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SWF is OP because they have no weaknesses
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Which people and balanced around what?
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No, this is the same thing as Dead Dawg locker flashlight save squads. Just because they were "rare" doesn't mean they weren't a problem. Same with SWF. If they're at a certain level, the killer just can't do anything to win, and not because they're just THAT good, but are good enough to abuse the brokenness and the survivor sidedness of the game. There's no map they won't do well on, no build they can't make do with, no killer who will give them a challenge, bar Nurse/Blight playing near perfect.
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Stealth killers and strong don't belong in the same sentence.
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But why do strong SWFs get to crutch on their role, as in it never gets nerfed or touched or anything, because bad teams also exist? That's bad logic. You're balancing off of bad players, so that good players become completely game breaking, and the same doesn't apply to killers.
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Technically swf is neither op nor different from solo. Theyre the same characters, perks, items and technically can plan some stuff in the lobby (excluding comsole peasants).
So the difference is mostly mentality, comms or player skill. If it's not those three, its the character.
Then just like he nurse crusades have taught us, nerfing a character for good players winning with said character is totally acceptable, despite the majority of player sucking with the same. Dont be hypocrites lol.
The devs can't touch player skill or the mentality, and people are weird about adding comms to the game. They want all the results/info but without the actual comms. ( Ive seen people demand basekit bond, tho )
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There is always a weak link. You don't always have the time to find it, as indicated in the other million threads related to generator completion speeds.
Teamwork is communication. It happens in the moment and it happens before the event. Additionally, purporting that the only benefit or majority benefit of SWF is teammate reliability is nothing but an indication of the ridiculously over powered potential existent in the SWF concept as applied here. Simply put, its people that play a lot of survivor flexing how few of the tools at their disposal they need to use to dominate in simple chases; due to their smaller hit boxes, short generator times, second chase mechanics, and so on. You'll have to play smarter to over come the advantage they have.
To address the original post, I find their weakness to be primarily egoism, and making use of that weakness to benefit your game play demands the same toolset you'd use to manage an individual afflicted with such traits in the real world. The opposite of altruism, to be direct.
They won't nerf it, its the primary income stream.
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killers get balanced around the best players using them but survivors get balanced around emotional entitlement such as "Killer is unfun vs" , "The killer is boring ", "The killer is too strong for bad players". SWF isn't OP on average. it is that killer are too weak on average because they're constantly balanced around entitlement and worse players. The killer perk also have that problem.
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This guy gets it. 4 Survivors exploiting how good that side ACTUALLY can be will always feel so much worse than 1 Killer doing the only things they can to exploit Survivors….slugging/tunneling/camping. It'd be different if Killer players were not conditioned into realizing how hard it is to down very good Survivors. Eventually all Killers just say F it I'm tunneling this person out as they weren't turning on DBD to sweat. People want it easier and since that ease doesn't come from naturally going after other Survivors for most, that isn't what they are going to do..
Post edited by biggybiggybiggens on1 -
Most teams have specific roles for players to help advance the game. By understanding these roles, you can target the players who truly drive the game forward.
Regarding SWF, skill development is the only effective countermeasure, which is why developers haven't modified it. Identifying team players from non-team players pregame can be challenging for Behavior. Even if you introduced a proximity mic feature, enforcing its use would be difficult.0 -
Which might be good. Just look at where the need for balancing has led us. Sometimes a bit if chaos is ok. Dbd is not a competetive e-sports game. It was never designed to be one and the amount of rules that people push on top of it just to force it into that role shows.
Removing soloq would be the first step of dbds march into the grave. We want this game to succeed. Not to die out.
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You seriously can’t see how voice communication between teammates provides a significant advantage? wow…
Let me help:
- Negates the need for any perk that provides killer location info so perk slots can be opened for other more useful gen/chase/2nd chance perks
- Coordination of perks before the match even begins
- After killer hooks someone, teammates can call out which gen killer is heading to, giving survivor a head start on leaving the gen for safety
- Team knows who is going for rescue and who should stay on gens
- Team knows which pallets have been used already
- Coordinating which gens to complete to spread out distance between the final gens
- Coordinating flashlight/flashbang saves
- Coordinating pallet saves
- Coordinating body blocks and endurance protection hits
Should I keep going? All of these are benefits that solo teams without comms do not have access to.
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I agree with this sentiment. You can't perfectly balance it and I've always understood that, but there are still GLARINGLY bad issues that could easily be fixed.. One that comes to mind is the fact that BHVR made the anti-camp hook mechanic STOP the bar if another Survivor is near.. That's so stupid as NEW PEOPLE (who the mechanic should be made for) have no idea being close to us while on hook with Killer in our face, completely blocks the mechanic.. How they don't think about this stuff, I'll never understand.. It REALLY is simple..
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To address this, I think that bar should be visible to all survs in range and flash red when it's paused by their presence.
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