allMadhere
allMadhere
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Same. Lol.
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@FeminineSlime I didn't say that all complaints are invalid, in fact I said I've taken multiple breaks because of the complaints I've had. I also didn't say we should just passively accept the state of the game - my point was that complaining without having any suggestions or ideas for resolution is fruitless. I'm not sure if you meant I was telling OP they were stupid (I don't believe I did) but yes, I see complaining without suggestions / requests, to be just as silly as insulting someone for complaining.
If OP was simply asking 'what might be done' then that's fine - I said 'that's fair' twice in my previous reply. I clicked here to respond to "your game has become nigh unplayable" because I am having a different experience. I didn't tell them they were wrong (or stupid).
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@TheProphetsHarbinger Oh I've absolutely taken breaks over the years from this game, when I wasn't having fun or when something else was wrong - I think that's fair. Sorry you aren't having fun (sincerely). BHVR is always updating, and always changing things. The game will never be static. I guess I just don't see much point in all of these posts going 'they really need to change things around here' when it's like... but they are... consistently, always. Dead by Daylight has always been in a state of constant change and adjustment (to the point where I think at times their attempts to appease the mob have actually made things worse).
Your OP said "What can be done about the state of things, if people believe there needs to be something done to begin with?" Sure, fair enough. I just see a lot of people complaining without actually having a clear idea of what would make the (correct / effective) difference for them and their experience.
DbD will never be equal, it's a 4 v 1 game. Even if it were as close to balanced as is possible, people would still complain.
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As I type this there are 42,000 people in game on Steam right now, then there will be tens of thousands in addition on console. Launching the game means people want to play.
Dead by Daylight always has and always will have issues with balance and complaints from the community - it will never stop. It's a 4 v 1 game so it will never feel 'equal' and I'm perfectly okay with that (as are others).
I've been playing since Summer 2017, thousands of hours, and I'm enjoying the game right now. People tend to come to the forums to complain (that's fine, go for it) but it's far less common for people to come into forums to give praise when they're busy enjoying a game. Perhaps even less common, to keep this in mind during discourse.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/3182466#Comment_3182466
I really don't even get why he has it in the first place. Even if he did have a lullaby, why doesn't Blight who can navigate way quicker? I just don't see the point of it all.
Yah I agree. I asked in this thread here, if anyone knew if a reason had been given about the giant terror radius (thinking maybe a dev had commented on it, or it had been mentioned in some notes somewhere). But seems not, unfortunately.
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If your internet connection is bad enough that you are dropping from matches more than a couple of times in one day - then you are ruining the match for 4 other players every time it happens.
You have 2 options in this scenario: get better internet, or play something that doesn't rely so heavily on a good connection and multiplayer-mechanics.
You don't get a 24 hour ban from losing connection just once or twice, no one wants to play with someone who can't even make it through a full match. It's absolutely fair.
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Yah I think it's a poor design choice, I'd like to hear the reasoning behind the decision.
In my opinion, he should just have a lullaby like Huntress and Trickster to indicate he's moving toward you - the giant terror radius seems so pointless.
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3182245#Comment_3182245
If Survivors are gonna cry and insult you every game in every way you play why would you bother playing with them?
This is eventually what happens to dbd Killers leaving the game and the company Has To either bring them back Or make an ai do their job for them
"Why would you bother playing with them?" - I can close the chat window. I can also just decide not to care. Multiplayer games will always have these issues, it's up to me to choose whether or not I participate (and to what extent I engage). Like I said previously "if you don't want a challenge or to play against other humans, there are a plethora of single player games out there for you to explore."
"This is eventually what happens to dbd Killers leaving the game and the company Has To either bring them back Or make an ai do their job for them." - The most recent Resident Evil chapter saw 50,000+ players on Steam alone, who knows how many more on console - without the addition of bots. [I'll also note, the near-constant queue incentive for survivors means that there is currently zero struggle to find killers.]
"Just Refund the Killer mains and send them on their way So they can find a better game to enjoy Cuz this is obviously not a place for someone who wants to Play by his rules." I'm not sure who this 'his' is that you refer to. But you don't get a refund for a product you used and then later changed your mind about. Just go play that 'better game' you mentioned.
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Yes it's self care. I'm (not) surprised they haven't corrected it yet.
People were discussing all the finer details in this thread here.
