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Voice Communication (SWF) Creates an Unfair Information Advantage – We Need Game Design Solutions

Dead by Daylight was designed around limited survivor communication. In-game we only have gestures and basic interactions. This limitation is clearly part of the tension and asymmetry that defines the game.

However, in practice, many survivor groups play as SWF using external voice communication (Discord and similar tools). This completely changes the information structure of the match.

When four survivors are in voice call, they can instantly share information such as:

  • Killer location and movement
  • Generator progress across the map
  • Hook states and rescue coordination
  • Killer perks and strategies
  • Whether the killer is camping, tunneling, or rotating

This effectively creates a team-wide real-time radar system, something the killer does not have access to.

The issue is not that friends want to play together. That is completely understandable and should remain part of the game.

The issue is that external voice communication bypasses the intended information limits of the game design, creating a structural advantage that cannot be matched by the killer.

This becomes especially problematic when coordinated SWF groups:

  • play highly optimized strategies in public matches
  • farm long win streaks
  • compare those results to normal matches

Those outcomes are not comparable to matches with solo survivors because the information environment is fundamentally different.

Instead of ignoring the issue, the game could introduce design solutions that acknowledge this reality.

Possible solutions could include:

  1. Matchmaking Tag for SWF
    • Detect and label full SWF groups
    • Allow killers to choose whether to queue into SWF matches
  2. Information Compensation for Killer
    • When facing a full SWF team, the killer could receive small informational perks (for example: periodic survivor aura reveals or improved tracking mechanics).
  3. Separate Queue Types
    • Solo survivor queue
    • Group survivor queue
  4. In-Game Voice System
    • If voice communication is part of the modern reality of the game, integrate it into the game itself so it can be balanced properly.

The goal is not to punish players for playing with friends.

The goal is to preserve the asymmetrical balance and fairness of the game, which becomes compromised when one side has access to communication tools that the other side cannot interact with.

Dead by Daylight is at its best when both sides operate under meaningful uncertainty. External voice communication removes a large part of that uncertainty.

If the community acknowledges that SWF voice communication is here to stay, then the game design should evolve to account for it.

Ignoring the issue does not make it disappear.

Constructive discussion on this topic would benefit both killers and survivors in the long term.

Comments

  • random1543
    random1543 Member Posts: 632

    The only option I really see working is number 4 but people are really against it, I personally want a ping system and pre made messages you can send to others (all tho small there are switch players who would not have access to voice even if it was added)

    Option 1 does not work and the game Texas chainsaw massacre proved it, lobby dodging was insane if you where a decently leveled character in a team with others.

    Option 3 would have a similar issue, all the killers would just go play against solo q leaving longer killer ques in solo q and longer survivor que in swf

    Option 2 could work if properly balanced but if its anything other then working outside of a full swf it would be unfair to soloq players in the team and i see it just leading too top tiers just do better where low tiers would still struggle.

  • terumisan
    terumisan Member Posts: 2,388

    1 is fine 2 is pointless 3 killers would pick solo if they had the choice 4 you can't really balance it and if it's anything less than discord why use it over discord

  • Royval
    Royval Member Posts: 1,292

    add vc everything is solved

  • Ivice
    Ivice Member Posts: 2

    I can say it sucks when a killer assumes there's a SWF just because there's a bunch of PC players in the group or something like that. On the killer side it also sucks never knowing for sure if there's a SWF because yes, it is an advantage.

    There will never be a perfect world where people don't find work arounds for any kind of moderation the game tries to implement. My long term advice? Just play for BP and not to win. I've learned that I will never be happy in this game if I play to win no matter what side I've chosen for the day

  • UnicornMedal
    UnicornMedal Member Posts: 1,925

    Absolutely not. Their data shows that SWFs are not very common and they perform about as well as solo. Adding checks and balances for it would only increase paranoia as well, which has always been rampant. Everything gets blamed on them regardless of what happened.

    If we were concerned about fairness, we wouldn't have Killers like Ghoul running around alongside a reinforced 60/40 KR.

    Literally. BHVR doesn't want to police it and players are too scared of it, but having the option would solve all of these claims. Realistically most people would mute it and continue talking over Discord anyway.

