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Buff Solo Q play and Killers to balance SWF

TwitchyMike
TwitchyMike Member Posts: 759
edited September 2021 in General Discussions

It has come to my attention this is the only real way to balance the game. It's not about countering SWF but buffing Solo Q and then buffing killers. It makes sense... Right?

Comments

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,342

    This is the general conclusion for many people.

    However, BHVR does not want to do that. Like, a Totem Counter was asked for for years, one thing to bring Solos to SWF-Level - and it was tied to a Perk...

  • Seraphor
    Seraphor Member Posts: 9,429
    edited September 2021

    In a sense, yes.

    Solo survivors need QoL improvements (not flat out buffs), things that will benefit solo survivors, but be superfluous to SWFs. Things like some limited info/communication utility.

    • A 'ping' system, to detect where other survivors are, probably a directional heartbeat similar to Killer Instinct. Have it be a basic control ability, like crouching/repairing, but you need to hold down the contextual action button to use it, so it wastes a small amount of time unless you're moving from A to B anyway.
    • Being able to see other survivors loadouts in the lobby. If you know x survivor has Unbreakable or Deliverance, you don't need to waste time going for the rescue. If you know they have DS, you can make an unsafe hook rescue, etc. Things that SWF players do all the time because they know their team.
    • Preset, in-game chat commands; "Help!" "Leave me." "Killer is here!" "Coast is clear." combined with a directional indicator (either the Killer Instinct heartbeat as the 'ping' system, or a 'compass' indicator like Ghost Face's reveal feedback) Put them on a cooldown so they can't be spammed.


    Once those sort of things are established, killers can afford to be 'buffed' a little, in things that reduce time-wasting. Things like a more effective kicking mechanic, maybe an instant 5% regression, or it prevents survivors from making any repairs to them for x seconds, or survivors need to commit to a gen for x seconds after it's been kicked before regression is halted. Maybe an in-built early game slowdown mechanic, like the first gen takes x additional seconds to repair. Things like that. But ONLY once the solo survivor buffs have demonstrated a significant advantage.

  • NomiNomad
    NomiNomad Member Posts: 3,181

    That's how BHVR has always done things. Rather than address things, they just want to bandaid fix things.

    Have a problem with gen times? Here's a multitude of regression perks.

    Being tunnelled? Here's Decisive.

    Is your team being camped? Borrowed Time.

    These are all things that some people view as problems in the game, yet they're only ever addressed with perks.

    I don't know why I ever expected them to put an actual totem counter in.

  • lemonsway
    lemonsway Member Posts: 1,169

    Or you know make SWF and KYF the same lobby and out of ranked play. Easier than rebalancing the whole game.

  • Progamer888
    Progamer888 Member Posts: 230

    That will not help honestly, what soloq need it's a good matchmaking, try to go against four really good soloq survivor, with a mediocre killer, they will stomp you. And buffing soloq will not help with the common soloq problem, your boosted Teammates.