Creating the most optimal SWF group
Trying to put together what the most optimal group of SWF would be; one that would have to face some of the best killer players in the world to get beaten. Unfortunately, there's so many good survivor perks for different killers that it's a little hard to do, but here's my thoughts:
1) Perks
Perks is there this was the hardest. There's so many different aspects that could be covered with perks but with basically one slot to work with on each (I'll explain more later) it was difficult. However, I took the most game ending scenarios and covered that base, and left the rest to the skill of the survivor.
a) Requirements for each
The 3 perks I mentioned in the perk into are as follows: Dead Hard, Decisive Strike, and Adrenaline. Dead Hard is one of, if not, the best Exhaustion perk in the game. It extends loops when you're in your most critical, and make safety out of even the most unsafe loops. It should be obvious as a requirement. Decisive Strike is not just anti-tunnel, though that is a must have when facing the randomness of the killer queue, but it is essentially invulnerability. You are allowed to do whatever you please while that timer is on, because the killer cannot punish your mistakes or risk having massive progress taken from him. This is key to getting the full use of this perk. You're not just stopping tunneling; you're stopping the killer's ability to punish you in any way. Adrenaline is necessary similar to Dead Hard. It gives you a second wind when you're in your most critical. Not only does it take progress, sometimes massive amounts, from the killer. Its speed also allows you to make distances and plays not previously possible.
b) Variables
Variables are where this got difficult. There were several very good options that I did not pick for a few reasons. I can explain my thought process to anyone that wonders. The variable perks are as follows: two Borrowed Times, and two Unbreakables. The Borrowed Times are to ensure that your unhook is guaranteed. Combined with Decisive Strike, no matter what the scenario is, your friend is getting away. Two of these ensures that there is always one available, as the chances of both Borrowed Time carriers being hooked AND camped at the same time is very very low. The two Unbreakables are necessary for the same reason; the chances that not a single person with Unbreakable is being slugged (when it matters, one slug won't be much an issue.) is very minimal. Unbreakable is necessary because it takes a win from the killer when it would otherwise be guaranteed.
2) Items
Items are another place that are iffy for me, but I believe it should be 3 Styptic Agent medkits, and 1 Skeleton Key. The key is arguably one of the most broken items in the game, as it allows survivors to escape when it would otherwise be impossible. It also means the killer cannot really close off the hatch at the end of the game. You take massive amounts of power away from the killer.
IMPORTANT: DO NOT USE THE OFFERING THAT PROTECTS THE KEY ON DEATH, IT WILL TAKE THE KEY FROM YOUR FRIENDS
The Styptic Agents are important because they extend loops when they would otherwise end early. They allow for an extra mistake to be made without punishment, and can prevent progress from a killer. When used at the right time, one can end a game for the killer.
3) Playstyle
This SWF comp will not be a "dick around and have fun" kind of group. Each member will need to be on their A game all the time. Callouts need to be established, reactions and communication needs to be quick, and each member's individual skill needs to be the best it can be. Weak links will be exploited and can lose games for you. That also requires a deep understanding of the game, knowing when to be altruistic, knowing when to rush gens, knowing what to look for and how to loop. Each one of those things can be discussed en masse on their own, and would make this already unbelievably long post longer than it needs to be.
If you made it this far, thank you so much for reading. I would love to hear your comments, since I want this to be as optimal as possible and may have overlooked some things. Keep in mind, I do consider myself to be "Killer Sided", meaning my skill with survivor is less than that of someone who dedicates their entire time to the survivor. However, I've been playing initial release of nurse, and regularly play survivor alongside killer. Both at red ranks (Killer is rank 2, survivor is rank 4)
Thank you again for reading. Here's a cookie. 🍪
Comments
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I've taken a different approach than you. I don't find items matter a lot- the Key is often inconsequential if your team can do what they can do. The med kits are also just fun- not necessary.
When I have a 4-man group, I try to compose it with people filling roles: gen jockeys (2), totem crusher (1), and the tank (1). Naturally everyone working on stuff, with one person running a lot of detection perks (usually totem person) in order to triangulate the killer. I'm not saying this always works, but many games you'll see the tank keep a killer busy for far too long. At high ranks, killers get wise to it and everyone switches up roles on the fly. It's also very necessary to have someone getting those totems, but also swinging in to help where needed.
Thanks for the cookie.
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That's smart, but like you said at high ranks sometimes killers can ######### with your roles. For example, if I know one survivor can loop like #########, I leave them unless they're really out in the open.
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Absolutely true. It's good to be flexible and to be able to switch out who is going to be tanking the killer. Usually one of the gen jockeys still runs some good chase perks. Everyone should be able to handle a chase for a bit, though.
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Swapping in and out makes it good, SWF in general leaves much more room for error than solo queue, so having the ability to be flexible makes it much stronger
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Or, and hear me out, you could play the game for fun and remember it's a game. I know, its really weird, but you could try it.
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I play with a 4 man SWF group in red ranks often, and I would say two things as far as perks go. Balanced Landing is a great alternative to Dead Hard. If you have it on the right map, you can loop like a god. Secondly, we like to have a devoted healer who runs Autodidact. We let her heal as much as possible, and by the end game it’s incredibly powerful.
