The biggest problem with SWF

The game is balanced around survivors not having information or not being able to communicate. This becomes abundantly clear once you see how many perks simply give survivors information that SWF effectively get for free. I looked through all the survivor perks, and here are the ones that survivors get for free.


1 Point means 1 perk, some perks they get partial credit for due to them doing multiple effects. But here is the list:


  • Boon: Circle of Healing (.5 points) [They know where each other is, so they get the effect of knowing where other survivors are and don't need a "go here" location to heal]
  • Kindred (1 point) [They always know where everyone is and where the killer is]
  • Windows of Opportunity (.5 points) [They communicate where pallets are at, but it isn't perfect so half a point]
  • After care (1 point) [They know where every survivor is at all times]
  • Inner Focus (1 point) [They know where every survivor is at all times]
  • Bond (1 point) [They know where every survivor is at all times]
  • Empathic Connection (1 point) [They know where every survivor is at all times]
  • Empathy (1 point) [They know where every survivor is at all times]
  • Open-Handed (.5 points) [They know where every survivor is at all times and know where the killer is anytime they are spotted by a single survivor, half a point]
  • Wake up! (1 point) [They know where every survivor is at all times]
  • Alert (1 point) [When the killer is chasing a survior, all other survivors know where the killer is]
  • Situational Awareness [They know where every survivor is at all times]
  • Detective's Hunch (.5 points) [They can communicate out where each totem is, so they already have a much easier time finding totems, if 1 survivor spots it, they all know where it is]
  • Counterforce (.25 points) [They can communicate out where totems are, they don't get the cleansing speed and the initial finding of all totems though, quarter point]
  • Dark Sense (1 point) [They generally will almost always know where the killer is unless it is a stealth killer, in which case this perk wouldn't work on that killer anyway]
  • Rookie spirit (.75 points) [Unless the killer kicks a gen out of sight of a survivor, which should be rare, they always know which gens are regressing]
  • Deja Vu (1 point) [They easily know the location of every generator very quickly and can call it out to each other]
  • Plunderer's Instinct (.5 points) [They easily know the location of every chest and can communicate it out, they don't get the rarer item though, half point]
  • Small Game (.75 points) [They can easily communicate out where every totem is, and barring a really hard to find one, probably know where every totem is most of the time, 3 quarter points]
  • Object of Obsession (1 point) [They generally always know where the killer is, they don't get the action speed buff, but they also don't have the killer seeing where they are as the downside, 1 point]
  • Clairvoyance (.5 points) [Once seen, they already know where everything is and can communciate it out to each other]
  • Visionary (1 point) [They already know where all the gens are once one survivor sees them]


This means in total they get 16.75 perks for free on each of them, meaning in total the team gets 67 perks for free. Normally they are allotted 16. Additionally, there are many abilities that SWF gain that even perks can't tell you. They can communicate and coordinate body blocks, hook saves, adrenaline plays, the actual repair % of a gen, as well as what kill it is as soon as one of them spots the killer.

Comments

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/341258/the-biggest-problem-with-swf

    You do realize that even the most efficient swf cant update their current position every 2 sec? Like imagine if you are playing a map that hasnt got very distintive places, like Mcmillan or Red forest, what do you say?

    " I am next to a tree" "There are two rocks close to me" "I am left up of the the five rocks with the torch"

    Do you honestly believe that swf are four guys acting like the radar guy of a submarine?

    It's not only position.

    "My gen is at X%" + "They are coming over with no tr, they have tinkerer"

    "I am in chase at main/killer shack/other recognizable landmark"

    "I am so and so much recovered" (Substitute for buckle up btw)

    "Totem is at X"

    "Shack pallet (or any other significant pallet) is down"

    "Killer has perk X because of tell Y" (Suddenly half the team knows the exact killer loadout. not only the survivor actively in chase or getting ambushed)

    And so on. And half of this stuff isn't exclusive to tryhards but gets communicated subconsciously by even the most casual round that isn't actively talking about fashion, the weather or other stuff.

    Disclaimer: And this is acceptable in any other genre but the asymmetrical one since here only one side can opt for this advantage.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134744#Comment_3134744

    Right because each of your MMR's individually doesn't add up to the benefits you get for playing in a SWF. For example lets say each of you is at the cap at 1800 on your own. You would play against a killer also near 1800, but that doesn't compensate for that fact now that you have all this extra coordination.

    It would be different if you only ever played in a SWF, because that would accurately find your teams MMR. However, when you play on your own, and then play with a SWF. You will find that you still play against the same killer's you do when you are solo, but now they are just easier to deal with.