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Or... just don't take it personally and move on to the next game. It's not like it happens constantly. Some of my favorite moments are when the killer decides to let someone go at the end because they're cute and gifted them a medkit or something. I couldn't care less if it was me or the next guy.
Griefing can happen in all multiplayer games, Dead by Daylight has its fair share of poor and frustrating behavior from players. It's part of the game, we all know this.
If it interferes with your experience to the point where you aren't having fun, then just don't launch the game. "You're making people feel terrible" - nah dude take some personal responsibility. If other people in an online space are "making you feel" any type of way, then you're giving them far too much power over you, and you'll continue wading through misery. I'll never understand people choosing to play a multiplayer game, then getting upset because they can't control the actions of other players.
You do you. But you don't do them.
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3500 hour survivor main here with my 2 cents - I agree (with post title).
It's on me to choose to queue up solo, or queue with others. I rather enjoy solo queue because it feels entirely different, more spooky and immersive. You have to pay more attention to what's going on and constantly make decisions between your own self preservation or helping out the randoms. (Which is why I'm often Dead by Altruism).
I don't think solo queue needs a 'buff' - however, I can see the argument for having some sort of communication system, like a ping wheel or more silent emotes (indicating 'no don't move' or 'I saw something here' etc.). I personally would rather not have such additions, as per my previous statement about spooky solo immersion - but I wouldn't argue against it either.
I think too many people (both survivors and killers) just have an oddly difficult time handling losing. It's really not a big deal. Take the time to learn some better or different strategies, and make sure you are having fun. 'Dead' is in the title of the game, so if I'm dead, it's totally fine GG and GL next :)
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I think it would be fine to add as an option, an addition. Absolutely not as a replacement. This is a multiplayer game, if you don't want a challenge or to play against other humans, there are a plethora of single player games out there for you to explore.
Rather, I think this game would benefit immensely from an endorsement system with rewards.
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@Ghoste @versacefeng the leftover currency is intentional (as is the purchasing of tokens in the first place). They're hoping you'll have feelings of 'sunk cost' and see those tokens sitting there unused, then purchase more so you can spend them. Worst part is - it works, so they keep the prices the way they are.
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I just wish it was a setting in options. 'Chat Filter: On / Off.'
It's completely absurd for many reasons. It's an adult game - torture, murder, blood n' guts = perfectly fine. Naughty words = absolutely not? Then aside from that, the filter doesn't even function properly.
'Rancor' is censored... so is 'Vigil'... 'Butt' is censored, while 'ass' is not.
People have always been able to close the chat window and can still do so, makes no sense to control the language of people who elect to use it.
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It's okay to take a break.
I've been playing DbD since Summer 2017. Sometimes I've taken days, weeks, or even months long breaks from launching this game at all.
If you aren't having fun, don't launch it - BHVR is always working on something, making updates or new content. You might change your mind later. The devs only see 'player count' - so as far as they're concerned, not-launching and uninstalling are the same group of consumers.
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@SirenwithanX said:
This is still Live...... What the flying cupcakes Bhvr.
Compared to all the vitriol this game can bring out in people - reading that did make me laugh.
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If you feel the need to intentionally disconnect from a match more than once a day, then you should uninstall instead.
I also agree with @feechima about balance - yes it's subjective, but it's also an uneven (4 v 1) game by design. DbD will never feel nor be considered 'balanced' (and I'm just fine with that).
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I hear ya'. I have thousands of hours in this game, been playing since 2017. I even have IRL merch from Dead by Daylight.
However, I refuse to pay for any of those cosmetics on principle, never have. They are outrageously overpriced.
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@Nihlus said:
Any of these would be a good idea, really.
Agreed.
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I love corn. Whether from the Entity, the vegetable, or from Jonathan Davis :)
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It's the new 'anonymous' feature that people can turn on / off.
Seen lots of complaints from people, saying how are cheaters / hackers using it supposed to be reported, even with video evidence, if any personal identifying info is then hidden?
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"I feel like we pay the money to play the game, so we shouldn't have to wait..."
So uh... did the other people in the match who you selfishly bailed on not pay for the game?
It's a multiplayer game, if you don't want to have to cooperate with others (and cope with things not going your way) then go play The Sims or something...
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What a very silly typo, hopefully it gets changed.
It is self-care only. I just wanted to chime in here and say, I had only self-care equipped, but healed myself with someone else's COH boon - and I did complete the challenge that way. Just a tip for anyone else who might Google this and end up here as well.
