How to limit swf?

As the latest statistic shows, swf players do have a huge advantage over solo q players. These advantages come from matching builds and roles, voicecall, callouts and coordination.

Aside from comp players there is little that the average killer can do to stop these teams effectivly and the matches become stressfull and annoying very quick.

So when looking at the numbers the game needs a mechanic to even out the field.
The game knows when you play with others so it could apply more generator time per swf player. Another possibility would be to limit how many times certain perks can be used among the swf players (this forces the survivor to use other builds and avoids 4x adren etc).

Limiting the amount of items/add ons could also be a possibility as it really is game breaking to have multiple green toolboxes with brand new parts in a swf squad.

This would not only make the game more fair for everyone but also (and this is my favourite part about this idea) completly remove bully squads from the game.
It simply wouldn't be possible anymore to orchestrate with background player, ds, unbreakable and head on + 4 flash lights and map offering to purposly be toxic towards killers.

One last approach could be to simply tell the killers if he goes up against swf so he can mentally switch into comp mode or just dodge the lobby.

My final thoughts are that it shouldn't be possible to bring map offerings if you play with more then 1 friend. Reducing toxicity and making the game fair again is what it needs in my opinion as it feels quite inbalanced lately.

Comments

  • @Kuris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767781#Comment_3767781

    So would you say the current top outcome for games being a 4K is bad for the health of the game and something to look at?

    are you saying killers should just never be able to 4k? hatch is alredy there btw, so there is enough chances for the last one alive.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767610#Comment_3767610

    Im sorry I may not be coming across how I mean it. To me they have already pretty much done 50/50. If high level 4 mans are at a 48% escape rate then that's pretty close to a 50/50.

    I'm not saying that average matches or players should be the 50/50 as you can't control what random teammates or players will do. Even without the horror aspect coming into play, 60/40 seems fine to me in this regard. Unless they force survivors to play a certain way I don't know how solo queue could ever really change without making survivor too strong.

    I think the 50/50, or even the 48 it was the last we saw, is fine for high level. That's putting high MMR killers, who are probably playing higher tier characters, against high MMR survivors who are actually playing as a team.

    Im also not sure where the 0-1k comes from with this.

    So you all DO understand that the current balancing is closest to "50/50" we can get, good.

    Because i dont understand, on one hand people say "why not balance for 50/50" implying they think the current 60/40 is too killer favored just because the numbers look inbalanced but fail to take the asymmetrical part in the aspect. If we were to apply 50/50 to the same ruleset then the balance simply shifts much mor radically into the survivors favor. Thats where the 0-1k comes from because we have an average killrate at 2.5 right now, its kinda obvious if you lower the killrates and higher the escapes to a 50/50 level, then ofc that means less sacrifices per match. Even if its 1-2k on average that means wins are rare for the killer side.

    Elanos gave a good insight on why it is 60/40 all though i dont get the second part of the post because its contradicting the first one.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765988#Comment_3765988

    You obviously couldn’t stop it on the phones. I think 99% of survivors would willingly stop using Discord because Proximity chat would literally be 1,000 times more fun. They could add something to the game to block discord from popping up and i don’t think it could be called malware at all since you could just use discord without the game being open.

    I'm not sure if you would want to include the Killer in the proximity chat, but when the Killer isn't included there is zero reason for a 4man to use proximity chat instead of discord, and in my experience discord is more comfortable than game chat systems. I don't think including the Killer would be a good Idea, it would just lead to more toxicity.

    For Duos or Trios the people they get matched with might not speak the same language. Sure, everyone talking english might be an option, but I think most people would just prefer to speak their language in a private call and just give occasional call outs to the randoms. Also, usually SWF do talk about more than just the game, I don't think the randoms necessarily want to be involved in that.

    So I don't think people would prefer proximity chat over discord (and toxicity would obv be an issue aswell).

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767782#Comment_3767782

    are you saying killers should just never be able to 4k? hatch is alredy there btw, so there is enough chances for the last one alive.

    No I didn't say that. Inversely, as a horror game, I think the challenge should be on survivors to escape and the killers should be oppressive / intimidating / scary.

  • @Kuris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767989#Comment_3767989

    No I didn't say that. Inversely, as a horror game, I think the challenge should be on survivors to escape and the killers should be oppressive / intimidating / scary.

    but then why are you unhappy with the current 60/40 balancing?

