http://dbd.game/killswitch
Kindred (without killer aura) should be basekit for solo survivors
I feel Kindred is absolutely necessary for a solo survivor. Without it your teammates let you die on hook because they think someone else goes for the safe, and if a teammate is hooked you never know if you should run across the whole map to save him or if someone else is on the way.
I really think it should be basekit for solo survivors (minus the killer aura). This would help against many frustrating situations and free a solo perk slot.
Thanks for reading. :)
Comments
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still think global bond would be more encompassing of a change. .
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That would be a little bit broken for survivors. There is no way to balance around that.
It would make everything so easy.
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i do not agree. escaping killer can still be challenging.
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I don't think it's necessary. With the HUD icons you can see what everyone is doing and who is being chased.
With the anti-camping coming later, that could gain HUD indicator too, such as an icon to show a survivors sacrifice meter is slowed, indicating the killer is within 16m.
Any aura effect is pretty strong, better than most SWF comms can be. So basekit auras shouldn't be a thing imo, except for when the survivor is powerless like the current aura when dying/hooked.
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If you are bad that it will always be challenging.
But just decent players would get into top level SWF (current).
Hardest part is to have correct call outs, usually use clock system. Most players don't/can't do it.
Global bond would make it so easy for survivors.
-never bring killer to other survivors unless you want to.
-always know where to go for bodyblock
-easy spreading on gens
-always know who goes for unhook
You would want to take hardest thing survivors need to learn and make it basekit perk...
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I agree. The HUD changes helped in this regard, but I still think that basekit Kindred would be the final nudge solo needs to make saves functional.
Not even for really coordinating saves, just to ensure that someone only ever goes to second stage because of bad decisions, not because of lack of information.
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I mean last time we pushed for the HUD under the assumption that by bringing solos closer to swf we would then buff killers closer to swf and that basically never happened, so I'm a little hesitant to support this based on the track record.
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I feel like a lot of people leave off the "if necessary" part of that sentiment, though.
Have killers needed sweeping basekit buffs as a direct result of the survivor HUD? Not really, killer's not exactly struggling in general and anywhere problems do arise it tends to have more to do with items and perks, or map design. The survivor HUD was just a good addition that didn't really end up making killers weaker.
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"Have killers needed sweeping basekit buffs as a direct result of the survivor HUD? Not really"
I kind of disagree with this premise. Do they struggle most games because most survivors play badly? No. Do they struggle against against good players? Yes. Only winning when players play bad regardless of your play even if that isn't the majority of games doesn't tell me they're in a good spot. I care about good vs good matches as that's an actually objective measure of game balance. I understand we're just going to fundamentally disagree here though, that's fine.
"anywhere problems do arise it tends to have more to do with items and perks, or map design"
I mean this has been since the games existed and still does today. This is most matches as well. Like 70% of the maps are very unbalanced for example. Like 90% of my matches have at least 3+ medkits/toolboxes as well, with at least 1 or more BNP/Styptic/syringe in every other game.
"The survivor HUD was just a good addition that didn't really end up making killers weaker."
I think it did some. That said, if you do believe that it didn't, then that means the real issue with solo queue never had anything to do with information, it was simply bad players making excuses. The biggest advantage of swf isn't info, it's guaranteed good players. By that criteria it means bringing solo queue to swf is an impossible feat since it's a skill issue. Which also means at the end of the day all this Kindred change is for is making bad players win more, not to actually get them closer to swf level.
I think the game tries too hard to make people win games that they don't deserve to be winning.
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Wording is kinda not correct.
SWF doesn't guarantee good players, there is many bad SWF groups.
It simply ignores matchmaking, so you choose who you play with. Doesn't matter they are good or bad, but it's up to you.
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I should have been more specific with my words, you're correct. Guarantee was poor wording. Extremely more likely would be better.
Still we're mincing semantics and the point remains. Yes there are some bad swf groups, but in generally they are most often significantly better, exceptions aside. Even the data shows this.
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Killer players only struggle against good survivors if you define "good survivors" as players who are capable of making the killer struggle.
