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How to buff SoloQ without also buffing SWF.

It's really simple.

Give SoloQs something that do not get if they queue up in a team.

It doesn't even have to be much.

How about the SoloQ gets an Object of Obsession effect (sees the other survivors auras for 3s every 30s) but the other survivors only get to see the SoloQ's aura if they are injured and not currently in a chase. Obviously doesn't work if affected by Blindness. A little bit of information every once in a while and a little help getting a heal.

I think this would be a great change to give SoloQs just a little bit of help without going overboard. I also don't think it's powerful enough for people to tell their friends to eff off because they want this mad dog solo power.

Comments

  • fake
    fake Member Posts: 3,250

    The idea to help solo queue is great.


    However, since SWFs are not supposed to be punished for just playing with friends, one could argue that it is unfair that they cannot get this solo queue advantage just because they are SWFs.

    I think it is really hard to buff a solo without buffing a SWF.

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    I don't buy the argument that "if you buff SoloQ you have to give SWFs the same buffs or they'll complain" argument.

    They get to have fun with their friends, there is no punishment there, while SoloQs get punished everyday because they're lost and alone.

  • randonly
    randonly Member Posts: 456
    edited September 2022

    The simplest way would be to just put kindred or bond as a base kit (easy even to code), but that alone does not meet the needs of SoloQueue, instead it, would be much better a new complete system to code without using auras and without reusing anything, like a ping system in game or a communication wheel, while in the pre-game lobby, survivors could consult the perks equipped by each one like in dbd mobile.


    my old suggestion:

    https://forum.deadbydaylight.com/en/discussion/314431/guided-voice-system-communication-wheel-system-for-solo-survivors


    I currently have a very different opinion, but since it's complex and the devs take the easy way out, it's not worth debating

  • Whoudini
    Whoudini Member Posts: 309

    Just add features that allow solo q to communicate like a swf can (pings, show what they are doing, maybe even voice chat).

  • Gandor
    Gandor Member Posts: 4,268

    I still think the game should emulate the same kind of info for soloQ, that SWF has. This means no kindred (that's more then what SWF has), but something like killer instinct that gives general information.

    + You see other survivors build in lobby (you can play around it) + ping system (+ability to ping your perk at times) + hud actions indicator.

    Having all these SWF will get marginally buffed (total 0 buff for really good SWF), but soloQ will get buffed a lot. I think that would make game more balanced.

  • Lastchild
    Lastchild Member Posts: 333

    No there is an easier solution to help soloQ without buffing the SWFs, just nerf the SWFs by including palettes, windows, walls, doors, buildings in general in the procedural generalization of the maps. 


    To be clearer if there were 30 versions of coldwin farm where the scenery is never in the same place, the survivors and the killers should constantly seek their bearings, finally that's it BHVR respects their principle of procedural generalization cards, you just have to push the process further.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    The killer is a solo player too and a lot of people seem to forget that. Both killer and solo survivor suffer when they play with/against SWF. How do we fix the problem?

    Give solo queue survivors 4 information perks that activate in case they end up in a game featuring SWF. These perks would be picked ahead of time with your 1-3 loadouts and would be inert if the game features four solo survivors. Survivors would be limited to choosing four information perks like : kindred, Bond, Empathy, Alert, Rookie Spirit, etc. You could not pick "action" perks that give you buffs to healing , perks that give you extra health states or give you various bonuses. Solo survivors would only get "free perks" to help bridge the information gap that SWF teams get with voice coms.


    Do the same for killer but let them pick any four perks.


    This makes SWF rely on voice coms to "balance" it. Solo players get extra perks because they aren't getting voice coms.

    As a killer I would actually prefer to play vs SWF teams if I could bring 8 perks of my choice.

  • Seraphor
    Seraphor Member Posts: 9,429
    edited September 2022

    Solo and SWF is not an absolute dichotomy.

    You are not guaranteed an advantage when playing with friends, and you are not guaranteed to be paired with potatoes as a Solo survivor.

    SWF merely offers the opportunity, the possibility, for coordination via communication, an opportunity that I can attest is not always taken advantage of. I often SWF without voice comms, and even when I do, I have voice in one ear, game sounds in the other ear, so no sense of directional sounds, and my friends spend the game talking ######### instead of making call outs. Throw in a discrete handicap to playing with friends and I simply won't.

    As such, I much prefer playing Solo survivor, and my team mates are not always terrible. If you get players with decent game sense, players who are good survivors and know how to make good plays, you can communicate with as little as pointing and teabagging, and can pull off coordinated plays that the killer will assume must be a SWF.

