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Suggestion to balance for SWF

I was thinking about it and just giving the Killer another perk slot to use doesn't fix the problem.

Giving the player a Mori to fight a squad still doesn't really fix the problem because the Killer still has to contend with poor map design. If an experienced SWF squad is in a spot with plentiful pallets and windows then you're done as Killer. Even if you use Billy.

The Nurse doesn't have this problem because pallets and windows have no effect on her. I think everyone can agree that the Nurse is easily the best Killer and the only one that can fight a 3-4 experienced SWF squad (barring perks like DS stacked with Unbreakable, Adrenaline, Instant Heal Medkits and etc). And that's precisely because she has mobility and cannot be juked with pallets and windows.

Suggestion: the Killer receives a permanent speed boost and faster recovery after hitting a Survivor for the entirety of the match per number of SWF Survivors that join the Lobby.

This is how it would work:

2 man SWF enters the lobby: the Killer is now 4% faster and recovers 20% quicker after hitting a Survivor.

3 man SWF enters the lobby and/or 2 groups of 2 man SWF enters: the Killer is now 8% faster and recovers 40% faster after hitting a Survivor.

4 man SWF enters the lobby: the Killer is now 12% faster and recovers 60% faster after hitting a Survivor.

It would work essentially like NOED but without the Instant Down or hex/end game requirements. The faster recovery from hitting Survivors is essential because SWF squads absolutely LOVE to body block to save their friends. Some might say my suggestions would be too powerful what with the upcoming changes to the Save The Best For Last perk but I counter that by offering that Bamboozle is already very powerful on Myers.

Comments

  • Skabic
    Skabic Member Posts: 8

    this is insanely stupid LOL

  • Someissues
    Someissues Member Posts: 1,604

    Still too broken, giving another perk slot would be a better idea overall
    At least it gives more incentive to fight SWF groups

    12% speed increase means they won't ever be able to loop and you can catch a survivor ridiculously quick, once found one they are guaranteed to be on the hook and you won't ever lose them, 60% cooldown means you can down them in seconds after the first hit if they don't have sprintburst

    At least it gives some incentive for Killers to fight SWF groups without nerfing them

  • Unknown
    edited July 2018
    This content has been removed.
  • Someissues
    Someissues Member Posts: 1,604

    @Hillbilly420 said:

    At least it gives some incentive for Killers to fight SWF groups without nerfing them

    I know you're dead set on "An extra perk slot will fix this!" Even though it won't do jack ######### and you know it won't do jack #########. How in god's balls is another perk slot going to fix anything?

    My suggestion is very strong when there's a 3-4 man SWF squad but you know what else is "broken?" A 3-4 man SWF squad... That's kind of point breh. I don't know if you have the capability of adding 2 plus 2 and getting 4 but that's the point of the speed boost.

    It probably won't balance out like you said, but it would more or less give more incentive to fight against them rather than dodging them, which is the main issue right now, after that has been implemented the devs can gather feedbacks and starts to properly balance the game around SWF

    Eventually with some base buffs plus an extra perk as an example

  • Unknown
    edited July 2018
    This content has been removed.
  • Someissues
    Someissues Member Posts: 1,604

    @Hillbilly420 said:

    Okay, I get the impression that English is not first your language. The problem isn't having incentive to fight an SWF squad. If you're using Nurse and have good perks and you're good at using Nurse then you should do okay against a squad... Precisely because the Nurse say's "[BAD WORD] LOOPING!" This isn't difficult to understand.

    An extra perk slot -once again- will do absolutely nothing. No one is going to be like "Oh my god! I get to use Pop Goes the Weasel or NOED against a 4 man squad!" Because they know it won't do anything. Even if you throw NOED on your Killer you're still screwed because if you manage to kill just one of the pricks they'll tell their buddies you have NOED so they'll just break all the totems or just immediately leave when the gates are open.

    No, I am British so your point?

    It will be a start for the Devs to see a new light, as of now the devs have 0 intention of even adding 1 perk slot for Killers against SWF groups = more reason to dodge. Forget about the base buffs, they are most likely never going to happen, the devs didn't have this in mind right now

    I know what you're trying to say but I am saying that the devs won't agree with you

  • Someissues
    Someissues Member Posts: 1,604

    @Hillbilly420 said:
    Your writing comes off as someone who learned English phonetically, you have a really weird way of describing #########. It comes off as a European who learned English by watching American TV shows.

