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Buffing solo queue to SWF level and then buffing killers will solve balance problems.

slim0b
slim0b Member Posts: 551
edited July 2020 in General Discussions

Title

Give them something, doesn't have to be proxy that a killer can hear cause that'd be a bit ridiculous.

Edit: Everyone has agreed quick chat button/wheel is really easy to implement with like a 10s cooldown to avoid spam, and pre-input chat messages. "I'm going for the rescue!" or "Focus on the generators!" etc...

Post edited by slim0b on

Comments

  • Zeus
    Zeus Member Posts: 2,112

    Can't wait to talk ######### at my teammate who wasted the god pallet and took a hit still. Spicy.

  • Yamaoka
    Yamaoka Member Posts: 4,321

    So how exactly would you buff killers if solos were to get buffed to SWF potential?

  • MeatBycicle
    MeatBycicle Member Posts: 756

    How you buff solo queue and not inherently also buff SWF and just make them stronger?

  • slim0b
    slim0b Member Posts: 551

    Was just about to mention that.

    Quick-Chat messages. It's simply and easy to implement.

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099

    Solo queue doesn't need much buffs, and I'm a solo queue main. All we need is more emotes to point out a killer is camping or something. You have perks like better together to help yourself in solo queue.

  • Zeus
    Zeus Member Posts: 2,112

    OP's idea is to technically nerf SWF by buffing both solos and killers. When killers get buffed, solos might need some help.

  • TAG
    TAG Member Posts: 12,871

    The main thing I think solo queue needs is some form of communication between Survivors in the middle of a game. Just two vague emotes is not enough.

    I think if there was some sort of way to use the Survivor icons so Survivors can see what other Survivors are doing (the Killer wouldn't be able to see them), I think that could help a lot.

  • hillbillyclaudmain69
    hillbillyclaudmain69 Member Posts: 1,528
  • grassdirtsky
    grassdirtsky Member Posts: 174

    Ping system, more emotes, something to show what each survivor is doing (nothing, repairing, cleansing totems, chase), i don’t think that’s too hard to add

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  • ZFennecFox
    ZFennecFox Member Posts: 510

    The only way I would consider adding comms is only if its proximity based. I.e the person talking gets louder the closer you get to them and so on. As well as making it so the Killer can hear as well.

    Other than that there isn't a whole lot you can do besides allowing each survivor in the lobby to see each others perk load out.

  • slim0b
    slim0b Member Posts: 551
    edited July 2020

    Obviously killer hearing comms will get complaint. We can say like the entity blocks it from understanding their whispers or whatever.

    And comms in the first place isn't a nice idea to begin with, you could imagine a toxic teammate screeching at the top of his lungs on the hook.

  • ZFennecFox
    ZFennecFox Member Posts: 510

    I know that's the only way you can bring it on to the same level as SWF's. That or you could add a layer to the lobby that let's survivors see each others perks.

  • Belphie
    Belphie Member Posts: 7

    A vc in dbd.. ick I didn't know how I feel about that lol

  • faff
    faff Member Posts: 68

    as a survivor solo Q player mainly, no. I don't want coms.

  • xGodSendDeath
    xGodSendDeath Member Posts: 320

    People always throw it out there that solo play needs to be buffed to SWF level, and then buff killers to compensate, but I've never heard any suggestion of how killers would be buffed specifically. Increased movement speed? Faster hook traveling speed? Less weapon wipe animation? Teleporters to get around the map?

  • Голубой
    Голубой Member Posts: 126

    To the people saying quick chat messages:


    Umm no...this would be a nerf to solo queue. People who just stop moving and be keyboard warriors all game.

  • Larz02Barz
    Larz02Barz Member Posts: 95

    This is in Friday the 13th amd predator all it does is male it easier to fond you if they can hear you

  • slim0b
    slim0b Member Posts: 551

    They're called "Quick" messages for a reason

    They're already input by the devs, like CSGO "Stay here" message through pressing X then 4 or something like that. We can have something like

    "I'm going for the rescue" to avoid a swarm around hook

    "Focus on the generators!" if you're being camped

    "Help me!" If you wanna call for help when the time is appropriate

    Just super basic things that shouldn't be hard to implement

  • UniSans
    UniSans Member Posts: 111

    Maybe add more icons in the bottom left like how your know someone is injured or hooked or healthy. Maybe like a gen one or a totem one and maybe it’s normal if they’re doing nothing.