  • Loldino
    Loldino Member Posts: 62
    edited March 6

    Friday the 13th had such a great solution to this

    Local Coms or global if you found a Walkie Talkie (to anybody else who had one)

    The game had alot of issues but it had the External coms issues sorted

  • azaxydbd
    azaxydbd Member Posts: 263

    dbd needs a ping system, SWF are not broken by any means, for SWF to be broken u will need all killers to be C tier which is not the case, A-S tier killers still more powerful than SWF, more like A tier are equally as powerful to SWF and S tiers are stronger, i would argue that Top A tiers are also slightly more powerful than SWF(we talking about 4men team). feel free to disagree, stats prove that SWFS are behind killers.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,122

    You don't need an in game voice chat system, there are too many problems with something like that. Not everyone speaks the same language, it opens up yet another avenue for toxicity (that this community doesn't need), the game's base code wasn't designed with that in mind, nor could they moderate it properly in places where that's legally required.

    At worst, a ping system or even pre defined chat wheel (with a cooldown for anti spamming) would not have any of these issues, but is still likely not something they will invest time and effort on.

    Regarding every other point here, these fall flat in 2026 DbD since 2v8 exists. I notice you carefully define this as SWF issue, yet this exists for two killers KWF also.

    If you want to understand the issues with, say, having a second queue, or showing who is in the same group to the opposing team in the lobby, then consider how that would impact KWF in 2v8 if implemented. It sounds like a lot of lobby dodging (or easy queues), impossibly long queue times, or other major issues for people who just want to play with friends.

  • Royval
    Royval Member Posts: 1,292

    Friday the 13th walked so dbd could run I miss its prime so much

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 7

    Except this makes no sense. Swf will always naturally have a advantage over solo q. People complain over lack of competence in solo q constantly yet apparently it's not any more consistent than swf when people point out that swf is stronger. Also, why are we basing this off BHVR stats when they have been the source of dbd turmoil for years. They are ALWAYS biased and don't have enjoyability in mind. They are raw stats. Multiple killers who are weak are currently staying weak because bhvr views the stats as acceptable and that is a pretty good reason to not trust their stats. And the opposite scale, super strong killers who need nerfs aren't getting nerfs because they're "fine." Super sweaty swfs are rare, that doesn't mean they're fair by any means. And the higher in mmr, the more you'll see them. I get matched up with 8k hour 3-4 mans way too often. I get curb stomped or barely pull off a 2k every time IF I'm running a A+ tier killer. This doesn't make S tiers fine, and it doesn't necessarily make SWF fine either. The problem with swf is they have way more potential than solo q. You can use way more risky high value perks than solo q. You can coordinate things that can make huge differences if you know what you're doing. This is blatantly super super strong for swf. And even if we can argue SWF isn't busted (which I think it can be with the right perks) SWF still sets a unhealthy standard to balance around. Because people can be on the same tier of skill, be in the same mmr, and it just so happens one day someone is in solo q and someone isn't. Guess what, two similar skill people are going to be performing wildly different because dbd doesn't treat swf as a seperate thing from soloq. That's a considerable problem. And it's unfair for both the solo q player and the killer because games in your mmr can become a lot harder all of a sudden even if your chases aren't any harder or your teammates aren't seemingly doing badly. The control of things you don't know if you're in swf or against swf, is gone. It's also why B tier killers are uber-######### almost as bad as lower tiers since they're good enough to consistently win against soloq and feel good, then the moment a swf strolls along that is actually trying you're probably going to lose.

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 7

    Ok, I'm going to condense what I said if you don't want to read the other though. Why's suddenly trust bhvr stats when it's been a core problem of balancing since the beginning. Who said kaneki was necessarily fine either. The reason swf is bad is bhvr treats it like they're regular survivors when they aren't, and bhvr specifically added perks to specifically benefits mainly swf. It's unfair to solo q and killer because swf throws the balance on its head and messes with the mmr. Two survivors could be equal skill but the one in swf is going to get their win considerably more than solo q, that's just the truth if they're actually trying. And a killer can get a lot of solo q matches then suddenly get a super strong swf. If they're playing anything below A tier they're going to struggle and probably lose automatically. And the bad part about this is since swf and solo q is treated as the same thing, it means going into swf can bloat a survivors win rate if they're not that high, or it can lead to games on killer that feel way way harder despite not being in a higher mmr. And also, most try hard swfs are in high mmr anyways, so for sure you can say they're rare but dedicated players will see them a lot more often than most of the player base will. Stats don't account for just your experiences. I cannot for the lift of me, understand why you are the most upvoted person here despite being the comment equivalent of "Nuh uh" and "My dad said so." And people just agree with you despite you saying nothing, and agreeing with the people who made the problem.

