Separating SWF is the only MMR change needed

It's been said over and over, so what else can I add? But here it is anyways.

The sweeping killer victim complex that permeates every single conversation is a result of the targeted efforts of coordinated squads bent on destroying the foundations of the game, and they're always let go with a slap on the wrist.

Boys will be boys they say as they repeatedly mock and exploit every facet of the game. Guess I need a better gaming chair for not immediately letting the last two survivors go free before one of them DC's for hatch.

The change is simple.

GOTTA KEEP EM SEPARATED. Seperate ranking, separate game mode.

Anyone purposely going into a match against fully coordinated squads wouldn't be caught off guard. They'd be prepared. And it would be a fair game.

As for public games, it wouldn't guarantee less sweaty killers, but may relax a bit allowing more flexible builds if they knew survivors weren't all working together through third-party software. And survivors individual skill to assess situations at a glance would be put more to the test.

And if they were separate modes, they could also assess which perks are indeed too weak against such odds all by your lonesome.

Any holes in my logic?

Comments

  • It wouldnt change that the skill difference between red rank survivor is too large. One weak link loses you the game.

    4 good solo survivors are better than an average red rank swf.

    It would fix the sweaty swf problem, but normal swf would get stomped in this playlist. Matchmaking time would be high. There are not enough killer (reason why green rank killer play against red rank survivor) and most of green ranks would play the normal playlist.

  • they should buff solos by giving them SWF resources like VOIP etc.

    Then they can and should balance the game properly.

  • @Chinanumawaaan said:

    they should buff solos by giving them SWF resources like VOIP etc.

    Then they can and should balance the game properly.

    Regular groups will never be on par with a coordinated group. They'll have a strategy already planned out, and will execute it flawlessly. Your dreams of a ragtag group of rejects pulling together to win is a fools paradise.

    Solo's are delusional if they think anything will improve with some mouthbreather with their fan pointed at the mic barking orders like a drill sergeant, then blaming everyone for not following their sagely advice. It'll be end game chat x's 1000. And no voice filter for when they call you a [Bad Word].

    What they could do is change hook mechanics for solo. Eliminate the timer between hooks and allow it to be more forgiving. Facecamping someone who will never go into struggle phase would definitely reduce the number of facecampers. That was a major issue I faced as a solo was single hook deaths.

    We need to think between the lines.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1762749#Comment_1762749

    Regular groups will never be on par with a coordinated group. They'll have a strategy already planned out, and will execute it flawlessly. Your dreams of a ragtag group of rejects pulling together to win is a fools paradise.

    Solo's are delusional if they think anything will improve with some mouthbreather with their fan pointed at the mic barking orders like a drill sergeant, then blaming everyone for not following their sagely advice. It'll be end game chat x's 1000. And no voice filter for when they call you a [Bad Word].

    What they could do is change hook mechanics for solo. Eliminate the timer between hooks and allow it to be more forgiving. Facecamping someone who will never go into struggle phase would definitely reduce the number of facecampers. That was a major issue I faced as a solo was single hook deaths.

    We need to think between the lines.

    If people cant work it out then they will plateau in their respective ranks and be stuck together. The game being balanced means that they will have the tools and resources to succeed if they choose to use them. If they cant work it out from that point on they get left behind for the wolves.

    The game is lackluster at rank 1 survivor because of how little killers can do and how forgiving bad decisions are for survivors.

  • If the devs separated out (or pre-game indicated) a SWF then just about no killer, including me, would knowingly go against them. No bloodpoint or compensation would really change that imo.

    And since about half of all survs are in at least a two-man, queue times for all would soar.

    The devs have been pretty consistent with only implementing changes that do not split the playerbase, punish gaming with friends, or hurt queue times.

    Given that, the only suggestion I think makes sense is to raise solo play to something like SWF level, and then rebalance killers accordingly.

  • Which killer would willingly choose to play against SWF?

    Like seriously?

  • Literally nobody would willingly choose to play against a SWF, leading to a rapid demise of the game.