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768003#Comment_3768003

    but then why are you unhappy with the current 60/40 balancing?

    I also didn't say I was. I was questioning the user who said they are.

  • You can't "limit" SWF. Punishing people for playing with their friends is never the answer.

    The overall escape rate for SoloQ is 40.34%, followed by Duos at 40.10%, Trios at 40.56%, and 4-mans at 43.09%. That means that there is, at most, a 3% difference overall. Duos escape 0.24% less than SoloQ, and Trios escape 0.22% more than SoloQ.

    High MMR is where we start noticing a difference, but at that point survivors are basically Seal Team 6, and killers are employing every meta strat and perk to increase their chances of winning.

    If you're someone who plays this game religiously for several hours a day, and wins 90% of the time, then you're probably high MMR. If you lose more than you win, however, you're likely in that middle bracket where you're playing against experienced players who play on a more casual basis. People who play more casually are likely to have a lower MMR than their skill would seemingly indicate.

  • @Kuris said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768004#Comment_3768004

    I also didn't say I was. I was questioning the user who said they are.

    oh XD my bad sorry

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767775#Comment_3767775

    So you all DO understand that the current balancing is closest to "50/50" we can get, good.

    Because i dont understand, on one hand people say "why not balance for 50/50" implying they think the current 60/40 is too killer favored just because the numbers look inbalanced but fail to take the asymmetrical part in the aspect. If we were to apply 50/50 to the same ruleset then the balance simply shifts much mor radically into the survivors favor. Thats where the 0-1k comes from because we have an average killrate at 2.5 right now, its kinda obvious if you lower the killrates and higher the escapes to a 50/50 level, then ofc that means less sacrifices per match. Even if its 1-2k on average that means wins are rare for the killer side.

    Elanos gave a good insight on why it is 60/40 all though i dont get the second part of the post because its contradicting the first one.

    It doesn't mean wins are rare though. It could mean several 3-4ks, several 0-1ks, and a couple 2ks. Or it could be 2ks across the board. It could also mean a bunch of losses for one player but a bunch of wins for another. Balancing out overall to 50%.

    I do agree that what we have with 4 man swf, at top MMR, is pretty close to a 50/50. That's if we go by behaviors stats. Which I am willing to do in this case, though I'd like to see them updated more often.

    They can try things to help out the solo queue experience. I just think while there is only one game mode, and survivors can play how they want, that 60/40 is fine for everything else.

    My issue here is that some people think a 4 man swf, at high MMR, should be brought down to that 60/40 level. When there is no real reason too. The thematic experience is pretty much gone at that point and the scare factor thrown out the window. So being close as it is to a 50/50 balance when both sides are trying their hardest, seems fine to me.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767994#Comment_3767994

    It doesn't mean wins are rare though. It could mean several 3-4ks, several 0-1ks, and a couple 2ks. Or it could be 2ks across the board. It could also mean a bunch of losses for one player but a bunch of wins for another. Balancing out overall to 50%.

    I do agree that what we have with 4 man swf, at top MMR, is pretty close to a 50/50. That's if we go by behaviors stats. Which I am willing to do in this case, though I'd like to see them updated more often.

    They can try things to help out the solo queue experience. I just think while there is only one game mode, and survivors can play how they want, that 60/40 is fine for everything else.

    My issue here is that some people think a 4 man swf, at high MMR, should be brought down to that 60/40 level. When there is no real reason too. The thematic experience is pretty much gone at that point and the scare factor thrown out the window. So being close as it is to a 50/50 balance when both sides are trying their hardest, seems fine to me.

    top mmr SWF is more like a 90/10 than anything, ofc people want it down. But it aint gonna happen anyway, there is no possible way, they would need to make special mmr rules for top 5% mmr but then again people would actually KNOW what mmr they have (roughly at least) and BHVR dont want that either.

  • @LordGlint said:

    The devs are never going to punish people for playing with their friends, or implement changes who's only function would be to promote lobby dodging. You can do all the mental gymnastics you want on claiming it's for balance... but its not happening.

    There's no mental gymnastics. If the only thing stopping solos from crushing most killers is the matchmaking and lack of communication, then clearly swf which auto-includes both is like a super duper advantage.

