What would you do to make Solo survivor less of a pain?
The devs made a suggestion about Kindred being a default perk, but I felt that that would have been a little to powerful, and it was ultimately dropped as an idea.
Do you have any suggestions?
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Ultimately, there are 3 kinds of survivors: Solo, Swf and Cwf
Bottom barrel of solo survivors is the standard at which swf and Cwf want survivors to be balanced around
SWF negates the randomness of teammates, it doesnt suddenly make your teammates actually good, but you'll know what to expect. And you're less likely to get mad at them because theyre your friends.
CWF (Communicate/Cheat with friends) uses external means of communications in this game to give themselves a huge strategical advantage.
Here are some facts/points about this whole situation to consider (from another thread)
- You cannot put restrictions on Swf/Cwf, they have proven willingness to spend minutes getting into lobbies as " 4 randoms who coincidentally happen to be on teamspeak". It would happen again.
- If implemented, Ingame Voicechat cannot have restrictions like range or being able to be heard by killer, as Cwf would avoid those restrictions by using external programs like discord, skype or TS. It'd instantly degrade into a tool only used to hurl insults at killeres or nonmembers of the Cwf-group.
- The whole advantage Cwf happens outside of game mechanics, unless you add coordination tools, you cannot change the difference between normal and CwF
- Map rework is not an Cwf issue, it affects all survivors.
- All buffs to survivors will be boosted by Cwf, most nerfs mitigated or lessened.
- As example to the former point, providing information tools will also help Cwf, reducing the need to ask for or provide information, freeing time to strategize more.
- Just because ~95% of survivors are potatoes doesnt mean that the potential "sweaty tryhard cwf depip squadettes" dont' exists.
- "Omgogsgzotgl staaahp chaaaasing meeeeh" is equal to "killer on me, rush gens" in terms of information provided. The myth of survivors "just chatting" is laughable.
The braindead solution would just be to add Voicechat to the game.
Somewhat better would be to add Quick messages (similiar to IdV or CounterStrike) or a Ping-Tool (apex legends etc) to this game. Nevertheless, such a boost in information would NEED survivor nerfs or killer buffs as compensation, preferably in the same patch and not 5 months later.
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You actually could make the killer able to hear voice chat/add restrictions in game without people being able to use external programs to avoid those restrictions. Force the voice chat to be used. If they use a headset they can turn their mic off, or risk the killer hearing them. If they use discord they'd still be heard in game because they couldn't turn it off without turning their mic off.
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Play SWF
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I am lonely :(
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Nerf....AWWW its not the same :(
Kindered being basekit would help and improved luck
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punish.
ragequits.
HARD.
honestly, those are the main reason i believe solo queue is hell.
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Splitting balance between SWF and Solo, each player group with their own separated queues so killers could be balanced diferently for each game mode (buffing the lower bottoms against SWFs and nerfing the top tiers against Solos).
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In a game where in-game communications are limited to "go there" or "come here" gestures, the intent was for survivors to be running blind as to what everyone not immediately next to them is doing. I still say knowing that the killer is chasing someone takes a lot of the risk out of committing to an action and suspense out of the horror aspect of the gameplay. But SWF just throws that out the window anyway, might as well give solo queue players a similar buff.
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An alert system that tells other survivors what you're doing at the push of a button.
'I'm working on a gen', 'The killer is near me'. Something similar to what Death Garden had.
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Give survivors a shotgun to shoot hook farmers.
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Let survivors see each others perks in lobby
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I would LOVE this, super simple too
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I would make kindred base kit, only for solo players
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But then Swfs lobby as 4 random dudes again to get that benefit.
If you buff solo /nerf Swf expect this to happen.
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Kindred too powerful? That sounds like something a camping leatherface with insidious would say. If devs were serious about discouraging camping making Kindred a basekit would be a good idea. They could throw out being able to see other survivors and just make it to where survivors can see the killer's aura as a base kit. If survivors want to see each other than they need the perk.
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SWFs already have kindred as base kit since its very simple to tell them "he went X way" and "Keep doing gens Ill go unhook him" over voice chat, I doubt SWFs would take the trouble of getting into a lobby that way for something they already have.
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Even time you die as a solo survivor, Mathieu Cote comes over, pats you on the back and says "you did a pretty good job".
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I would add real punisments for dcs, because ppl don't care about pips. The more person dcs the longer queue they would have.
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Get the ability to hook yourself to end the game faster if there are ar least 1 DC or potato teammate.
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Here is the problem between Solo and SWF:
Swf are generally more coordinated I would rather play with 3 friends that I know are at least of adequate intelligence to play rather than 3 randos sitting in the corner urbanly evading around like the killer is next to them.
Solo: No communication there are situations that you are uncertain of where someone is at or if someone is in a chase.
Swf: Even without communication you still have the satisfactory of having decent players in your game that know the game mechanics. That or you know if you die the team messed up.
Swf: With communications obtain free perks simply put.
Kindred "Guys I am at killer shack on the hook and the myers or ghostface or whatever is here do gens" "Guys nobody is saving me I need to be unhooked"
Bond: "Guys I am at Killer shack I know you are how far on the other side of the map but you know I am here."
