Suggestion to balance SWF. Comms literally breaks the game in favor of the survivors.

It's a simple and I think healthy suggestion for the game. If the game detects that there are 2 or more players together in a lobby (playing SWF) the killer will not have terror radius nor red mark for those specific players. Why? because since these kind of players potentially play all with comms (the vast majority at least), they can say to each other where the killer is or who, when and where is chasing or when to rescue, etc. This is huge in terms of imbalance since comms is like the best perk you can have in this game, it's like all the info perks combined into one with space for 4 more perks. This is clearly broken as you can imagine.

So in order to give killers an small advantage around these groups the killer should not give info if he approaches to one of these players. This way the horror and surprise factor still exists for them before starting a chase.

The suppression of the red mark for SWF players is mainly to avoid overextending the chases around strong loops, structures, etc because when you loop one of these players you know as killer that the others meanwhile are prioritizing genrush or optimum hook rescue with a single person going to the hook, since the chased person is telling the others that you're busy with him.

This way chases don't last too long for these "op" players, there is still some surprise factor and jump scares for them and killers may even have a couple of free grabs if these survivors are not attentive to their surroundings.


*Of course Spine Chill and Premonition still exists but if they want to run some of these at least they waste a perk slot (and that's already something in terms of balance) also fix or reduce the direction cone for Premonition because the directional sound is broken and doesn't work in most occasions. Reduce also the cooldown for Premonition, Spine Chill is way better and useful because it doesn't have cooldown.

Comments

  • Nope. Once again this is just punishing people for playing with their friends.

    I don't play any better when I'm with my friends, if anything I play worse because we just distract each other.

    See below for more realistic changes.

    @Seraphor said:

    Balance between solo play and SWF is a hugely contentious issue. You can't legitimately 'nerf SWF', because SWF isn't a guaranteed buff in itself. (I play with friends and do far, far worse than I do solo, because we suck at communication and tend to distract each other more than help each other win. But it's more fun, because it's with friends.)

    SWF isn't an instant benefit, or a guaranteed win, it's literally just friends playing together, as the game was designed. SWF can improve your communication capabilities, which can give your team a edge over the killer, but that's only a possibility, not a certainty.

    So no distinct 'nerfs' can ever work, nothing that changes anything numerically, by increasing gen times, or inflating your combined MMR, or anything like that, can work.

    What needs to be done, is the introduction of Quality of Life improvements that benefit solo survivors, but are superfluous to SWF. Things like:

    1. Being able to see each others perk/add-on loadouts in the lobby. SWF can tell each other what they're bringing, or learn what perks their teammates use. If you know that Claudette has Deliverance, then you can leave them to get themselves off the hook, if you know Jake has DS, then you can risk an unsafe hook rescue, etc.
    2. A Ping system in game, that allows you to roughly track where other survivors are. Perhaps a button you can hold down while you're not interacting with anything else, that shows you where other survivors are via a Killer Instinct style heartbeat, giving you a direction, but not an exact location or an aura. SWF can tell each other what area of the map they're in, but solo's never know where their team mates are unless they can see their aura.
    3. A quick-chat function, using a couple of preset messages that you can flag up next to your portrait. "Help me!" "Leave me!" "Killer is nearby!" and "Coast is clear!" perhaps. Maybe Meg is on the hook and you're going in for a rescue, because you can't see Ghost Face anywhere nearby, but then next to Meg's portrait you see "Killer is nearby!" flash up for 5 seconds before it goes on cooldown for 30s.
    4. Some choice perk enhancements, such as:
      1. Head On - when ready, displays the aura of your locker in yellow to any survivors within 16m.
      2. Unbreakable/Soul Guard - when ready, in the dying state, displays your aura in white to survivors.
      3. Deliverance - when ready, on first hook, displays your aura in white to other survivors.
      4. Object of Obsession - when the obsession, when you and the killers auras are revealed to each other for 3s every 30s, your aura is also revealed to other survivors in white. (other survivors will know that the killer can see you, can choose to avoid you)
      5. Red Herring - when a generator is active and displaying a yellow aura to you, it's aura is revealed to other survivors in white.

    (these particular aura colours were chosen for the following reasons; white is the aura colour for survivors to avoid that objective, blocked generators, survivors who don't need your help, while yellow is the aura colour for survivors to investigate or aid in the objective)

    These quality of life additions could award solo survivors similar advantages to some SWF parties, meanwhile none of these improvements would aid SWFs, as they would be able to communicate them more easily via comms.

    Once Solos are on a closer level to SWFs, then Killer buffs to compensate can be considered. This is how you implement a net nerf to SWF while still remaining fair to lesser skilled or lesser coordinated SWF groups.


  • This is absurd. Just give the killer a BP multiplier based on how many people are grouped up.

  • @Seraphor said:

    Nope. Once again this is just punishing people for playing with their friends.

    I don't play any better when I'm with my friends, if anything I play worse because we just distract each other.

    See below for more realistic changes.

    https://forum.deadbydaylight.com/en/discussion/235148/qol-for-solo-survivors

    Sorry but I don't like any of your suggestions. This game was built with no communication in mind, that's the good thing about the game. its core mechanics and coop elements were built around that. If anything, the only one I would see with good eyes would be the quick-chat function, using some preset messages. The other things are not viable for this game without modifying it too much, and at the end, with those changes this game would be and feel completely different. Literally.

    Besides other similar games are being made with all those elements in mind. So if you want those things, I suggest you try them.

  • @YOURFRIEND said:

    This is absurd. Just give the killer a BP multiplier based on how many people are grouped up.

    I thought about this too, but it doesn't solve anything. Although it could be a plus for all the frustration that we, as killers, feel against coordinated SWF groups.

  • @Seraphor said:

    Nope. Once again this is just punishing people for playing with their friends.

    I don't play any better when I'm with my friends, if anything I play worse because we just distract each other.

    See below for more realistic changes.

    https://forum.deadbydaylight.com/en/discussion/235148/qol-for-solo-survivors

    there is nothing wrong with punishing players for playing with friends. Their team is stronger together. they should be punished for that

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587797#Comment_2587797

    there is nothing wrong with punishing players for playing with friends. Their team is stronger together. they should be punished for that

    1. I literally just gave an example that disproves that.

    2. "Oh yeah I would play with you guys but the game sucks as SWF so ######### off."

  • @jmoyano92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587797#Comment_2587797

    Sorry but I don't like any of your suggestions. This game was built with no communication in mind, that's the good thing about the game. its core mechanics and coop elements were built around that. If anything, the only one I would see with good eyes would be the quick-chat function, using some preset messages. The other things are not viable for this game without modifying it too much, and at the end, with those changes this game would be and feel completely different. Literally.

    Besides other similar games are being made with all those elements in mind. So if you want those things, I suggest you try them.

    Voice comms are a fact of life. They're entirely condoned by BHVR, who even provide dedicated SWF channels in their own discord.

    You need to start considering SWF on voice as the baseline for this game. It is a team game.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587855#Comment_2587855

    1. I literally just gave an example that disproves that.

    2. "Oh yeah I would play with you guys but the game sucks as SWF so ######### off."

    1 you don't play better, everyone else does

    2 The point is to make swf suck as much as solo queue, not worse

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587986#Comment_2587986

    1 you don't play better, everyone else does

    2 The point is to make swf suck as much as solo queue, not worse

    Why make SWF suck, when you can make solo not suck?

    Do you want anyone to play the game?

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2587992#Comment_2587992

    Why make SWF suck, when you can make solo not suck?

    Do you want anyone to play the game?

    make swf suck first, then make them both not suck. easy