  • Slow their gens. Others have suggested slowing their healing and stuff too. Just start with the gens. We discovered this years ago, that swf teams who know what they're doing can just hover around the killer, have 1 person on gens, and then as soon as they see they're starting to lose, all hop on the last gen or 2 and escape. The difference in swf and solo gen speed is undeniable. Like I've said, to all the people complaining survivors are "so weak," the only thing stopping solos from achieving swf gen speed is matchmaking. You get 4 survivors who know what they're doing instead of 1-2, you win pretty much automatically. Hence the solution to swf being a gen speed debuff. This is so obvious.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765939#Comment_3765939

    BHVR has said repeatedly they won't punish people for playing with friends. That means no treating them differently from solo players. You can write ten novels about all the different ways you'd like to chain SWF and tie their thumbs back, or even suggestions about gently encouraging playing solo with small BP incentives, but none of it will make it to the game. People are telling you it's not worth discussing for your benefit, so you don't waste time and energy on something that has already been discussed a million times before and simply will not happen. BHVR will not treat solo and SWF differently.

    What BHVR is willing to do is make changes that help solo players without greatly affecting SWF and then go from there. Changes like they did with the HUD, to show what your teammates are doing.

    Be that as it may, they are wrong. And so are the people who gobble that up. A swf debuff is the solution to the "SWF OP" problem. This strategy they're currently using, to buff survivors until solo just does better until they're SWF-level, is not working. At all. It's why you see posts every other day, "Solo teammates, am I right?" You're never gonna give survivor enough buffs to where garbage players perform well, and even if you did, isn't that a bad thing? Matchmaking needs to be fixed, and the balance needs to be fixed, but neither are being addressed. The way you get the devs to address these things is to encourage these discussions, not shout down the handful of people saying it.

  • @Rudjohns said:

    Punish people for playing with friends, step 1 on "how to kill an online game rule book"

    @Shroompy said:

    First of all, it doesn't take a comp player to take out your average SWF. Believe it or not 99% of SWFs arent comp players.

    Second of all, punishing people simply to play with friends is and always will be a bad idea.

    And finally, killers knowing who theyre going against in the lobby already shouldnt be a thing.

    It's not punishing you for playing with friends. It's evening it out, since playing with friends "rewards" you so to speak. Just for playing with friends instead of solo. You get straight-up greater gen and healing efficiency by doing that. It's the killer who bears the punishment. They get, not even harder opponents, but a harder match facing the same opponents, and don't even get told.

  • @drsoontm said:

    How about not doing that?

    Instead of punishing the one survivor mode that works, improve the one that doesn't and buff killers to match.

    I used to favor this balancing strategy, too. But they won't, they refuse to, buff the killers. So survivor's getting all these straight-up increases or "reworks," golden example being DS or Buckle-Up's change, and killers getting their own nerfs or "reworks" of a different kind, like Hag's traps or Pop/Pain Res, but everyone insists survivor always gets weaker and killer always gets stronger. It's really the opposite. Solo can work, as soon as the matchmaking gets fixed. Good survivors vs a good killer? Survivors win 9/10 times. That's why these broken perks survivors use are so strong, because SWF on average has the game sense to abuse them and become invincible. And the killer perks, which they need rather than want, like gen defence, mass aura perks, NOED/Rancor, etc, there's no reason for their getting nerfed. These perks are getting nerfed due to a lack of survivor skill, like of course they think Pain Res is OP because letting go of a gen takes too much thinking power, and these are the same people who completely fall apart as a team if 1 survivor gets hooked. 15-second chases, nobody's on a gen, spend all match healing with no healing perks or items, the works. Killers are a lot more reasonable in their complaints about the survivor meta. 1 DS stun costs you the whole game, with few exceptions. Getting hit by 2, those exceptions go as well. No killer, no matter how skilled or strategy oriented, can survive that disparity in momentum. They'd be playing for the 1k.

    All this to say, because of the devs' refusal to make killer strong, or change up the survivor meta even a little, nerfing swf is 1 direction we could go in to fix the game.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768034#Comment_3768034

    top mmr SWF is more like a 90/10 than anything, ofc people want it down. But it aint gonna happen anyway, there is no possible way, they would need to make special mmr rules for top 5% mmr but then again people would actually KNOW what mmr they have (roughly at least) and BHVR dont want that either.

    Where would you say is the 90/10 coming from though? When I first started playing the game I would've probably called it a 90/10 all day long without even looking for any evidence. But these days I don't really see it that way anymore. I just see good players on both sides and both sides tend to win some/ lose some.

    I think I see it different in that some people see swf as having a huge advantage over solo and I can agree with that part to some extent. What I don't agree with is that 4 man, high MMR swf having an advantage = swf is super strong. It just means they have a better chance than solo but doesn't mean they are going to stomp killers. Both sides can make mistakes and in many instances it may just mean that one side was better than the other or matchmaking went wonky.

    Now, talking about individual killers is a different story. But there's a line between making some killers at high MMR viable, and keeping them fun for everyone else to play as or against. I feel the same way about any top tier swf being matched up against a killer wanting fun but that speaks more on the matchmaking and how it works.

    At the end of the day though this is just what I play and see. I have no way of saying it's the reality of it just like I can't say your 90/10 is wrong. I can go by bhvrs stats but even those have lots of variables that can swing to each side.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768077#Comment_3768077

    Where would you say is the 90/10 coming from though? When I first started playing the game I would've probably called it a 90/10 all day long without even looking for any evidence. But these days I don't really see it that way anymore. I just see good players on both sides and both sides tend to win some/ lose some.

    I think I see it different in that some people see swf as having a huge advantage over solo and I can agree with that part to some extent. What I don't agree with is that 4 man, high MMR swf having an advantage = swf is super strong. It just means they have a better chance than solo but doesn't mean they are going to stomp killers. Both sides can make mistakes and in many instances it may just mean that one side was better than the other or matchmaking went wonky.

    Now, talking about individual killers is a different story. But there's a line between making some killers at high MMR viable, and keeping them fun for everyone else to play as or against. I feel the same way about any top tier swf being matched up against a killer wanting fun but that speaks more on the matchmaking and how it works.

    At the end of the day though this is just what I play and see. I have no way of saying it's the reality of it just like I can't say your 90/10 is wrong. I can go by bhvrs stats but even those have lots of variables that can swing to each side.

    From my own experience, there is 0 you can do as a killer when the 4man swf is communicating your position, even enough when they moderatly point it out they dont have to do it every second. By the time you reach their spot they have alredy started running away, you go back, same on the other side. Thats why i dont believe 4 man swf escape rate is as low as the polls show, but maybe not all 4 mans are communicating like that.

    But it doesnt really matter, swf is to stay anyway and i think the game was in a better state when killers still had some form of slowdown perks, gen speeds are a little bit too fast right now. But its definitly not as bad as couple of years ago

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765950#Comment_3765950

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765968#Comment_3765968

    It's not punishing you for playing with friends. It's evening it out, since playing with friends "rewards" you so to speak. Just for playing with friends instead of solo. You get straight-up greater gen and healing efficiency by doing that. It's the killer who bears the punishment. They get, not even harder opponents, but a harder match facing the same opponents, and don't even get told.

    They never asked to gain the advantages that comes with being in a group, and they certainly dont deserve to be punished for it. If anything Solo Q should try to brought to that level as close as possible, and the game needs to stop being so hand holdy for both sides since a lot of players think theyre a lot better than they actually are.

    Also on a side note, lets say they do implement a debuff. What happens with 2v8? Shouldnt killers also receive a debuff for wanting to play with a friend as well since they get the advantages of doing so?

  • @danielmaster87 said:

    Slow their gens. Others have suggested slowing their healing and stuff too. Just start with the gens. We discovered this years ago, that swf teams who know what they're doing can just hover around the killer, have 1 person on gens, and then as soon as they see they're starting to lose, all hop on the last gen or 2 and escape. The difference in swf and solo gen speed is undeniable. Like I've said, to all the people complaining survivors are "so weak," the only thing stopping solos from achieving swf gen speed is matchmaking. You get 4 survivors who know what they're doing instead of 1-2, you win pretty much automatically. Hence the solution to swf being a gen speed debuff. This is so obvious.

    Penalizing people for playing with their friends is not the solution. It already takes 90 seconds to complete a gen solo. In order to see any meaningful impact, you would need to change that to 120 seconds when playing against a SWF. This would result in kill rates going up across the board, and killers getting some heavy nerfs.

    @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765950#Comment_3765950

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765968#Comment_3765968

    It's not punishing you for playing with friends. It's evening it out, since playing with friends "rewards" you so to speak. Just for playing with friends instead of solo. You get straight-up greater gen and healing efficiency by doing that. It's the killer who bears the punishment. They get, not even harder opponents, but a harder match facing the same opponents, and don't even get told.

    It is punishing people for playing with their friends, though. You're penalizing them on the basis that they are playing with their friends.

    @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768516#Comment_3768516

    From my own experience, there is 0 you can do as a killer when the 4man swf is communicating your position, even enough when they moderatly point it out they dont have to do it every second. By the time you reach their spot they have alredy started running away, you go back, same on the other side. Thats why i dont believe 4 man swf escape rate is as low as the polls show, but maybe not all 4 mans are communicating like that.

    But it doesnt really matter, swf is to stay anyway and i think the game was in a better state when killers still had some form of slowdown perks, gen speeds are a little bit too fast right now. But its definitly not as bad as couple of years ago

    You are free to believe what you want, but the official stats come straight from bhvr themselves. As a reminder, the statistics are global and not isolated to one particular region. A 4-man SWF has an overall escape rate of 43%, which increases to 48% at high MMR.

    Something to note about high MMR is that survivors are not playing casually. They're playing to win. They will employ every means necessary to that end. The same applies to killer. Nobody at high MMR is playing casually. The only thing someone at high MMR cares about is winning.

    I'm a survivor main. I dabble in killer occasionally. I'm in the OCE Region, and games often feel very sweaty on account of the lower population despite being around average MMR. I care more about having a fun experience than I do about winning, and a fun experience for me is simply not being tunneled or camped.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768488#Comment_3768488

    Penalizing people for playing with their friends is not the solution. It already takes 90 seconds to complete a gen solo. In order to see any meaningful impact, you would need to change that to 120 seconds when playing against a SWF. This would result in kill rates going up across the board, and killers getting some heavy nerfs.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768508#Comment_3768508

    It is punishing people for playing with their friends, though. You're penalizing them on the basis that they are playing with their friends.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768695#Comment_3768695

    You are free to believe what you want, but the official stats come straight from bhvr themselves. As a reminder, the statistics are global and not isolated to one particular region. A 4-man SWF has an overall escape rate of 43%, which increases to 48% at high MMR.

    Something to note about high MMR is that survivors are not playing casually. They're playing to win. They will employ every means necessary to that end. The same applies to killer. Nobody at high MMR is playing casually. The only thing someone at high MMR cares about is winning.

    I'm a survivor main. I dabble in killer occasionally. I'm in the OCE Region, and games often feel very sweaty on account of the lower population despite being around average MMR. I care more about having a fun experience than I do about winning, and a fun experience for me is simply not being tunneled or camped.

    and once again, the stats do not tell the full story. and im tired of trying to explain why. I'll just point at skull merchant at this point.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768834#Comment_3768834

    and once again, the stats do not tell the full story. and im tired of trying to explain why. I'll just point at skull merchant at this point.

    But the stats do tell the full story.

    I'll break it down for you. Under the assumption the stats still hold true:

    For the period of June 29 - July 27, there were 714,239 games recorded by Nightlight. Each of those games requires 4 survivors. That gives us 178,559 survivors. Of those survivors, we can reasonably assume that SoloQ and Duos account for at least 75% of that number. There are more 3-man swfs than there are 4-man swfs, so let's say that 3-mans make up 15% of that number, and 4-mans make up 10%.

    That gives us 26,783 and 17,855 survivors respectively. That's 107,135 and 71,423 games respectively. If the escape rate is 42.46%, and 48.30% respectively at high MMR, then that means high MMR trios have escaped 45,639 trials. High MMR 4-mans have escaped 34,497 trials. You would need 223 High MMR SWFs (Note: That's 223 groups of four, for a total of 892 players) to throw just to make a 5% difference.

  • @kosaba11 said:

    I can tell you're a killer main, and a bad one at that, cause there's no way anyone but a bad killer would be upset at people playing with their friends.

    I would say I am a killer main and I am truly terrible. I absolutely want people to be playing with their friends. This is a video game and all. Don't lump all of us terrible killers into the anti-fun crowd! 🤣

  • At this point I don't even know what the argument is for nerfing SWF. The numbers prove that SWF isn't overpowered. I have been around long enough to remember when people said. "If they released high MMR data then it would prove how overpowered SWF is". Then they released high MMR kill rates which showed us that four man SWFs in the current balance LOSE more than they win. Now the goal posts have been moved and the mental gymnastics have gotten even more ridiculous. The most common narrative is that a four man SWF is unbeatable/unfair to the killer. How does this narrative make sense if these teams are losing more games than they win at the highest level of MMR? I could understand the argument if four man SWF had something ridiculous like a 75% escape rate.