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@Aven_Fallen said:
This is not what incentives are for. Incentives are in the game to give something to players when one role needs more players. And it should help the role with the longer queue times to have shorter queue times. And currently this applies to Killer, they need the incentive on survivor to have better queue times.
If you would give incentives to certain Killers, you will just increase the queue times for every Killer player.
They're not mutually exclusive, though. I think it would be great to have the main-menu incentives as they are now - but then upon choosing to play killer, when you open up the character sheet you would see more bonuses above a few of them, based on their recent low pick rate.
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Big agree from me. I just posted (here) about it recently too. I think it would be great for game health and longevity.
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Everything gets unlocked as if you'd had it all along, once you unlock it. So usually, I will play through a season, and only unlock it if I've actually completed all levels. Then when I pay / unlock it - I get all of the rewards at once!
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3177318#Comment_3177318
Blight and Nurse both have way more reason than he does, by that logic, and they're both 32m.
Agreed. I don't understand why he doesn't have a lullaby (like Huntress and Trickster) instead of the seemingly arbitrary 40m radius.
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@Brokenbones @Lyn yes I can see those points, but it still doesn't explain why they would choose to make the terror radius itself bigger, instead of just giving him an additional lullaby like other killers have.
I made this post because this discussion here, got me thinking about why he is different than every other character. I was wondering specifically if any of the devs or any notes anywhere stated a clear reason behind the difference. It seems to create very poor (or overpowered, comparatively) synergy with any of the perks that are terror-radius based (eg. coulrophobia, distressing etc).
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@Ciabe I can absolutely understand the sentiment of hiding it in order to prevent people from worrying about rank loss etc. - but I do not think that's why BHVR has chosen this current path. They still punish players by taking their pips away even though it has no bearing on rank or matchmaking. If BHVR cared about how players felt (losing status due to poor game choices / outcomes), then de-pip would not be a thing at all. Personally I think they hid their ranking system (while leaving the unnecessary pip system intact) so that people couldn't post / discuss / complain about the disparities in rank they would undoubtedly observe. Queue times are very fast, which I will not complain about, however it is clear that this is because the rank pool is widened instead.
Public statistics would be very nice to see. BHVR's lack of transparency has always been highly frustrating. Obviously the topic of "ranked vs casual" has been discussed to death for many years at this point - I'm not sure how BHVR would implement changes, or what it would mean for queue times and bloodpoint payouts. It's definitely not a discussion that's going to be solved or abandoned any time soon.
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@LeFennecFox said:
I don't know about swf incentives stuff, but it would be nice to understand who was together you can already sort of guess who a swf is just by viewing friends if they're steam before a match.
Yah I agree with people that it would just increase queue-dodging to be able to see SWF before a match, it would only work if it was shown afterward. Although yes, killers absolutely do dodge groups even as it is now; either by guessing based on how they joined the lobby, or through checking Steam.
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Yes agreed! I think you can close the chat window as it is right now (unless they removed that option). If you close the chat window, it should stay closed for the subsequent matches as well.
I really think the bloodweb needs some changes, and soon. I'd also really love an option in settings to a) turn chat filter on / off, and b) audio slider or mute-toggle for the bloodweb (or 'menu audio' in general).
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Very much yes please. I would also be so happy to see some Mori upgrades (Wraith, Trapper).
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I think the skill check speeds are a bit crazy - it's far more difficult to deal with successfully than even Huntress Lullaby, and that's an entire hex requiring a build up of tokens. I think the slowing of healing is fine, though.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3175674#Comment_3175674
"Seems to me though, that we're both aware BHVR doesn't care to make big changes to SWF."
And that's why they won't even give killer extra points for playing against SWF. Your idea isn't new as it was proposed many times in 2016 and several years later.
It's not a big change, though (doesn't interfere with gameplay). People also asked for queue-incentive bonuses years ago - and would ya' look at that, they've gone and done it.
Hence the (timely) intent of my OP.
♪ One of these things is not like the other ♫
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Would be neat if Blood Warden looked different, like big wrought iron gates or jail doors, burning / glowing with the Blight serum coloring.
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Haha very likely would not have noticed that, at least not for a while @TragicSolitude I appreciate the tips thank u :)
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thank you kindly @TragicSolitude I had not noticed there was a pop-up on highlighting
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nvm! - I asked elsewhere and someone helped me :)
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Hey @kizuati this is off topic, hope you don't mind my asking you - I just remember you linked something in your reply, within the text of your response. I tried to figure out how to do that on my own, but it doesn't seem to want to cooperate.
