The killer experience in this game is atrocious.

Right now queue times are at 15 mins on average and once I've found a lobby I'm usually up against red rank SWF squads who do everything in their power to make my experience as miserable as possible. Nonstop bming and verbal abuse in the postgame-chat, it has truly become unbearable. When will the devs finally address the issue that is SWF balancing? The game feels like a bully sim at this point with the killer being entirely at the mercy of these teams.

Comments

  • I can't solve matchmaking because that happens regardless of when we're talking, but queue times for killers get a lot shorter at night...no idea why but more survivors play later in the day than earlier on.

  • Sadly it has been this way for a long time now.

    I'm literally waiting 15 min+ and find myself here atm.

    BH have made it clear SWF is not going anywhere and will likely not see any change due to the fact they are trying to bring solo players up to that level. They've stated once they have attained something they're satisfied with across solo and SWF they will make "changes" as necessary.

    They also love to reiterate how this game is not at all competitive.

    If you take a Pizza and you fold it over, hand it to someone and call it a cal-zone, it is still a pizza lol

    It's possible if they finally embrace the idea that this is a competitive game we could see somethings change. But for now, try to find you a good build that you keep in your back pocket for sweaty SWF and have fun that's whats most important.

    I'm rank 1 and I still get pounded by 4 man death squads from time to time because I didn't play sweat spirit or I chose to play trapper and got Lampkin Lane (Killer's Bane).

  • The issue is that it becomes increasingly harder to collect any Rift fragments since that would require around 2 hours of gameplay on average. If games end too fast and queue times become longer and longer, it becomes a gruesome grind to get enough exp for these fragments. It took me 5 hours yesterday just to get these 2 hours of gameplay and today it's even WORSE. This one might even take me 6-7 hours.

  • @LordRegal said:

    I can't solve matchmaking because that happens regardless of when we're talking, but queue times for killers get a lot shorter at night...no idea why but more survivors play later in the day than earlier on.

    This is true.

    Less killers at night so smaller wait times if you main killer.

    @Canas said:

    Right now queue times are at 15 mins on average and once I've found a lobby I'm usually up against red rank SWF squads who do everything in their power to make my experience as miserable as possible. Nonstop bming and verbal abuse in the postgame-chat, it has truly become unbearable. When will the devs finally address the issue that is SWF balancing? The game feels like a bully sim at this point with the killer being entirely at the mercy of these teams.

    I also agree that the swf needs a balance. I play with a team and we're all typically red rank though we do meme some times which cost some ranks but swf when I play killer becomes a toxic hassle to be paired up against again and again.

  • They refuse to balance SWF directly and are only going to indirectly address them like in the new perk that doesn't work if you're not the obsession. It's better but not going to be good enough imo.

    Hopefully MMR will help though and after everyone reaches close to their true MMR SWF groups will be placed with killers that can handle them or at least on the skill level a SWF gets in the system. Right now the ranks are meaningless. SWF gets no true metric in it.

  • Try playing survivor late at night! Near Constant Ebony Moris, Sweaty Spirits, Iridescent Head Huntress’. All I want is a decent game as a solo survivor

  • @coppersly said:

    They refuse to balance SWF directly and are only going to indirectly address them like in the new perk that doesn't work if you're not the obsession. It's better but not going to be good enough imo.

    Hopefully MMR will help though and after everyone reaches close to their true MMR SWF groups will be placed with killers that can handle them or at least on the skill level a SWF gets in the system. Right now the ranks are meaningless. SWF gets no true metric in it.

    actually no, they dont "refuse to balance swf" swf was added to the game for a reason i dont get why people are so upset ovefr a mechanic in the game yes they can be more cordinated then a group of solo's but so what? its in the game for a reason

  • @lostkq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394370#Comment_1394370

    actually no, they dont "refuse to balance swf" swf was added to the game for a reason i dont get why people are so upset ovefr a mechanic in the game yes they can be more cordinated then a group of solo's but so what? its in the game for a reason