    But I digress. You've yet to offer any kind of rebuttal other than "It's too powerful!" While completely ignoring that a 3-4 man SWF squad is equally powerful. And then end with "Oh, they went do this just because that's how the devs think." Because apparently you can read their minds now.

    Well my GCSE at English was C so my grammar wasn't that great but still, I'm no writer

    It's not about me, it's about the devs, the Devs simply do not see SWF as the problem,

  • Someissues
    Someissues Member Posts: 1,604

    The game has been released for 2 years and no changes have been made to SWF, you can already tell what their mindset is on this matter

  • This content has been removed.
  • Someissues
    Someissues Member Posts: 1,604
    edited July 2018

    @Hillbilly420 said:
    Wrong. They know it's a problem. It's been proven beyond a shadow of doubt that it is 100% a problem and they're acknowledged that. They've even been talking giving the Killer something to balance it out. So you don't know what you're talking about.

    The easy solution would be to remove SWF but if they did that they'd shoot themselves in the foot when Survivor mains would ree to the heavens about that. Plus the waiting time for matches would be longer.

    So therefore, the solution is, yet again for the umpteenth time that I'm saying this, giving the Killer a significant advantage over an SWF squad to even it out.

    Well, I don't follow every live stream so there's that, if they acknowledged it good. But so far we're not seeing any changes since 2 years so...at least hope remains

  • Runiver
    Runiver Member Posts: 2,095

    @Hillbilly420 said:
    I was thinking about it and just giving the Killer another perk slot to use doesn't fix the problem.

    Giving the player a Mori to fight a squad still doesn't really fix the problem because the Killer still has to contend with poor map design. If an experienced SWF squad is in a spot with plentiful pallets and windows then you're done as Killer. Even if you use Billy.

    The Nurse doesn't have this problem because pallets and windows have no effect on her. I think everyone can agree that the Nurse is easily the best Killer and the only one that can fight a 3-4 experienced SWF squad (barring perks like DS stacked with Unbreakable, Adrenaline, Instant Heal Medkits and etc). And that's precisely because she has mobility and cannot be juked with pallets and windows.

    Suggestion: the Killer receives a permanent speed boost and faster recovery after hitting a Survivor for the entirety of the match per number of SWF Survivors that join the Lobby.

    This is how it would work:

    2 man SWF enters the lobby: the Killer is now 4% faster and recovers 20% quicker after hitting a Survivor.

    3 man SWF enters the lobby and/or 2 groups of 2 man SWF enters: the Killer is now 8% faster and recovers 40% faster after hitting a Survivor.

    4 man SWF enters the lobby: the Killer is now 12% faster and recovers 60% faster after hitting a Survivor.

    It would work essentially like NOED but without the Instant Down or hex/end game requirements. The faster recovery from hitting Survivors is essential because SWF squads absolutely LOVE to body block to save their friends. Some might say my suggestions would be too powerful what with the upcoming changes to the Save The Best For Last perk but I counter that by offering that Bamboozle is already very powerful on Myers.

    I'm not sure you realise what a "12% faster" killer actually is.
    it's about impossible to deal with.

    Devs do not play to give buffs for killers against SWF anyway. They plan to buff killers in general, and make solo players to have a lot of infos, not to have to rely on voicecom.

  • holywhitetrash
    holywhitetrash Member Posts: 289

    raw numbers would not be a good way to "balance" SWF lots of people buy this game in packs with their friends and just jump in together, raw numbers would have those people get totally dominated

    and extra perk slot would also not help much , most of the games i queue as killer i just alt tab till the game starts , so i wouldnt even know i had an extra perk slot to fill

    something i think would help against SWF is we can all assume they are communicating outside of the game.
    so since they are clearly in communication every so often just give the killer a noise alert like a failed skill check for one of the SWF survivors

    this would not cut through all of the shear power of coordination but it would cut time from the killer's search for people especially since the survivor would not know when the killer got alerts

  • Master
    Master Member Posts: 10,200

    @Skabic said:
    this is insanely stupid LOL

    Still less stupid than the current situation :wink: