SWF is Fine

I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

Comments

  • @Babyyy_Boyy said:

    I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

    People want to win and they will use every advantage, so these "just folks" swfs dont exist.

    Swf counters slugging, insidious, hag, and trapper. It makes flashlights, sabo, and pallet saves far more effective. It let's you know who is on what gen, where the killer is, how many totems are left, which perks the killer is using. It let's you know where the doors are and where hatch is.

    This game was not built around the survivors having communication. So either have dbd mute the mic, or buff solo and killer.

  • SWF would be fine if it wasn't for third-party VOIP programs. The ability to talk to your fellow survivors is what makes SWF so broken and disliked.

  • "SWF gives an unfair advantage equal to several different perks at once, without any of the drawback of having to take any of those perks, as well as a massive tactical advantage of being able to convey timing on taking hits, passing along killer perk info instantaneously, etc."

    "hurr durr it's not a win button"

    No ######### it's not a win button, if I got a hack that gave me 8 extra perks as a killer, that also wouldn't be a win button, but you probably wouldn't like it very much.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686905#Comment_1686905

    You haven't? It was a while back. If I recall (I'd have to hunt for that thread - it may even be a Discord discussion).

    I still have the one where the devs admitted they had quietly removed killer matchmaking protections somewhere - because it was my thread.

    @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686911#Comment_1686911

    It might be that i just forgot that.

    Me and my friends only play in high rank and i play killer in those ranks aswell so i wouldn't be effected by this at all.

    The information where they told that the current system (the new MMR was then just released) pairs SWFs based on the average skill can be found below. However, they apparently kept this in place when the new MMR was deactivated instead of changing it back to being based on SWFs highest rank. So now we have a system that pairs them based on average rank, which is unfair to killers.

    @PatBrutal said:

    We've selected a few questions from the community about the new matchmaking system and had them answered by the team.

    • I know you’re looking at skill across different killers but are you looking at skill across different survivors too? even though survivors are just skins, we still have to grind for open perk slots which, for a less experienced survivor like myself, that’s a big deal 

    Generally speaking, the performance difference between a low level survivor (as in, the character level is low) and a high level survivor for a given player isn’t statistically extreme. It also changes very quickly, relatively speaking: It doesn’t take that many games for a low level survivor to get to a reasonable level. To complicate it further, it can even happen over “0” games, if you got the BP from some other means! All that said, we’re going to keep an eye on this and see if it plays out differently in reality, and potentially modify the system to take this into account. 

     

    https://us.v-cdn.net/6030815/uploads/150WZBYV10VT/patchnotesdividersmolwhite.png

    • Can we get a little insight into how SWF matchups will be balanced in the new system? 

    Currently, SWF groups will calculate an average rating of the players in the group, and then the matchmaking system will attempt to find an opponent based off that average. We will be monitoring this and the results it gives in the real world, and may tweak the formula to produce better results if we identify any problems. 

    https://us.v-cdn.net/6030815/uploads/07DXKY7XE8V0/patchnotesdividersmolwhite.png

    • How is it gonna be fair to those that are new as a survivor? I feel bad for them 

    We’re specifically monitoring the experience of new players to ensure the system doesn’t immediately throw them games where they are hopelessly outmatched, and we have a few techniques that we’re implementing already to help with this. Lots of technical / mathematic details, but the basic effect will be that new players tend to get matched at a lower skill rating while they’re still new. 

     

    https://us.v-cdn.net/6030815/uploads/TGFAZUA81XL9/patchnotesdividersmolwhite.png

    • So after reading this post why aren't the current ranks not weighted in the starting skill rating for the player base?  

    We’ve already been running the skill rating calculation in the background for several months, in order to collect data and to validate some elements of our approach. Anyone who has been playing regularly in that time will already have a loosely calibrated skill rating to start with, which will be refined with each game they play now that the system is live. 

     

    https://us.v-cdn.net/6030815/uploads/FNM6B04UNAD6/patchnotesdividersmolwhite.png

    • Is it taken into consideration if players have returned from the game after a long hiatus. Some examples are some people returning after a year or even two. 

     

    Without getting into extreme mathimatical details: Yes, the system does take how long it has been since you last played into account with the rating system. 

     

    https://us.v-cdn.net/6030815/uploads/OQ1TAUEV9UFQ/patchnotesdividersmolwhite.png

    • Why are ranks so mismatched now? 

    The Matchmaking News post we made went into detail about this, but to summarize: Ranks are mostly a measure of how much you play in a given month, and doesn’t have a very good correlation with game skill. Skill rating is completely driven by how skilled you are at the game, so there will be some divergence between the two. The rank system will be getting updated Soon(tm) to reflect this difference. 

     

    https://us.v-cdn.net/6030815/uploads/20LI55NFCJ4C/patchnotesdividersmolwhite.png

    • Why are we keeping the skill rating hidden? 

