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My 1 thing I want to add to 2v8 discussion
You notice how over 50% of killer "perks" are info related? That might be because thats the most powerful thing when it comes to teams. You know who has that in abundance? The same people who can toss out perks to accommodate for the lack of said info in favor of meta bs? Swfs. You know what has yet to be addressed and it negatively effects the rest of the game? swfs. That includes the majority of survivor via solo q. I've said it since I've started playing back in 2018. Swf is a heavy advantage that needs to be addressed. Do i expect it to happen? no. These devs have catered to that imbalance since day 1
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Sorry but people have been ranting about SWF since pretty much day 1 and it is still here. We all know SWF gives an advantage and the devs have done a lot to make solo less of a disadvantage than it was, though no amount of info will help some players.
SWF isn't going anywhere so its an essentially pointless discussion
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You need two premises to work here:
- There are enough swf to have a significant impact
- All swf make use of the potential advantage
Looking at escape rates I suppose it can be said neither of these two premises is met to a point where it becomes significant.
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Official statistics on survival rates taken from December 30 2023 to January 29 2024 show that high MMR 4-man SWFs escape 6% more than high MMR 3-man SWFs, and 8-9% more often than high MMR 2-man and solos. This means that experienced SWFs extraordinarily break the intended 60/40 mold and make it very close to a 50/50. This prove that there is a correlation between SWFing and significantly higher success rates, most certainly on the advantages that may come from communication, namely coordination — and consistent information — which, comparatively, killers can't get in their basekit and rely on perks for.
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5% is within the margin of error. Adjust your figures accordingly
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I often see this cited without proper context and I feel the need to emphasise: The amount of players at or above what is considered to be high MMR in this case is very small, and the number of people playing in a full four person group is an even smaller subsection of high MMR players. It would be in bad faith to focus solely on that one data point and ignore all others where the difference is much smaller. The overwhelming majority of players fall into one of the other categories.
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You don't compare the 4man swf high mmr rate to the balancing goal - that's oversimplifying an already simplified statistic. The one thing that statistic does imply is that high mmr 4 man swfs are the ones turning the potential advantage into an actual advantage. - Hence the key words significant in the first premise and all in the second. However. Only a fraction of the players are high MMR (as per behaviours stats that's around 15% of the playerbase iirc) and only a fraction of players plays 4man swf (I think the last number I remember was around 5%?). Now how large the overlap between those two groups might be… I have no clue. But my assumption would be that it isn't big enough to have a significant impact.
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Speaking as a survivor main who works mainly in SoloQ - The only think I feel still needs to be done to achieve parity with SWFs is a 'The killer is near me' and 'I'll go for the save' Icon or emote. This would mean not everyone has to guess who is going to rescue. The amount of times I've stayed on my gen, as the only person on one, assuming someone else will go for the save, only to come off my gen after a while, cross half the map to them see someone be taken off hook is really annoying.
The mobile version of the game included this some time back. BHVR borrowed the visual terror radius from the mobile version, so I'm hoping this is something that follows. You can see it in action from about 0.16 below.
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