SWF are killing this game, prove me wrong.

I completely understand why SWFs were first introduced into the game, but after 4 years they are doing far more harm than good. SWFs make it unfun for killers, who are forced to run the same meta perks in order to have a remote chance against them (aka gen slowing perks, or survivor slowing perks). BHVR decided to nerf one hook moris because it was the easiest method for slowing down a team. Now killers are forced to either 3 gen, slug or camp in order to try and secure a 4k almost every game.

As a result of SWFs, que times for survivors are awful because the 80/20 balance isn't maintained. No one wants to continuously go against SWF teams which is why you will constantly get lower ranks as killer and que times are immediate because no one is playing killer at lower ranks anymore. This is creating a vacuum, and I feel as though it will only get worse. As I play survivor, I see matches where I'm solo que'd against a rank 13 or 14 killer because a 2 man SWF team decided to play with a rank 16.

As both a survivor and killer main, this is extremely frustrating because as a survivor, I'm wondering why my teammate is playing so poorly (not knowing they are new to the game) often times causing us to die because of a mistake that a veteran player could see coming. As a killer, it's frustrating because I always seem to go against the extremely optimized teams, all running BT, Unbreakable, DS and some exhaustion perk only to get gen rushed and depip because I couldn't move as fast as someone could speak on comms.

What I propose is this, either incentivize solo queing i.e. give more BP to solo folks after a match or simply place a debuff on SWF teams, 10% with 2 people, 15% with 3 and 20% with 4. Give killers the chance to slow down the game slightly enough where people no longer need to run the same 12 perks over and over again. If killers can start having more fun with the game rather than stress about each match, not only would new players come to dbd but veteran players I feel would return as well.

Comments

  • SWF in the normal dev intended sense is not the problem, SWF with the full meta and voice-comms who are out to curb stomp any killers they find are the problem

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840647#Comment_1840647

    this doesn't fix anything and will instead just increase the amount of SWFs that play, people would 100% rather face a bigger debuff than play solo and maybe get bebuffed as a solo if they get put with a 2-man / 3-man.

    and to top it off, killer ain't even hard, people are still pushing this idea that killer is as hard as it was 3 years ago and that just isn't the case, people really need to stop thinking they're the best killer in the entire game and that the only reason they lose is SWF, because that isn't it, you're just bad at dbd.

    Your misunderstanding which is fair the concept wasnt well explained. Firstly when you queue as a team a debuff is applied to your team dependant on the number of premades. After which you will be matchmade with remaining players who will not suffer from the penalty.

    This is in preparation for adding more powerful solo players advantages.

    B. Killer is easy is false once you consider that some killers are low tier and succeding on them is nightmarishly hard. Take your clowns and wraiths for example. This is important to acknowledge as blanket killer easy is gonna undermine your point. Yes if you lock in freddy sure its gonna be easy even against swf you have a solid chance of succeding.

    But there needs to be a distinction vs solo and swf play something thats competitive as opposed to just more bp. Otherwise any buff directed at survivor will benefit swf as well as solos unless its aura reading which will undermine a large number of survivor perks.

    They need to be segreagated differences. if you dont have any ideas and are just shooting ideas down how is that in anyway constructed. Think how do you adjust this. Hell make it like the bloodlust experment a two or five day test to see its impact.

  • @Rydog said:

    Proving you wrong, as requested: https://steamcharts.com/app/381210

    Note that the peak player count for the past 30 days is lower. The only reason that the Avg. Player count hasn't dropped more is because BHVR is offering login rewards to artificially inflate their numbers. Even if a player is only engaging with the game once a month or so, or even if they're taking a break due to the state of the game, chances are good that they'll take the time to login and get a free login reward.

    BHVR is using this tactic to keep up appearances. It keeps the corporate suits happy, it convinces new players that the game has a healthy player base, and they use it to (falsely) discount commentary about player loss.

    I haven't played the game in over a month. I entertained the Halloween login rewards, but I've stopped for the advent calendar. Until the game is in a better state, the game is down a killer, and survivor queue times are that much longer.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840647#Comment_1840647

    this doesn't fix anything and will instead just increase the amount of SWFs that play, people would 100% rather face a bigger debuff than play solo and maybe get bebuffed as a solo if they get put with a 2-man / 3-man.

    and to top it off, killer ain't even hard, people are still pushing this idea that killer is as hard as it was 3 years ago and that just isn't the case, people really need to stop thinking they're the best killer in the entire game and that the only reason they lose is SWF, because that isn't it, you're just bad at dbd.

    i dont think anyone is pushing the idea that killer is harder than 3 years ago. They pushing the idea that killer is harder than survivor, and it surly is.

  • @ZAKTAN97 said:

    salve,ma che stai dicendo ? il vero problema non e' il SWF ma il loro stramaledettissimo meta, ultimamente il killer ha subito numerosi depotenziamenti come il ruin, la nurse, il hillbilly, il mori, il pop goes the wisle e il meta del killer e' cambiato moltissimo, invece lo stramaledettissimo meta del sopravvissuto e' sempre lo stesso: il DS, il dead hard, volonta' d' acciaio, tempo prezioso, chiave e il pezzo nuovo(che non ha piu senso visto che si fanno i gen veloci lo stesso).

