Buffing Solo queue is NOT going to make it better
Just do a little experiment and run Bond + Open Handed in solo queue. No amount of communication or information is going to make the random Meg do a gen over the nearby totem/chest. The main reason why SWFs are better than solo queue is not the comms, but the fact that they did the matchmaking themselves. I play SWFs without comms and its nothing like solo queue
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Is it going to make it equal to SWF? Hell no, that will never happen.
But it would make it better for sure. Game can't fix bad players, they can only give them resources, which currently they don't have. Survivors need some information to make good decisions, if they fail then it's on them.
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Eh, you're right and you're wrong. Low-MMR solo queue is going to suck with anything less than full comms because a lot of players don't know what they should be doing and just having information isn't enough to make them act properly. They won't know what to do with it unless you literally tell them, and even then, they're going to be shaky. You'll also have players that misuse information when it's provided to them - for instance, I run Empathic Connection on one of my main builds, and some players love to use it to dump the killer on my gen when that's just a stupid thing to do all around. It is true that one of the biggest benefits SWF has is the ability to pick their teammates.
But at the same time, information does drastically improve survivor performance - when people can communicate, you don't get survivors assuming someone else is going for the save/handling the box and letting it time out, and you don't get all three survivors abandoning their gens to run across the map and go for it at the same time. It does markedly improve efficiency, even if it can't fix bad teammates and it doesn't go quite enough to the point of comms where you can share your plans verbatim. You can't delegate tasks, sure... but survivors with even average game knowledge will slot themselves into vacant tasks if they know what the others are and aren't doing.
Letting people see each others' perks would also help solo queue immensely - most people would stop running from heals if they knew I could patch them up in 8 seconds, or stop trying to pick me up if I have Unbreakable or Power Struggle, or let me do the saving if I have BT/We'll Make It, or not run behind me to take a hit if they knew I had DS/OTR, or stop trying to heal me if I have Inner Strength, or let me do the chest if I have Ace In The Hole/Pharmacy/Plunderers, or maybe not get mad and sandbag me for being in a locker when I'm trying to Head On... et cetera. It's not strategizing on the same level as being able to communicate plans outright, but people can make far more informed decisions and infer what the other survivor intends to do based on their perks.
Solo queue is never going to be SWF level, but it can be markedly better off than it is now.
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That isn't really the point, though.
Yes, making solo queue feel less obnoxious to play in is a nice benefit of buffing it, but the point is to bring the information exchange closer to SWF for balancing purposes. Balancing both killer and survivor tools is difficult because there are three distinct groups who are all affected by those changes differently, and if those three were merged into just two, it'd all be a lot easier and smoother.
Knowing your teammates are intending to be useful is always going to be the benefit of SWF that cannot be gifted to solo queue, but you can at least know what your teammates are doing and what they brought to the table (wrt perks and such) so you can make decisions accordingly. That's a lot better than nothing.
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I'd say getting more basekit changes would help... but it's Killer basekit that I am talking about
1) Revert the 10 extra charges per Gen... makes it better for new(er) players
2) Increase the base Gen regression to .50... that should (theoretically) lower Camping enough -cause giving Killer players more use out of base regression means less regression perks are being used and gives more reward to spending time to kick Gens
Then perks can be next... cause why not
1) Change all of the regression perks to fit the new base regression... also it'll allow more to be done to regression perks
2) Revert the stun time on DS... cause that was necessary
Then Maps...
Change how: Pallets, Long walls, LT walls and Deadzones are figured in the algorithm
I would say Killer Powers but that may be to much at this point... but yes those as well
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They just need to stop try to buff solo-queue with perk band-aid fixes, no one wants to waste several perk slots just so they can get the slightest bit of information, add some form of communication.
Chat wheel, icons for what that survivor is doing, ect. But every "buff" to solo-queue is normally a perk because they don't give a reasonable buffs, there has been plenty of suggestions that I've seen that would buff solo queue without making swf stronger.
More information would help, just not so much information that you end up becoming an unstoppable force, also it depends how competent your solo team is as well, because sometimes you get good teams, and sometimes you get people that run around with their heads cut off. But this has less to do with solo-queue as a whole and just the terrible MMR, because no one wants to play Survivor anymore, so people have been swapping to kill her which has made killer queue times hell, and survivors just get put with whoever.
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Honstly, I think that depends on just how we are planning to improve SoloQ. An emblem system that allows you to see what the other survivors are doing will definitely not be enough. I recon some kind of notification system to delegate and communicate would definitely help but of course SoloQ will never be equal to SWF.
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Used up two perk slots and is comparing that to getting info for free. 5head
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You're absolutely right about matchmaking. Because it is general misconseption. SWF is not equals tournament team. SWF is just some dudes play together 80% of the time. Main fuzz is that strong players get very much valuable information. Thing is that very few killers that complaining about SWF are actually meet strong SWF teams.
But bond info is still useful if random Meg is used it too. Kindred helps a lot, btw.
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So? This excuse shouldn't be used to not bother helping solo q at all.
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SWF get about 20 information perks for free. That's a huge boost even if they're mediocre players.
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Maybe read before you reply, it would make you look at lot less stupid
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I'm just saying it's not going to magically make solo queue less frustrating. If anything, it will make it more frustrating knowing that that random Meg has the right information and is still too ######### to do a gen
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Nothing about most game balance complaints is actually about game health. its always about "getting mine" to most people.
It takes a lot more effort and insight to consider why each role runs into the issues they do, and the psychology behind why they adapt the way they do. Its much less common to see that kind of perspective instead of just "x thing is always a problem for me specifically, it needs to go!"
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He actually has a point, you said that to prove comms don't make much difference you can
Just do a little experiment and run Bond + Open Handed in solo queue. No amount of communication or information is going to make the random Meg do a gen over the nearby totem/chest. The main reason why SWFs are better than solo queue is not the comms, but the fact that they did the matchmaking themselves. I play SWFs without comms and its nothing like solo queue
Of course that's a terrible experiment because you're running two perks to get information that if you were on comms you'd partly get for free. Also if the Meg was on comms with you then you could be asking her to get on a gen or ask what she was doing which would spur her to get on a gen.
I'm not disagreeing with you that showing auras isn't as good as actually being on comms and directly giving feedback on what's going on. But I guarantee if people in solo queue got Bond and Open Handed -for free- along with four other perks they would have better escape rates.
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You are 100% wrong. For example, if someone goes up on hook having comms or other information would help because the other three players wouldn't stop doing their gens, chests or whatever else they might be doing at the time to go for the unhook. Communication is key to winning any multiplayer game. Just watch any pro tournament. Imagine the chaos that would ensue if they didn't have some form of communication.
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Solo queue was decent when MMR was more strict when it released. With the way MMR is currently working to make killer queues shorter you could make gens take 40 seconds and solo queue would probably still be terrible.
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You are totally not getting why I said to do the experiment. The point of the experiment is to see what your teammates are doing. Which in solo queue is nothing most of the time. No amount of information giving is going to change the fact that the random Meg just doesn't want to sit on gens
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Well yeah, your basically removing the rng of teammates. If I know there are teammates that will actually do necessary actions then I'm not gonna use certain perks and that frees up a lot more individual potential.
Aside from the action icons that were mentioned, I doubt there are many changes that can be done to solo without making swf even stronger.
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Trust me, it's not the huge boost you think it is. Good players aren't reliant on comms, and comms don't make mediocre players better if they're bad at chase.
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being swf does not mean you auto-win the game. there are many weak swf that are not strong. 4 solo players that are bad at the chase will lose faster and get less total gens done.
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still waiting for the devs to make kindred basekit
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