Give solo q 8 perk slots
The killer will still get 3 or 4 kills, but at least it'll be less frustrating for survivors.
Right now, we have to choose between information, teamwork, or survivability. SWF already get the first two for free... ZERO perk slots
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I would rather have something like a ping system to close the gap between soloq and swf.
Just curious here, what 4 perks would you choose for your additional 4 slots that are purely soloq helpers? I would definitely choose Bond and Kindred (which can be somewhat done with a ping system and icons) and WoO.
And what about 2man swf? They are in the weird spot in-between.
it depends how much information you need. kindred+window is sufficient information for most players. Circle of healing is sufficient healing. Dead hard/Lithe/Sprint burst are good perks to help you in the chase.
Kindred+Window of opportunity+Circle of healing+Lithe/Dead hard/SB is good soloq build. you do not need 8 perks. its just that soloq has bottleneck with perks because not equipping info perks or that one healing perk that killer hate makes soloq have some serious gameplay efficiency problems. low perk freedom for survivor.
8 perk is overkill. just everyone getting global bond or kindred would reduce perk dependency for soloq.
I don't like special treatment for soloQ. It subtly hints that all swf are on comms and can relay information perfectly, which is 100% not true.
Ping system and perk loadout in game and in lobby + action indicators should close the gap just fine without the need to handicap swf compared to solo
that is right, give solo q 1-2 more perk slots to use Kindred or other Info Perks, example: kindred solo q need it but you can only have now 3 perks, swf has Kindred for the hole map
Do you think Kindred (and let's be crazy, empathetic, Bond, Deja vu, situational awareness) base kit or 5th perk would help Solo Qs.
It's wrong.
There's a specific reason why SWFs are stronger than Solo Qs.
SWFs are friends who like and help each other willingly and don't sabotage each other.
Solo Q is a single player, who has no reason to help all players and no guarantee that the other 3 players will help him.
Once the exit door is available, there is nothing that requires the Solo Q player to help the other 3 remaining players.
That's why all your suggestions to reduce the level gap between Solo Q and SWF are useless.
Did you even read the first sentence?
This isn't about balance. It's about frustration.
Solo q is either blind, dumb, or powerless. They only have 4 perk slots to cover these bases...