The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Absolutely nothing is being done to bridge the gap between Solo Survs and SWF.
Why is this the case? These changes are not hard. Perks like Bond, Kindred, and Empathy could be built in, and killers could be buffed around this. I'm incredibly tired of being hooked and seeing 2 or 3 other survs hop off gens to come get me. Do I really need to waste a perk spot for Kindred every time?
Comments
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Seems like it would just lead survivors to taking more perks that killers would call "unfun".
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You are wrong in your statement of "absolutely nothing" has been done.
UI changes have been made and are contiunally being made to help bridge the information gap.
For example
- You know who the obsession is now (you didn't know this previously till they were dead.)
- You know when the obsession is being chased now by the moving talons.
- You get icons now when a Hex is discovered to be in play explaining which Hex it is (again, previously was not given this information)
All these UI changes they continue to make are mostly for the solo player - so they have this information on hand.
Can more be done? ABSOLUTELY!
But so say nothing has been done is misleading.
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Seems to have been forgotten easily and the many suggestions the community have given them also seems to be ignored as well. I doubt will see any progress with it anytime soon
Post edited by SpacingLlamas on4 -
To be fair very little survivors use those perks anyway, so would anything really change
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Oh, so that change to STBFL was thought of by the devs on their own? It wasn't a suggestion from the community like they claim?!
OMG, WEVE BEEN LIED TOO!
FFS, some of you guys are as bad as russian bots in your misinformation.
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I'm talking about regarding any buffs and changes to solo survivors so their on par with swf. Not the game in general or killer perks/powers.
Geez calm down
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your poorly worded post was not specific.
But my point still stands. If they took suggestions on other things in the past, why won't they take more?
But whatever, I'm not the "calm" one here apparently
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What type of Killer buff could possibly compensate for built-in Bond, Kindred, and Empathy?
Serious question.
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Bond should not be universal, same with Empathy
Kindred should be given to all new characters or freshly prestiged characters as a freebie.
But built in? Hell no
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Why would I be talking about anything else, not related to the topic of this post. . .
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Honestly, this is a starting point. However SWF, for the most part, readily have this information. They know when teammates are nearby, when one is being chased by the killer, who is working on gens, and who is going for the save.
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That doesn't address my question, though.
What could the killer possibly gain to be on par with all this free information for survivors?
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Still feels completely different playing with friends versus’ randoms.
90% of the time we aren’t even using coms when I play with friends.
4 players that have synergy is a hell of a feeling after playing solo mostly for 3 years. I don’t know why randoms are so bad 🤷🏻♀️.
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@altruistic Hell, welcome to any online game that requires any sort of real team coordination.
I'll take my 3 or 4 stack team over a team of five other randoms in Overwatch any day of the week. Even when 1 or 2 players in that stack aren't all that great at their roles.
Voice comms or not, friends who play a game together are going to develop a sense of everyone's job and expectations, be it DbD, Overwatch, a MOBA, or squads in a B.R. It's something that randoms just will not have. Most of the time in random teams, there is an innate sense of not being able to trust your teammates, so a lone-wolf, my ass before yours, comes into play.
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At this point, I want the devs to give solo survivor some buffs.
Even though as a killer main I recognize how such buffs could makes our lives more miserable. I still don't care.
I'd rather have tougher games as killer, but be able to play survivor whenever I want and not be miserable.
Having said that, if the devs give solo survivors buffs, they need to finally crack down on this garbage map design.
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Firstly, I'm guessing the main reason they aren't as focused on buffing solo is because it's actually not as big a deal according to the stats they have as people are making it out to be.
Secondly, I'm wondering if anyone who complains about the efficiency of coms has ever actually played SWF themselves. My SWF group is nowhere near that efficient, and I'm guessing that's the case for most groups, given the stats on SWF survival rates.