Empathy: "I am injured heal by exit gate by shack"
Object of Obession practically without the downside: "Killer is by killer shack heading toward coal tower"
Dark Sense: "Guys we need this gen done or we will 3-gen ourselves"
Buckle Up: "Guys I am fully recovered pick me up"
Anti-Knock out: "Guys I was downed near shack towards the harvester"
Anti-Third Seal: Read Above
Strategic Adrenaline Pops: "Guys 99 that gen until I get off the hook I have adrenaline"
Do I need to continue???
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Few things:
1) SWF players still run these perks. Bond, Kindred, Empathy, Alert, etc. Because there are still uses for them. It's way more efficient to be able to see other survivors or the killer than to be told where they are.
2) Miscommunication is a thing. Oh boy is it a thing. Pretty much every game I've ever played in an SWF, if not every game, had some sort of miscommunication. This gets people killed. Really big OOF's will get everyone killed. Killers that are unpredictable or harder to track can take advantage of these miscommunications. All it takes is for one player to go "he's chasing me" when you actually broke the chase because you saw someone else to get a free down. And solos aren't affected by miscommunication. They will always be on their toes ready to act. Whereas if you said "killer is chasing me" your SWF buddy might get on a gen and stop paying attention because he thinks he is safe allowing an easy grab.
3) At red rank at least, solo survivors understand what they need to do and when they need to do it. It's actually kind of rare for survivors to be hiding in some corner. They will almost always be on a gen or going for a save or something. Now, obviously because they are not communicating there will be times when no one is doing a gen or everyone is going for the same save, which makes them inefficient compared to SWF that can communicate this information, but a group of really good solo survivors can actually work together very well so long as they all understand the game. And yea, this is something you see in red ranks maybe purple, not rank 20, but rank 20 SWF's probably aren't going to be super coordinated and efficient anyway.
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1.) Generally speaking from the games I have experienced throughout several seasons of Red Ranks this is far and in-between. I generally only see OoO used by swf teams from time to time.
2.) I rarely see miscommunications in my swf groups to be honest with you. I think the latest one was against a scratched mirror myers on lery's, however, these are the few special cases in which the killer was dodging in and out of rooms and hard to see. However, we rarely say we are in chase when we are not. However your point is still valid I just think it is exaggerated.
3.) However, the inefficiencies which is what makes the game more 'realistic' in a sense. That or more accurate of balance in the game. The unknown aspect for solo survivor is what SWF lacks for the most part. You don't need to be on your toes and you gain an excessive of information you wouldn't have otherwise.
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@Jdsgames "However your point is still valid I just think it is exaggerated."
Eh not really. The thing is that like 90% of killers don't make attempts to scramble the group's communications. They just go through the routine like a bot, and at this point the chance of a miscomm is super low. But when you get a killer that is actively trying to do it, as with your SM Myers (because that build requires it, it might not have been because the killer does it all the time) then miscomms become a thing. All it takes is 1 big miscomm to get the entire group killed. I've seen it happen many many times, and I play with groups of really good survivors.
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Scrambling any trying to apply equal pressure is nullified by the double healing speed of the com'd swf that coordinates well. There are just several instances where you might as well show all the survivor auras to themselves 24/7 as it simply would be the same as a com'd swf. My points are the heaps of advantages that coms bring to the table is unreasonable. Again the balance problem other than time with Solo Survivors is not bad even when they play well. The downfall is when you have coordination with people you know with free perks handed to you with no downfall.
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I don't think solo survivor is painful because people are queued solo. I think it's painful because a lot of people really lack game awareness and choose perks that don't help in the context of solo survivor gameplay. I've played with solos that are awesome, and we work together beautifully despite not being on comms. That chat window before match is useful for things other than s*tposting. You can make sure at least one person has BT, for example. Very few people run Kindred which is a huge efficiency boost on generators. There's no need for all 3 survivors to crouch walk towards the hook, but it happens too often because nobody runs Kindred. Bond and Empathy are also good things to run, but people often load up on self sustaining perks like DS, Unbreakable, Dead Hard, etc., rather than support perks to fill in the communication gap.
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Lmao I'm a killer main so I might not have much at here but I feel my build is both self-sustaining and fills the communication gap quite effectively, (spine chill, sprint burst, lightweight, and empathy) I can focus on gens unless someone needs a heal and then I can heal them while keeping an eye out for nurses and as lon as they are by me my build can help defend them aswell.
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That could make things more balanced, I like the sound of it!
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I...need...this.... SO MUCH. (my win rate has got to be 15% ;-;)
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Sucks cause id probably be top for the simple fact solo isn't as grueling as most make it out to be just everyone wants to run me first perks
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@op Nothing. You can't force people not to play like potatoes.
The reason why playing solo is hell is that most survivors play by pressing the keys on their keyboards/the buttons on their controllers with their toes.
These were all rank 1 matches.
Post edited by Acromio on1 -
Yet i have a hard time getting past 8 -_-
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