  • @For_The_People said:

    What many people think will be discussed when facing a SWF:

    https://us.v-cdn.net/6030815/uploads/EDQ0HUO823DF/img-1818.jpeg

    what most swfs in discord are actually talking about:

    https://us.v-cdn.net/6030815/uploads/4YIQCEU7KKYF/facetune-24-07-2024-10-53-26.jpeg

    Top secret strategy in discord discussions:

    https://us.v-cdn.net/6030815/uploads/AWKAEZESXZVC/img-1822.jpeg

    ..or more likely:

    https://us.v-cdn.net/6030815/uploads/6ULOQQWZX9HJ/facetune-24-07-2024-11-16-04.jpeg

    the reality in many cases is that people who have played solos a long time make in game friends they then play causally and regularly with and sometimes become good friends with and want to continue playing - not to destroy killers with evil plans, but to avoid the pain of solo and laugh and joke with regardless of outcome.

    Hi, I'm writing on behalf of the BBC as part of an initiative with BHVR and their forums to check that all DBD players have TV licenses.

    You cannot escape us.

    They should add a TV license enforcement officer as a killer, those guys are ruthless.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768852#Comment_3768852

    But the stats do tell the full story.

    I'll break it down for you. Under the assumption the stats still hold true:

    For the period of June 29 - July 27, there were 714,239 games recorded by Nightlight. Each of those games requires 4 survivors. That gives us 178,559 survivors. Of those survivors, we can reasonably assume that SoloQ and Duos account for at least 75% of that number. There are more 3-man swfs than there are 4-man swfs, so let's say that 3-mans make up 15% of that number, and 4-mans make up 10%.

    That gives us 26,783 and 17,855 survivors respectively. That's 107,135 and 71,423 games respectively. If the escape rate is 42.46%, and 48.30% respectively at high MMR, then that means high MMR trios have escaped 45,639 trials. High MMR 4-mans have escaped 34,497 trials. You would need 223 High MMR SWFs (Note: That's 223 groups of four, for a total of 892 players) to throw just to make a 5% difference.

    I will also break something down to you.

    Against skull merchant, just hypotheticly speaking because we dont have good enough data (killrates DO NOT tell anything at all) most people give up.

    So if 8 out of 10 survivors just ragequit or give up and let themselves get hooked, skull merchant has an astronomicly high killrate but that doesnt show anything how well or bad she performs in an actual match. People that jump towards killrates are just using it for their own narrative but in reality its just that, a number that tells how many people got killed, it doesnt show how good or bad a match went in general.

    Thats why the MMR is a total failure, an asymettrical game is far more nuanced than Escape vs. Sacrifice.

    Also going by Nightlight stats does not even take every player into account lol.

  • @Grogmeir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766153#Comment_3766153

    I would say I am a killer main and I am truly terrible. I absolutely want people to be playing with their friends. This is a video game and all. Don't lump all of us terrible killers into the anti-fun crowd! 🤣

    My bad. I, too, am not that good a killer - at least in terms of using their abilities. So let me rephrase - one has to be even worse than a bad killer if they're upset at someone playing with their friends.

  • @Pulsar said:

    Uh, we don't do anything because there isn't an issue?

    Even High MMR 4-man SWF's escape less than 50% of the time. Solo Q High MMR is sitting around 43%, which means that there's a 5% difference between the two of them.

    In every other bracket, SWF offers no significant advantage.

    Therefore, I would say we should not punish people for playing with their friends. We get it, some people can't accept a loss and they have to blame it on something other than the fact that it was their own fault, but jeez.

    7% is huge tho, you want less than 5% for it to be considered equal enough and preferably less than 3% difference

  • @Atom7k said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765988#Comment_3765988

    You could check if discord is running but I doubt they would do something this extreme. Proximity chat was never intended because they feared toxicity amongst survivors.
    Well there are still tons of toxic people who then use the after game chat but behaviour pretends toxicity doesn't exist.

    That is installing malware tho. Cheat clients actively inject scripts and code into the server to bypass things, you dont check if a player has that software running, you check if that software is injecting it.