    For every player who gets really excited at the prospect of seeing their skill rating, there is another player who dreads it. For now, to encourage everyone to play the game the best they can, we are keeping the skill rating hidden. We have plans to expose it somewhat in the future, but nothing to announce at this time. 

     

    https://us.v-cdn.net/6030815/uploads/01VR4OI1EPR4/patchnotesdividersmolwhite.png

    • What will it mean to Ranks in the Tally Screen? 

    Right now, the Emblem system / Rank system is being left as-is. We wanted to get the skill rating system out and in player’s hands as quickly as possible. The rank system will be getting updated Soon(tm). 

     

    https://us.v-cdn.net/6030815/uploads/A1KXBT9T9HR6/patchnotesdividersmolwhite.png

    • Is the rating started counting now, or already set from past performance?  

    Ratings are initially based on your performance over the last few months, while the system has been collecting data in the background. 

     

    https://us.v-cdn.net/6030815/uploads/5HFZKHX7LQ75/patchnotesdividersmolwhite.png

    • What are the factors that affect the ratings?  

    Ratings change based on how you perform in a match while taking your opponents rating into account. If you outplay an opponent who has a much higher rating than yours, then your rating will be adjusted quite a bit. If you outplay an opponent who had a lower rating than yours, then the adjustment is quite small. 

     

    https://us.v-cdn.net/6030815/uploads/V7FFIZ2GXWC6/patchnotesdividersmolwhite.png

    Other

    • Does this mean that those with different NAT types that weren't able to play together before (unless they had a connection with the lobby leader) can now play together? 

    The skill rating has not direct relation to NAT and network connectivity, as it is used to determine who matches together. As long as your NAT type allows you to connect to the dedicated server, you should be fine to play with anyone else (who can also connect to the dedicated server, of course). Since we are now using servers instead of P2P, NAT incompatibilities are less of an issue. 


  • @Babyyy_Boyy said:

    I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

    I find this subject matter annoyingly frustrating because people miss the point, which to be fair I blame other killers for this. The issue isn't with SWF itself, it's with comms. It breaks the game. I don't want either removed, the issue is that the developers have really outdated philosophies with the game. And it isn't with SWF, it's with a lot of stuff. Hell, I play with friends. Why would I want it removed?

    When you play against four other players that always know where you are, what you're using, your strategies, and playing with a ######### rulebook on top of that, it gets frustrating. Me personally, I'm fine with people disagreeing but it's being purposely obtuse and confrontational now that's what annoys me.((Not that you appear to be doing this, but this happens every time someone mentions 3rd party comms))

    Don't even get me started on the horrid matchmaking, I face death squads way beyond my skill level.

  • Already been said a thousand times but literally no rational player with more than a few hours in the game wants SWF nerfed. You nerf SWF the game dies INSTANTLY. I actually ONLY ever play SWF because of how brutally unbearable solo and killer are atm.

    Solos need to get the exact same tools SWF have and then killers have to be buffed to be able to deal with any team if they have the skill to compete. Survivors need to start being strategic instead of just getting guaranteed escapes only because they're in a premade. As things are, solos have to hope their teammates are not dumb as hell and killers get stuck in completely unwinnable games because of SWF.

  • @Babyyy_Boyy said:

    I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

    Well, the game is based around a lack of information. There are perks that give you information, or buff you in other respects.

    But with swf, you get most of the information perks for free, and far more, with nothing to compensate the killer, leaving all 16 perks for other purposes without loosing anything.

    Would you still think swf were fine if the killer would get surveilance, bbq and others for free as well?

    What about OoO? Its meant to be a bound between the survivor and the killer. But when all survivors get the information, shouldn´t the killer see all survivors via OoO, too?

    In addition to that, communication allows enhanced coordination, because you know what the others are doing and dont need to check, meaning you always know if its save to work on a gen or if your help is needed, and where.

    The thing about winning is this: at the moment, killers are balanced somewhat in between swf and solo. So they often stomp solo, but can´t keep up with swf. If solo and swf were seperated (or swf were gone), you could rebalance the game around that. But at the moment, you simply cant.

    And thats why killers want SWF nerfed. Instead, it would be ok to buff solo up to the swf level and balance around that, but i a) don´t think thats possible, and b) i prefer solo queue because i like the guessing game and the lack of information. Giving me all that information might ruin that game for me and others like me. BTW, i play mostly solo survivors, and my average escape rate is over 70%. Lower after rank reset until i hit red ranks, than it rises above that. When i played swf, my survival rate was even higher, but the game was actually less fun for me.

  • We don't want you to not play with friends, we just want you to NOT receive a massively unfair advantage. With SWF, you get...

    -FREE Kindred!

    -FREE Bond!

    -FREE Object!

    -Nearly guaranteed to get saved on hook

    -Speedy Gens

    AND MORE!

  • @Babyyy_Boyy said:

    I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

    If that would be true then devs can balance the game more in favor of survivors. ALL survivors. Currently there is a ton og push back against any survivor buffs or killer debuffs. That's mainly due to the few very bad and toxic matches every killer has once in a while.

    btw. please stop with this "main killer" argument. I play survivor even more then killer and i see SWF as an issue myself.

  • @Babyyy_Boyy said:

    I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

    SWF players are still the minority of the whole playbase and sweaty squads are even more rare. But the lying hypocrites will tell you the apparent opposite.

  • @MusicNerd_TC said:

    I just want the devs to balance the game around SWF, buff solos, and buff killers as well.

    You shouldn't be punished for playing with friends, most killers like to use SWF as a scape goat, because they didn't play well.

    this, seriously i try to say this all the time and every time im hit with the "entitled survivor" line

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686853#Comment_1686853

    Quite simple.

    • SWF groups will (once again) face a killer at a minimum rank equal to the highest ranked survivor in the party. This immediately crushes the majority of SWF smurfcomps and means that if they want to smurf, they all have to derank.
    • SWF groups will have their matchmaking rating inflated artificially, proportional to the number of players grouped together (to counterbalance the coordination/communication advantage). Heroes of the Storm did this, and it worked pretty well.

    https://forum.deadbydaylight.com/en/discussion/comment/1686855#Comment_1686855

    Then why did they remove the protections against smurfing and the protections lowbie killers had against it? (Well, I know the answer - these same smurf groups started complaining about queue times and how they couldn't 'teach their lowbie friends the game, just ignore all those perks they have').

    Why is deliberate killer deranking bannable, but survivor deranking isn't?

    Note: survivors still have those protections. Survivors at a certain rank (I think it's yellow and below) will always be matched against a killer lower or equal to that rank. This is how the current smurfcomp works.

    Again - if they were working on fixing this, why would they remove the fixes they had made - with no announcement, chance for discussion or ETA on a replacement?

    question: if you inflated a 4 stacks mmr proportionally to the 4 stack if they all have high mmr levels the queue time would be ridiculously high and i dont think there would be enough players within that mmr range to even be matched with them

    and this is all assuming that mmr can accurately predict skill which we know a computer cant do

  • @Babyyy_Boyy said:

    I don’t know why killer mains want SWF nerfed so badly. You’re literally just having fun with your friends. Not every SWF is a “bully squad” as killers call them, most just want to talk and have fun sometimes even meme. I get I get it, some perks are broken with SWF and comms take over specific perks but if you take away SWF you’ll probably be winning 99% of your killer matches.

    I see this from both sides. SWF is such a novel and expected part of the game you're always going have people defend it. There's gotta be a middle ground, like potentially adding more objectives for killer and survivor to offset willingly going into a stompfest, so the mentality is "Yeah I lost but at least I got to do this." But you have to find something that pleases both sides, doesn't break the core mechanics of the game, or make it too tedious that no one will wanna play. That is not any easy task and no solution will please everyone. But giving it the ol college tryband providing constructive feedback when they try new things is crucial.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686853#Comment_1686853

    Quite simple.

    • SWF groups will (once again) face a killer at a minimum rank equal to the highest ranked survivor in the party. This immediately crushes the majority of SWF smurfcomps and means that if they want to smurf, they all have to derank.
    • SWF groups will have their matchmaking rating inflated artificially, proportional to the number of players grouped together (to counterbalance the coordination/communication advantage). Heroes of the Storm did this, and it worked pretty well.

    https://forum.deadbydaylight.com/en/discussion/comment/1686855#Comment_1686855

    Then why did they remove the protections against smurfing and the protections lowbie killers had against it? (Well, I know the answer - these same smurf groups started complaining about queue times and how they couldn't 'teach their lowbie friends the game, just ignore all those perks they have').

    Why is deliberate killer deranking bannable, but survivor deranking isn't?

    Note: survivors still have those protections. Survivors at a certain rank (I think it's yellow and below) will always be matched against a killer lower or equal to that rank. This is how the current smurfcomp works.

    Again - if they were working on fixing this, why would they remove the fixes they had made - with no announcement, chance for discussion or ETA on a replacement?


    SWF groups will have their matchmaking rating inflated artificially, proportional to the number of players grouped together (to counterbalance the coordination/communication advantage). Heroes of the Storm did this, and it worked pretty well.

    'Ey, that's not a bad idea.

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686772#Comment_1686772

    this, seriously i try to say this all the time and every time im hit with the "entitled survivor" line

    u EnTiTlEd SeWvIvAh mAiN yEr OpInIoN iS iNvAlId1121213122111!!!!!!

  • @Kumnut768 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686772#Comment_1686772

    this, seriously i try to say this all the time and every time im hit with the "entitled survivor" line

    I feel you.

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