Someone explain the stupidity of buffing solos?
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Yeah, stupidity... honestly couldn't find a better word, I dont mean it as an attack but why would you want to buff solos to swf level which clearly breaks they game... so yes I know you can beat swf, but that doesnt take away the fact they do way better as a swf due to the information they get alone. So if we are buffing solos does that mean giving them every aura reading perk? So they know what everyone is doing and where? Isn't that like 30perks or something just to balance it to the level of coms? Now dont get me wrong solo can be rough, I nearly always play solo or I'm playing killer and in my 4+years of play time it's never been the lack of info holding solos back it's the survivors that cant do chases and dont do generators. No matter of buffing will change those players that refuse to do gens or cant do chases, all buffing solos will do is make strong solos which is more balanced into an unfun match. Am i wrong? Because many games as solo i have had a team that did gens and could kinds loop and it was an easy win. If you want solos and swf to be on an equal level swf needs an action speed debuff, because they're more efficient it wouldn't be as noticeable, it also stops people reaching ranks they shouldn't just because of the swf advantage.
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I'm a solo survivor main and I myself never asked for a buff, but it IS a fact that half of my perks on any given character are aura perks so I can at least see where the other survivors are. If someone asked me objectively what would be a fair buff I'd say maybe a free version of Dwight's Bond, even if at its lowest level. I don't think that this would be unreasonable or game-breaking.
That said, again, I'm not one of the people asking for buffs in the first place. I just know that it's fairly difficult to play completely by yourself in the survivor role, having to rely on other people you don't know, can't find, etc. But that's fine. That's what I assumed the game would be going in.
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Because Solo Survivor is even more miserable than Killer, and that's an issue.
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My understanding of the argument is right now, the game is balanced to the lowest group, solo survivors.
The problem you run into is that killers are getting stomped by SWF crews but if you buff killers to match SWF, solos have minimal chance to survive. But if you don't buff killers, killers are going to keep getting frustrated and quit.
The thinking goes solo should be buffed to SWF information levels, closing the gap between solo and SWF and THEN you can buff killer to match SWF levels without completely ruining the chances to win for solos.
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Killers are purposely kept broken or weak because they are built under the assumption survivors are using a similar set of limited information, as if they were only playing solo players.
Except, because of SWF, survivors have a ton of info shared and can make builds focused on extending chase or second chances and can just verbally keep track of the killer, always staying one step ahead of them.
If Solo were made stronger or given more information, to rival SWF, then the hope would be that they could finally fix and buff killers so they could compete with SWF.
BHVR can’t buff killers without hurting solo, so the community naturally wants to buff Solo Surv, to...in extension, buff Killer.
Id rather them try one of several different tactics, before buffing solo, personally. Like BP bonus for Killer who plays against SWF and separating SWF from SOLO. That way Killers can at least have a proper build, add ons, an expectation to fight a SWF.
Instead we got Killers trolling Solo, thinking they are SWF, and SWF stomping on Killers. Solo never feels like they are top of the food chain, because both sides ######### on them. Something that also would be less likely if they had more communication options with their random teammates.
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At the end of the day, people want to play with their friends and would probably prefer not to be punished for doing so. Slapping big debuffs or other nerfs on everyone who plays SWF just because they're playing SWF is going to create frustration and drive players away (since most SWF teams aren't even composed of good players, just casual buddies playing DbD together).
For the most part, people want solo-queue buffs that wouldn't really affect SWF groups at all. This is why the concepts of basekit Kindred and a base Totem Counter are by far the most popular suggestions. A SWF team already gets both of these abilities for free by virtue of communication; it'd make almost no difference to them if this stuff was added for solo players.
Alternatively, buffing solo-queue closer to SWF-levels also means that killers can be better balanced against that higher standard too. It provides a justification to improve a lot of the killer cast to better deal with coordinated survivor teams. Plus the totem counter, while something I personally don't really want, could finally incentivize the creation of much better totem hiding spots and an overhaul to Hex perk effects and mechanics.
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But the reason solo can suck is because there are survivors that cannot do chases or dont do gens even at red rank, when those players dont exist then the game as a solo is pretty close to balanced. No matter the buffing those bad players will still play that way and all that is happened is good solo players just become stronger. For example all my perks are team based to know what they're doing and where, if I'm given that for free Iv now got room for DH and more meta perks that will increase my chase potential which I'm already doing insane chases. The real issue isn't solo que but bad ranking placing terrible survivors in red ranks...
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I think everyone who wants solo buffed wants comparable buffs to killer too or if they don't they are just biased.