    So no, you cannot ban discord, because guess what? People can just use their phones, or teamspeak, or skype, or use browser based comms. Or people who play on console can have parties where open mic is the default.

    You do not neuter SWF in anyway, there are 5 killers who cannot deal with SWF properly (Myers, Pig, Trapper, Freddy and Doctor, Ghostface used to be here too before his buffs, he aint strong but he can manage). Everyone else has basekit mechanics that aid the killer more against swf than solo. Especially newer killers.

    If you cant manage a swf, then you "abused" some mechanics that are hypersuccesful against soloq (slugging, tunnelling, proxy camping or just 4 gen slowdown perks) but has basically no effect against SWF.

    SWF isnt really much of an issue, some killers just need tiny adjustments to manage (like Doc needs an addon pass and a slightly bigger basekit TR, Myers needs a stalk rework and 2 addons basekit, Trapper needs transparent traps, not dark ones (especially since every floor has been whitened), Pig needs gen slowdown if you are wearing a mask, and Freddy needs teleportation to gens even if they have been finished). But SoloQ, SoloQ cannot handle SM, Unknown, Singu, Knight, Xeno, Twins consistently. And handle doesnt mean win, it means being able to finish 3.5 gens on average.

  • @I_CAME said:

    At this point I don't even know what the argument is for nerfing SWF. The numbers prove that SWF isn't overpowered. I have been around long enough to remember when people said. "If they released high MMR data then it would prove how overpowered SWF is". Then they released high MMR kill rates which showed us that four man SWFs in the current balance LOSE more than they win. Now the goal posts have been moved and the mental gymnastics have gotten even more ridiculous. The most common narrative is that a four man SWF is unbeatable/unfair to the killer. How does this narrative make sense if these teams are losing more games than they win at the highest level of MMR? I could understand the argument if four man SWF had something ridiculous like a 75% escape rate.

    because at the end of the day survivor bad killer good. Survivors are OP in a lot of peoples’ heads, despite what the evidence says. You have people in this conversation saying BHVR’s information is ‘wrong’ and ‘not the full picture’ and trying to illustrate the initial point I made: survivors are OP, they/SWF needs to be nerfed, survivor bad killer good. It’s all the same brain rot.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765932#Comment_3765932

    7% is huge tho, you want less than 5% for it to be considered equal enough and preferably less than 3% difference

    4-Man High MMR SWF's (ie, worst case scenario) escape a grand total of 5% more often than Solo Q.

    Like you said, 5% is equal enough.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768909#Comment_3768909

    I will also break something down to you.

    Against skull merchant, just hypotheticly speaking because we dont have good enough data (killrates DO NOT tell anything at all) most people give up.

    So if 8 out of 10 survivors just ragequit or give up and let themselves get hooked, skull merchant has an astronomicly high killrate but that doesnt show anything how well or bad she performs in an actual match. People that jump towards killrates are just using it for their own narrative but in reality its just that, a number that tells how many people got killed, it doesnt show how good or bad a match went in general.

    Thats why the MMR is a total failure, an asymettrical game is far more nuanced than Escape vs. Sacrifice.

    Also going by Nightlight stats does not even take every player into account lol.

    You believed the escape rate was wrong. I proved it isn't. What you're saying amounts to, "It's wrong because I said so!". Say less, my guy.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769119#Comment_3769119

    4-Man High MMR SWF's (ie, worst case scenario) escape a grand total of 5% more often than Solo Q.

    Like you said, 5% is equal enough.

    image.png

    39% escape rate in solo q high mmr compared to 48% escape rate 4 man swf in high mmr is not 5% more escape rate tho.

    4 man swf in high mmr have a 9% higher escape rate compared to high mmr solo q.

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769183#Comment_3769183

    https://us.v-cdn.net/6030815/uploads/4P00GS3CEYM6/image.png

    39% escape rate in solo q high mmr compared to 48% escape rate 4 man swf in high mmr is not 5% more escape rate tho.

    4 man swf in high mmr have a 9% higher escape rate compared to high mmr solo q.

    I definitely got confused with the 43% and 48% on high mmr SWF.

    Also, that does kinda prove my point.

    Solo Q is so abysmally weak, but even High MMR SWF's aren't doing well.

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769183#Comment_3769183

    https://us.v-cdn.net/6030815/uploads/4P00GS3CEYM6/image.png

    39% escape rate in solo q high mmr compared to 48% escape rate 4 man swf in high mmr is not 5% more escape rate tho.

