I wish they added solo survivor improvements in the 2022 roadmap.
It's just a bit rough because since they haven't added it to the roadmap, we will likely have to wait some time for more in-game communication options in solo q, which kind of sucks. Have they said anything more about what is happening behind the scenes, or has it been pretty quiet since they talked about bridging the gap between SWF and solo survivor?
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The biggest improvement solo queue needs is for survivors to stop giving up the second things don't go their way, thus ruining the game for their other 3 teammates. You can't patch out entitlement.
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I would love more hud icons, like repairing generators, healing, searching a chest, cleansing totem, etc. Like it is not as extreme as adding kindred, I would surely use it all the time to know what my teammates are up to. Some people said it wouldn't work as teammates wouldn't look at it, but I think it's a great way, without being too extreme, to help out solo q.
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Yeah, but adding more hud options would be a significant step for the people who play normally. I doubt that any fix whatsoever would make people trolling or ruining matches stop; I can't even think of any way or feature to make it happen, maybe adding a kick system where a survivor can kick out a survivor if they see them trolling and replace the person with a bot. Still, even then, that seems too much, as I can see a swf team abusing a feature like that. Though dc bots would be amazing honestly, like idc if it's a dumb bot, any bots would be great. :)
(Plus it would be funny seeing threads of people saying that after a bunch of people dced the bots beat them up, that would be hilarious.)
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Solo Q already got the biggest buff in years with patch 6.1.0
They can add all the icons and information in the world; but it won't stop your prestige 0 meg from going down in the first 10 seconds of the game and rendering it unwinnable
Too bad you can't dip on your potato team with a key anymore; but this will do
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Extra free information would also be yet another buff for SWF, which is what people never seem to understand. Every buff that "closes the gap between solo and swf" also buffs said swf, and the approach is always to then "fix killer later" when said information has a disproportionate effect on half of them. The best part is that it will do nothing to improve the actions of bad players, as kindred has proven multiple times over.
SWF isn't some hive mind, in order to convey information people need to communicate. The more info they get for free without needing to communicate multiple things simultaneously, they're still getting buffed as well. Not only that, but the core problem with solo queue is having to leave a significant portion of your agency in the hands of completely unknown players, which that type of information does nothing to improve. You can't make anyone play the way you want, and you can already deduce most of that information without needing to be spoonfed it.
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You failed to explain how added information which SWF-Teams already have would be a buff to them. Let alone that communication is not even the main strength of SWFs.
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My option for that would be give swfs the solo buffs, but if you sign up as a duo your heal,repair/cleanse speed is slowed by "x%" more % for a trio and a quad.
But why should i penalised for playing with my friends, because you and your friends mess with the games balance.
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Because there is a difference between having information visually accessible on demand vs having to keep calling out back and forth, let alone the discordance that gets caused by multiple people trying to convey multiple pieces of information at the same time. Did that honestly need explaining?
Which becomes a nerf to casual SWFs, who are the ones who don't need any nerfs and are usually just friends messing around as opposed to sweat team 6. They're the closest to legimitate usage of SWF in the game, and punishing them unfairly is a bad move. You need to focus on the potential of swfs in addressing them, not their average use. There are plenty of solo players who outperform casual SWFs by a landslide, while simultaneously taking advantage of far more oversights in the game's design.
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"Because there is a difference between having information visually accessible on demand vs having to keep calling out back and forth, let alone the discordance that gets caused by multiple people trying to convey multiple pieces of information at the same time. Did that honestly need explaining?"
If the SWF is that uncoordinated that they are talking over each other constantly, they are not really a problem, lol. Whenever someone mentions communication they always refer to some tournament squads who divide the Map into Tiles and give precise callouts, while in reality, nobody plays like that.
Icons would do nothing for SWFs. Because you can easily coordinate as SWF if someone is on a Gen or who is going for a Unhook as an example.