  • EntityNea
    EntityNea Member Posts: 253
    edited March 7

    Playing solo already gives you a lot of information that you didn't use to get in earlier versions.

    All the survivors have icons on them that show you exactly what they are doing.

    So you know exactly who is being chased, who is on a gen, who is healing, doing a totem, etc... If you want exact killer location, bring a perk for it. Combine that perk with the UI information to figure out where the killer is. I like using empathy for this when I play solo.

    As someone who plays both solo and SWF, this is not a problem with the game - if this is a problem then it's a problem with lack of knowledge of how to gain information from the person playing the game. It's a matter of learning the game better, rather than requesting a "fix". Because adding all of those informational survivor icons was the fix.

    Also... Not every SWF has good communication skills. You don't know my friends. They will tell me to go north... Where the heck is north?!

  • Fliwolff224
    Fliwolff224 Member Posts: 2

    I think we can balance it by adding proximity chat in game to where the killer can have an general direction to survivors where abouts while survivors can coordinate with each other aswell.

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 8

    Solo q doesn't give you exact locations of people, what they see, and what they are preparing to do. And swf will always still have the potential to be stronger. That is undeniable. The issue here is swf and soloq are being balanced around the idea they're the same thing with the same limits when they aren't and that is a balance issue, dead stop. And please, just because you're not good in a swf doesn't mean other people aren't. I'm in multiple servers where people literally categorize maps. I've gone against swfs and streamers who have literally everything planned out. I hate the excuse of "because it isn't super common that means it's fine!" No it isn't. Not only is that limited by personal experience, that doesn't acknowledge the potential problem. Especially since your first starting point is people FINALLY get the... Bare minimum??

    Post edited by SandMan212 on
  • EntityNea
    EntityNea Member Posts: 253
    edited March 8

    That issue goes deeper than "SWF vs Solo".
    That's an MMR issue - the fact that BHVR doesn't properly match people.

    You're talking about hardcore tryhards - the game should detect the playstyle and winrate of these people, and match them with hardcore tryhard killers. Yet the game doesn't do this. So innocent casual killers suffer from these tryhard SWF groups.

    As of now, i have no problem getting all the information I need when I'm playing solo.
    The main difference imo between playing solo and playing with friends is that in solo queues, you get random survivors who don't know what the hell they're doing - which again is an MMR issue. I shouldn't get people with 10 hours played in my matches, yet it still happens sometimes.

    Edit:
    Also I don't understand how you're calling that "getting the bare minimum"… How much hand holding do you want when you play this game? Do you want a narrator that tells you exactly where the killer is at all times? Then what would be the point of the game?

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 9

    The point is swf basically functions as a narrator that tells you everything you need to do. And sorry, this is just a deflection from the main point. Just because something isn't super common doesn't make it fine. And it also doesn't change my statement of how mmr works. Yes, it's bad in general. Swf still boosts strength and messes with mmr because balancing soloq and swf as the same thing isn't fair for the killer end. Not to mention, the fact that swfs ARE rarer just means that it's even more unfair for killer, since they are conditioned to not learn how to face them . Its partially why the learning curve in this game is so bad on the killer side. You are facing two things at any given time. And about your solo matches, the point is not about you alone getting decent info. It's about a steady stream at the ready at any given time back and forth. Just because, once again, you manage the bare minimum doesn't mean that things at their worst are suddenly fine. The issue here is you're trying to push balancing issues solely onto mmr. When that's just not the sole reason.

  • EntityNea
    EntityNea Member Posts: 253
    edited March 10

    The question here is:

    Do you want a horror game with a narrator in your ear that tells you exactly what's happening:

    "Survivor Meg has line of sight of the killer at the killer shack!"
    "Survivor Meg is in a chase!"
    "Survivor meg has lost sight of the killer near the tractor!"

    … What fun would the game be at that point?
    Personally, I already preferred the game without the new UI icons. I don't like being handheld in games. But at least I understand why these UI icons were needed. But… asking for even more hand holding is a bit silly. We just need a proper MMR system so that people get opponents and team mates in their skill range.