A lot of the time when we play, we're just messing around in voice, not giving each other constant instructions with pinpoint accuracy. Sure, we might let each other know if the killer is hanging around the hook, or one of us might say "I'll go for the save" (sometimes, other times we just forget and all go for it anyway) but we sure don't know where each other or the killer are at all times. I feel like people think SWF conversations go like this:
"Where are you? I'll heal you."
"I'm in the north-west side of the map, twenty meters from the far wall, crouching behind 'the' rock."
Most of the time the conversation goes like this.
"Where are you? I'll heal you."
"Uhh... I'm next to the big thing... I'm kinda near shack but also not really..."
"Gee thanks that narrows it down."
Or this:
[Shelter Woods]
"I found Ruin! It's uh... under a tree somewhere."
Or this:
[Lehry's]
"Does anyone know where the killer is?"
"Yeah, she's near me."
"And where are you?"
"Um... in a room?"
And that's not to mention that there are actually downsides of playing SWF as well, like the instinct to perform suicidal feats of altruism because it's your friend's life on the line and not just some random's. I say all this not to suggest that there is no gap between SWF and solo play, but simply that the gap is far, far smaller than most people who complain about it imagine.
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That would be a great trade. I'm all for it.
I am also a killer main that would be more likely to play survivor if solo wasn't such a dogpile of depression.
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Chill out, Karen. The point is this information is ALREADY free for SWF groups. If the gap was bridged, killers could be balanced around the information SWF has. This would probably include changes for individual killers.
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Pretty sure they can't take into account SWF groups under the influence of one or more substances.
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They take into account all the groups, drugged up or not. Fun fact: people don't have to be on drugs to play a game casually with their friends and not get super sweaty over it. That's how most people play.
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Obviously, your group does not seem like the SEAL Team 6 groups a lot of killers run up against at high ranks. Even if you are not super sweaty and/or impaired, you can still announce when you are being chased by the killer, who is going for the save, and who is working on gens.
As solo survivor, your information is far more limited. You have no idea who is going for the save unless the hooked surv is running Kindred and you do not know who is working on gens. The only way you know if someone is being chased by the killer is if they get injured or they are the obsession. Even then, you do not know if the killer is continuing to chase them.
Knowing what the killer is doing is an absolutely a huge advantage. As a solo surv, you are mostly in the dark. What happens when a lot of survivors are uncertain? They go into immersion mode. Knowing the killer is occupied with another survivor and not actively patrolling means you have a free pass to work on gens.
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I understand why it sounds like an enormous advantage, but the stats (at least as of around six months ago) just don't support that idea. I'm not denying that there are some ways in which SWF have the edge over solo players, but it's not as big a gap as you're implying. And as I said, as much as there are advantages to playing SWF, there are some significant disadvantages as well.
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As SWF, you have tons more information, which is the most important commodity in this game. Using it poorly does not constitute a disadvantage.
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That's not the disadvantage I was talking about. Please read my post more carefully. Psychological factors do need to be taken into account, and not feeling the instinct to want to save your friends is indeed an advantage solo players have over SWF.
Once again, we can debate your experience vs my experience back and forth all we like, but statistically, the survival rates are not all that different for solo players and SWF players, which means that, for whatever reason, the divide between them in terms of viability is not as large as you're suggesting. All I'm doing is making speculations, based on my own experience, as to what that reason could possibly be.
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You listed 3 points. Amazing.
1st point is an information you usually can't do much with, it's a speculation if DS is in play or the killer has an obsession perk.
2nd point wasn't even fully and correctly done. It has to be on ALL survivors to be useful and not just one at best.
And I don't even know what you r trying to say in your 3rd point.
The last thing devs made was the obsession legs shown to everyone. And I think this was in 2017. We are about to hit 2020, in case you forgot.
Post edited by justarandy on2 -
Take a look at the topic, for me it was clear he is talking about solos.
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2nd objective.
