swf and solos.
So imagine if you get a lobby filled with all solo and they have an advantage to you, perks that can waste the killer’s time as well because if they did get a buff like that. It can be really troublesome and broken.
I know that you didn’t mean to have harm with posting this because solo players do have a harder time in DBD. Honestly an increase in BPs is what I prefer the most.
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The point of closing the gap between Solo and SWF is to create a better foundation for balance.
As Solos become stronger and closer to SWF, killers could then receive buffs without breaking the game for Solo payers.
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I agree that I'm not a big fan of these type of perks that should just be passive perks for everyone. I think adding more info to the HUD would be nice, such as an icon depicting that a Survivor is in a chase, 0/5 Totem counter, and maybe a Generator progress bar or at least indicate X are being worked on.
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Virtually impossible to dark sense in solos? No, I always point twice toward the killer. If they think at all, they pick up on it.
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I wouldnt want a x being worked on personally. I enjoy having to wonder if I can actually rely on the randoms on my team. Having to guess if I should go for a save, or do work, is a big part of the game IMO.
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Virtually impossible to communicate a killer’s “exact” location in Solos.
Pointing will give them a vague direction at best, while voice coms can give you every detail you could need.
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And that’s one opinion right there.
Some would rather SWF be brought down, and that’s fine. Some would rather Solo be brought up, and that’s fine too.
The main issue is that Behavior refuses to commit to one or the other.
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Lots of key information could be displayed without any clutter or big balance concerns.
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The devs need to either buff solo survs + killers or nerf SWF.
Yes, they have to make a decision. Giving solos more information + buffing killers is probably the way to go.
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It’s the way I would prefer, but so long as they chose something then the game could get somewhere.
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^
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Solos or whatever, something, the lukewarm approach they’ve been taking doesn’t benefit anyone.
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Lots of plans, but not a lot of implementations.
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I'm one if the persons who believes that bringing swf down to solo isnt working, just because voice communication is to powerful and compensate to much.
But I don't see any attempt to that direction or the other which is really frustrating.
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I’m inclined to agree, but if they at least went all in one direction or the other, then we could get somewhere.
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I have a better proposition:
Create an in-game voice-chat (and maybe text-chat) system. Boom. I have just solved everyone's problems. No need for all this bs.
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Yep, what a waste of potential. Devs could get out so much more out of DbD, but they don't care at all.
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For 6 seconds and then nobody knows where it is. You cant give your swf an EXACT location either. Just a general area.
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Perhaps, but you can be much more detailed.
“Myers is leaving the Gas Station and heading towards the Shack”
You’re never going to convey that much information with a few points, especially in the span of a few seconds.
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Yeah, in no way is it as detailed, but to say conveying information is impossible is a stretch. It's more that survivors dont interact and think with each other when paired randomly.
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Conveying that level of information is, without voice coms.
And yes, people not wanting to work together is a part of it.
That being said, there’s still various changes that could help everyone, without magically changing how everyone plays.
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they clearly ran out of ideas for perks, i mean just look at that jane's perk poised, who in the right mind would waste a slot for that crap
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I can understand not delaying paid content, cosmetic and new chapters fund all content after all.
But why has it come at such a cost to what we already have?
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From what icr, could be wrong, the obsession claws were always supposed to show but were bugged and so they fixed it.
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I just want the hatch change they promised last year and has no signs of ever coming back but hey I guess thats not important
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It was a change they made, not a fix.
You can even look at the old 2.1.0 patch notes on these forums if you wanna check. It’s under Balance.
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They were unsure of it, but yes getting some improvement to end game would have been nice at this point.
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That would be horrific the last thing I want is a team of brain dead survivors that did ######### all all game yelling "COME GET ME OFF THE HOOK EVEN THOUGH HE IS CAMPING ME" calling me every name under the sun or being punished because I am not chatting to them back. I want to play solo a lot of the time and I am happy to not be buffed unless the killers get a load more buffs. I think as a solo I want to know when I am with a 2man or 3 man swf so I know they are gunna be playing alturisitic. I want to know how healed people are on the floor (one of the reasons I would use the new perk) and I want to have built in kindred. Those simple things wouldn't buff swf too much and would make solos lives significantly better.
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That’s one of the reasons Behavior hasn’t implemented voice chat.
At least that’s what they’ve said on stream.
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Yeah, I agree. When I first started DbD, I wanted voice comms.
But I realized how nice and peaceful it's been not having jerks calling me obscene things or insulting my voice.
@ModernFable you've made some really good points.
Things like Buckle Up, who's in a chase, and a totem counter should be basekit stuff.
While I have enjoyed the mystery and anxiety "not knowing" has provided, it's lead to WAY MORE frustration than excitement and enjoyment.
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These are just some quick examples to keep the post short. There’s a lot of methods to help out Solo players, if that’s what Behavior chooses to do.
I feel like that would be the best thing, but even if they went in another direction, that could work too.
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I do feel that some of the new ones could just be buffs to current, lesser used perks.
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While that would indeed close the gap completely between SWF and Solos. Behavior themselves have stated that they don’t want to take that approach.
They don’t want to force players into hearing any distracting and unhelpful sounds that may come from someone’s mic.
It’s actually one of the few things that they’ve been pretty decisive about. So with that in mind, it’s better to look at other solutions than to suggest something they’re openly adamant against.
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Option: disable game chat.
Random noises done.
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It looks like players pretty much agree that buffing solo survs + killers and not nerfing SWF is the way to go.
The next discussion is: Voicecom for everyone or more information (like base kit Kindred)?
I'd prefer to have more information. @Black_Fence made some good points.
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You all write only about solo and swf but what with gen rush lose chase too fast becose of fov and soo on like end game...How i supose feel im power role as killer when i got first hook and survs got 2/5 gens done #########? And about perks bulid in like passive well i need at least 4 to rid off problem with palets next perks for gens etc...
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Because it’s all about building a foundation. Right now there’s a large issue with raising killer power against SWF, because then Solos suffer tremendously.
So for instance, in the case of buffing Solos to match SWF:
You can then buff the killer with the expectation that they’ll be fighting against SWF levels of communication all the time.
That's when pressing issues like generators, chases, and so on can now be addressed without worry.
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Solos need the same amount of info of SWF, and killers to be buffed to SWF strength, by adding passive skills: https://forum.deadbydaylight.com/en/discussion/46538/definitive-solution-to-bridge-the-swf-killer-solos-gaps
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