  • dominator3396
    dominator3396 Member Posts: 12

    Quick message chat won't work. Ever. Sincerely a console player.

  • ILoveDemo
    ILoveDemo Member Posts: 681
    edited July 2020

    Yes they do. Like in star wars Bartelfront 2. Press the bottem arrow button to open the gesture menu/Wheel and use the right Stick to choose your massage

  • Raptorrotas
    Raptorrotas Member Posts: 3,248

    Quick message menu/wheel is the way to go if we arent adding normal Voicechat.

    Any UI / Aura related additions will just benefit swf more. Just a quick reminder that comms and intentions are the only differences between solo and swf.

    You're actually the first i see this mention on the forum. And while i think your examples are bad, you're going the right direction. (Not that my examples are that good either)

    Those compensations have to be general killer mechanics, available to all killers. (Ability related stuff is for the killer tier gap discussion). Also "nerfing" survs could fall in this compensations.

    My first personal example, id like to see a flinching system added when survivors are hit mid action, reducing their hit sprint becaise they'd be stunned for a moment.

    • For continuous actions, it'd be like a missed skillcheck flinch animation when hit while repairing, healing or searching etc.
    • For hits mid-vaulting, i'd like to see a new "fall to the ground but get up again" animation, but it'd probably need a multitude of animation work depending on when a survuvor is hit during the vault.
    • Another exsmple, lock survivors more in animation when a generator blows up in their face, no more instant running away.
    • Friendly fire for flashlights, stuns etc?
    • These changes would only nerf survivors who actually mess up and get hit during actions.

    One direct nerf I'd like to see is survivors having a short windup animation/delay before they actually repair generators (they need to knee down) or open doors (those kinda switches CANT power when theyre not in the down position)

  • mentalpopcorn
    mentalpopcorn Member Posts: 181

    This just leads to game ruining Power creep. Why should we buff everything else to accommodate to sfw?


    Alternatively, there could be a casual queue and a ranked queue with only solo queue allowed in ranked. The idea of buffing everything just to accommodate for the fact sfw is ridiculously op is absurd.

  • dominator3396
    dominator3396 Member Posts: 12

    I dont play battlefront, but there wpuld have to be a lot of reworks of the whole game if you're adding quick chat messages/or coms in game for balance.

    Contrary to popular belief, the game is actually pretty balanced at the moment, its just sad that the fan base is primarily a ton of cry babies who want everything given to them instead of working for it in game.

  • Robotman200
    Robotman200 Member Posts: 49

    Its really annoying how just about everytime that someone says " Hey we need to buff this or nerf that," they never say how. If you're gonna say that something should happen atleast present your ideas too, don't just say "do something" because nobody really knows what you want and if something is done about it people probably still complain because the change isn't what they really wanted. But no one knows what they want because they don't specify. Sorry to rant but this is just how I feel.

  • grassdirtsky
    grassdirtsky Member Posts: 174

    That’s what I was thinking, it would be so cool to know what everyone is doing

  • MegHasDirtyLegs
    MegHasDirtyLegs Member Posts: 14

    IF the game is going to be balanced around SWF...


    TL;DR===========

    Simple solution: Make "KINDRED" a passive perk granted to SoloQ survivors.

    It gives a lot of the most important information SWF has access to SoloQ players don't have access to. It's already in the game, and there is no danger of the community trolling each other by spamming voice/ text commands (because we all know that's going to happen). And most importantly it doesn't directly affect Survivor to Killer interaction. If you are not good at looping, Kindred is not going to help you.

    /TL;DR==========


    Personally, I'm stuck with this perk because without it becomes a huge leap of faith of where and what my team is doing. Do I risk leaving the person on the hook hoping that someone else will save them, or do I leave my gen and run across the whole map only to find that another survivor is now racing against me for the unhook. That's 3, possibly all 4 survivors not doing an objective.