I replied to this thread: https://forum.deadbydaylight.com/en/discussion/345289/bhvr-its-time-do-away-with-de-pipping#latest - but my comment is just showing up with all the markdown instead of converting it...
I tried to link in-line. Is [text](www. link .com) not the correct format?
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Yep a very pertinent topic it seems, one BHVR should definitely take a look at.
It didn't even occur to me until this discussion that I replied to, that people would be changing their playstyles based on the pip system.
I personally have not looked at my pips or emblems once since they disconnected it from rank / matchmaking, I simply do not care. But reading that discussion I linked previously, I realized that there are probably plenty of people who do actually play a certain way to earn that seasonal reward (which I've also personally disregarded).
If it's not used for ranking or matchmaking, there really is zero point to removing pips. Seems like an arbitrary punishment with no effect on gameplay or interactions - aside from potentially encouraging people to play with less sportsmanship than they might choose by default. Which is a supremely unfortunate choice for game health.
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It's the worst chat filter I've ever seen in my life. It's absurd that it's even included in an adult game about torture and murder, in my opinion.
It should just be an option in the settings, to turn it on / off. It's garbage.
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If BHVR trusted their SBMM system to be accurate and effective, then the ranking would be shown to us. If we can't see it, then we can't evaluate or (accurately) criticize it...
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@DBDVulture You can call them an 'alternative' but aside from the non-repeating ideas, they're pretty poorly thought out (eg. an 8 perk killer...) They're an alternative to my ideas in the same way that replacing you car engine is an alternative to cleaning the windshield. Did I give you the impression somehow that my suggestion was meant to rectify all issues with SWF?
The entire purpose of my suggestion was rooted in my observation of how nice the bloodpoints-bonus on the main menu was. Since they recently implemented that, I deduced that it would not take much in the way of time, coding, or possible bugs - for them to then introduce a points bonus for killers facing SWFs.
Your ideas are an overhaul. These requests and complaints have also been parroted for years and years. Like I said before - clearly BHVR does not care to restructure SWF at this time (or in 2021, or in 2020, or in 2019, or in 2018...)
Your points aren't an 'alternative' to my idea, since the points-bonus could occur both with and without your suggested changes. They're not mutually exclusive.
If you feel so passionately, sounds like you should make your own thread. Seems to me though, that we're both aware BHVR doesn't care to make big changes to SWF. I think non-repeating characters and non-repeating SWF perks is a fine idea. But that's not what my OP was about.
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@SuzuKR thank u for the reply
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@SuzuKR no worries, just getting a bit frustrated that no one is responding about my very simple, clear and concise little idea lol. I'm not here to argue about SWF.
Anyone know who I can tag to request a thread be closed? Can't seem to find that info on my own at first glance, thanks :)
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@SuzuKR said:
Letting people avoid SWF is a terrible idea. This is like letting survivors dodge lobby by seeing what killer it is. It’s a part of the game. Face it, or don’t queue up.
Which is why the post says "on the end game leaderboard..."
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@DBDVulture I mean sure keep going off, but all of your comments have very little to do with my OP. I'm not sure why you're arguing with me so vehemently about SWF - why does my opinion matter to you? If you feel so strongly - then go make your own thread about it (not that they don't already exist. Month after month... year after year...) If my idea was implemented -or- if my idea was outright ignored, you do realize that either option still has zero bearing on whether or not SWF issues are addressed right? I don't need any convincing about the pros or cons dude - the devs do.
To you and @EvilSerje (about queue dodging) that's why I noted that the SWF connections would be shown in the end game leaderboard, it would just be a points bonus for after the match is done. Killers dodge lobbies now as it is currently, if they suspect a 4 man SWF anyway.
I didn't post this to argue SWF logistics, clearly I understand and agree that there is an imbalance. My idea was a very minor, easy to implement improvement. I thought of it because I saw how nice the points bonus from the new main menu queue incentive can be, and since they've already added that, it wouldn't be much more difficult for BHVR to add this type of idea as well.
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@Hex_Ignored said:
Swfs should be shown in the post game screen and then the killer should get a nice bp bonus. At the very least 25% bonus bp per swf member
Yes, thinking about it a bit more, seeing the SWF connections pre-match would create a lot of queue dodging. And yah I just threw some numbers out there just to show for example, assuming BHVR would decide the appropriate numbers if something like this were implemented.
