What can be done to make SWF less of a gamechanger.
SWF have a massive advantage and solo survivors have a harder time. Forget killer v survivor balance. What about SWF v Solo survivor balance.
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Bring solo players to SWF level by giving solo players in-game chat, voice chat, and a LFG function.
Then balance accordingly.
This. Its the only realistic option if you want to balance SWF in a straight forward manner without alienating solo players. The only other option is to remove SWF but that would unfortunately kill the game.
3 swf = last two perk slots removed
4 swf = only the first perk slot is open
solved
Pretty much telling everyone that plays in SWF to stop playing the game together.
Go ahead and suggest it, but I don't think the devs are in a rush to kill their own game.
Though I wouldn't mind a perkless, itemless, solo player tournament mode.
I’ve made so many “give solo comms” and generally it was widely accepted. Don’t get why it’s a problem. They say immersion, but there is always a mute button, and when comms are used in high level play, even without it just due to high level play itself immersion is dead. And once you get camped/looped, instant death to immersion.
If it’s so easily broken, it shouldn’t prevent the BIGGEST balance issue being addressed
Implementing voice communications, and then rebalancing the game is the only way to make Solo queue'ers balanced against SWF. Voice comms give such a massive advantage that you can't balance it in any other way. So implement it, and then balance Killers around it.
The only problem is, the game was built to be solo queued and not SWF. It would be extremely difficult, if not completely impossible, to fix the game for solo players now. SWF should never have been allowed in the first place. The fact that they use voice communications, a third party software app that provides a massive advantage over the other players in the Lobby and the Killer ( a cheat ), makes it even worse.
Come on guys It's not that hard to play with a friend in DbD more than half my friend list from steam is players from DbD. And solo queu it's only bad in the low ranks but past rank 13 you get decent teammates. If you are a player with skills you can manage to climp up in the ranks fast. I mostly play solo as a survivors because i like it more. SWF is easy mode.
Giving comms in game is a bad decision because it breaks the main feel of the game wich is 4 survivors that can't talk with each other and only do signs for unknow reasons (mostly fear, and because they are trapped in a realm like a nightmare).
And.. leaving aside the lore this will bring no good to the already bullied weak killers. SWF is what needs to be tweaked. Adding comms wich the killer can hear will turn the game in another F13 also.
A little like white noise 2 if anyone's played that. Or maybe just a few phrases you can use in a rocket league like chat.
Not a single person said it would be proximity or include the killer.... and bringing pematlies to players who casually play with friends and are inexperienced would suck. And I have zero immersion as is due to killers having zero role play chance, and having to try as hard as possibly due to bad balance.
As someone who played white noise, there is not enough buttons on a controller for that to work on console, ever.
We only have 2 if those available currently
And you’d navigate that menu with 2 buttons?
The messages should be capable of being done while being chased, repairing, and struggling btw
Overwatch is pretty good with it. It allows for a communication wheel and communication binds. If you look at the Objective, the in-game text would say "Attack the Objective!" or "Defends the Objective!". OW is also more action packed, so I'm sure it would work for DBD.
Have you played console btw? Well anyway, in a class a survivor uses both sticks, possibly the middle lad button for a quick invert juke, and at least 4 other buttons. Vault, pallet drop, run, crouching out of sight to hide. And both hands are being used on the sticks.
Besides the wonky middle pad, PS4 has 2 triggers on each side of the top, 4 arrows, 4 shape buttons (left and right side respectively, just like Xbox) 2 anog sticks at the same height, (NOT DIAGONAL) and that’s it.
So ten total buttons for actions. 4/ 5 is using activation perk of which are used during chase, another for struggle, and 2 more for generators. That leaves 3/2 I guess. I changed my controls, but still use the same amount of buttons I believe.
I once put arcade controls on DbD. My right hand was sideways across the Analog stick to the shake buttons. My X button was run. You can imagine from there. It was really successful though, as I played monster hunter on the 3ds AND psp, and that’s the true way to travel!
I dunno about console, but on PC, a lot of my stuff are bound to the same button.
Like spacebar is skill checks, struggle, vaulting, palleting, and lockers.
M1 is generator, healing, snapping out of it, unhooking, attempting escape, initiate chest, initiate totems, etc.
So most of my actions are on 2 buttons.
I'm honestly curious as to why. Does anyone know?
I believe the ability to "talk" should still come with some drawbacks. You mentioned it's highly difficult to message during a chase with the analog sticks. I think that's appropriate if you are using a chat based system.
however, we are trying to combat/balance the "spoken voice" not the visual one. How best to do this?
I'm sure this has been mentioned before....but integrate a "sound system". Similar to whispers, but different. Whenever someone is using their mic or talking through the system....their "sound" can be heard so many meters/distance away. (The sound could sound like generic babbling/giggling/standard talking) None of the talk is understood by the killer...but still gives away the location if close enough.
If that is not sufficient for balance...then I suggest a step further.
When a player uses their mic to talk....their survivor will use a form of "telepathy". This ability has been gained by opening their mind to the bloodweb. The bloodweb loosely links all within it's grasp.
When a survivor is talking telepathically to other survivors, killers can also "sense" the psychic vibrations along the bloodweb. Much like a spider would along a real web.
These vibrations are shown in the game in some manner that indicates the area where the player characters are currently speaking. This area will be fairly big to compensate for the killer being able to know when the survivors are talking at all times. (The killer will still not be able to "understand" the words of the survivors...but the point is in the locating of them. It's not like the survivors understand the killer either.)
Ideas....thoughts?
I had an idea one time,
The lobby can detect if another survivor is your friend or on your friends list.
If 2 survivors in the lobby as friends, they get to use 4 out of 4 perks.
If 3 survivors in the lobby are friends, they get to use 3 out of 4 perks.
If all 4 survivors in the lobby are friends, they get to use only 2 out of 4 perks.
I'm sure this would have a bigger impact on their game play. To only choose 2 perks instead of 4 would be game changing to say the least. I'm sure this would also knock down the amount of 4 man teams! Maybe a lot of 3 person teams also.