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MonoNinja

MonoNinja

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MonoNinja
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  • @Artemis5 said:

    https://forum.deadbydaylight.com/en/discussion/261139/potential-balance-idea-for-swf-solo-q-and-killers

    I like this idea, but am scared about what would happen if you play with strangers - you see how the community is on here and in game. There are wonderful people, but you also get less than wonderful people that would abuse the whole proximity chat feature to be offensive or rude, especially if it's strangers together in a match. For that reason, I don't think any in game comm system would work. They could maybe finally give us more gestures for survs to help us out, or have a hotkey-shortlist of a couple of game related things to let your teammates know:

    For instance: pressing 1 and 2 would be the gestures as we have them now. Pressing 3 could bring up a text on the screen to say "the killer is camping", pressing 4 could be "let's finish this gen" or something like that.

    The other possible solution, and what I think really needs to happen sometime is: make Kindred base-kit for solo survivors, so they don't need to lose a perk slot for it that SWF doesn't have to lose and maybe give them a higher percentage chance of unhooking themselves if necessary - as a lot of SWF's sacrifice a solo surv queueing with them on hook if it benefits them. Something along the lines of that.

    Well that's the problem with pretty much all multiplayer games. People will abuse it but that's to be expected. This is why things such as muting a player exist in multiplayer games. It's to help weed it out and make it a better experience overall for everyone, rather than just have it reserved for people who group up with their friends. If you make a good relationship with people in game it could also potentially help you escape in the end.


    @Artemis5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2311218#Comment_2311218

    The thing is, if you solo queue, you have to use perks like Kindred as one of your 4 perk slots, where SWF with comms doesn't have to, so they get to use 4 perks with comms being their 5th perk, so that's what makes solo queue more difficult. As solo if you want info, you have to use so many of your perk slots, whereas SWF doesn't have to use any. Not even to mention, if I solo queue with a 3-man SWF, I'm probably gonna get sacrificed as the "random", they aren't as motivated to come in for rescues, they'd prioritize objectives and their friends over me if given a choice (of course, there are exceptions, but it happens a lot of the time when I play solo surv...that's why I rarely do anymore and wait until my friends can play to play surv).

    Side note, I feel like good solo survivors are super skilled because they have to be, it's like they are stronger because they can only depend on themselves a lot of the time (it doesn't mean they play selfishly, they'd go in for rescues/heals when they can). What I mean is: A rank 8 solo survivor (who mostly plays solo) feels way stronger and skilled as a survivor who reached rank 8 playing SWF. I mostly play SWF now and when I solo queue I feel like a potato lol

    I understand this point as well. And it's a good one to make. Something as simple as saying "Let me loop him for a bit guys" could help solo queue just simply up the efficiency of anyone who hears it though. It would feel closer to SWF level gameplay. Which in turn if there was a balance change necessary, devs would be able to do it with minimal pushback from a portion of a role.


    @Ink_Eyes said:

    The idea of proximity chat has been around almost since the game launched, the devs have said time and time again they dont want that for solo queue.

    I understand that the idea of this has been around for a minute, however most arguments I have seen with proximity chat is "Add it, I think it would be cool" I am just bringing up this perspective of how it would help solo queue survs close the gap to SWF level.


    @bjorksnas said:

    How to ruin proxy chat for the killer, play blaring loud noises that drown out everything else until they have to turn it off

    Something as simple as a hotkey to mute each surv (1, 2, 3, or 4) could fix this issue with minimal interruptions in-game

  • @Johnny_XMan said:

    You are not buffing solos by giving them ability to communicate because communication isn’t the issue. You can bring kindred now and solo survivors still with that amount of information will leave you to reach stage 2 or die or both because they aren’t capable of using common sense in scenarios where that is what shines. Not comms.

    I’m not saying this happens in every single match, but for the most part 95% of my matches has survivors not working on objectives or dying in two seconds to the point where one cannot even start a gen. It is way too common but something that IMO no amount of communication will fix.

    Unfortunately as in every online game this is a problem, oblivious/new players could just simply let you die. This is not a solution to that. This is providing an alternate form of organization and potential to close the gap between SWF and solo Q as much as possible. Like I stated in a previous reply, kindred is good information, but it takes up a perk slot you'd have free if you were on comms in a SWF. Proximity chat is not a perfect solution to just get rid of kindred though. Kindred would still have it's uses, but the advantage of comms wouldn't be as noticeablw.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/261139/potential-balance-idea-for-swf-solo-q-and-killers

    Honostly. Perks already exist to make solo ques just as effecient. Kindred never leaves my load out. Along with Detectives Hunch. The thing that people don't like to admit is...Solo que is a gamble and you get who you get

    The DEVS can literally add anything that you want in game. And it won't make people do gens any better. It won't make people stop doing stupid #########

    While perks do exist, they do take up a perk slot. But in your response to the kindred thing, this wouldn't nullify kindred in any way, if it was proximity based chat you wouldn't have map wide comms like SWFs, so kindred could still be very useful for information while spread out. This would just allow for more diverse builds to happen instead of needing a perk simply for communication with your team.


    In regards to the gamble, yes you're right with that. However, organized people do better than unorganized people in general.

  • @van9684 said:

    There’s no way you can do that proximity chat. Chat parties are private. Half the stuff my and my buddies talk about isn’t even game related lol.

    Could you elaborate on this please? My goal isn't to nerf SWfs, however, buff Solo Q in a way that could add a different layer to the game to help balance. I understand parties and stuff are private. But a problem like that requires a solution that's not detrimental to the solo Q players.