I just think it's a small, easy-to-code change, that would improve quality of life (which DbD is always in need of, right).
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When I first played the game back in 2017, my initial assumption (before I'd played much or watched any content) was that the killer spawned into the match, and could see the dull totems. Then they would go choose one and place the hex manually.
It's definitely unfair that a survivor can spawn and cleanse a hex before you can literally even walk to it, doesn't seem right.
Not sure what the correct fix could be. I just don't use hexes (unless on Trapper or Hag).
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@DBDVulture It's absolutely punishment to tell people they only get 50% of the loadout or tools other people get to use, simply because they are playing with friends. It's a multiplayer game. Nothing like that has been or ever will be applied to a multiplayer game.
And sure, I will concede my stance to 'my main issue with SWF is people whining about it' instead. So I won't speak for everyone. People have been waiting 6 years for many things to happen, but it's BHVR and we know how they are. You either play DbD for what it is, take the surveys, and put your money where your mouth is - or you stop playing. (But I will also note, when I say my main issue is the whining, I'm being literal. I don't consider valid criticisms or workable suggestions to be 'whining.')
DbD always has been unbalanced. Even if it were as close to balanced as possible - people would still complain about balance issues because it's a 4 v 1 game. It's uneven by nature (and as a survivor main, I've personally always been of the opinion that killer should feel stronger in a game like this). I do agree that looking at new or low-skill gameplay compared to veteran play is night-and-day, almost like a different game. It's something I explain to anyone new that is considering learning how to play. I think the emblem system gave us our best chance (to date) to make matchmaking more fair, but again, we are just at BHVR's whim right...
I see nothing wrong with listening in on a streamer, SWF or not. It's up to them if they want that to be an option or keep it hidden.
I'll also retract my statement about not being able to adjust SWF. I've actually thought about the non-repeating characters and non-repeating perks bit before, and I think that would be perfectly fair. It would be nice if survivors could see each other's perks in lobby, regardless of this change, as well.
"SWF enthusiasts love to say the only thing that matters is playing with your friends." Acting like playing with friends is not a core aspect of a multiplayer game is short sighted. It might not be the only thing that matters, but it can't just be thrown to the wayside.
It wasn't my intention for this thread to be a discussion or debate about SWF. My suggestion was concise, simple, and easy to implement with very little chance of bugs / light amount of coding required. If nothing else changed, if BHVR addressed no other issues surrounding this - would my idea really not be appreciated? Like you said, people have been waiting 6 years for changes, and they've shown us just how much they care about the topic right? My idea would be a small improvement, in my opinion, and would take little to no effort to implement on BHVR's part. I can't help but feel like your responses are 'I don't want this change unless they fix everything else.'
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3173624#Comment_3173624
Choosing to let a killer not play vs SWF is not reasonable - nor is keeping the game the way it is now.
When playing vs a swf let any solo players pick a cache of 4 perks to use that are selected before the match starts. They only activate in case SWF are in the game and they are not in the SWF.
Let survivors only bring info perks because that is what SWF gives you as a result of being able to talk.
Give the killer any 4 perks they want that they have access to. This will make SWF a disadvantage because you are buffing killer too.
That seems a bit convoluted and I'm not sure I entirely understand what you mean.
I agree that choosing to lock out SWFs from killer queue isn't reasonable (or rather, I would say just isn't feasible). "Nor is keeping the game the way it is now." I disagree with that, though. The game is in its 6th year, SWF has always been a part of it, always will be.
As for your suggestion, do you mean the solo getting paired with the SWF gets 4 extra perks in such a scenario (8 total)?
"Give the killer any 4 perks... you are buffing killer too" - do you mean they get 4 extra perks as well? 8 perk killers? If that's what you mean, then that's just silly and wouldn't work... nor would it ever be implemented.
"This will make SWF a disadvantage" - it sure would, which is why the devs would never do such a thing (and why my idea didn't include any disadvantages). It's a multiplayer game... Who would want to launch a game that punishes you for playing with friends or bringing people into the community?
The only true 'issue' with SWF is the whining about it, which is what my (simple) suggestion was meant to address. No skin off the survivors backs, and makes the killer feel rewarded instead of punished for the extra challenge. Messing around with loadouts and base game mechanics will just make balancing even more difficult, and will continue the cycle of people whining and complaining. This game is 4v1, it's never going to be perfect - but getting extra points for something that feels frustrating would improve the mood / experience.

