http://dbd.game/killswitch
Changes that DBD need (solo queue)
Introduction
This is not some kind of a mystery that solo players have low escape rate compared to SWF, which is probably a win in this game, and I don't think that SWF should be nerfed, instead solo players should be buffed.
-How? you may ask
-Give solo survivors more info about the game, without making some already unpopular perks useless.
Because of that, reason behind every change will be "If swf can track it, solo players also should"
1. Totem counter
Pretty simple change, just a small thing to know how many there are totems on the map.
SWF can already count it, but while playing solo you have no clue if your teammates have cleansed some totems
2. Chase indicator
Speaks for itself, this thing kinda already exist, but only with obsession, this change could help immersed claudets to finally leave the corner of the map or some bush, which means huge QoL changes in soloqueue. Indicator is active only while survivor in chase.
3. Making kindred a passive, but with nerf
Kindred is godlike perk for soloqueue, but it wastes a perk slot, and useleff for swf.
So how to nerf it?
1. Killer aura shown only if killer being near the hook for like 20s, not sure about radius but hope you got the idea.
2. Instead of showing survivors auras, it shows only location (like doctor/clown/Infectious Fright/rancor), so you are getting idea where everybody is and that's it.
4. Being able to see teammates perks and items
Remember the situations when your teammate playing with looter build, but you are just opening chest? Or you are hooked and killer nearby, but nobody saving you? Maybe they don't have BT, and with this change you can easily avoid this, and infinitely more situations.
Also it's useful to see if some of your teammates maybe have key or sabo/repair toolbox etc.
Example how could it look, but only with perks
5. Communication window
From Scott's video, to let your teammates know what are you doing, obviously a useful thing.
6. Obsession always should appear
A lot of times when there are no obsession in the game, killers just start tunneling, because there is 100% no DS, so obsession should always be.
End.
What do you guys think about this changes? I think with this changes a the game going to be easier to balance, and overall it's huge QoL change
Comments
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P.S That's all I got from my steam guide, It's not that popular but I really want to discuss about this changes
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I would say most of these can combine into 1 thing, action indicators. Lets have icons next to survivors names like you said with chase, but also including doing totems, doing gens, opening a chest, opening a door etc. This is already basic information people get in SWF and it would even remove the need for a totem counter, which I still agree should be a thing.
I am doubtful about the Kindered one since it is a very strong perk, it makes looping in a 24 meter range from the hook very easy even in SWF and more. Maybe instead let's give survivors on hook to give different warnings.
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All in all amazing ideas that would be a HUGE buff to solo queue.
The only thing that i think is not necessary is the Kindred passive because it wouldn't be needed anyway if we get that communication window.
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Teammates would still find a reason to not do gens though.
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I don't feel solo needs to be buffed so much as swf needs to be brought down. Solo sucks. I will not argue that but the solution starts with randoms getting better. You can give them all the info in the world and they will still find reasons not to use it.
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This, honestly. Most of my lost solo queue games comes not from lack of information, but from people literally just throwing the game.
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These are INCREDIBLE ideas. Scott also had the idea of buffing killer for this scenario (correct me if I'm wrong), and giving Kindred a rework.
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I'm all for this. Give solo survivor a buff that shrinks the disparity between them and SWF, then we can buff Killers accordingly.
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I love most of these ideas. I do know that killer mains don't like the idea of a totem counter or built in obsession but I honestly don't see what's wrong with them.
Obsession means more points for both sides and yes, I know the obsession marker = more info for the survivors when they're being chased but I don't see how it's that big of a problem. If there is no obsession whatsoever a killer is going to tunnel hardcore and everyone knows that.
The totem counter I don't really find issue with. If it's such a big deal then I think it would be cool if they added a perk in the future that allows you to see the number of totems remaining and reward you for cleansing them. Or add the counter feature to Small Game idk there's options with this one.
The passive Kindred I feel is a bit unnecessary.
Honestly if they implemented a communication wheel for survivors it would go such a long way in making solo queue better so I really would want to see that more than anything else.
I LOVE the idea of being able to see your teammates perk builds. This gives you a lot more info than you might think for example being able to see that a teammate has borrowed time so they can go for a save. Stuff like that.
As much as I'm on board with all of this there are still issues that need to be addressed for killer vs swf / gen times etc.
In a perfect world we'd see solo queue and killers get some love together
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If dreams can come true, let's hope the dream of the developers reading this and implementing this into the game comes true.
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It’s easier to remove the obsession from the ds perk.
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Most survivors are bad (myself included) and even if you did boost up solo's to swf you'd get more frustrated seeing more teammates mistakes also how are you going to buff killers since all these buffs do is encourage gen rushing heavily
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I don't think the problem is the lack of information. At this point I'm confident the main problem is the matchmaking. The fact that someone with 1000 hours can be matched with someone as low as 80 is completely ridiculous and can ruin the games. In basically any solo Q games where the survivors are good it's always a fun and balanced game. The reason the kill rate is so high is because most red rank survivors are terrible at the game. Most of what you said is just general game sense stuff that doesn't need an indicator.
I do really like the totem counter though, that needs to be a thing.
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As someone who quit solo I fully agree. The information you provide is only as useful as the person receiving it. A lot of people want to play Rambo in this game, just charge in injured for the farm no BT in front of the killer. Or they want to chase the killer around for 2 minutes waiting for a survivor to go down so they can get the flashlight save but thats 2 minutes wasted generator time. There are people in solo queue that just want to mess about, they don't care for the objective and no amount of information will save these people.
The fact that survivors can bring kindred and still be left to die on 1st hook is all the proof you need.
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They all are good! But we could resume most of them with just a communication and remove the Kindred part. For example:
- Totem Counter: We can say "I have destroyed a totem" and "I found a totem"
- Chase Indicator: We can have messages like "The Killer is near me" and "I'm in a chase"
- Perk Indicator: Since you can only use 4 perks, you will get these messages based in the perks you are using. Let says you have Borrowed Time, Adrenaline, Decisive and We'll Make It, you can have the messages "I have Borrowed Time', "I have We'll Make It", "I have Adrenaline".
So everyone has the option to these information, as a Suvivor, you just need to pay attention. Good Survivors will always be alert to them when someone says something about totem counter or perk indicator.
Example: you and a Ace are running to unhook someone, you see he saying "I have Borrowed Time" but you don't, you NEED to pay attention to the information that the game is giving you and then take your correct decisions, let him unhook. This servers for all kinds of plays.
I guess this makes Survivors more skilled because you are multi-tasking other things, such as looping or doing gens while always alert for informations.
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i like 1,4 and 6
I don't think 2 is a good idea and I think 5 should only work on hook telling whether or not the killer is camping
1: While I would understand if its never added in the game, but i really want it
2: some killer strategy benefit from ending chase early and i fear that knowing at all times if the killer is in a chase will just push more killer toward meta-slaving
3: i dont hate it, because a killer who camp for strategic reasons (near all the remaining objective or hook multiple survivor near each other) wont be affected while actual campers will get punished, the only problem it seems like its too easy to play around for campers
4: for is an absolute must, nothing is more frustrating than having WGMI and nobody lets you unhook
5: i think it should only be for hooks, having communication for everything seems like a bit overkill
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YES. The chase indicator would be huge for solo queue. I love basically all of these changes. The chase indicator in particular seems super useful for solo queue. Seeing perks and items would be helpful too, can't tell you the number of times I've had Deliverance active and I see multiple teammates jump off gens to come rescue me, when I'm just waiting for the killer to get far enough away to yeet myself safely. XD
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