    Non capisco perche' non cambiano nulla di loro che sembrano quasi immortali, io personalmente ho proprio perso la voglia di giocare il killer che era la mia parte preferita del gioco, adesso sto giocando solo il sopravvissuto con i miei amici e si fanno i generatori ad una velocita' a dir poco mostruosa e ci si diverte come sempre a prendere in giro il povero killer, non vi nascondo che a fine partita quando i miei compagni prendono in giro il killer(che ormai e' diventato un clown depotenziato)io mi faccio sacrificare per regalargli un po' di punti perche' capisco la frustrazione di giocare ed essere preso in giro per tutto il tempo.

    in sostanza il killer o babykiller come lo chiamano la gente che lo prende sempre in giro e' diventato una barzelletta almeno per come lo sto vedendo io quando gioco sia sopravvissuto che killer che ormai gioco solamente per i rituali giornalieri.

    Detto quello che volevo dire un saluto a tutti voi della community e spero che facciano qualcosa per il povero killer.

    Dimenticato troppo l'italiano! Un piacere!

    Thanks for being a fellow respectable survivor player.

  • The problem is. I play with friends 90% of the time. If SWF was no longer allowed, we would all move on to another game.


    I do feel there is too much power there and killers need some generic buff against SWF, and I feel like Non SWF should get the kindred perk as a default effect to balance how bad that scale is.


    Killers should also know when they are facing SWF .

  • Swf isn't killing the game, its the devs refusing to accept the game they made when it was released isn't the game it is now.

    DBD is a team game now, its no longer four solos against a common enemy with a common goal. It is a team game, and the mechanics do not reflect that.

    Since it's a team game now, survivors should win or lose as a team. My idea to fix it without radically changing the game, perks aside, would be to change the killer game play.

    Killers need to hook all four survivors simultaneously. Survivors can remove themselves from hooks, but the time it takes increases the more you "break them". The longer a survivor is injured and more they are chased and the more other survivors are broken the more torment they get. Once they get downed, or broken, their torment is consumed and they will take longer to get down from a hook unassisted. They then need to mend themselves, or be mended to get up injured. Diminishing returns if you focus one survivor and exponential returns the more you cycle through them.

    With this change, killers can be made stronger, gen speeds can be adjusted or even have new goals, and the length of games will grow without bs survivor rule books for killers.

    On top of that since killers are directly rewarded and incentivised to torment other survivors everyone just has a better time.

    The problem is that so many perks and killer powers would likely need to be reworked.

  • Sure - swf has been killing this game for several years now, right.

    No. it's actually kept the game going for several years now. Hate to say it, but without it, the game probably would of died out a long time ago.

  • I literally wouldn't play killer if it wasn't for good teams and swfs. Only thing that is actually a challenge for me to beat these days as killer.

  • If matchmaking worked correctly in the first place, I think it should compensate SWF advantages by giving them higher rank killers.

    Not every SWF is super optimal or good at the game though. I play in a 4-man SWF (Green, purple, red) and usually the killer just kills all of us. Voice chat definitely helps, but it's not an automatic win.

  • if i cant play with my Family . yes Family . we are all out of this game and i think we are not the only ones . if its an only solo games ppl will leave and the game die

  • SWF should not be gone, but it should be a seperate game mode with a different balancing than solo, simple as that. Then you can adjust killers and survivors that both modes are fair and balanced. Since both modes would be balanced, there would be no need for killers to dodge swf.

    But a lot of swf are against a change like that, talking about "being punished for playing with friends", because they simply want to dominate the killer easily.

  • So.. as someone who plays both Survivor and Killer, I can tell you that's quite the opposite. If it wasnt for SWF, I wouldn't even be playing this game anymore. The fact that I can play with friends and joke around with them is the whole fun of DBD.

  • I played as part of a 4 man swf for thw first time in several months. We only had a 4 man escape once against a blight that was clearly trying to derank.

    I think one other game we may have had two get out.

    It's not like it's easy mode with swf. It's easier than solo queue, but killers still have it pretty easy compared to previous iterations of this game.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/215751/swf-are-killing-this-game-prove-me-wrong

    The devs have said the goal is two dead & two escape on average per match, across all ranks. Your personal goal as killer might be to get all 4 (perfectly reasonable btw) but overall they're looking for two.

    Based on their history of changes, imo they resist doing anything that splits the playerbase, hurts queue times, or 'punishes' a side. So directly nurfing anyone in a SWF is unlikely either. Since more that half of all survs are in at least a two-man that's a lot of players to consider in all the ranks.

    I believe we need to keep all of this in mind when making suggestions. To me the method that makes the most sense is to raise the info aspect of solos to something closer to SWF levels, and then balance killers around that. Exactly how to do that is very debatable.

    Over the past few weeks I've been teaming up with friends who are quite new to the game and trying to teach them, mainly because the tutorials are ineffective and solo queue is a nightmare. My personal goal has been to get everyone else out, easier said than done just check out recent vods for that.

    But it helps to remind me we have to consider all players and ranks together.

    This is false, they don't want 2k on average. This is what they said, but it's not true. Every killer have more that 50% of kill rates, so if they wanted 2k they need to nerf every killer, including clown. do you think they'll do it?

  • Toxic players are killing this game, not swf. Prove me wrong.

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