    For this reason, you cannot implement any significant mechanics that single out players who are in a preformed party. You simply can't know that they're at an advantage. They may not even have voice comms.

    Instead, you implement mechanics that by their design do not give an advantage to players using voice comms. You create abilities that provide information that is superfluous to voice comms. Such as:


  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    SWF does confer a guaranteed advantage. Being in a SWF means you have teammates that give a tish about you.

    I didn't ask for a nerf to SWF, just a buff to SoloQ that anyone in a SWF wouldn't benefit from. If the SWF isn't on comms or listening to and watching a fellow survivors, that's them wasting their opportunity to coordinate.

  • Seraphor
    Seraphor Member Posts: 9,429

    Then surely a survivor playing solo is simply wasting their opportunity to coordinate by not choosing to play SWF?

  • Lastchild
    Lastchild Member Posts: 333

    The only way to balance Solo Qs with SWFs is to nerf the SWFs.

     And the only way to nerf SWFs is to simply reduce their knowledge of the maps that's their strength.

     This means increasing the elements included in the procedural generation of maps.

     Because if there are 30 different versions of a card the SWFs will not have the current confidence.

     The killer will be as lost as the survivors in the cards, it's the only possible balance.

     Maps shouldn't be recognizable, they should constantly be a new adventure.

     On the official website it is stated that the maps are procedurally generated.

     The truth is that this generation lacks a lot of precision.

     All the elements of a card must change places, direction, size.

  • Gandor
    Gandor Member Posts: 4,268

    Wrong. You could give all the advantages, that SWF already has to soloQ. That would balance both groups. Once both groups are balanced, you can buff/nerf killers so, that you get 50/50 kill ratio. If you manage to do this across whole MMR range, then you have fair game for everyone

  • Lastchild
    Lastchild Member Posts: 333

    I don't think you realize that it's essentially the SWFs' knowledge of the map that gives them an advantage.

     This is the most telling element.

     If all the elements of a card are constantly modified, it is not a group of 4 friends who will be able to show off.

     Moving on, experience has shown that Solo Qs can't play very well Even when you equip Kindred to help them.

     This is why forcing the game to detect who is playing with a friend, in order to give advantages to Solo players, is useless.

     So the only thing to do is to make the SWFs feel as lost as a Solo player.

     In addition, the killer will also be lost, which is to the advantage of Solo players.

     There is no better solution than modifying the cards more.

     And SWFs won't be able to protest against that.

     It's precisely if you want to add kindred base for Q solos that SWFs will complain.

     And no one wants the SWFs to complain, the SWFs fund the game a lot.

  • Seraphor
    Seraphor Member Posts: 9,429

    Increasing RNG elements only strengthens the value of voice comms.

    SWF can communicate any RNG changes, the new locations of certain landmarks, to their team mates, while solo survivors will each need to discover these RNG elements themselves.

  • hatchetChugger
    hatchetChugger Member Posts: 442

    Being lost and alone isn't a SoloQ issue, its a game sense/awareness issue.

    I pretty much exclusively solo queue outside of tournaments or with my team, and I never have trouble with getting a general idea of where my teammates are. I don't run many aura perks on survivor outside of sometimes putting on empathy for flashlight saves.

    Obviously I know everyone that SoloQs is on a different level when it comes to game awareness and knowledge.

    The underlying issue with SoloQ, in my opinion, isn't the lack of information, its the lack of communication and ability to coordinate with your fellow survivors. The easiest way would be to just add Team Voice Chat, but a lot of people dislike that idea and I understand why.

    Something that could work for both controller and PC players is a chat wheel menu, like in Overwatch or CS:GO. If BHVR doesn't want to immediately implement all of that at once, they could start smaller, like the quick ping feature in VHS.

    I'm betting it will take some time for any substantial SoloQ changes to arrive. I get the sense that BHVR wants to be sure on the changes they make, and to take their time, especially when it comes to something like SoloQ problems.

  • Kaapskaaps
    Kaapskaaps Member Posts: 58

    Again the easiest way to buff soloq without buffing swfs is to just give in-game chat like in every other pvp game. It's so simple but the devs aren't just doing anything.

  • DaddyFatSacks420
    DaddyFatSacks420 Member Posts: 183

    I have been begging for years now...


    “A while back there was a bug that caused each survivors level to be shown above their heads for all survivors to see while grouped together before the match starts, what I suggest is much like that unintended bug, every survivors perks, item, add ons, and offering should be visible to all other survivors when waiting for the match to begin. This way solo players can coordinate with each other at least somewhat when going into a match.”

  • Marik1987
    Marik1987 Member Posts: 1,700

    I think the key-word is Information.