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Gap between SFW and solos

A good SFW team has access to a ton of information.

They can map out the realm by having a prominent structure be "12 'o clock" and refer to any direction on a clock face.

They'll know

  • the location of each other
  • the killer's location
  • who's in chase and where
  • where the injured survivors are
  • which generators are being worked on and which are regressing or almost done or where hex totems were seen
  • have a sort of remote diversion perk
  • etc.

That means they're in a way running bond, empathy, kindred, premonition, spine chill, rookie spirit, open handed, possibly detective's hunch and some others.

Obviously the game is not balanced around survivors having 6 perks in addition to the 4 they actually bring (no to mention that those could be symbinoized like one having dark sense, another having alert, yet another having object of obsession and everyone getting the shared information).


TL:DR: to close the gap a little bit, solos could get one/two additional perk slots that could only be used for information perks. (maybe 2 for solos, 1 for 2-person groups, 0 for 3 and 4 groups). That would mean that having spine chill in one of those slots would only give the information, not the speed boost. So in order to use spine chill with the speed boost it would have to be in one of the four regular slots.

The killers would need a buff to compensate of course. I'm not exactly sure what that would be, maybe having the BBQ aura as base and being able to plow through survivors, e.g. not have a massive killer's path halted or derailed by a frail mortal standing in fornt of them.

Comments

  • STARS_truck
    STARS_truck Member Posts: 74

    It's difficult though because the game is getting balanced for SWF. What about situations when you are the solo with three friends? Or two solos and two friends? Two lobbies of two separate SWFs etc. There would need to be tiers of buffs that would go down depending on how many people were playing together. This is the downside of balancing with SWF you get a complete disparity in gameplay styles and experience. The simplest solution would be to allow optional voice chat to survivors similar to the voip apps SWF use. That comes with it's own problems. It would need to be heard only by survivors and crossmap otherwise it would be worthless. Give an option to turn it off if the menus. The devs have expressed in the past that this contradicts their vision of the game but I think it's the only thing that would give some kind of parity. Everything has its downsides.

    I don't think killers need a buff against solo queue. Giving every killer BBQ aura for free would be absolutely ridiculous.

  • Idontknowtbh
    Idontknowtbh Member Posts: 472

    I think the rework has to be against sweat squads not SWF.

    All sweat squads are SWF, but not all SWF are sweat squads.

    I play with friends, we try builds for memes, for specific challenges, yes we are on coms but not like you described, nowhere near.

    We talk about other games, previous matches, we bet who the killer is going to be and who they're going to get first, we talk about TV and movies, life.

    What you described, apart from defining a sweat squad and not SWF, sounds very boring. Do they get to actually enjoy the game? I putty their souls.

  • STARS_truck
    STARS_truck Member Posts: 74

    When I play with my friends it's pretty similar but it's an advantage that solo don't have. You can go from casual fun to coordinating when needed. You don't even need to be bringing sweaty perks or even bring add ons for it to help. Just knowing "I'll get X off the hook" is instant info that solo doesn't get unless using a perk and even then it's communicated in an inferior way.

  • Idontknowtbh
    Idontknowtbh Member Posts: 472

    Fair, we get caught up and end up finding ourselves at the hooked person sometimes. We are just friends playing together, coms are an advantage, absolutely, but not everyone uses them.

    I casually play with another person that I met on a match, he was the killer, we don't speak the same language so we don't even have coms. We just share the same lobby and send messages after the match about how it went.

    And one of my friends has very bad headphones and we don't hear him half the time. I think we play how we play so our friend doesn't feel like left in the dark, maybe. Or because it's a game and we only want to have fun and talk to each other.

  • JediWithASniper
    JediWithASniper Member Posts: 672

    For one thing, survivors and killers need a trade that is basekit, bbq & chili, and kindred.

    Next, solo q needs generators to be painted different colors based on whether they are a center, mid, or perimeter gen and each has a different reward based on difficulty.

    The balance is about information, comms for everyone is not good for the game, this is not an FPS, and comms destroy the game’s atmosphere.

    I honestly think the new MMR when implemented will fix a lot of these problems.

  • whereismykebab
    whereismykebab Member Posts: 228

    I was thinking that a 3man SWF would get the regular four perks and the solo who's with them would get the two additional information slots to compensate for the lack of information compared to the other three teammates

    Two 2man SWF would get one additional info perk.

    But yeah, I see how it's hard to balance with the difference between a sweat team and a chill team. Sometimes I completely dominate with barely a gen done. Sometimes a gen pops even before I can find the first survivor with whispers walking across the map. So I thought it would be advantageous to provide the tools to solos to be effective and equip the killers with means to deal with that.