CHAT ABOUT THE TABOO SWF NERF! Dead by Daylight



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20 thoughts on “CHAT ABOUT THE TABOO SWF NERF! Dead by Daylight”

  1. Why should we penalize people for playing with friends instead of simply and trivially fixing broken mechanics? Like second chance spam should be removed completely, since survs are complaining about slowdown spam (and are also about to get the fix in a way), why should second chance spam be okay? SWFs should not be nerfed or penalized, all those things that, with good organization, break the game, making the killer's life impossible, should be nerfed.
    If I were working at bhvr, the first thing I would do is put the category "Second Chance Perk" and I would say that using one deactivates all the others. By doing so they are effectively second chances, not second, third, fourth and fifth chances.

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  2. For someone with 10-15k hours on the game I don’t understand your play style. You talk about both sides as well as play both sides but fail to recognize that both sides are highly unbalanced depending on certain matchups. This game is too diverse to have a completely balanced gameplay for both sides regardless of which side you’re on. The killer side is unbalanced with hooking and camping and tunneling survivors out. Gen regression builds that slow the game down to 20 min a match. As well as play styles that fit however the killer wants to play. This match is a pure example of a killer winning using a common build and playing the way he wants to. Still got the 4K and won. Rank and pipping up doesn’t matter to anyone anymore. All that matters is getting X amount of kills.
    I’ve seen your video on the nerf to gen kicks and STBFL and you used it exactly how the devs want to nerf it in this match. You injured the obsession with running behind a rock and letting the chain break and puts the survivor into a mending state. Two health states and you didn’t lose a stack at all???
    You comment that all top tier players use second chance perks like DS and DH and off the record, which I don’t necessarily agree with because most top tier players just want to have fun. It’s not always about surviving and escaping for them because at the end of the day what’s escaping doing for them. Now if you’re talking about the sweats and hardcore survivors that treat this game like it’s the last game on earth and if they die they cry the game is unfair and unbalanced. Or when they escape it boost there ego thinking there the best in the game. Regardless at the end of the day it’s just a game.

    On the survivor side of this topic yes SWF is and will probably always be unbalanced because the devs won’t ever create a negative impact for 2,3, or 4 people from getting in there game and handicapping there game to make it more enjoyable for the killers. I play explicitly survivor and that being SWF. I win games and lose games and it’s fun regardless because it’s just a way to connect with people in the game. Survivors consistently get broken perks and broken metas every time the devs release a new survivor. Killers complain and it gets nerfed. Made for this is a perfect example. Broken from start to finish after it was released and killers complained until it was nerfed into the ground. I don’t even think 1% of players use it at all after the change.

    The game is just a game and you can’t keep holding the thought that the devs will ever have it perfectly and permanently balanced. Because they’ll never stop adding perks to both sides that constantly change the balance of the game.

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  3. I definitely disagree that balanced is the weakest, as long as your a really good survivor and know how to chain tiles and set up for your next move using windows, balanced is the only thing you’ll need. Plus the no sound when you fall is nice to get sneaky hook grabs and if you don’t hold shift after you drop you get a jog-walk that doesn’t leave scratch marks

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  4. I know I commented here already but for your SWF analogy you could say it’s like mashed potatoes then putting gravy on top, for some people it completely ruins the dish, while others love it and even want more sometimes.

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  5. For those who havent been around back in the day, i’d like to remind : originally, dbd was marketed as a solo game, pretty much.
    It was supposed to be a [1+1+1+1]v1 game, not a 4v1. Hence, it had no voip, no grouping and devs were highlighting the importance of using gestures to communicate with teammates (the idea was that you cant talk and yell, cause the killer will hear, duh, thus – gestures)”.

    Killer’s powers and the whole dynamic pretty nuch was also designed with this formula in mind.
    And then suddenly they introduced swfs, while keeping the killer’s game play the same, and thats when huge balancing issues began. Game is not designed for survivors to have perfect coordination via comms.

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  6. Easy ds fix = give the killer a perk that instantly kills a survivor with their own glass shard if they attempt the ds. Then every time they wanna use it – its a 50/50 risk. Seems fair.

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  7. The biggest fallacy this community pushes is the idea that a PvP game doesn't have to be competitive. I'm using competitive in terms of players competing with each other in PvP. It doesn't matter if there is an organized competition scene or not. If the game has any thing resembling a skill cap beyond TIC TAC TOE level, there will be sweats. Devs have to account for that as well as the casual players that don't care so much. PvP = some significant segment of the players caring a lot about being good at the game. True clearly cares. At his play level it's very competitive. At my play level, and lot of the balance issues that affects Tru, simply don't apply to my games because we usually have players making so many mistakes that specific issues simply don't make a noticeable difference.

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  8. They just give survivor way too much information. One example i hate is why tf do survivors get a notification when they're exposed? That kinda ruins the whole point and makes them instantly hide or stay as far away from the killer as possible. Add in SWF and there all on coms relating every move the killer makes between one another. One says "hey, the killers chasing or around me" and the rest of the team go rush as many gens as they can on the other side of the map. If the one your chasing is really good at looping and knows the map, you can lose 3 gens just trying to get that one hook…

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  9. honestly just force swf into a mode. if 3 or 4 ppl swf you can't have the same perks or items. if 3 ppl, the 4th solo can have any perks or items. this alone will balance the game a bit more so you're not dealing with 4 coordinated dead hards or 2 coordinated background players. now a lot of swf already kinda do this themselves. but i think it will help overall.

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