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 11

    This game stopped being a horror game the moment looping became normalized and off hook endurance became weaponized. People play for effectiveness now. That has been the case for years. And that is not going to change anymore, this game isn't casual. Also, I find it to not be "silly" at all. It's unfair to both soloq and killer for swf to exist in the state it's in. Bhvr treats swf as if it's the same as soloq and this leads to massive learning curve issues on the killer side and enabling swf to have said narrator at all times. A lot of people on dbd would love that narrator you're talking about. Because they wouldn't care about how goofy it is, they want to win. Even so, you're exaggerating. They wouldn't add a narrator, they'd more than likely add a talking wheel to share information and the ability to observe perks in the pre-game lobby. These could easily slot in on the side of the screen as being over survivor heads. Also, once again, swf would just make mmr harder to balance. Why do you keep going back to this being a fix all thing. I already explained in full how giving so much control and not a truly accounting for it in balance is a problem. This would lead to bloat in mmr and would still make mmr unstable. If anything that's still a part of the problem. You want people to be in a swf, be In high mmr they don't need to be in, then wonder why they're getting stomped? The point is if swf is to be the standard, then soloq has to be on its level. For the sake of being fair to everyone who is playing.

  • EntityNea
    EntityNea Member Posts: 253
    edited March 11

    Again… The problem is that matchmaking MMR does not exist.
    Because if SWFs are more powerful, then as a result, they would get a higher MMR, and thus match against higher rank killers. But we don't have any system like this, which is the problem.

    Continuing to cry over people queueing together does not help.
    And if you want to "punish" people for playing in a party by giving them higher ranked killers, then you'll also punish friends who just play together for fun as well.

    "People play for effectiveness now. That has been the case for years."
    You're drawing everyone over the same line. It's sad that some people forget how to have fun in games and play just to win. But saying this as a general statement is not fair. I have several different friend groups i play with, and I also play solo. Out of all of my friends, none of them play for efficiency. We all just mess around and have fun. You should try it too sometime.

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 12

    So you admit there is a problem. With swf in the state it's in, people who play swf often will be in higher mmr. They'll more than likely have a harder time since currently dbd lacks the ability to give information. And that's unfair to the survivor to be put in a mmr they can't maintain 24/7. Since how mmr works now is that swfs get into higher mmrs. Even if mmr was better, this would still happen slowly over time.

    Thanks for basically repeating what I said. Basically all the other stuff you said is whataboutism and putting words in my mouth. Cry about swf? I'm not asking for a swf nerf. I'm asking for a foundation to have proper game balance on. I never said I want swf gutted. If all you can do is make stuff up then don't even bother trying to debate.

    But moving on, you're also not everyone. People do play casually, some people don't. The overall idea of balancing swf as a basis and a standard, is to close the power gap between soloq and swf. So more casual players will struggle less, and tryharding as a swf won't have as many advantages as it does now. And killers can be properly balanced around this standard and killers could have a easier time learning the meta game of this game. The whole idea of this a is to make it so it's just more fair, and there can be more diversity in players. And you won't feel a need to sweat as much as you used to. The biggest difference between the best and the worst is the meta game. The reason SWF is so good is it ignores a part of the meta game. So the best way to fix the gap is to make it so everyone can do that to some degree and balance the game around it. Thats not a shocking revelation. And by doing this, it means people who play casually also have access to this, so people who tryhard no longer have a overwhelming advantage of both being rare and also dont have a advantage over most killers that are just new. Because the game adjusts for this.

    All you're trying to do is belittle me for wanting a balanced game. Trying to passively claim that because you're a majority (in which you know nothing about me) and that makes my opinion invalid. Genuinely, you should stay on topic instead of being a child and getting personal over me basically saying "I want game to be more fair." You're wasting both our time at this point. If you can't grasp the concept people have fun in different ways, hop off. Seriously. I wasn't even saying playing for fun is invalid. I'm saying in this hostile cesspool of a game playing purely for fun is super hard. Because people feel like they need to try hard, because most people have the most fun when they win. And that'll always be what people want to do. If everyone was playing at a closer level the game would immediately become more tolerable to play.

    There is no world where swf and soloq being the same strength or at least close is a bad thing. Either swf is slightly weaker because things are balanced around it and therefore the game is more consistent and enjoyable, or soloq becomes more tolerable.

    Post edited by SandMan212 on
  • EntityNea
    EntityNea Member Posts: 253

    I'm not trying to belittle you, I'm trying to explain to you that basing matchmaking on whether a person is queued solo or together with others is not a good metric to decide how strong the group is. Yet your responses keep being emotional, assumptious, and based in misunderstanding.

    You completely missed the word "if" in my initial sentence ""Because if SWFs are more powerful", and you jumped straight to responding with "so you admit there's a problem."
    I don't know how you jumped to that conclusion. I'm telling you that the lack of a proper MMR system is the problem, while you're stuck blaming SWFs for existing. Like.. What should people do? Stop having friends?

