Fair and fun solution to SWF problem
Everyone knows, that SWF is not fair. Thanks to their coordination and voice chats, they gain the benefits of several aura reading perks, they can coordinate which perks they bring, they can set their roles (gen-rusher, looper), etc.
Dear devs, you know, and I know it. But what can you do? Deleting it would irritate survivors, which would end up in the drop of the playerbase and your earnings, which are important. Without them you cannot develop this game.
So, deleting it would irritate them, nerfing it probably too. So what now?
This is my idea:
Split the game into two gamemodes.
1) 1 versus 4, 5 generators - The same as it is now, BUT without SWF. What does it mean? It means that ONLY solo survivors can join to the lobby of the killer. They cannot be in SWF
2) 2 versus 6, 9 generators - Yes, 2vs6. "Fight fire with fire", as they say. Let the killer play with his friend in KWF mode (Kill With Friend). In this mode, 2 killers join to the first lobby (the same lobby as SWF has), then they click "Ready" and create the proper lobby, where survivors can join. It would be the only lobby where survivors could play in SWF, and it would be OPTIONAL for solo survivors to join this lobby as well (just and option, in Settings, or in the main menu, which enables the solo survivor to play in 2vs6 lobby). Then, you could limit the teammates in SWF to 3, so there would be maximum of 2 teams of SWF in one lobby (but this is optional).
This would lead to getting rid of SWF problem, splitting the game into 2 separate modes which would be balanced separately.
What are your thoughts?
Comments
Actually, they said "maybe, but not right now".
i love the idea to have a coop killer game mode it could be fun but hard to balance
Actually thats not what they said in the devstream, theres definitely a possibility but in my opinion its the wrong approach
They did say it would cause a lot of problems. From balance to mechanics.
Can nurse be trapped in trappers trap?
How can survivors ever save anyone when one killer chases and one camps the survivor?
To be honest, there are so many balance problems in the original game already, I dont see an issue introducing an additional imbalanced mode.
My opinion to your questions:
Yes nurse should be traped in the trap
The situation is not different to camping in a 1vs4.
It is not so simple as every killer would need animation for getting caught in the trap. Also one of the killer will be the host.
If you have never played killer when you are not the host(possible in KYF) I will tell you that it is unbearable even in the smallest lags.
Those tiny lags you sometimes get when killer is lagging make killer teleport all around the place.
All can be done, the devs just need to want to do it.
While I can agree that a 2v6(or 8) mode would be awesome, I'd just like to see bonuses being introduced to killers who want to face SWFs and then let killers who don't wanna face them Opt-Out.
9 generators are way too much IMO
In the current state of the game, and the possibility to have 4 people working on one gen, while 2 are being chased? Nope, it is not too much.
Now, this was something I also some kind had a thought of, when wondering what modes that would be fun to implement in the game. I'm totally in with this idea. Greatly explained and well thought. I hope the devs will look at this thread.
I honestly like your idea, but there are lots of things that need to be considered, beside the fact that consoles would blow up in a 2v6/8 scenario, also you'd need brand new maps, way bigger than the current ones, it'd be fun but i don't think is goin' to work
Not when a lot of people playing killers are using McDonalds tier wifi. They can barely handle themselves and four survivors, imagine if they also had to host for another 5 players..
Have you forgotten all the complaints from PS4 users about how crappy their experience is? Throw in an extra 4 connections and they'd be lucky to get 2 fps.
They wont be forced to play such a mode. The 1vs4 gamemode will always be an option
Ok but then would you have to put a force lock in that prevents bad connections etc perhaps based upon history from joining? Since you know as well as i do someone with a toaster powered internet is going to try and join that.
If other games, like Battlefield can handle multiple vehicles, destroyable buildings, way bigger maps, and plenty of players, then PS4 can handle 8 players, on a small map without complicated mechanics. They just need to optimalize it.
As to the internet - buy a better, or do not play online games, survivors often have lags and blame killers for it.
By the way,could a dev/mod share his view in this topic?
i would play this gamemode out of SWF if they added coms in-game then i would be fine with this
killers will know which survivors are their targets by the obsession icon being around each player’s icon, the obsession icon will either be orange, to signify your targets, or green, to signify your friend’s targets.