And it would not bring Solos to SWF-Level either, because the main strength of SWF is filtering out bad players. Even with Icons you can have 1 person on the Hook, 1 in chase (visualized by an Icon), 1 on a Gen (visualized by an Icon) and would still have the Meg self-care in a Corner, even if she knows that nobody is going for the Unhook.
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You can feel free to agree to disagree without being so disingenuous. I never even claimed it would bring solos to swf level, only said that style of approach generally gives buffs to swfs and solos without separating the two. You can feel free to disagree with the degree of value present but to call it non-existent is just pointless arguing. My point once again is that you don't need to be spoonfed that information when good players can already get it fairly accurately through deductive reasoning.
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Where do you draw the line, we cant have any sense of balance by bringing in more variables. Have a hardcore swf opt in so you get a handicap but more rewards?
Oh were a casual swf in it for the memes but we still want to have the advantage but no penalty. You can't just have your cake all the time.
At the end of the day you know who suffers the most from swfs? Solo's, they can't have a nice boil over, because some swf wants to sit upstairs in rpd using the perk to the extreme, so now solo players who use it as intended get penalised.
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You're focusing on the worst case and applying it to all cases, instead of addressing just the worst case. For every group that was abusing boil over or healing faster than the killer could swing in the boon PTB, there are streamers who are doing a collab with their friends and reading chat while on gens. You have to "draw the line" by tackling what actual advantages SWF provides over solos in how they can and are abused, the oversights that such a system allows to be exploited. As was posited in the previous posts, that isn't just the ability to communicate in general.
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Solo's could use the free discord and that would fix the communication issue, will solo play suddenly become better? Nope.
Again streamers and swfs could do all that on KYF, give bp for it and bang same game, you get to play with your friends, and you don't impact solo queue.
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Why are you conflating my argument? I literally already stated:
the core problem with solo queue is having to leave a significant portion of your agency in the hands of completely unknown players, which that type of information does nothing to improve.
You're just trying to find things to argue with. I honestly have no idea what you're trying to convey with that kyf comment. If KYF gave BP people would just use it to farm nonstop instead of actually putting up with most of the unbalanced garbage in the game as much as they do, and the devs are well aware of how bad an idea it is to split their queues even regarding just opting in regarding SWF at all.
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Every swf defender i see on here is just a casual who wants to play with their friends.
KYF allows you to do that, its literally in the title. Queues would be fine, solo's would have better games so they'll play more, Killers wont run into sweat team 6 or meme teams abusing perks.
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I'm so sick of seeing killer mains acting like this game isn't completely in their favor! Even if you do run into a SWF it's one damn match you lost!
Playing Survivor is beyond miserable and you can literally lose 10 or more games in a row. No killer player is losing that much and it's so disgusting seeing them all complain constantly about SWF!
If Solo wasn't such a miserable experience people wouldn't be forming so many SWFs just to have a chance at a fair match up!
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Playing both killer and solo survivor, your bias is showing.
Killer games can be that miserable, facing SWF after SWF where you get barely any hooks.
Meanwhile my solo survivor games lately have been fine. Decent amount of escapes, and even if I don't someone usually does.
That's not to say solo survivor isn't desperately in need to QoL improvements, but the situation isn't as dire as people like to claim, and if it is, you're probably not a very good solo survivor.
Latest stats showed that solo survivors escaped about 15% less than SWF, which is still within the "2K average" bracket.
Playing solo survivor requires a different attitude to SWF, you need to play more cautiously and strategically, and be aware of how the killer might find you, because you don't have team mates to fall back on if you get yourself caught.
Decent killer players make better solo survivors, because they know how 'they' would find someone.
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Can we get like 2 game modes, pls?
One in which survivors get all the HUD information of what their teammates do and another one with no HUD at all.
We could test it for a month or two and see how it goes.