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This. Sometimes I take some friends to play with. No voice coms. Just experienced players with game sense and eventually a quick message via steam chat to call out insidious Bubba for example. The difference compared to solo Q is insane. To many potatoes are in red ranks. I can't even imagine how easy 4 men swf WITH voice coms is, has to be a cake walk.
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I know exactly what you are saying and I disagree. It is not hard to be altruistic and be smart about it. There have been times as killer, clearly against SWF, where they unhook their friend before I even have the chance to walk away. So let the killer hook your friend, given them a moment to leave, and unhook. Not hard stuff.
Even if we assume your argument is true, solo survivors have it worse. Unhooks are worth a ton of points, so everyone wants them. Not to mention losing another survivor really puts a damper on your chances of doing well. So instead of the hooked survivor telling their friends what the killer did after unhooking them and being able to discuss who goes for the unhook, solo survivors simply know someone is hooked.
Solo survivors have absolutely nothing on a well-coordinated SWF team. It's not even a competition. You can't suggest all the extra information a SWF group has can detrimental if used properly.
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You are just not an optimal SWF group. Simple. Just take a look at the depip squad and how well they communicate informations. And they aren't even talking that much, sometimes I watch streamers and they call EVERY SINGLE PALLET DROP out for the team to avoid that anyone runs into deadzones by accident. Just because you and your team can't (or don't want to) fully capitalise on the advantage voice coms can give doesn't mean others can't.
Post edited by justarandy on4 -
I know I'm not in an optimal SWF group. That's exactly my point. I'm in a typical SWF group. 4-man SWF takes up about 5% of all queues, and of that 5%, maybe 1 in 20 (if we're being really generous) of those groups use voicecoms to their full advantage. My point has always been not that coms cannot be used to gain a significant advantage, but that the problem is nowhere near as widespread as people like to pretend, because it only occurs in a generous 0.25% of all games.
The OP asked why nothing is being done to balance it. My guess is, that's why. Because it's not statistically as huge a problem as people are making it out to be.
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The stats show Nurse is one of the killers with the lowest kill rates. So I guess the devs should buff her then according to your logic?
Oh wait the devs aren't buffing her, infact they're nerfing her add-ons. Because when good players used them they curb stomped survivors.
It's the same with good players and SWF. They can curb stomp killers. If something is so OP that when good players use it becomes problematic devs shouldn't hide behind the excuse of drunk and casual players not abusing mechanics. They should instead address said OP mechanics.
Closing the SWF-Solo gap and the changing maps/buffing killers is the fairest way to address SWF.
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I don't necessarily think Nurse ought to be buffed just because of that, but I do believe that they ought to look into why she has low kill rates on consoles. Maybe her controls aren't console-friendly, and they ought to take a look at that.
But yes, I do believe that it's not a good idea for game developers to make changes just because a number of players complain loudly enough about it on the forums, if they have access to actual data which gives them different information. Indiscriminately making changes because the players say so is how you ruin games. I believe that they should use all the information they have available to make informed decisions about changing the game.
Notice that I never said the gap between solo and SWF players was a non-issue or that it didn't exist. Nor did I say that they should or should not make game changes based on statistics. That's something you're projecting onto me. All I have said is that according to the stats, the issue is not as widespread as many believe it to be, and suggested NOT that it therefore should be ignored, but simply that that may be why the developers aren't making fixing it as much of a priority as some people think they should be.
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NO, just no. unless all killers get stuff like speed buffs, lunge increases ETC. the gap between solo Q and SWF should not be bridged. SWF breaks the game when on comms. you basically get 90% of the game survivor aura perks for FREE
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Lol yes bc Nurse needs her lunge range to be even larger
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Wow... this forum just degraded quickly. Not really helped by how aggressive OP was. I think I'll just not bother to lob any ideas in here other than...
They never answered your question other than being Rude.
And all of you go calm down or something. Why must these forum posts and topics always boil down to a war or whining?
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This might be a slightly controversial opinion, but I think BOTH kindred and BBQ aura reading should be built in perks. They both incentivize much healthier play styles for both survivors and killers.