If you define "good players" as those who have a general idea of what they're doing and how the game plays, no, killers of comparable skill don't struggle against them. Now, I'll grant that you aren't at all guaranteed to get players of comparable skill to yourself - I've had multiple seven-thousand-hour players in my games recently and I personally only have a fraction of that - but that's not a balance issue, it's a matchmaking issue.
As for your last paragraph there, it's not about winning. It is completely impossible to actually make solo and SWF equal, I agree with that, but solo also feels bad because of actual game design elements outside of your control but inside BHVR's control. They can't force your teammates to make good decisions, but they can address a lack of information that the game must necessarily balanced around you actually having. SWFs exist and can't be removed, so it must be assumed that a good chunk of the knowledge SWF pass to one another is known by all survivors otherwise balancing is impossible.
TL;DR winrate isn't everything and solo needs balance changes that aren't directly related to whether those players actually win their matches.
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Never have I played a solo queue match (and like 95% of my games are solo queue) and thought I lost because of balance problems or lack of information. It was either me or my team making bad plays. If either of us are making bad plays, we should lose. I don't see the issue with that.
"but solo also feels bad because of actual game design elements outside of your control but inside BHVR's control"
This feels bad is actually from them playing bad, not a lack of information. This is lack of accountability on their part and making excuses.
I think the game is currently balanced around a solo queue group of like sub 300 hours each.
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I've had a few matches like that myself, but since whether or not the player in question loses isn't relevant to my argument here, neither are those anecdotes.
There is no amount of good play that will overcome the fact that you just don't know certain critical things in the basekit currently. This was even more the case before the HUD update; there was no amount of good play that would make up for not actually having any way of knowing what your teammates are doing at base, and needing to run perks to remedy that is exactly why it felt bad, not a solution to it feeling bad.
Again, though- if the game is balanced around a good SWF, which seems to be your implication and is something I'd mostly agree with, solo players must necessarily be given some of the information the game is balanced around them knowing. Otherwise their chances of winning actually will go down.
Basekit Kindred and the ability to see your teammate's perks in the lobby + match details mid-game are the last things needed for that, imo.
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"but since whether or not the player in question loses isn't relevant to my argument here"
You're saying it's not about winning and it's about not knowing information on your teammates but I'm saying that isn't actually the case. I'm saying the lack of information is being used as a scape goat for playing badly and why it feels bad.
The HUD is currently giving a significant amount of info. More than enough to make good choices. More info shouldn't be needed for a good player. I feel like we're trying to give so many bumper lanes for bad players to make them win games they shouldn't be winning.
"solo players must necessarily be given some of the information the game is balanced around them knowing. Otherwise their chances of winning actually will go down."
I would be okay with this. I'm just referencing as I did in my first post that they are highly unlikely to bring killers to that level necessary if we did give all that info to solos equal to swf.
"Basekit Kindred and the ability to see your teammate's perks in the lobby + match details mid-game are the last things needed for that, imo."
As said before, I just see them doing this and then doing nothing to killer to bring them to swf level. If in a hypothetical world they actually did, then I'd be fine with this.
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Right, but whether or not people are trying to use the lack of information as an excuse for poor play is irrelevant. The lack of information still both feels bad for good players and is presenting a balance problem insofar as you can't balance around SWFs while they have basic information solo queue lacks.
(I'm not referring to really advanced callouts here, but just the ability to say what perks you have and who's going for a save, which my suggestions there would remedy. SWF are always going to be better than solo and that's fine, but there is a baseline solo needs to meet that it current doesn't.)
For your last point, if it is needed then BHVR certainly will. I think too many people just assume it obviously would be, when the information we're talking about here is useless in the hands of poor players and would only be nice to have for good players.
Take this thread's particular example- I can't conceive of a world where half a Kindred basekit is actually going to require killer buffs to compensate. It just isn't going to have that kind of impact, at worst it'll prevent the handful of matches you might have where someone goes to second stage or dies without a save because you got particularly disorganised solos. Those matches don't happen frequently and it's pretty obviously fine to lose them in exchange for the game's overall health improving.