    I only ever play in a swf. Usually duo, sometimes trio. We have a combined total of 2900 hours as a duo, me with 1300 hours and my friend with 1600 hours. We frequently get killers who aren't very good at the game and have less than 500 hours. Our solo queue teammates usually have less than 100 hours.

    The two of us play equally well without comms because we're good at the game. We know gen locations intuitively, on some maps we know where totems can spawn, we know that the killer can only chase one survivor at a time, we know how to avoid a 3-gen, we know to 99 the gates, we also know not to put all your eggs in one basket.

    There's a lot of gameplay knowledge where we just don't need to communicate certain things, and we benefit from both having started out as killer mains. Knowing in advance what perks the killer has is nice, but very seldom is it game-changing. Knowing the killer's in chase at a specific location just means avoid that location, which you'd probably do anyway if you got close enough to hear a terror radius. Again, not game changing.

    We can't communicate which gate is which, so we usually just 99 both. Knowing shack pallet is down isn't a game-changer either. So really the only thing we coordinate is who's getting an unhook.

  • You can't tell the killers who is a SWF in the lobby, that'll ruin it for casual SWFs just trying to have fun cause they'll get dodged all the time! You know, the ones that love to run the killer into multiple Head On stuns, do full Boil Over/Sabo builds and run RPD offerings, and the ones that run the killer by double lockers and get in the locker so they can get flashlight saves everytime. We're just having a fun time with our friends, bro!

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134721#Comment_3134721

    MMR exists but doesn't even work correctly, if at all. If good swfs played against equally good killers, there wouldn't be so many complaints.

    MMR merely attempts to find you a balanced match. If it fails to do so, you just get whoever's online at the time.

    True. Plus, killer in low mmr is more powerful than survivor and casual swfs, since they got the buffs that were made to even the playing field on high mmr, while low mmr survivors inherited the nerfs directed at high tier swfs.

  • Assuming every SWF plays as if their lives depend on the game. When I used to play with my friends we laughed at people dying too fast to the killer. Not all SWF are sweaty like that, its a minority but its true.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134368#Comment_3134368

    i do not think that would happen. they would simply remove the ability to swf from the game. note I do not believe that swf is inherently imbalanced, but I do think that killer(s) themselves are not balanced around SWF game efficiency. if you had global bond for example, you wouldn't as strong as swf 1:1 but it would be closer, close enough to be acceptable level.

    https://forum.deadbydaylight.com/en/discussion/comment/3134377#Comment_3134377

    I agree with your post more. Killer that are skilled at the game should be able to handle SWF though I'm not certain how you expect wraith to reach high mmr or reach high mmr. that is one of marginal problems. you get reduced killer variety as survivor from a bunch of killers not being too effective.

    When you get into stealth killers and whatnot, it becomes a map issue more than a communication issue. Ghostface actually has a high win rate in comp, but he's always played on Lerys. I'd never play Ghostface on Autohaven if given the choice, solo or SWF. But that's a lobby rework discussion. Totally different can of worms.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134781#Comment_3134781

    It's not only position.

    "My gen is at X%" + "They are coming over with no tr, they have tinkerer"

    "I am in chase at main/killer shack/other recognizable landmark"

    "I am so and so much recovered" (Substitute for buckle up btw)

    "Totem is at X"

    "Shack pallet (or any other significant pallet) is down"

    "Killer has perk X because of tell Y" (Suddenly half the team knows the exact killer loadout. not only the survivor actively in chase or getting ambushed)

    And so on. And half of this stuff isn't exclusive to tryhards but gets communicated subconsciously by even the most casual round that isn't actively talking about fashion, the weather or other stuff.

    Disclaimer: And this is acceptable in any other genre but the asymmetrical one since here only one side can opt for this advantage.

    But that s why dbd is balanced around playing against swf.

    Thats why killer got a massive buff at patch 6.1.0 and surv only got nerfs and 5 sec bt

    Thats why you have longer gen and shorter chases.

    Thats why killers have new strong perks (like blowing a gen from the other side of the map because you hooked someone) while surv receive weak situational perks that barely work outside a combo

    Thats why 60-70% of the surv perk list are garbage.

    You are outraged about information getting leaked to other in swf in a game that clearly gives the killer more than enough advantage to balance this.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134786#Comment_3134786

    But that s why dbd is balanced around playing against swf.

    Thats why killer got a massive buff at patch 6.1.0 and surv only got nerfs and 5 sec bt

    Thats why you have longer gen and shorter chases.

    Thats why killers have new strong perks (like blowing a gen from the other side of the map because you hooked someone) while surv receive weak situational perks that barely work outside a combo

    Thats why 60-70% of the surv perk list are garbage.