  • SandMan212
    SandMan212 Member Posts: 20
    edited March 12

    no. this is also your assumption here. im not saying "remove swf" im saying "bring up the power of the game around swf, so the game can be more fair for everyone." I'm not saying remove it.

    also, when i point out that matchmaking im pointing out thats the current standard, and that trying to move current SOLOQ/SWF onto a new MMR system wouldnt work because the power potential of the two heavily influences your mmr and how much stronger you are/arent without it. The point is, this IS how MMR works in the modern day, right now. I'm not saying it SHOULD be like this, im saying it IS like this. And its unfair to everyone involved including the people in the SWF. You would know this if you saw how MMR works in this game.

    Also, you cannot blame me for getting a little mad when it looks like youre just ignoring what im saying and making passive aggressive comments toward me. No wonder im a little upset about that. Like, there is proof that you're not really reading what im saying when you said "What should people do? Stop having friends?" I never said anything even close to this in ALL I said. Not once. Thats why im a little upset with you, you're not paying attention to what I'm saying basically at all. And all the things I tried to make points with, you basically said nothing about and just… complained about something I didn't talk about at all. Or either that, make up a fictitious extreme scenario to get mad over. (Ex : The Narrator telling you what to do/Claim I want people punished for playing SWF)

  • NeverSolus
    NeverSolus Member Posts: 84
    edited March 12

    These are interesting ideas, and while I share the frustration with high-end SWF and the lack of MMR limiting encounters of them, I'm not sure all of these are equally valid, no disrespect intended. I won't get into the comments on the argument back and forth, and will try to address OP's point directly.

    1.) There should be a tag for pre-made groups, yes. Regardless of claims 'it will kill the game', 'Killers will dodge', etc etc, there should be one. If the game cannot be healthy without presenting even playing field and options, then it does not deserve to be healthy. It is not only rough on killers but also on SoloQ'ers who match into 3-mans and get treated like a resource for not being in the group.

    2.) Information compensation is a very interesting idea, but ultimately I don't think it would help. The problem with a full try-hard SWF is the same the problem with a full try-hard Killer slugging and tunnelling, that is to say the game's balance does not permit equitable ground to counteract them even if you do know. Knowing may help, but in most cases this would end up being alot of coding effort for very little pay-out I'm afraid.

    It wouldn't be fair or reasonable to put that kind of thing on BHVR, not least of all because killers benefit differently from different things. Aura reveals on Legion are less useful than aura reveals on Huntress, etc. This would simply lead to a different tier system so to speak when provided SWF information incentives.

    3.) I advocated once for separate queues, but only with the understanding that if this solution is implemented other solutions should not be. It's kind of a red pill or blue pill approach for me. I don't care if queue times skyrocket - I'd rather wait 30 minutes for a pleasant match-up experience, than spend half my night getting bully squaded into the dirt. I lose that 30 minutes either way. To be clear before anyone comments, I'm not being hyperbolic. I have indeed had nights in which half my matches were full-on bullysquads with sabo, head-on, flashbang, four flashlights, etc etc.

    4.) In game voice would be useless, to be direct. It would be a burden on BHVR to code, and any 'balanced' integration of it would be promptly destroyed by Discord existing. Proximity chat would make the game more fun, but the same SWF's that are a problem now would just bypass prox by using discord. In-game VOIP would just open the game up to more toxicity and little else, sadly. I wish otherwise, frankly I'd love for their to be full on prox chat, as I'd love to use a voice modulator and just generally be spooky on comms as killer and chase people who are prox communicating using their voices as locational data. Alas.




    I will comment to the effect of the quotation on the SWF stats however:

    I don't know how BHVR applies analytics but I don't believe the 'SWF's are as successful as soloQ' data. Not because I think their data is wrong, but because if you don't show us the full data we can't do a comparative analysis with the data. I.E., what is the common success rate of a SWF that includes known bully perks? What is the common success rate of a SWF in which all players have a total prestige level of 50+? Lumping the data of random folk who just play with friends against people who try-hard is not going to give you anything useful. This is particularly true when we know people are also more likely to troll and goof off when playing in a SWF with friends.

    Not having all the data means I can't accept the results of some of the data.

  • EntityNea
    EntityNea Member Posts: 253

    I was just trying to have a discussion, but if you just keep accusing me of being aggressive towards you then I don't see a point in continuing.