What half a basekit Kindred would do is bring solo queue to a point where it's a better basis for overall balance, and it'd make solo queue feel a little less frustrating as players don't need to give up a perk slot to get super basic information. Those don't necessarily translate into killers directly getting weaker. A great parallel here would be the DC bots just added- those are undeniably a survivor buff, as players no longer get 1v3s they can't possibly win because someone DCed on first down, but it only does that. That change didn't require killer buffs to compensate, and half a Kindred basekit wouldn't either, imo.
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"The lack of information still both feels bad for good players"
I disagree. The information feels fine for actual good players in my opinion. The people typically complaining are the bad players.
" if it is needed then BHVR certainly will"
That is a massive IF. Given their track record which is extremely bad, I don't feel they have a good understanding of their games balance to even know "if" it's needed. I feel like this would be trusting someone you know to make the right decision when they've made the wrong decision 90% of the time in the past.
"when the information we're talking about here is useless in the hands of poor players and would only be nice to have for good players."
I mean we did already say the game's not balanced around good players. So that would be buffing people that already have an unfair advantage.
"Take this thread's particular example- I can't conceive of a world where half a Kindred basekit is actually going to require killer buffs to compensate. It just isn't going to have that kind of impact, at worst it'll prevent the handful of matches you might have where someone goes to second stage or dies without a save because you got particularly disorganised solos."
This would essentially make the team way more efficient on gens in a world where gens are already going too fast. The HUD realistically already shows this anyway. 1 on hook, 2 on gens, 1 on nothing. The one guy on nothing is obviously going for the unhook in 99% of the situations unless it's some random new person with sub 50 hours hiding in a corner which isn't really representative of anything.
"What half a basekit Kindred would do is bring solo queue to a point where it's a better basis for overall balance, and it'd make solo queue feel a little less frustrating as players don't need to give up a perk slot to get super basic information. Those don't necessarily translate into killers directly getting weaker. A great parallel here would be the DC bots just added- those are undeniably a survivor buff, as players no longer get 1v3s they can't possibly win because someone DCed on first down, but it only does that. That change didn't require killer buffs to compensate, and half a Kindred basekit wouldn't either, imo."
I think that isn't a fair comparison at all. A DC is objectively a downgrade so putting a bot in is just fair. Your example is a buff, however small you want to elude it to. You're nearly equating it to a QoL like the bots, of which it is not. It is just objectively more information.
I still don't understand why you feel this basekit half Kindred would fairly be needed for solo queue. Are solo queues unfairly losing or "having a bad experience" specifically from lack of information? I don't think so. All the frustrations that currently exist in solo queue are skill and matchmaking ones, not balance ones in my opinion.
Btw I appreciate the cordial discourse, it's rare on here.
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I think it's unfair to label everyone complaining as simply being bad players. Certainly some are, but the quality of an idea shouldn't come from those who argue for it, it should come from the idea itself.
But, even if we set aside the game-feel argument for a moment, there's still the balance idea. I don't actually agree that the game is balanced around bad players, it feels more like it's currently balanced around generally decent players who don't choose to play 100% optimally all the time, which is a different concept - there's a difference between default Claudette self-caring in a corner, and a decent player that likes doing archives and gimmick builds, after all - but the fact remains that balancing the game around even decent players means acknowledging the elephant in the room that is SWF.
Now, SWF is made into an unfair boogeyman a lot of the time, I won't deny that. Your average SWF is not an unbeatable menace that is guaranteed to give you a miserable game, and I won't pretend they are, but I will state the claim that the average SWF is still inherently affected differently by balance changes to even an above-average solo queue player. Regardless of exactly how skilled a player the game wants to be balanced around, they still need to push for solo and SWF being affected more equally by balance changes, because regardless of skill level they currently aren't.
It doesn't take skill to say "I have -insert teamwork based perk-" or "I'm going for the save", and so those two specific callouts need basekit equivalents for the whole game if balancing is going to be properly effective.