    You are outraged about information getting leaked to other in swf in a game that clearly gives the killer more than enough advantage to balance this.

    It was a good attempt, but it's still not good enough.

    Average SWF premades with VOIP are still gonna escape with three survivors in most cases, even if the killer proceeds to hardcore tunneling and even camping.

    You have literally no clue, how much of an impact the provided informations that those SWF premades do receive from each other can have on the match.. Or you're just pretending and using sarcasm in cases when people do disagree with you.

    One silly information, like knowing how much one survivor is revived, where there's still one pallet, how much is one outta seven generators progressed, the way RNG has spawned windows and pallets.. All of those can change the direction and result of the entire match. One silly pallet can be a decisive factor between sacrificing two or just one, and that's a big difference.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/341258/the-biggest-problem-with-swf

    You do realize that even the most efficient swf cant update their current position every 2 sec? Like imagine if you are playing a map that hasnt got very distintive places, like Mcmillan or Red forest, what do you say?

    " I am next to a tree" "There are two rocks close to me" "I am left up of the the five rocks with the torch"

    Do you honestly believe that swf are four guys acting like the radar guy of a submarine?

    Show me a SWF group that coordinates on discord that uses a single perk that gives information.

  • Where does it state that the game is balanced around survivors not having information? Aside from forum opinions being used as a source.

    It isn’t 2016 anymore. You have an array of information perks yourself where it has pretty much nullified stealth/immersion which was also a big part of the game.

    I just can’t agree with that statement anymore considering that killers have wallhacks galore meanwhile still complain about comms.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134990#Comment_3134990

    It was a good attempt, but it's still not good enough.

    Average SWF premades with VOIP are still gonna escape with three survivors in most cases, even if the killer proceeds to hardcore tunneling and even camping.

    You have literally no clue, how much of an impact the provided informations that those SWF premades do receive from each other can have on the match.. Or you're just pretending and using sarcasm in cases when people do disagree with you.

    One silly information, like knowing how much one survivor is revived, where there's still one pallet, how much is one outta seven generators progressed, the way RNG has spawned windows and pallets.. All of those can change the direction and result of the entire match. One silly pallet can be a decisive factor between sacrificing two or just one, and that's a big difference.

    That is very true. You don't need to be a sweat squad to be extremely powerful. People underestimate how powerful a few simple statements can be:


    • I'm being chased by the killer it's a ghost face.
    • Spotted a Hex in shack, killer is chasing me.
    • The killer just stopped chasing me, i'm working the gen in shack, i think he is headed toward main.
    • I'm about to go down, how close is your gen? Almost done. Wait till i go down, i have adrenaline.
  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134377#Comment_3134377

    That's not true, MMR caps at 1900. Which is extremely low. If we equate that to the chess world (MMR for any online game is just a variation on Elo, the ranking system for chess) the top 100 chess players have a rating above 2650, and in most games where elo can't inflate (for example DotA 2 has inflation problems) the top of the top players generally hover around 2400-2500 (chess in the modern era is a bit inflationary now due to engines making most top level games draws).

    Those survivors are not always facing the best killers, they are facing 7-8/10 killers.

    Additionally, matchmaking tries to not make you wait long. So you end up in matches where they are heavily skewed.

    It soft caps at 1700, that was changed from 1900. And the devs have stated on many occasions that it's a very small percentage of the playerbase at the caps. You don't gain a set amount of MMR for every win, assuming you gain any at all. If reaching the cap was trivial, more than 1% of the playerbase would be above 1900

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134781#Comment_3134781

    Show me a SWF group that coordinates on discord that uses a single perk that gives information.

    The reality is that information perks are just not very useful in dbd, regardless you are in swf or solo. I dont say that you cant use them, but generally they dont give you a noticeable advantage.

    Take a look at your original list, look at perks like Wake up, Deja vu, Visionary, rookie spirit, Inner Focus. I havent seen them in months.

    Aside from coh and to a lesser extent kindred and bond, all those perks are not used even in soloQ.

    Plus consider that your regular surv loadout uses:

    One exhaustion perk

    One anti-tunnel perk, like OTR or BT

    Prove thyself

    Random perk

    So any information perk is fighting for the last slot, against perks like Circle of Healing or Build to Last, Vigil. I am not surprised anyone at all uses information perks

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134682#Comment_3134682

    Swfs are not already on sweat mode. A lot of us are just having some fun with friends. That's not sweaty. But a killer bringing 4 slowdowns, plus a red mori, and tunneling is supposedly evening the playing field?

    https://us.v-cdn.net/6030815/uploads/JNU99Y1M2W4G/images-2817-29.jpeg

    -"Swfs are not already on sweat mode. A lot of us are just having some fun with friends."

