Dead by Daylight needs to be balanced around SWF

Until then the game is far too stacked in survivor's favour. It's ridiculous you balance a game around the assumption that one side are random people with no communication, but then allow queueing with friends and communication. It's simply not balanced.

Comments

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323454#Comment_1323454

    The devs definitely have to keep numerous things in mind. If they just straight up give killers more time by implementing an early game mechanic that slows down gen progression then they will also have to do something about camping otherwise all killers will 4k if they just facecamp first hook which is obviously not tolerable when there's no counterplay. Right now there's the "just rush gens" argument which obviously can't be said when there's an early game mechanic preventing you from fixing gens.

    I'm fairly sure the devs will come up with a smart solution, though and I'm curious as to what the result will look like.

    Yes exactly. I think in addition to doing something against camping, a few buffs to solo survivors to shorten the gap between solo and swf survivors would also be necessary if killers get more time in the beginning of a match. A nerf to camping would only be a nerf to a certain killer strategy, whereas something like a new objective for the early game is a complete survivor nerf, and since stronger killers can already do really well even without camping and tunneling, survivors will need some more than just a nerf to camping.

    At least that's what I believe. We'll just have to wait and see, a nerf to camping alone would already be so fantastic.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1324221#Comment_1324221

    Sure you can do that, but enforcing it and preventing people from (easily) circumventing it in a myriad of ways? Or even getting permission from the platform owners (Valve/Steam, Sony, Microsoft) to interfere with communication when they all have built-in ways to communicate? That's a different story.

    At least they made it so the killer's perks/addons aren't visible until all survivors are dead and/or escaped, that was a good change with a similar motivation that could be done fairly easily.

    Admittedly I wouldn't know the first thing that could be done to help this situation, but nothing is more frustrating for a killer than knowing that a swf group was able to communicate with the players left standing over where the hatch was because they saw it on another players camera feed.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1323454#Comment_1323454

    The devs definitely have to keep numerous things in mind. If they just straight up give killers more time by implementing an early game mechanic that slows down gen progression then they will also have to do something about camping otherwise all killers will 4k if they just facecamp first hook which is obviously not tolerable when there's no counterplay. Right now there's the "just rush gens" argument which obviously can't be said when there's an early game mechanic preventing you from fixing gens.

    I'm fairly sure the devs will come up with a smart solution, though and I'm curious as to what the result will look like.

    Easy fix to that and they already have the mechanic in the game. If a killer is inside a certain rage of a hooked survivor and not in a chase for say 20 seconds, the survivor will teleport away to a further hook. Just like pyramid heads cages. Cant camp if he moves around. Disable it once gens are done.

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