    4 man swf in high mmr have a 9% higher escape rate compared to high mmr solo q.

    The amount of players in high MMR is so small compared to the overall playerbase that their escape numbers are imo a poor indicator of pretty much anything. Especially 4-mans, which would be the tiniest of the tiniest groups.

    In the vast majority of trials these elite players are not encountered practically at all, and those that do are also those seldom seen epic killers. When the matchmaking functions these sweats should only get these sweats.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766262#Comment_3766262

    Hi, I'm writing on behalf of the BBC as part of an initiative with BHVR and their forums to check that all DBD players have TV licenses.

    You cannot escape us.

    They should add a TV license enforcement officer as a killer, those guys are ruthless.

    extreme measures!! lol

    IMG_7423.jpeg
  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768974#Comment_3768974

    You believed the escape rate was wrong. I proved it isn't. What you're saying amounts to, "It's wrong because I said so!". Say less, my guy.

    Im saying you are interprating things that arent there. You take these little numbers and use them for your argument even though these little numbers dont tell the full story.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769195#Comment_3769195

    The amount of players in high MMR is so small compared to the overall playerbase that their escape numbers are imo a poor indicator of pretty much anything. Especially 4-mans, which would be the tiniest of the tiniest groups.

    In the vast majority of trials these elite players are not encountered practically at all, and those that do are also those seldom seen epic killers. When the matchmaking functions these sweats should only get these sweats.

    well the playerbase is far too small for that sadly.

  • Behavior wouldn’t be able to know who was on a team and who was not. Discord is only one option. The people could be in the same room or on a cellphone call. Ask behavior to make rules against discord user and watch the retaliation. You’re asking for something that’s impossible.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769194#Comment_3769194

    Im saying you are interprating things that arent there. You take these little numbers and use them for your argument even though these little numbers dont tell the full story.

    They do tell the full story, though. What you're saying is that the stats are wrong because they aren't accounting for people giving up, but I just proved that you would need a lot of people giving up to make an impact on the statistics.

    People remember games in which something negative happened far more prominently than they do games in which nothing negative happened. This leads to people believing a problem is more widespread than it actually is.

  • First we need to make people who SWF spawn on the hook, remove their ability to use perks, injured/broken all game, and also remove their ability to run, vault windows and pallets, and complete generators.

    We must banish any people who dare play with their friends.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768909#Comment_3768909

    I will also break something down to you.

    Against skull merchant, just hypotheticly speaking because we dont have good enough data (killrates DO NOT tell anything at all) most people give up.

    So if 8 out of 10 survivors just ragequit or give up and let themselves get hooked, skull merchant has an astronomicly high killrate but that doesnt show anything how well or bad she performs in an actual match. People that jump towards killrates are just using it for their own narrative but in reality its just that, a number that tells how many people got killed, it doesnt show how good or bad a match went in general.

    Thats why the MMR is a total failure, an asymettrical game is far more nuanced than Escape vs. Sacrifice.

    Also going by Nightlight stats does not even take every player into account lol.

    I think you're committing a common mistake with large data sets. Just because one portion of the data set might have a reason that is not the obvious one, does not mean that is true for all portions of the data.

    Why is Skull Merchant have such a high kill rate? Is she that strong? No, people tend to quit against her.

    Why is Doctor so low? Is he that weak? No, probably because he's used to farm Iri shards on Asian servers.

    Why does self-care look like a meta perk despite many players never seeing it? Again, Asia, where it's viewed as meta.

    You need a reason to back up why the data should not be taken at the most straightforward explanation. @Kaitsja breaks down the numbers a little bit, but you would need an unreasonable level of throwing to actually impact the numbers. A few percent? Possible, but unlikely more than that.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769119#Comment_3769119

    4-Man High MMR SWF's (ie, worst case scenario) escape a grand total of 5% more often than Solo Q.

    Like you said, 5% is equal enough.

    Someone else already commented that near 10% difference, but its also honestly such a simple fix:
    Whenever someone is hooked, show all survivor aura's to each other.
    When holding any emote button, trigger survivor instinct(aka, killer instinct, but for survivors) onto your teammates locations. So you have a general sense where they are without needing comms.

    Those changes alone should drop the difference to 5%, which isnt perfect yet, but acceptable

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