Survivors can hear the entity’s whisper when the killer they are not being targeted by is near, to warn their teammates not to enter the area. Survivors being targeted by the same killer, can see each other’s auras at all times, but not the other two’s.
However, killers can see eachother’s auras at all times and coordinate patrol routes, scratch marks for survivors who are your coop partner’s targets will appear green, but you will not be able to see their player models. You can still hear them and see their scratch marks.
Killers this way can call out the general area of a survivor without knowing their exact location, survivors can also mislead killers by running in one direction, and using the second killer’s inability to spot them as an advantage and crouch in the other direction. Baiting a false trail.
Totems that are inactive will progressively remove the killers’ coop abilities. Orange totems will signify that they will impact your killer, while green totems will signify the other killer. Destroying these totems will one by one disable the ability for killers to see coop partner target scratch marks, and eachother’s auras. Destroying each totem will decrease the effectiveness of coop abilities for the corresponding killer, destroying all totems will remove coop abilities entirely. However, upon this occurring, survivors will lose the ability to see eachother’s auras altogether. And will now leave much more easily traced scratchmarks for their assigned killer to better follow.
And while they chase 1 survivors, there are 5 more working on a gens, so... I do not not know if 2 killers chasing one guy would benefit them so much. It would be definetly more balanced.
While the thing with Decisive would be okay, because well, it is Decisive, people should literally ######### survivors using this broken perk, I agree that there should be max 1 of each killer. 2 Nurses would be weaker, than a good Nurse with a good Doc, because of aura reading etc, in my opinion, and more fun.
I think while Nurse should see the Doc's phantoms, and hear screaming survivors while playing with Doc, she should not see the survivors aura while playing with Freddy, for balance.
Triggered traps, I think, should be seen by other killers as well in my opinion. They are just a stationary cues, not aura reading.
Of course, just like Doc's phantoms - they always face the survivor, and still, it would not be OP, only aura reading like Freddy has would be OP, I think.
Of course, I agree, but... We all know how PTBs work here. If something is not approved by survivors, it won't go through. And that's the issue.
Doctor's strength - Tracking
Oh, ho, ho. . .
Devs should play for themselves on the high ranks in the first place. Now... Look at this, for example -
Look at his level and rank, it is obvious the devs don't even play their own game (maybe besides Not_Queen, but sadly, she has nothing to do with the changes in the game).
McCote has level 19 and is on R16 in his own game. Yet, he is in charge of deciding about balance.
Don't get me wrong, I like that guy, but he is responsible of balance in here, and how can you be responsible for balance, when you play below the R15?
When i look at it in a simplified way...
Mode #1: Lack of Survivors.
Mode #2: Lack of Killers.
Especially the former statement would hold more value, since there's numbers to back it up.
What if we just take a couple killers and lock them in a larger map with 1 or 2 more survivors?
Oh yes
Developers. PLEASE LISTEN TO THE COMMUNITY. Yeah camping a hooked survivor or tunneling is toxic enough but SWF is 10x WORSE. They have their voice chats, they can synergize perks and they can pretty much tell each other where the Killer is, and what they are doing. In the end you end up with 1 flashlight user and 3 Megs looking the same constantly t-bagging or spamming their flashlight. You guys are the ones who wanted the games less toxic too. So please, do something about it. It is ruining my experience with the game.
I got a suggestion thread somewhere about a mandatory "play killer" day for the developers, so that they can enjoy the game they're developing.
I would add, a mandatory "play at R1 as a killer day", maybe every Friday? Would be fun to see it.
Eh, Fridays aren't a good day for it. They'd game, go home and forget. It's better to have it on a Thursday, for example, so they can discuss their experiences together the day after or so.
Just gonna shamelessly drop a link to my post here: https://forum.deadbydaylight.com/en/discussion/11734/lets-play-killer-day-for-the-developers/p1
Hm, if it would be on Thursday, wouldn't it collide with the streams? Maybe Wednesday?
The game isn't very optimized on PC and I hear horror stories about it on console. I can't imagine how a 2 vs 6 mode would run on console.
As I said before, if consoles can handle games like BF, where ~30 players are shooting, driving vehicles and destroying buildings, then consoles can handle 8 players doing basic things as moving, or holding M1. Devs just need to fix the optimalization.
Rank 16.