    The game was designed around survivors having no communication and being solo. It's cool they added it because playing with friends is fun but it is a separate tier of power and needs to be balanced. It doesn't matter if it's in "for a reason" if the reason was to appease and not to make the game better.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394382#Comment_1394382

    The game was designed around survivors having no communication and being solo. It's cool they added it because playing with friends is fun but it is a separate tier of power and needs to be balanced. It doesn't matter if it's in "for a reason" if the reason was to appease and not to make the game better.

    they have literally said themselves that they dont care about comms or anything that makes it easier to survive aslong as its not cheating, but if eac detects it they're not getting rid of your ban SWF has been in the game since 1.3 , THE WORST TIME for killers, and its now being complained about PeePoLUL

  • @lostkq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394391#Comment_1394391

    they have literally said themselves that they dont care about comms or anything that makes it easier to survive aslong as its not cheating, but if eac detects it they're not getting rid of your ban SWF has been in the game since 1.3 , THE WORST TIME for killers, and its now being complained about PeePoLUL

    It's always been complained about. It is objectively better than solo survivor. I don't know any other way to say that to you. The difference between solo and SWF is almost enough to warrant calling them different gamemodes. If almost unanimously every killer says SWF makes the game worse because they are not only harder but usually more toxic and embolden, there's probably something more to it than "lul people complain git gud scrubs"

  • @LordRegal said:

    I can't solve matchmaking because that happens regardless of when we're talking, but queue times for killers get a lot shorter at night...no idea why but more survivors play later in the day than earlier on.

    I can confirm this. Day for survs, night for killers is how I play

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394401#Comment_1394401

    It's always been complained about. It is objectively better than solo survivor. I don't know any other way to say that to you. The difference between solo and SWF is almost enough to warrant calling them different gamemodes. If almost unanimously every killer says SWF makes the game worse because they are not only harder but usually more toxic and embolden, there's probably something more to it than "lul people complain git gud scrubs"

    Going against a swf is just going against a more coordinated team, it's nowhere near 2 different gamemodes. Not every swf is a 4-man, and not every 4-man is swf team six. As I killer main with a heavy killer bias, sfw is fine, it's not an automatic loss when an obvious 4-man joins my lobby.

  • Personally I'm on console and the killer queue times are around 30 seconds so if I'm really not in the mood to face a 4 man swf with flashlights I can just dodge and get another match really quickly

  • would be better if it told me who was in a SWF and who wasn't, so I'd know whether I need to pull out the purple add-ons

  • Is the game robust enough it could handle a ten man game? Stick two killers in and two SWF teams in. Set it up so the killers could communicate with each other, but the two survive with friends teams could only communicate with their own team mates. I would say the match starts with two boards separated by a gate, but once the first generator is done the gate opens and now you have essentially two boards connected which needs 10 generators finished for both teams to leave.

  • Don't hold back as killer. Survivors never hold back on their builds or tactics (especially SWF), so why should you? If you want to avoid the "Bully Simulator" experience, simply match or exceed their builds with your own, and don't listen to their complaints. Overall I follow 1 specific set of unbiased rules:

    @TWiXT said:

    Due to the new Silent Hill Chapter release, we are getting an influx of new players, and so I must say:

    First of All Welcome to Dead by Daylight, and I hope you are all having fun so far.

    That being said, you are likely to see a whole lot of forum posts, and/or chat messages citing "Made up Rules" Killers and Survivors should follow. Most, if not all of these are based on individual experiences, and are heavily biased for what ever side the posting member plays, so before you comment or "side" with anyone, here is a list of unbiased "rules" that I believe everyone can get behind as a foundation to enjoying the game:

    1 - Play how you want to play and enjoy the game.

    2 - Respect is akin to Newtons 3rd law: For every action, there is an equal and opposite reaction. Ergo, if you show no respect, don't expect any.

    3 - The Killers role is to kill, the Survivors is to survive... Both by any means necessary. Hate the game, not the player.

    4 - When the gates are powered... Anything goes.

