Solo Play should be closer to SWF
I agree with the sentiments of the Dev Update.
The game can never be balanced well if SWFs have such an advantage over solo players. There's no real way to nerf SWFs because DBD can't exactly disable discord, so buffing solos is the way to go.
Having a generator icon, healing icon, chase icon etc. next to a Survivor's name would go miles to helping coordinate hook saves and have solo players make better decisions. DBD is about time optimization and that is why SWFs succeed so much.
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If Solo gets as close to SWF as possible, the next logical step would be to add universal buffs for Killers.
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HUD will not help in anything, if SBMM will not be improved.
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Correct. Universal game changes will be easier to study and implement when there's not a 15% discrepancy between Survivors that needs to be taken into account
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I'm very curious to see what this looks like in practice. Like...in theory knowing X is working on a gen is nice but solos still have no idea where they're at or how far that gen is or what the actual situation is for that survivor.
This is certainly a nice step but this is a baby step in the mile long walk to get solos and swfs to similar standing. Every journey starts with a first step but there are still a lot of steps left in this journey...
Also will it add a little tent and maybe a fire with a killer making a s'more if the survivor is on a hook and the killer is lovingly looking into the hooked person's eyes? :D
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Yep adding action icons is really going to help those teammates that hide all the time, let you die on hook and are too afraid to take aggro.
There is a reason solo queue is bad and it is not because they lack comms. They lack competency.
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Also no need for kindred anymore unless you want to see if the killer is camping.
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It isn't enough... Players need to be able to call out or ping what they are doing.
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I disagree, for me this idea makes the game too easy. It takes away the critical decision making gameplay that I find fun. Not knowing exactly what everyone is doing makes the game way more interesting. I think this change would be what drives me away from the game, as there would be nothing left that is both challenging and fun.
Killer = challenging and not fun
SWF = not challenging and fun
Solo = challenging and fun
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You can decrease the size of your HUD in game, so you'll probably have a harder time to see the icons.
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And your teammates squatting contemplating their life choices.
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That's exactly what should happen.
Buff solo queue, to close the gap between solo queue - SWF, and then buff killer to a middle ground (maybe a little closer to SWF, but not too much to make solo queue unbearable still)
But they won't do anything.
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It's a tough knot to untangle for the devs. 15% is a staggering discrepancy between solo vs SWF.
But I'm curious what those numbers look like when you control for certain killer MMR brackets. I'm still losing maybe one or two games per week across all killers combined and I play at least 20 killer games. Buffing killers across the board means buffing players who still may have extremely high win rates. Granted, those win rates probably change when solo queue sees a buff.
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One would assume that killers would also get buffed across the board, when solos get closer to SWF efficiency.
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This is very true. A good optimal player typically doesn't want to play with teammates trying to self-care through Sloppy Butcher. It's not simply a matter of comms. Someone looking to optimize DbD is going to seek out others to do that with. SBMM should have quantified this, but it has thus far failed to quantify player efficiency
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