    It would also somewhat remedy the camping situation. Unless the killer brings "Insidious" survivors would know that the killer is camping. Less incentive for killers to camp, but if they choose to, they know that we know. I always run Kindred, and the success rate of camping killers is still high. So it's not really op. Usually ends up in a trade or I get downed if person with no BT unhooks me.

    With Kindred I see a lot of weird stuff. Teammates using "self care" just 20 meters away from each other while someone is on hook. 2 people leaving their gens to crouch walk a mile towards the hooked when the killer is nowhere near them. A survivor looping the killer around the hooked because they don't know that there is another survivor nearby waiting for the chance to safely unhook.


    Unfortunately, most of the survivors I see don't run Kindred so despite their "meta" or "meme" builds they end up wasting a lot of time doing nothing because they don't know what everyone else is doing. As soon as someone is hooked, it snowballs. Especially with killers like Freddy and proxy camping Spirit.


    When I get stomped as a killer against a Twitch survivor, sometimes I'll go on their channel and view the match from their perspective to see where I can improve. When they are playing with one or more friends, the amount of information they have access to is astounding. It's not even the same game. They always know where I am as killer, they are always ready for an efficient flashlight/ body blocking/Sabo save, and they always have access to one another for quick heals. That's a lot of perks they don't have to take to stay informed and safe, leaving room for those other more "fun" perks. I noticed most of the streamers I went against weren't as good as I thought they were or they themselves think. They just had room for multiple second chance perks because they didn't need Kindred or Spine Chill to know where everyone was.


    Point is, none of these stuff are possible with SoloQ + Kindred passive. The most irritating tactics of SWF are still exclusive to discord SWF. I just wished us SoloQ had Kindred so we at least knew what other people are doing when one of us is hooked and not waste so much time. As an added bonus if we all knew we can see each other during a hook, we can use the existing hand motions with one another to communicate.

    SWF can take it if they want, but it'll take up a perk slot.

  • siren_sorceress
    siren_sorceress Member Posts: 321
    edited July 2020

    I've said this many times. But the dev's dont want to fix it. For some reason they are dead set on making solo surv communicationless so we can be immersed in bad graphics and lackluster soundtracks.

  • Toybasher
    Toybasher Member Posts: 922

    Took what out? AFAIK being able to see each-others perks was never a part of DBD, but it's a feature on Mobile.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    wow....hating on the original (not including everything post-Doctor rework) soundtracks. I could understand if we're talking about the atrocious Deathslinger music or Doctor's ill-fitted chase music, but I can't agree with you on anything else.

  • Cable2486
    Cable2486 Member Posts: 249

    Actually, you used to be able to see what everyone, including the killer was running in the options menu in trial. They took it out because swf teams would look at the killers perks and adjust.

  • Freki
    Freki Member Posts: 1,903

    there you said it already.... use the perk kindred.... no need to give it to all survivors, or even solo survivors, it's in everyone's blood web! why? it's a general perk! I don't care if it messes with your precious perk build..... use the damn perk if it's that useful... want to know something? I don't use it and I know more about the field than you do with kindred. I keep track of where people are, what gens are being worked on, if the hook is near or far from me, where the killer is... oh yea heart beat! oh yea! but I've been accused of being in a SWF with people just because I synergize with the other survivors! stop looking for a leg up and JUMP UP to take your place in your match! know your surroundings, know how to counter things pay attention. instead people want to take it easy and get kindred or deerstalker (for the intermittent sound bug) or what ever other perk there is added to the base kit so that you don't have to use it.

  • siren_sorceress
    siren_sorceress Member Posts: 321

    Sorry, Dbds soundtrack is incredibly boring, unimaginative and definately not scary. Music is everything when you want to create a spooky mood and dbd miserably fails in this area.

  • SomeGuy7000
    SomeGuy7000 Member Posts: 27

    One thing they could do would be allowing survivors to see each others ranks. Since SWF can already see their friends ranks, it wouldn't make that huge of a difference for them, but would give the solos a bit more info before the match. They could also let survivors see who is in a party before a match.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    edited August 2020

    I have to completely disagree. I would like to know why you think so, however.