    Since playing with your friends is what really matters just accept the : no character/perk/item repeat if playing in a SWF.

    That way SWF can't be a bully squad and you cannot stack multiple copies of a perk. With the new UI that I suggest that shows which perks everyone is using it won't even take you long to plan out builds in real time.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134563#Comment_3134563

    I would take them to have the information easily accessible without having to lose time trying to communicate in a foreign language with my teammates. I would take them because I don't know the maps and placement of the tiles perfectly, so there's still a lot of "Where are you ?" "Uh... near main building" "Okay which side?" "I don't know, what's the front and what's the back?" and it takes time to really get where someone is.

    I play on comms (duos and trios) and still use Windows so that I don't have to calculate which pallet was dropped 5 minutes before that I definitely forgot about.

    I still run Kindred to know where people are and estimate if I'm the best person to go for the unhook or if my friend really is closer.

    I still run Alert to know exactly how far the chase is from my position, so I can adapt and not disturb my friend's concentration.

    Before the rework, I still used Dark Sense to know where the killer was, rather than ask and get a "I don't know how to describe where he is but it's somewhere near a tree". Post patch, I still use Dark Sense to counter early mindgames or to hide from the killer safely.

    I still use Small Game because I don't know most of the totem spots, and neither do my friends. Again, if we really tried to communicate to positions, it would go something like this : "Oh I saw a totem" "Where?" "In a jungle gym" "... okay?"

    I still use Deja Vu because I can't find gens on darker maps like Autohaven or on convoluted maps like RPD.

    I don't run Object of Obsession, but I see it mostly used to get attention from the killer and draw aggro, not to know where killer is.

    I still use Plunderer's Instinct when I have a chest tome challenge. It's easier to walk around looking for pink auras than to wait for a friend to maybe happen upon a chest and depend on them to actually describe where it is.

    A lot of the other perks described in the original post are DLC perks that I don't have, so I can't say I run them or know all of their effects. But I can guarantee you that most SWFs, those who play casually and not on a competitive level, still use a lot of these aura perks.

    Because it's still easier than depending on someone's ability to relay any and all information at all times, especially when they could be under pressure and should be focused on their situation rather than lose concentration to try to describe what's happening to others. Especially if english is not their mother tongue and they have to translate mid chase.

    Voice coms give an advantage. That advantage translates to a 15% escape rate over solo queue players.

    Something must change so that the advantage goes to a very small percentage - then nobody will care.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134781#Comment_3134781

    Show me a SWF group that coordinates on discord that uses a single perk that gives information.

    I'm on console, and play exclusively in a swf duo/trio (duo 95% of the time). We share basic information but don't have a callouts system to coordinate locations.

    My build: Medkit, Off the Record, Windows of Opportunity, Situational Awareness and Built to Last.

    My friend's build: Toolbox, Off the Record, Built to Last, Botany Knowledge, Self-Care.

    We have a combined total of around 2900 hours, and comms are mainly used to coordinate unhooks, and complain about tunneling.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134696#Comment_3134696

    -"Swfs are not already on sweat mode. A lot of us are just having some fun with friends."

    Since playing with your friends is what really matters just accept the : no character/perk/item repeat if playing in a SWF.

    That way SWF can't be a bully squad and you cannot stack multiple copies of a perk. With the new UI that I suggest that shows which perks everyone is using it won't even take you long to plan out builds in real time.

    Counter-offer: No character/perk/item repeat on 4-man swf. Not all swfs are a problem and the ones that are use a very precise callout system they've established before the match so that everyone knows what the callouts mean.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134391#Comment_3134391

    When you get into stealth killers and whatnot, it becomes a map issue more than a communication issue. Ghostface actually has a high win rate in comp, but he's always played on Lerys. I'd never play Ghostface on Autohaven if given the choice, solo or SWF. But that's a lobby rework discussion. Totally different can of worms.

    right.... his best map. i think your missing my point. I am saying that weaker killers are unlikely to be effective against strong teams. Like not to use otz's tier-list as like certified list but let's just say clown, freddy and legion. your argument is like saying that killers can only play on like 10% of the maps that are a bit more killer-favored. Like I recon that clown might do a better on lery than say rotten fields or badham.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134786#Comment_3134786

    But that s why dbd is balanced around playing against swf.

    Thats why killer got a massive buff at patch 6.1.0 and surv only got nerfs and 5 sec bt

    Thats why you have longer gen and shorter chases.

    Thats why killers have new strong perks (like blowing a gen from the other side of the map because you hooked someone) while surv receive weak situational perks that barely work outside a combo

    Thats why 60-70% of the surv perk list are garbage.