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That's why skill-based matchmaking is the first thing that needs to be done before any balancing changes are made. Poor matchmaking is, in my opinion, the game's biggest problem right now. After skill-based matchmaking is implemented, then it'll be easier to see what the next big problem that needs to be worked on is.
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Buff solos to SWF level then buff killers. Its that simple imo.
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How would you buff killers?
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I'd like to think I am at least an above average survivor. I can loop for at least a little bit and mind-game my way away. I often am able to escape from the killer to the point where they'll break the chase and go somewhere else (so I have to be doing at least SOMETHING right).
By the nature of solo though, I am always going to be handicapped with three perks (as I feel to be an effective teammate, I HAVE to have Kindred just so I can see when my team is going to go for the save or if I need to go for the save).
There is no level of git gud that I can do to solve this issue. By the nature of not being able to talk to my teammates, I am at a disadvantage that SWF is not at.
However if you take away that handicap and have everyone at the same (or as close to it as you possibly can without adding mics), you can boost the power levels of the killers to deal with SWFs without making it impossible for me to have a chance as a solo guy. Bad teammates are always going to exist but BHVR can at least give us the tools to try to even the playing field.
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not who you asked but heres a small, very basically thought of list of ideas i came up with in a different thread:
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- Totems are now significantly better hidden and a darker colour.
- There are now 7 totems on any map.
- Totems now take 16 seconds to cleanse.
- Generators must be connected to an Exit Switch before being able to be powered on. This can be done through tapping the Repair button to grab a wire, before going to a gate and pressing the same button. Performing any actions other than slowly vaulting a window will cause the wire to drop to the ground and begin to retract to the generator at a speed of 0.25m/s.
- Generator regression has been buffed to 0.5c/s.
- Damaging a generator automatically removes 5% of it's progress. Pop Goes The Weasel's effect has been changed to add an extra 20% to this for the first generator damaged within 35/40/45 seconds of a hook.
- A hex totem is not revealed to be a dull totem until at least two survivors are afflicted with the Cursed status effect. Cleansing the relevant totem before it's revealed to be a hex totem will still cause the hex perk to be destroyed.
- Hex perks now have passive effects, active whenever the hex totem has been destroyed. These are weaker than the usual effects of the perk (ie. Hex: Ruin regresses gens at 50/75/100% regression). This passive effect is removed whenever 5 or more totems have been cleansed.
- Killers who have poorer movement capabilities (Trapper, Twins, Trickster, Slinger, Pyramid Head, Clown) now have an ability to increase their movement capabilities slightly.
- Killers who have a poorer capability in a chase (Trapper, Myers, Pig, Legion) are buffed to be better in a chase.
These are the ones that spring to mind within, like, a minute of thinking. Obviously they'd need more thinking through, and not all of them would make it into the game.
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reducing killer cooldowns, powers stronger, nerfing maps, pallets take less time to kick, better totem spawns, nerfing survivor perks, increasing the gen req, making gens require more traversal and less holding m1, hell even buff killer movement speeds the list just kinda goes on and on the is like infinite ways to make killers stronger.
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I really like the ideas comming from this post, but the question remains, are the devs listening? and do they want the game to improve?
Because, this is not a new game and these are not new complains either, so how can we get the confirmation that the developers/leaders are listening to the community and will change the game, or at least try?
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but the question remains, are the devs listening? and do they want the game to improve?
If the most recent changes to Open Handed + Small Game (mostly small game tbh) are anything to go by, not at all.
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Because it's impossible to nerf SWF itself as you have no control over people using voicechat outside the game to coordinate.
Once Solo is buffed to near SWF level, they will have more freedom to grant killer's power to compensate.
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Wait a few years, maybe the devs will give Trapper one extra trap basekit.
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Because solo survivors are like sheeps who waiting hunt by killer. Most of my solo matches terrible, even i win.
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Solos needs to be buffed that way they can buff Killer to SWF standards
I am all for voice chat in game (Locale) not Globally
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Well it'd be nice to have both solo- & SWF Survivors on one line, or y'know, as close as possible.
It'd make it easier to balance Survivor as a whole.
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Cheers mate 😁
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Doing the buffs as perks like they have been doing is a good way of dealing with it. Giving players all the information SWFs have as basekit would just dumb the game down so much and remove the critical decision making that currently makes the game unique.
They need to start by showing SWF members in the post game lobby. This would give us more data to base the discussion on, as it is now, we are always just assuming SWIFs are winning all the time.
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To fix the majority of the solo issues, survivor nerfs and killers buffs need to be reverted. Killers that can only possibly lose to a well coordinated all out SWAT level genrush means killers are OP and survivors are too weak. Watch any killer streamer and you'll see how they dominate. Solos have no chance against good killers and all of the slowdown perks and aura perks.
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