SWF or premades should be nerfed for balance

a killer plays by himself, hes gotta rely on the information he gets and the perks he brings, just like a regular survivor player, there is no communication, SWFs are often in voice and can coordinate, so even if the killer is undetectable, but one survivor can actually see it and pass that information for other survivors using voice, this is not fair to the killer, as the survivor isnt using in-game means for that advantage, this basically coordinates the SWF, 2 on different gens, telling each other how much % on each gen, luring the killer to desired areas, that they otherwise would not be able to if not in voice..


this is not fair to the killers and not fair to the regular survivor players, this gives a clear advantage to SWF.


create an option for killers to avoid and don't play with SWFs if they don't want to, and those who wants to experience that can check this option.

or give the killer some other benefit for facing a pre-made.


before you start crying about " i like to play with my friends ", well killers wanna enjoy the game too and want a fair game, not a loopsided one.

Comments

  • Bridge the solo q gap and then buff killer to compensate. Clean and simple and literally the easiest fix and what should be done, everyone is happy.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213886#Comment_3213886

    He didn't "nail" anything. All he did was create a false narrative that solo queue is actually fine, and swf needs to be brought down to the level of solo queue.

    Neither of you like swf, you've made that much clear, but don't think people are going to be on board with the idea of punishing them for playing with their friends, and it is punishing them for playing with their friends if you nerf swf.

    The majority of swf are average, at best. They're not calling out their location, the killer's location, how to counter the killer's perks, where not to run to, where a gen they've been pushed off is.

    They're calling out basic stuff ahead of time that you'd find out anyway like who the killer is, what perks they're running or possibly running, whether or not they're on a gen, if shack pallet's gone and if they're going for the rescue or not.

    Your entire argument hinges on the existence of organised comp squads, who are in the extreme minority. You know who else is in the extreme minority? High MMR streamers. They aren't who the game is balanced around.

    DBD is no longer a stealth game. The game as evolved. Times have changed. Solo Queue needs to brought up to the level of SWF. That means things like Basekit Kindred, and HUD Icons that tell them who's doing what. It does not mean putting them on par with the likes of Hens or Oracle.

    How good a swf is comes down to experience, and how well they communicate. So when I say solo queue needs to be brought up to the level of swf, I'm saying they need the same ability to make informed decisions like swf can. The rest is up to how well play.

    Giving out extra perks like candy because of how much information can be relayed at the highest level is absurd. Solo queue doesn't need to be spoonfed wins, and neither does the killer.

    The changes I propose are that solo queue gets a lite version of base kindred that only shows them the killer's aura within 6m, alongside HUD Icons that show who's on a generator, traveling, cleansing/blessing, unhooking, and healing. That distance is on par with Reassurance. Maps can also be reworked to be smaller and have less strong, safe loops.

    These changes don't affect swf. They don't get nerfed, but they also don't get anything out of it since they can already communicate what they're currently doing and whether or not the killer's camping.

    The one area killers need buffs in right now is generators. Kicking generators should be more rewarding. So instead of the current 2.5% kicking a generator removes, which is rather pitiful, it can be increased to 7.5%. That's triple its current value. That, to me at least, is more than a fair exchange.

    If all of this is still not good enough, because tournament this, comp that, then you can agree to disagree. Not that any of this will ever come to fruition with the direction this game is going.

    That being said, I wouldn't mind trading a nerf to toolboxes, the removal of BNP, a rework to Overzealous, Hyperfocus and Prove Thyself if it gets you to agree with my proposed changes.

    -"Neither of you like swf,"

    SWF is fun when you play survivor but makes the game miserable for killer. Likewise playing against bully squads as killer occasionally trains you to always tunnel survivors out of the game. It's the advantage from SWF that causes the problems.


    -"The majority of swf are average, at best. They're not calling out their location"

    There is no way for you to know this. I play with some people who have been playing less than 6 months with under 1000 hours and they did this without any prompt from me.


    "That means things like Basekit Kindred"

    That would be wickedly overpowered if you really stopped and thought about it. But that's not something you are likely to do.


    -"So instead of the current 2.5% kicking a generator removes, which is rather pitiful, it can be increased to 7.5%"

    For kicking generators to rewarding it needs to be something like base kit old Pop with 20% total regression removed for every hook. Or regression needs to be base the same speed as a single survivor. Or kicking a generator makes the generator not able to be repaired for 30 seconds (and this could be buffed with a perk that has no cooldown that adds 30 seconds per kick).

    What you're offering is like if I said killers get Lethal Pursuit base kit and survivors get 7.5% faster chest opening.


    -"Giving out extra perks like candy because of how much information can be relayed at the highest level is absurd."

    Low level SWF give out at least 4 perks worth of information. Players like me give out somewhere between 12-16 perks worth of information. People like Hens call out never ending pings and clock positions for each map/generator - lets just call this 20 perks.


    -"If all of this is still not good enough, because tournament this, comp that, then you can agree to disagree."

    The tournament rules are put in because DBD is incredibly one sided once you get over "medium" skill levels and start playing in a SWF. The reality is that playing in a SWF is not fair to survivors or the killer who is playing solo.

    Imagine for a moment that instead of giving the perks we had the option to increase/decrease the killer's terror radius. Each killer would either increase or decrease their TR as a preset option as part of their loadout. This would do nothing until they go in a SWF game. For each linked person in a SWF the TR would go up or down 25% so that a 40m terror radius would become 60m with a single 2 man SWF and would become 80m basekit vs a 4 man SWF. Or a killer could choose to reduce their terror radius by the same value so that base kit the killer had no TR vs a 4 man SWF. Perks that require a terror radius would use their default radius but it would just make no noise - because the SWF party is required to call out the killer's location.

    This would be a change that makes SWF have a consequence which is one of the things DBD is lacking right now. You turn it on and you are better than playing solo. That's not fair to most people.

  • Note to everyone in this discussion. @DBDVulture is the same person who insists tunneling generators is a thing + the one that said 6.1 patch was survivor-sided, because it nerfed some killer perks.

    Take everything he said with huge grain of salt.

  • @Gandor said:

    Note to everyone in this discussion. @DBDVulture is the same person who insists tunneling generators is a thing + the one that said 6.1 patch was survivor-sided, because it nerfed some killer perks.

    Take everything he said with huge grain of salt.

    He's nothing if not consistent in pushing this narrative that killers are somehow being clowned on constantly.

  • @Gandor said:

    Note to everyone in this discussion. @DBDVulture is the same person who insists tunneling generators is a thing + the one that said 6.1 patch was survivor-sided, because it nerfed some killer perks.

    Take everything he said with huge grain of salt.

    Low tier gameplay was improved by the last patch but it was only made worse at high tiers because the perks that worked against SWF don't work anymore.


    If you disagree it tells me where you are in the rankings.

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