    You are outraged about information getting leaked to other in swf in a game that clearly gives the killer more than enough advantage to balance this.

    Great argument /s

    If it didn't come 6 years too late.

    The game was never balanced for swf. Always for some spongy middle ground between killer/swf/solo and it still hangs in that gray triangular area, now just a little further away from the solo corner.

    Also, if the game was aiming at a balance between killer and swf then solo would've been buffed with means that don't give swf an additional advantage.

    The only thing that happens all the time is that bhvr blindly buffs and nerfs around the group that they notice at any given moment only for the rest to break and then they try to fix their amateur changes.

  • @Reinami said:

    The game is balanced around survivors not having information or not being able to communicate. This becomes abundantly clear once you see how many perks simply give survivors information that SWF effectively get for free. I looked through all the survivor perks, and here are the ones that survivors get for free.

    1 Point means 1 perk, some perks they get partial credit for due to them doing multiple effects. But here is the list:

    • Boon: Circle of Healing (.5 points) [They know where each other is, so they get the effect of knowing where other survivors are and don't need a "go here" location to heal]
    • Kindred (1 point) [They always know where everyone is and where the killer is]
    • Windows of Opportunity (.5 points) [They communicate where pallets are at, but it isn't perfect so half a point]
    • After care (1 point) [They know where every survivor is at all times]
    • Inner Focus (1 point) [They know where every survivor is at all times]
    • Bond (1 point) [They know where every survivor is at all times]
    • Empathic Connection (1 point) [They know where every survivor is at all times]
    • Empathy (1 point) [They know where every survivor is at all times]
    • Open-Handed (.5 points) [They know where every survivor is at all times and know where the killer is anytime they are spotted by a single survivor, half a point]
    • Wake up! (1 point) [They know where every survivor is at all times]
    • Alert (1 point) [When the killer is chasing a survior, all other survivors know where the killer is]
    • Situational Awareness [They know where every survivor is at all times]
    • Detective's Hunch (.5 points) [They can communicate out where each totem is, so they already have a much easier time finding totems, if 1 survivor spots it, they all know where it is]
    • Counterforce (.25 points) [They can communicate out where totems are, they don't get the cleansing speed and the initial finding of all totems though, quarter point]
    • Dark Sense (1 point) [They generally will almost always know where the killer is unless it is a stealth killer, in which case this perk wouldn't work on that killer anyway]
    • Rookie spirit (.75 points) [Unless the killer kicks a gen out of sight of a survivor, which should be rare, they always know which gens are regressing]
    • Deja Vu (1 point) [They easily know the location of every generator very quickly and can call it out to each other]
    • Plunderer's Instinct (.5 points) [They easily know the location of every chest and can communicate it out, they don't get the rarer item though, half point]
    • Small Game (.75 points) [They can easily communicate out where every totem is, and barring a really hard to find one, probably know where every totem is most of the time, 3 quarter points]
    • Object of Obsession (1 point) [They generally always know where the killer is, they don't get the action speed buff, but they also don't have the killer seeing where they are as the downside, 1 point]
    • Clairvoyance (.5 points) [Once seen, they already know where everything is and can communciate it out to each other]
    • Visionary (1 point) [They already know where all the gens are once one survivor sees them]

    This means in total they get 16.75 perks for free on each of them, meaning in total the team gets 67 perks for free. Normally they are allotted 16. Additionally, there are many abilities that SWF gain that even perks can't tell you. They can communicate and coordinate body blocks, hook saves, adrenaline plays, the actual repair % of a gen, as well as what kill it is as soon as one of them spots the killer.

    You know the game has big problem when SWF comp team is far superior then any killer. Either make some of addons base kit, reduce number of pallets, idk do something, the game is really unbalanced. If you face weak team as killer you win, if you face good team, you lose. It shouldn't be like that, both survivors and killers should have same chance of winning the match, but that is not the case, that's why in comp matches its face camping 24/7 to secure 1 kill, and usually ends on 1.

  • @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/341258/the-biggest-problem-with-swf

    You know the game has big problem when SWF comp team is far superior then any killer. Either make some of addons base kit, reduce number of pallets, idk do something, the game is really unbalanced. If you face weak team as killer you win, if you face good team, you lose. It shouldn't be like that, both survivors and killers should have same chance of winning the match, but that is not the case, that's why in comp matches its face camping 24/7 to secure 1 kill, and usually ends on 1.

    Because dbd is, at it's core, casual. It doesn't have top-down balancing, which means that things like a comp swf requires using something equally busted like Nurse or Blight with their strongest add-ons and perk combos.

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