Solo blows because you have no idea wah at your teammates will do. Just lost to legion with half a gen to go, meanwhile Claudette self cared in the corner twice and let me get one hooked to camp hatch... I still out scores her even with her 7k for hatch
SWF could not be OP if solos were UP. Sure, communication to share information and coordinate for efficiency and to achieve the same goal gives an advantage but that wouldn't matter much if the core mechanics had survivors be very weak/UP.
4 decent solos who understand the game well enough can make the killer sweat a lot and have a good chance of winning. 4 buffoons teaming up but messing up left and right won't have an easy game vs a decent killer just because they are SWF.
People not playing the objective and making questionable decisions is usually why things go downhill fast whenever I play solo. That's not a balancing issue though. Time is on the survivors side at the start of the match and tools for survival are plentiful. People just need to learn how to utilize them well.
4 survivors who have "gotten gud" are strong, SWF just enables them to utilize their strength beyond what's possible in soloQ.
A totem counter wouldn't buff swf. A chase indicator wouldn't either. A camping indicator and a hook coordination system wouldn't either. Do you disagree?
I think, no...I know you're incorrect. This hud info is all stuff swf already knows and can use. Giving it to solos doesn't affect swf because they already have it.
SWF can be OP, but 90% of the time it isn't. Solo survivor is not underpowered. It's the players that cause it to be a disaster. Going into struggle on first hook with Kindred is nothing other than the teammates having awful game sense.
Never in all my time on these forums have I seen a balance proposal this ludicrous. So if I want to play with my friends, I have to be disadvantaged through perks, chase, and action speed? Even if I'm not on comms? Is it really that difficult to understand that buffing solo players will allow for killers to be buffed in order to compete against SWF groups every match?
Yes, mechanically it is the same as SoloQ hence why if Solo was underpowered, SWF wouldn't shift it drastically in the opposite direction. Easier for sure but the success of an SWF still hinges on survivors being decently strong at base.
Or just another idea: Once ALL totems are cleansed, a loud notification is played for everyone.
Chase indicator: 0 problems with that, even though it takes a bit of the thrill out of the game. If there is a stealth killer and I know someone is getting chased, I can stop caring about my surroundings. But I see that SWF can completely negate that fact, so sure why not.
Camping indicator: Kindred basekit and problem solved.
Hook coordination: I don't know, what you mean. How many times a survivor has been hooked?
But i just thought about something else, did you by any chance play Apex Legends? They have a great ping system for everything. You don't need to talk to your random mates, just ping the location you want to go or where the enemy is, stuff like that. It's simple and works fine. But how to balance it for DbD.. well that's not my job :D
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In my opinion: SWF = cheat/noobmode. Solo is so much better and harder ( makes more fun cause you can play how are you want )
Solo blows because you have no idea wah at your teammates will do. Just lost to legion with half a gen to go, meanwhile Claudette self cared in the corner twice and let me get one hooked to camp hatch... I still out scores her even with her 7k for hatch
SWF could not be OP if solos were UP. Sure, communication to share information and coordinate for efficiency and to achieve the same goal gives an advantage but that wouldn't matter much if the core mechanics had survivors be very weak/UP.
4 decent solos who understand the game well enough can make the killer sweat a lot and have a good chance of winning. 4 buffoons teaming up but messing up left and right won't have an easy game vs a decent killer just because they are SWF.
People not playing the objective and making questionable decisions is usually why things go downhill fast whenever I play solo. That's not a balancing issue though. Time is on the survivors side at the start of the match and tools for survival are plentiful. People just need to learn how to utilize them well.
4 survivors who have "gotten gud" are strong, SWF just enables them to utilize their strength beyond what's possible in soloQ.
A totem counter wouldn't buff swf. A chase indicator wouldn't either. A camping indicator and a hook coordination system wouldn't either. Do you disagree?
Killers will always be adjusted with every change obviously.
I think, no...I know you're incorrect. This hud info is all stuff swf already knows and can use. Giving it to solos doesn't affect swf because they already have it.
SWF can be OP, but 90% of the time it isn't. Solo survivor is not underpowered. It's the players that cause it to be a disaster. Going into struggle on first hook with Kindred is nothing other than the teammates having awful game sense.
Actually swf is not mechanically stronger than solo, it's just easier.
Never in all my time on these forums have I seen a balance proposal this ludicrous. So if I want to play with my friends, I have to be disadvantaged through perks, chase, and action speed? Even if I'm not on comms? Is it really that difficult to understand that buffing solo players will allow for killers to be buffed in order to compete against SWF groups every match?
Yes, mechanically it is the same as SoloQ hence why if Solo was underpowered, SWF wouldn't shift it drastically in the opposite direction. Easier for sure but the success of an SWF still hinges on survivors being decently strong at base.
That's why I don't think swf is OP. It's just the current easiest way to expose survivors' true potential.
Totem Counter: Should be put into Small Game.
Or just another idea: Once ALL totems are cleansed, a loud notification is played for everyone.
Chase indicator: 0 problems with that, even though it takes a bit of the thrill out of the game. If there is a stealth killer and I know someone is getting chased, I can stop caring about my surroundings. But I see that SWF can completely negate that fact, so sure why not.
Camping indicator: Kindred basekit and problem solved.
Hook coordination: I don't know, what you mean. How many times a survivor has been hooked?
Swf can designate teammates to go save. Solos should have a similar system.
Would be solved if Kindred was basekit.
But i just thought about something else, did you by any chance play Apex Legends? They have a great ping system for everything. You don't need to talk to your random mates, just ping the location you want to go or where the enemy is, stuff like that. It's simple and works fine. But how to balance it for DbD.. well that's not my job :D