Health regen? cool with me. And I'm extremely fond of how pushblocking/absolute guard work now, (though granted, in some situations it can be difficult to read whether: a certain high will connect before the low; or whether my pushblock anim is just about to end and thus I need to readjust my block; or exactly what's going on with a particular unfamiliar multihitting normal...)
My problem with solo vs team isn't being unable to deal with the pressure: that's what absolute guard is there for. It's rough, but possible to block crazy pressure. My problem, however, is with seemingly free pressure against certain solos, due to making everything safe with a well-timed assist call. Though it's expected: with an assist, you have options and can minimize the degree to which you can be punished and create a ton more safety for yourself. But some solos have very few answerss for that situation, especially without meter. You have to quite literally block until they screw up.
So maybe the move to "make solos more viable" is something along the lines of "it takes X seconds/frames longer before you can call assist after calling assist, in comparison to currently", making it so that the team-player has to go it solo for a small-yet-significant while longer.
My last comment may have been buried in the thread or deemed off-topic, but rather than necessarily getting a new system tool (which you ruled out
@Mike_Z), I'd much rather see certain individual characters' damage, and damage-to-stun-output-ratio reevaluated, given that: 1) with the right team you get "free" pressure against a solo and a "free" pressure escape; 2) that the damage output, even on a team, of certain characters- in conjunction with that pressure- minimizes the health advantage of a solo; 3)the amount of stun certain characters build allows them to get a ton of damage off of a reset that makes the health of a solo less impressive.
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And for folks feeling like playing solo is the wrong way to play, or EZMode- that's a peculiar way of seeing things... I don't think folks are playing solos because of an inability to play teams. I think we just wanna play the char we enjoy, and for it to be possible even if we gotta put in extra work (I agree Mike, it does work in this game). And I personally enjoy the flow of playing a solid neutral, blocking well, then dismantling a team.
Someone said it was training wheels. Yet, the way I see it, playing solo is like playing expert mode. You've got nothing but your char's tools, your combos & resets, the ability to punish, and your ability to block really, really well. No free escape from lockdown assists, no free escape from corner pressure, no free answer to reset attempts... You just plain can't get hit most of the time. There's much less room for error, especially when characters like Eliza, BigBand and Bella can put out damage that makes the solo health buff evaporate. Doesn't really sound like training wheels.
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tldr-
-health regen? cool with me
-I really like pushblocking/absolute guard as it is
-I don't really need another system tool
-But in lieu of giving everyone an invincible-teleporting-DP (totally joking), maybe it could just take longer before a player can call an assist again because reasons. That way, there are more areas in a team-player's pressure game where they can't just mash assist on their unsafe move. Now I can better fight my way out, yet they can still apply their pressure. Maybe this extended window affects additional assist functions, such as the alpha counter.
-That said, some characters hit really hard, reset really well, yet do little stun. Solo says: ouch.