As for the efficiency on gens argument - this is a separate argument to the balance one, to be clear, and... I think you're maybe right, but I think you're exaggerating the effect of it. You don't exactly lose a ton of gen time when two people go for the same save because they didn't have Kindred-- it isn't nothing, and it'd add up if it happens more than once, but I would personally say I don't think it's game-changing. That is why it's a buff, btw, and not just a QoL change like that challenge tracker they added- I am open about it being a solo queue buff, I won't deny that. I just don't think it's a buff that means killers must necessarily be compensated in some way, because all it does is remove the hypothetical bottom of the barrel when it comes to match quality.
By which I mean- it won't make your average opponents actually better than your average opponents now, but it would raise the floor of how below average they can be, if that makes sense?
That's why I equate it to the bots- an early 3v1 shouldn't be considered a genuine advantage, but the absolute bottom of below-average resistance a team can put up. The bots are a buff in that they prevent this from being the bottom, but they don't actually raise the average. I'll grant they have less effect on the average match than solo queue buffs, because they won't even ideally be in the average match, but the overall principle remains the same. Getting an extra hook state or the opponents losing slight generator efficiency because nobody equipped Kindred shouldn't be considered a genuine advantage, it should be that bottom of the barrel; value you got because something went wrong, not because you played well or your opponents played poorly. If your opponents still play poorly, that info isn't going to help them still, so that's why I think it's an acceptable buff.
Regarding killer balancing, too, we're kind of at the point where there's not much that killers need in terms of sweeping basekit buffs. I think what BHVR would probably do is look at which killers struggle in response to any given survivor change, and look at tweaking them specifically in some way. I think that would be just as effective and acceptable as basekit changes, but I think people overlook that kind of thing in a sort of, one-for-one "they got something we should get something" kind of attitude, which I think is a little narrow-minded.
Any time, cordial discourse is why I joined the forums, lol.
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I think what BHVR would probably do is look at which killers struggle in response to any given survivor change, and look at tweaking them specifically in some way.
You give too much credit to someone who thinks Myers and Trapper are fine...
Response to changes? After two years +/-
one-for-one "they got something we should get something" kind of attitude, which I think is a little narrow-minded.
It wouldn't be an issue if they had regular balancing updates (more often).
But you don't really want to see too one sided changes, when you know next "chance" for fix will be in 3 months.
HUD was fine, it was basically focus mostly on soloQ and didn't affect SWF that much, simply because it's information that is easy to share.
But basekit changes that affect any survivor are kinda big deal, same for killers.
Issue with killers is that you can't really do many basekit changes, because you have to care about result for Nurse and for Trapper. That's just completely different game. But BHVR is for some reason not capable of handling changes for multiple killers in one patch.
So many things could be improved with just number changes.
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"I think it's unfair to label everyone complaining as simply being bad players. Certainly some are, but the quality of an idea shouldn't come from those who argue for it, it should come from the idea itself."
That's why I said typically, not everyone. I agree it should be based on the ideas and not the people, which is what I try to always practice. I was more pointing out a correlation I noticed, not a causation. I don't feel like I've typically heard good arguments for why we should buff solo queue.
"it's currently balanced around generally decent players who don't choose to play 100% optimally all the time"
That's a fair stance and those players are close enough to the ones I was referencing that I could see a fair argument for that. I don't think our balance stances are too far apart.
"Your average SWF is not an unbeatable menace that is guaranteed to give you a miserable game"
I feel like this is a strawman many people throw at killers and like to pretend this is what most killers are saying when it's not. Most killers do not think this, they just think it's a massive unfair and unbalanced for advantage, which I would agree with.
"Regardless of exactly how skilled a player the game wants to be balanced around, they still need to push for solo and SWF being affected more equally by balance changes"
Unfortunately this feels like a near impossible task and even if it was would that be good? We already said the game isn't balanced around swf. So if were buffing both equally then swf, which already has a huge advantage, would still technically be getting even further ahead of its already existing lead. Ideally we'd want things that don't buff swf at all, but as said before, that's near impossible.
