http://dbd.game/killswitch
Give power role back to killer from SWF on comms?
Currently with surviors or killers buffing or nerfing is irrelevant until SWF on comms is addressed in DBD.
The power role in a 4v1 is with the killer until they play SWF on comms.
I cannot stress how much fun playing as a survior on comms and how much harder it is being solo.
Survior comms should automatically be enabled within the game to ensure swf and solo surviors are put on a balanced playing field, or at least as much as it can be.
Once everyone has comms (except killer) we will no longer be trying to balance the killer against solo surviors.
The game can identify SWF on comms so another alternative would be solo surviors and solo killers could be given extra perks/bond/empathy.
Until this is addressed the game will suffer with less players playing starting with survior wait times continuing to lengthen as playing a killer is exhausting and survior whether solo or swf.
I write this as a killer but playing more and more as a survior and in the hope this saves the game.
Comments
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Not sure why there isn't just proximity chat.
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Imo power role should be neutral until either side starts putting in some work.
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Survivors will always be the stronger role, it's just the nature of any asymmetrical game, the many are always stronger. Killer should be the role in control of the game most of the time, but... that's just never gonna happen & if it did, it would be nigh impossible to escape as surv.
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The point is only to make the game balanced as nerfing or buffing killer or survivor perks are pointless with the huge perk of comms.
As solo survivor brings fun with suspense the swf takes away the suspense but brings in live information and teamwork.
SWF now brings in comms and I love the idea of comms proximity chat but there will always be friends circumventing and gaining an advantage with other comm methods.
The level playing field now that SWF has been introduced is to bring comms to all the survivors in game not matter what language.
To possibly add to @thefallenloser proximity chat, an idea for the killer would be to overhear survivor comms chat if in proximity (like footsteps/breathing), effects also could be added if in a tunnel etc.
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- Dont generalize SWF.
- Powerrole is always on Killer side.
- Data says its not that much difference in escape rates between SWF-groups and solos.
- The game isnt allowed to scan for devices used to communicate. Its against law.
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- I don't believe I have, SWF now can bring in comms to the game.
- I'd have to disagree.
- Sorry again i'd have to disagree but please could you send a link to the data?
- I believe you may have misinterpreted my last paragraph. The game could provide comms to survivors (solo or swf) by default. An extra feature to this might be the killer overhearing survivors as they talk to each other if stood near them or a "voice on the wind" perk etc.
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They're already working on bringing solo players up to the level of SWF in terms of the information they are given, so that they can then balance killers around that.
From the Reddit AMA yesterday:
Specifically, the part at the end: "Our goal is to gradually bring solo players up to the same level of info as a pre-made group and then balance killers to match."
They've already said in the past that they don't want to put voice chat in the game for several reasons, so I assume they're working on a series of UI and QOL improvements to shorten the info gap between solo and SWF players.
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I really hope the devs will not go the braindead easy way and just "make bond/empathy/kindred basekit". Aura reading like that provides just so much info at a glance.
There were some pretty nifty ideas on the forum or reddit that might be worth considering before perma aura vision or voicechat.
Also "CWF" will still be stronger than solo or "SWF". Anything thats shoved into the HUD or aura will be something you wont have to ask for and wait for replies, thus giving more room for strategy meetings in chat without re-affirming certain info.
Yes, the information gap will closen, but the coordination gap will either stay the same or even widen.
Also worth mentioning is the killer compensation. I hope its more than just a few buffs to weaker killer kits. That info is worth waaay more than just bringing all the lower tiers up to billy's niveau.
There would be need to add changes to general killer or survivor mechanics. And hopefully not just some number-changes (example: regression per second +0.05 charges/second)
Some examples of my own:
- You need to repair 3 charges on a generator to cancel regression, regression will continie in that time
- Hitting survivors during an action (repair, heal etc) will cause them to flinch, causing a penalty to the action progress similiar to failed skillchecks (if it's the same penalty pr not is up to debate). Theyll also be rooted in place during said flinch, which causes some of their hit-sprint to be wasted.
- Hitting survivors during a vault will cause the remaining action to be slowed down. This also aims to reduce their hit-sprint. (This would new animations for vaults that'd need to be split up in certain parts)
- The last 2 points were inspired by IdV's "terror shocks" on interrupted actions. I guess those instant downs would be too much for dbd, so i went with something different.
- Also "inspired" by IdV, i guess secondary killer tools like sentry wards, sprints on cd (if bloodlust was removed) or freddy's teleport available for all killers might be feasible. But i guesd the HUD would need to change a bit too much.
Post edited by Raptorrotas on0 -
Solo queue for killers.
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Solo queries are a great idea for the killers to only play solo surviors but would even further affect wait times for swf surviors which would be detrimental to the game. At the moment it is detrimental to killers and it's symbiotic effects to surviors
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