Definitive solution to bridge the SWF-Killer-Solos gaps

The long-standing problem of Dead by Daylight, which keeps causing fierce battles within the Community, can be summarized in the formula "a well-organized team ridicules a good killer, a good killer pulverizes four solitary and uncoordinated survivors".
The solution, in theory easy, is to raise the solos to the level of the SWF, then to strengthen the killer, so they can face, without being scared, the teams that act like a swarm, skilled in the loops, ready to blind and bodyblock to deny a hook, devastating totems in a matter of seconds and often inclined to gen rush.
The solution, in theory easy, is to raise the solos to the level of the SWF, then to strengthen the killer, so they can face, without being scared, the teams that act like a swarm, skilled in the loops, ready to blind and bodyblock to deny a hook, devastating totems in a matter of seconds and often inclined to gen rush.
MY PROPOSAL:
A) Survivors earn Kindred 3 as a passive skill, with a 16-meter killer's Aura reading range (this being the distance, decided by the developers, at which the emblem penalty for camping is triggered), OR Survivors earn Kindred 2 as a passive skill and the @Ihatelife's icon system (see https://forum.deadbydaylight.com/en/discussion/46961/change-for-the-solo-survivors-to-help-be-in-level-with-swf for further explanation);
B.) the killer gains NOED, limited to the Exposed status (no movement speed bonus), as a passive skill for 120 seconds after the last gen has been repaired, if there are 4 survivors still alive, or for 60 seconds, if there are 3 survivors left, AND the new totems' Aura colors (see the link written above);
C) Kindred and NOED perks are reworked as follows.
A) Survivors earn Kindred 3 as a passive skill, with a 16-meter killer's Aura reading range (this being the distance, decided by the developers, at which the emblem penalty for camping is triggered), OR Survivors earn Kindred 2 as a passive skill and the @Ihatelife's icon system (see https://forum.deadbydaylight.com/en/discussion/46961/change-for-the-solo-survivors-to-help-be-in-level-with-swf for further explanation);
B.) the killer gains NOED, limited to the Exposed status (no movement speed bonus), as a passive skill for 120 seconds after the last gen has been repaired, if there are 4 survivors still alive, or for 60 seconds, if there are 3 survivors left, AND the new totems' Aura colors (see the link written above);
C) Kindred and NOED perks are reworked as follows.
NEW KINDRED.
Unlocks potential in one's Aura-reading ability.
The Entity has given you the gift of telepathy, to communicate with your companions and increase the hopes for survival.
Start the trial with 3/4/5 Tokens.
Press the Active Ability button to consume a Token and leave a mark on the ground. The mark's Aura can be seen by all the Survivors for 20/25/30 seconds, but it's invisible to the Killer.
NEW NOED.
A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.
Once the Exit Gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it.
While this Hex is active, during a Chase, the Entity blocks a window for 20 seconds after the first vault and prevents the pallets to be dropped. The windows are blocked only for the vaulting Survivor. The pallets drop is prevented for 1/2/all Survivors.
The Hex effects persist as long as the related Hex Totem is standing.
This reform could both reduce the balance issue and guarantee a thrilling endgame for both parties. 

Post edited by Entità on
2
Comments
When does he gain NOED as a passive skill? After the gens are done?
The only way to truly close the gap is to add in an opt-in, opt-out in games communication system (not proximity) and balance killers around that.
Did you know that long time ago NOED worked just like that? It was no hex. After the gens were done, the effect lasted for 2 minutes.
(Of course, it was a perk and no passive skill and it worked independent from how many survs were alive.)
Giving a buff to all survivors, buffs SWFs as well as Solos. It doesn't bridge the gap in my opinion.
That said, after re-reading the NOED change and passive for the killers...if enough survivor mains will agree to that exchange...we could try it out for science...as long as when they ask for it to be reverted the kindred gets reverted as well...
...and they will ask for it to be reverted...
(Evil laugh)
In all seriousness, your heart is in the right place. You're not giving buffs to just one side and not completely ignoring balance. I just don't think this is the way to go.
Giving a buff to all survivors, buffs SWFs as well as Solos. It doesn't bridge the gap in my opinion.
16 meters are too much
So now the killer has NOED AND we can't drop pallets? LOL
or we could just give solo's VC
Playing with a competent team of solos can be really fun,but sadly it practically doesn't happen anymore (I miss the old days)
Well SWF can be as coordinated as they are because of voice chat. So give solo's voice chat and suddenly everyone has the exact same tools
Survivors will always find arguments against that because they dont want the game to be balanced around voice comms
The game is 18+
The insulting is done in english aswell, so I dont see a reason at all why this shouldtn happen.
I like this scenario <3 I'll hope the devs will read this
The death threats I receive are usually in english. Maybe three times a year I get this russian that spams some stuff, but thats really an exception.
Also you are not forced to use voice comms, its just an possibilities for those that wanna use them but dont play SWF