    From 1:02 to the end is the section I'm choosing to talk about as one example of good sound design. The brass lick that gets added just prior to the 1:02 timestamp adds a significant level of tension rise, but the way the entire pattern gets elevated into the chase music at the end of the video is wonderfully designed. The music conveys a sense of uneasiness and urgency tied to a need to escape to end the music and return to a less energetic level.

    DbD's soundtrack (and I'm addressing terror radius/chase music here) is crafted so that the survivors are assisted through sounds in determining the amount of tension involved in a particular activity in relation to the killer. DbD's chase music was not designed for a leisurely 5 minute chase where both parties chill to some music before getting annoyed by hitboxes and animations that don't line up at all, and it shouldn't seek to disregard the desire for survivors to escape chase (as some do) rather than revel in it and elongate it.

    Deathslinger's and Doctor's chase musics and terror radii are two of the worst in the game due to how slow their motif repetitions are compared to everyone else's. In addition, neither of them have the immediate unease factor for newer players, people who don't play DbD, or people who pay very close attention to this game's music. The comment I received from one person that I'd asked was "It's a slow motion movie" in regards to Doctor's chase music, and that I think encapsulates a major issue I have with those two killers' musics; they simply aren't fast enough to accommodate for character movement speeds and the pace of the game when chase or stealth occurs.

    Post edited by Kind_Lemon on
  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    edited August 2020

    I disagree with the main post for reasons that pertain to the atmosphere of the game and the tension built from not knowing what is going down, still, but this comment is also meant to notify @siren_sorceress that I've edited my comment and await (perhaps indefinitely) for her reply.

    Adding communications is not welcomed by this forum user.

  • Alphasoul05
    Alphasoul05 Member Posts: 601
    edited August 2020

    You know what else would help? Making every map the same size and reducing some elements of RNG on them. How they ever thought they could keep their game balanced when they have some maps the size of Africa blows my mind.

  • TheMonadoBoi
    TheMonadoBoi Member Posts: 346

    Your suggestions leave the game exactly where it is. Having a proximity chat does absolutely nothing to solve the issue cause SWF can still chat and communicate across the map. There is zero need for the killer to hear surv comms cause as long as you keep giving solos drawbacks SWF will continue to DOMINATE the game.

    Give EVERY survivor the tools that SWF have and buff killers to be able to deal with this. Easy as that.

  • siren_sorceress
    siren_sorceress Member Posts: 321
    edited August 2020

    I dont mind the original heart beat theme (I'm actually really liking Billy's but boo nobody is playing him and maybe I'm just desperate lol) but I still dont find it, unsettling? Theres also a lot of play time in dbd where there is just no music to fill in the mood. When I'm on gens, running for a save, even just sitting in lobby. These are all times the dev's should be creating a disturbing mood via music and you get barely anything. Hardly any atmospheric sounds for most maps either. I strongly believe horror relies a lot on music and atmospheric sounds and dbd really only has that one heartbeat theme lol. And ya the DS and Dr themes are pretty awful. I love horror soundtracks so maybe I'm just very picky.

  • Reinami
    Reinami Member Posts: 5,503

    Trickle down balance. This video talks about how they made balance changes that only affected the high level players in TF2.


    The problem with this game is the super high level sweat squads can loop killers for days and make gens fly in a few minutes. You fix this by nerfing/adjusting SWF and sweat squads, and also buffing solos. Imagine if you could just always see the aura of all survivors at all times. It is effectively what SWF get from discord and could do wonders in bridging the gap. imagine if Kindred was basekit. Imagine if instead of 10 safe pallets on a map that crazy survivors with 1k hours can loop around constantly and force a killer to break wasting half a minute of their time (goodbye 3 gens), there were 20 less safe pallets. It would help out newer players because there are more resources on the map, resources they don't really know how to probably use efficiently. But, it also means that pallets are mindgameable, so the high level play is much more interesting.


    There are many ways they can bridge the gap for newer players and solo players while also hurting the SWF.

  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358

    probably will say if the game sees that they are a SWF they get a debuff for gen speed if its solo then give some information or something like that not too powerfull tho