    5 - You paid money for a multiplayer experience, and thus aren't entitled to win every match. Anyone who takes umbrage to this should stick to single-player games where-in you are entitled to win for the money you paid. Being salty because of a lost match is unbecoming, embarrassingly juvenile, and toxic to the communities reputation. We're all people pitting our skills, strategies, and knowledge against each-other. If you lose and have nothing good to say: Leave a "gg," calm down/lick your wounds, and move onto the next match.

    6 - (For PC players anyways) Post game chat can be closed using the ">>" in the lower right of the chat box, and will remain closed until you either open it again or restart the game. No one deserves abuse, so if you find yourself frustrated over excessive endgame chat toxicity: Just close it, and continue enjoying the game in peace.

    7 - This is a 4v1 Lobby and Match style Multiplayer game. When you queue up to play a match you are committing to seeing it through so that everyone can enjoy the game, and everyone else who queued up is depending on your commitment to the match in order to experience said enjoyment. The acceptable reasons for Intentionally Disconnecting from a match are as follows:

    1. A Game breaking bug rendering you incapable of playing a normal match.
    2. A Player(s) taking the game hostage/hacking/exploiting bugs or unintentional game mechanics/bullying or griefing you. (Record if possible, and Report these ones after leaving the match)
    3. Influences and situations outside of the game that make your disconnection unavoidable in order to deal with said circumstances.

    Disconnecting from a match intentionally for any other reason is a practice in bad sportsmanship that Ruins the experience for all other players, Disconnecting over petty reasons doesn't do anything other than piss off everyone else, and makes you a worse player for it since you don't learn how to play any better by quitting. Disconnecting is currently being punished for a good reason: Too many DC's from too many players results in leaving the community as a whole with a sour experience, and could eventually kill the game we love. If you are frustrated with how a match is going; Take it in stride as a learning experience, see it through to the end, take a break, and decide if you want to queue up for another match. We all bought this game in order to play it with others despite how each match goes, and the majority of the fun this game offers is in the variation of each individual match.

    Don't be a petty DC'er.

    8 - For survivors, Rage quitting via suicide on the hook is your choice, but as with rule 7, all it does is ruin the experience for the rest of your team, and piss everyone off. While it's not currently being punished, it's still regarded by the community as a show of bad sportsmanship. If you don't at least try to play through until the end, regardless of the results, you are only hurting the experience for all other players both new and old, but it's with the new players where this hurts the game the most.

    Bad matches happen, we understand, but that's no reason throw a game, especially over petty reasoning. Matches can turn around at the drop of a hat as long as everyone's still playing, and often do, but you won't experience that if you RQ on the hook, and by doing so you drastically affect the teams ability to pull off said "turn around". On top of this, it does nothing for your personal skill growth as a player, or your Blood Point/Experience gains, so there's not really any reason to do it other than petty ones.

    9 - If it's a legal mechanic in the game, don't be afraid to use it. Half the fun is discovering new strategies, counters, and synergies using the tools the game provides, so no matter how effective or overpowered you feel they are, there's nothing wrong with using them to your advantage.

    10 - Take the good with the bad in stride, rise to meet the challenge every new match presents, and overall... have fun.

    Honestly, this is just a list of Common Sense spelled out for everyone to see. The inherent problem of "unwritten" or "Made up rules" is that they're more of guidelines that nobody is obligated to follow. I know it won't change everyone, but I felt if I expressed the rules I follow when playing this game for all to see, maybe others might have them in mind when playing, whether they use them or not.

    To all you new players, again Welcome to DbD, and if you are going to follow any "Made up Rules", I believe this is a good set to start off with.

    Read them, keep them in mind, and overall try to have fun.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/1394419#Comment_1394419

    Going against a swf is just going against a more coordinated team, it's nowhere near 2 different gamemodes. Not every swf is a 4-man, and not every 4-man is swf team six. As I killer main with a heavy killer bias, sfw is fine, it's not an automatic loss when an obvious 4-man joins my lobby.

    That's not the point. There shouldn't a dramatic difference between survivors other than their skill. Comms artificially raises this for everyone involved.

    It's not about how many of them are being seal team 6. There should never be the possibility of it in the first place.