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A deliverance might be worth it, since they can be the designated last man on hook endgame when you run into the facecampers. An object user is probably also worth it, since they can abuse it and give away the killers location to everyone.
Dead hard as the end-all exhaustion perk is a silly assessment. With a map offering to guarantee a good area, a balanced landing will extended a chase much more than a dead hard ever will.
Items wise I am way more scared of socket swivel commodious toolboxes than a self instaheal. Styptics are not nearly as annoying as the syringe, and it's significantly more disruptive to have someone full heal a person I just downed instead of just insta-ing themselves. I would have at least 1 and the key, but consider toolboxes as well.
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I need good players on console PS4 but its hard to find people that know how to loop.
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In a very good group, everybody knows how to loop. So everybody should run Adrenaline, DH, DS and then 2 people BT + 2 people Unbreakable. 4 insta-heals.
But don't do that. Survivor is already the power role, you don't need that stuff.
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Search depip squad
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Thank you.
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Here is what you need
1. Ability to speak
2. Have voip
3. Make a swf or join one
4. Work on gens
5. Profit
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Regarding the object user. I'm curious. How does that actually work?
How do you call out the killers location so that everybody else understands where the killer is? Take "The Game" or "Lery's" as an example. What location names do you use, and how do you (as an object user) know where the killer is, if you don't have anything except the aura, but no accurate distance and visibility of the structures around the killer?
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Depip squad is outdated and isn't even relevant to today's game when you had real infinites in the game back then with no entity blocker, recovering exhaustion, vacuum pallets etc.... They were supposed to do a come back and never did because the game isn't as broken as it used to be and all of them aren't as good now , just watch marth stream of you don't believe me, he's a good killer still but not so much survivor anymore
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I honestly forgot about offerings...picking Haddonfield and everyone taking BL could be amazing, you're right. I don't like the idea of a dedicated healer simply because of the chance that they are unavailable and now you're left without the opportunity. Though you're right that is powerful, I'd probably prefer flexibility
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Could be useful, but I'm scared to replace a Borrowed or an Unbreakable because of the chances one or the other become unavailable and there's not a second one ready. Object is being fixed, so after I personally don't think it'd be as useful as the other perks. Insta heals were also nerfed, so now the Styptic is the only true "I get to take another hit" one.
Don't get me wrong tho, those are all good ideas and could be useable. Gen times are atrocious so a gen rush team could make the killer look like he's nothing
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I know it's already the power role. What I'm trying to do is boost that beyond what it already is, to the point of being completely broken, near impossible levels for the heck of it.
I'm happy you agree with me tho. Double cookie for you 🍪
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I've watched their videos, yeah. They went with nothing if I remember tho. So their skill combined with actually powerful (or in some of these cases, overpowered) things, it would be deadly.
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Could combine with empathy to know when they're going near someone and call that out to said person.
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Get your dates straight it was just a year ago. The things you mention have been out of the game for much longer. They don't play anymore because three of the members quit DBD. When you find out how brain dead easy it is you begin to lose interest in playing.
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Ok that makes more sense. BUT, I wouldn't want to dedicate 2 Perk slots to that. I think it should be enough to know that someone else is getting chased (which can be accomplished by just using voice coms).
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All I know is they were gonna make a comeback and didn't and when Marth was streaming survivor he got scraped pretty bad even in a swf , I just don't think they are as good due to taking a break and not adapting to changes , you don't just quit playing a game for 6 months and then come straight back to being good when you've had all the updates and tweaks this game has had
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Their heart is no longer in the game, pure and simple. The OP asked for good SWF tactics and I pointed them to the top SWF teams that happen to have videos of most of their games. The tactics used by them is still relevant today as it was then.
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Survivor 1 : Balanced Landing, DS, Adrenaline, Iron Will, a Toolbox with add-ons for more charges and a offering for Haddonfield.
Survivor 2 : Balanced Landing, BT, Adrenaline, Iron Will, a Toolbox with add-ons for more charges and a offering for Haddonfield.
Survivor 3 : Balanced Landing, Adrenaline, Iron Will, Object of Obsession and an Instant Heal.
Survivor 4 : Balanced Landing, DS, BT, Iron Will and a Skeleton Key.
Enjoy versing this 😁.
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I’d recommend iron will in your build, it makes Spirit a lot better to face.
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I got hit with this last night:
2x No Mither with Resilience, DH, DS, Commodius Toolboxes and Socket Swivels.
2x DS, BT, DH, Iron Will, Instaheals
Map was Blood Lodge. Everyone ran the double window.
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Exactly why I didn't include it in my idea. Though it would be powerful, comms alone are enough
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Yes that would be powerful, though the people with DS would have to be very very good at stealth or being chased, and they would have to only be saved by those with Borrowed. But if you can swing that, this is powerful
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Issue with No Mither is that if the killer is more skilled than you are, you're #########. You aren't lasting because stealth isn't an option and looping ends quickly. Very quickly. But if you're god tier looping or stealth, yes this is very powerful
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Everyone else can go home. This man has the best answer.
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I'd recommend anti-spirit perks as well. As a 4 man SWF your going to have your fair share of high grade add-ons being used against you. So gotta come prepared.
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People be being this try hard when facing a yellow rank killer who has like 20 hours as killer...
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They're the most dangerous...don't you know? Lol
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