"You don't exactly lose a ton of gen time when two people go for the same save because they didn't have Kindred-- it isn't nothing, and it'd add up if it happens more than once, but I would personally say I don't think it's game-changing."
I actually disagree here, it is massive. Even one time getting off that extra survivor gave up nearly half an entire generator between running there and then back. That is huge. Now imagine if that happened more than once. That could literally be the difference between a win and loss.
"By which I mean- it won't make your average opponents actually better than your average opponents now, but it would raise the floor of how below average they can be, if that makes sense?"
I can see what you're saying and that's a fair point. I just see it inadvertently buffing many who are already over the balance line and pushing them further. If we could somehow hypothetically make it where it really was only the dead bottom then I could see that as being okay, even though I do still think it's just giving buffs to people that are losing because of skill and just giving them artificial wins they didn't necessarily deserve. That's a big hypothetical scenario though that I don't see as actually being achievable is the problem. How do we buff the bottom without buffing the others that don't need it?
"Regarding killer balancing, too, we're kind of at the point where there's not much that killers need in terms of sweeping basekit buffs"
This will be another point we're going to disagree heavily on. Like 90% of the killer roster needs buffs of varying degrees with like 50% of them needing large buffs. The core issue is map design however, so hypothetically if maps were correctly I would pull back on a lot of this, but I don't see those getting fixed as most their map reworks have been failures balance wise and they're still currently releasing brand new maps that already come out very unbalanced.
"but I think people overlook that kind of thing in a sort of, one-for-one "they got something we should get something" kind of attitude, which I think is a little narrow-minded."
People do this that's true, but this isn't where I'm coming from at all with my thoughts.
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these are basic gameplay actions. those action are all parts of playing survivor well. there should not be a mandatory perk to play survivor well. I am not sure what this would be comparable to on killer side. Its like saying killer should need to run brutal strength to unlock the ability to break pallets.
I know it would make a lot of perks redundant and not very good but it would be healthy change for solo survivor. you would have all basic tools to play survivor well.
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Kindred / Bond used to be standard 4+ years ago but there are so many diffent perks to choose from now.
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I do still think it's just giving buffs to people that are losing because of skill and just giving them artificial wins they didn't necessarily deserve.
I think this is opposite problem. soloq are acquiring losses out of their control because they do not have the tools to avoid making mistakes.
The biggest advantage of swf isn't info, it's guaranteed good players
Just because your a swf does not suddenly make you a good player. what SWF does is give you the TOOLS to become a good player. If you use said tools correctly then you greatly benefit from being a SWF. you have greater chance to escape and greater chance to win.
Kindred does not make you instantly win. Its simply tool to make you play better by avoiding mistakes specifically this type of mistake:
I actually disagree here, it is massive. Even one time getting off that extra survivor gave up nearly half an entire generator between running there and then back. That is huge. Now imagine if that happened more than once. That could literally be the difference between a win and loss.
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Never once have I lost a solo queue game and been like, wow I lost that from lack of tools. It was either me playing badly or my team. Solo queues issue isn't a balance one.
They already have all the tools they need, it's just a lack of skill.
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100% agree. SWF already have this info, why soloq can't?
I'm really waiting for them to add this so that all "but soloq..." arguments stop making sense, because this is literally the last thing that separates solo players from swf. Everything players will complain after about is pure skill issue (their or teammates).
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that is because you do not realize you have made a mistake. soloq has many inefficiency errors. killer also make inefficiency errors as well. there is famous quote by Johan Cruyff.
Football is a game of mistakes. Whoever makes the fewest mistakes wins.
that can be applied to every game. every game is a game of mistakes. the player that makes the fewest mistakes wins. what is important to note is that not every mistake is avoidable and not every game is perfectly fair in every instance. as a result, you have to win on the greatest sum of parts. this is to say that let say 10 scenerio's play out, 2 scenarios can be unfair/skewed against you but 8 scenarios can be changed. do not focus on 2 scenarios that are skewed. focus on the 8 scenario's where it was possible to change outcome.