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Making perks Base is a dangerous slope, as you never know how strong it would be until it's implemented. Red rank survivors usually never do this, so I must ask what rank you are at? At red ranks survivors are (usually) good about not having 3 people rushing a hooked person.
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I was assuming he was referring to the unholy trinity survivor perks.
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Where you got that number "1 out of 20"???
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I'm fine with kindred becoming bassline and the perk itself getting reworked I have my own personal issues with that (basically reduces the times when multiple survivors will get off gens to save the person on hook and survivors who work more efficiently and do gen faster) but if it's going to help bridge the gap I'll be fine about it
However bonds and empathy should not become baseline if you make perks like that Bassline then you're just going to have survivors who bring even more annoying perks for the Killer.
Why run bonds and empathy when I could run perks exclusively for generating or running the killer around because I have bonds and empathy in basekit it anyway
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That's my estimate, based on SWF groups I've come across myself and those I've been a part of. Also no one but the absolute top players even know the maps well enough to be able to communicate precise locations for pallet drops and such, so I'm guess there will be a fairly low percentage of people using comms to their full advantage. If you have more concrete data to refute that, though, I'd love to see it.
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They also hid the Results Screen killer build.
This is a massive step to closing the gap between Solo Queue and SWF.
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There is no swf indicator. U can't always know what you verse. Many private profiles, many liers when you ask in chat.
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Just repeating myself, I quit survivor because solo teammates were terrible most of the time, on a level where I'd say that no amount of "buffs" or extra information can help them. I am not even talking about lack of "looping skill" or "map knowledge", but overall awareness and general poor decision making. Like, some people can't even be helped with a Kindred in base kit. I remember a game against a Hillbilly where the hooked survivor had Kindred and it showed the killer was camping, but the other two teammates still tried to make a save and boom there I was alone on the map with the killer.
Yes there are good players, it's really fun with them and I've had a few awesome matches, but the balance between bad and good solo games is completely off towards bad.
The only thing that could help solo players would be a meaningful ranking and matchmaking that puts players in a lobby with others of a similar level. As long as survivor pipping is getting easier and easier, playtime determines rank and rank resets more frequently than some people change their socks, I doubt I'll find the motivation to queue as survivor, at least not without a reliable SWF group.
As for the few things that have been done ... there have been other decisions that widened the gap again. I still consider the hatch closing mainly a huge solo nerf.
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There is no mechanical difference between swf and solo survivors.
To close the gap between solo and swf, you'd need to display the average emblem of their last 10 trials,optionally their total emblem score, of other survivors in the lobby for you to see. Joining as swf only removes the uncertainity of the other players "skill" and intentions. ("Friends are more likely to help you"). By giving the emblem score of survivors to other survivors, theyget the difference between swf and solo bridged.
Now if you were thinking of giving survivors certain permanent aura readings, ping tools, "current-action-icons" or straight up voice chat, thats not solo-swf, but solo-cwf.
I might want to remember everyone that the game is NOT balanced around any advantages of both swf or cwf, the perceived state of "being punished with bad randoms" is the default state of the game.
Thus hyperbuffing all survivors with plentiful nice tools to bring them up to par with real time communication would most likely kill the game, as some of our dear community like to scream out, if they dont raise the base kit of killers accordingly. This means the base kit of all killers, not their individual abilities. (Gen times, regression, hooks, tracking tools, addition of sub-skills like in IDV etc)
Might also point out that, unlike with survivor, there are real mechanical differences between killer characters, thus "reducing the difference between killer tiers by improving the worse killers" is something that should be happening ...
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I have thousands of hours in the game and if they made solo as strong as SWF I’d just delete the game. There’s no buffing the killer to match that.
The core mechanics are designed with zero communication in mind. They’ve already ruined that with SWF. Now they’re supposed to spoon feed solos so much free info that they’re as carefree as SWF?
Yikes. And i say this as someone who solo queues exclusively
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