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The best part is that it will do nothing to improve the actions of bad players, as kindred has proven multiple times over.
its not suppose improve bad players. Information is only as good for as well as you use it. Window of opportunity and Kindred have among highest usage rates because they bridge soloq and SWF. A bad player using kindred is still going to lose regardless of using these perks just like casual swf have little impact on the overall escape rate. player that play survivor poorly do not have a high-escape. Its just common sense.
And it would not bring Solos to SWF-Level either, because the main strength of SWF is filtering out bad players.
MMR already filters bad players out. Playing killer before MMR was playing matches that were 2/10 in difficulty. Now the difficult is around 7-8/10. I would say it is opposite because vast majority of SWF are casual SWF that are not doing much better then solo survivors. As peanut stated, there is no much difference between low to middle swf. The only significant escape difference they noticed were from higher-level MMR survivor players when playing a swf.
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That is hilarious you say my bias is showing while clearly showing your own. Killers are not facing SWF after SWF and barely getting hooks.
I have 1,400 hours in the game and regularly get prestige 80 to 100 teammates in my solo Q games and more often than not the team still gets 4ked.
Get off your high horse and quit trying to hide that you clearly play more killer than survivor and have no idea what you're talking about.
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As a killer my thinking has been that solo players should get a slight buff, not that swf players should get a nerf. 🤷♂️
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I agree, thank you for being civil and reasonable. As a mostly Solo player I don't want SWFs to get buffed either.
I've seen plenty of streamers playing with their chat or friends and all they do is talk trash and try to show off and then complain so hard when it backfires or they get outplayed. I can totally see that being the majority of SWFs too.
I really wish there were more decent human beings playing this game but people have always been vile, especially when they can hide behind a screen and not have to face any consequences for their actions.
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1000% this perfectly worded. word BY word. but will devs do something about it?! On the contrary!!! they nerf perks and gameplay because swf are too strong. lol. they can't fix this game. it's a mess. too many perks, too many whiny ass killer mains. and still complaining btw
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The game needs solo q improvements, like better ways to handle frequent rage quitters, and better ways to handle anti-team survivors that frequently hide and wait for their teammates to die.
Team based survivor MMR would be a good solo q improvement, because it would discourage people from excessively hiding and waiting for their teammates to die.
Stricter ragequitting penalties would be a good solo q improvement, because the ragequitting rate is currently way too high.
Matchmaking survivors based on their play style would be a good solo q improvement, as we could match all the survivors that want to be helpful team players together, and shove the rage quitters and anti-team players somewhere else.
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I can think of two QoL solo queue improvements that I don't think would be any punishment for killers and would not adjust SWF at all. They also I think would lower the DC rate
1) Is allowing survivors to see other survivors perk loadouts either during loading screen, during the game, or both. It would help in just knowing Meg has kindred and we'll make it we should probably let her get the unhook. Or David has deliverance and saved Meg lets not get off the gen. This is information any SWF team has and is just basic.
2) Letting the other survivors know a survivor is being chased. We have this for the obsession so clearly its not an issue but no other survivor. They could literally just make the tendrils half the size for non obsession survivors or have the obsessions tendrils be red and the others be white . This would also benefit killers when survivors do the cheeky thing of having the same outfit. In this same vein but more on killer side I think the obsessions aura should be a different color than other survivors but thats not what this post is about.
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I mean, I'm not a Killer Main™, I play both roles, and more solo survivor than anything, but you clearly talking like a Survivor Main™ in the way you're blaming all killers.
What you've said is complete at odds with my experience, and the stats too to be fair. My solo survivor games have mostly been great, and killer games haven't been awful, but I've had more 'stomped by SWF' games than I've been camped, tunnelled or screwed over by my team mates. I get a range of prestiges too, not that that means anything.
If the game was "completely in the killers favour" as you claim, you'd see a kill rate of about 80%+. The 60% kill rate we have is a balanced state, because it still equates to a 2K on average. For reference, 75% would be a 3K average.
Post edited by Seraphor on0