"The core issue is map design however, so hypothetically if maps were correctly I would pull back on a lot of this, but I don't see those getting fixed as most their map reworks have been failures balance wise and they're still currently releasing brand new maps that already come out very unbalanced.".
map design is imbalanced in many instances but you need to focus on what is possible to change outcome on every map. I am not entirely sold that map balance is entirely the problem. I think it is more how killer deal with said problem. it is how killer powers lack gameplay towards survivor gameplay more so then maps being imbalanced. if killer uses their power well and the killer power has a lot of skill-expression then killer can mitigate and sometimes entirely avoid the map design problems entirely.
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"that is because you do not realize you have made a mistake. soloq has many inefficiency errors."
I literally said it was "me" or "my team" making mistakes. How is that not realizing I made a mistake when I said it was me making mistakes?
So you agree about it being solo queue inefficiency errors. That's my point. It's a skill issue, not a balance one.
"if killer uses their power well and the killer power has a lot of skill-expression then killer can mitigate and sometimes entirely avoid the map design problems entirely."
Hard disagree. I feel like you think killers have way more agency than they do. Most of the killer roster, bar some exceptions, rely on survivor mistakes to win. If both sides played perfectly, killer would lose every single time. It doesn't matter how good you play as most killers, the map design is so bad on most maps that you can play perfectly and still lose if they also play it perfectly. Most the killer roster does not have the tools to counteract how bad the map design is.
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Most the killer roster does not have the tools to counteract how bad the map design is.
I could say reverse for survivor. Most of survivors do not have adequate tools to avoid making mistakes.
So you agree about it being solo queue inefficiency errors. That's my point. It's a skill issue, not a balance one.
it is skill issue that conforms into a balance issue. "This will be another point we're going to disagree heavily on. Like 90% of the killer roster needs buffs of varying degrees with like 50% of them needing large buffs.". you said that over 90% of roaster needs buffs and 50% of roster needs large buffs. you cannot buff the roaster because it will be imbalanced for average survivor. those soloq inefficiency are not possible to avoid without using said perks. your just hoping on luck for those inefficiency to not occur. you have no control over it without playing SWF.
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Survivors do not need any more basekit.
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if killer uses their power well and the killer power has a lot of skill-expression then killer can mitigate and sometimes entirely avoid the map design problems entirely.
I absolutly disagree. It shouldn't be skill issue at all to counter the bad map design. Newbie players also would like to enjoy the game and win.
Also most of the killers nothing to do with it. How Amanda counter the map design in a chase with her power for example?
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by using ambush dash? ambush dash being weak and poor answer to most loops is problem with killer power balance. its what blueberry is talking about when he says that "80% of the killer need buffs and 50% being significant buffs". you buff amanda dash when Amanda struggles to defeat survivors. that logic applies to every killer.
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But you said that the problem is people not use killer's power well, since those should solve the problem of bad balanced maps. Or did I missunderstood something? Thats why I said that no, they not solve the problem, also not powers should be the answer for bad balance.
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the killer that are underpowered are underpowered because the killer's play with said power has low impact on the outcome of the match. that is kinda what it means to be weak. it means your play matters and other person's play is meaningless. the killer is spectator of his own defeat. this can also apply to survivor if killer is too strong and undefeatable. the survivor can become a spectator to their own inevitable death.
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That's very far from basic gameplay action.
There is not many players who can accurately make position call outs.
Best most can get is main and shack.
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-never bring killer to other survivors unless you want to.
-always know who goes for unhook
I would definitely consider these two as basic gameplay actions.
-always know where to go for bodyblock
-easy spreading on gens
I consider these as basic gameplay as well.... though your teammates sometimes don't understand how do this at times... which is impressive. I guess It depends on what level of survivor you play at.
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But you don't get information where they are, from which you run with killer.
Action: body block is not hard
But get into position at correct time is not that easy, unless it's from unhooking.
Passive aura reading makes it monkey level easy.
Only way how to mimic this level of information is full SWF with good clock call out system.
That's definitely not something you want average survivors to be at. There is no way to balance around that.
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There is no way to balance around that.
your entitled to that opinion.
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