Gens are not getting done In Solo Q

Every killer I have gotten has ran a minimum of three slowdown perks. The only way to get to endgame for a team Is to run all gen speed perks and that really Isn't fun for me at least. So many people are dc'ing which I get being 10 minutes Into a game with 5 gens still up Is a lot. I have been having more fun In SWF which kinda feels like the only option left until Solo Q becomes better or they de buff some of the killer changes. Has anyone else been just sitting on a gen the entire game while your team dies doesn't seem like any gens will get done unless you just hard commit...

Comments

  • They aren't getting done because no matter hwo many hours you have in the game, 2-3k, it's matching you with 200 hour sprouts that have no idea what they are doing. The MMR system isn't working at all.

  • @realflashboss said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076662#Comment_3076662

    Oh yea sorry my mistake- now it makes total sense. Cuz without DH extending a chase the other 3 survivors def cant do gens. Cant believe i couldnt figure it out. Sorry for trying to discredit.

    Its obviously not the only reason lmaooooo but when 50% plus of players in your games run DH and you literally see the way they try and do chases change you know its a factor

  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075805#Comment_3075805

    It's actually getting kind of frustrating that every update criticism is being met with 'people just don't know how to play without DH'. DH was at 75% usage in *high MMR* per the chart released by BHVR. The devs also said only a very small percentage of the player base is actually in high MMR. Looking at the chart, DH was used about 18% of the time in lower MMR, and about 45% in mid-MMR. I personally never used it.

    Blaming its nerf for literally everything a survivor does wrong now is frankly getting old, and i suspect that's intentional as a way of dismissing legitimate feedback on the current update. Your comment is also ignoring the basekit chase buffs that killers recieved, which are also helping you win your chases - not just the absence of DH.

    50-100% dh usage in my games. So yes, i can tell a change in survivor gameplay when your in a chase with people who do thinsg people with DH do and people without DH dont do.


    Whether people want to accept it or not, people who used exclusively or predominately DH in their kits which was an awful large amount of people, the playstyle develops a certain way. you can play differently with DH at your disposal than if you dont have Dh at your disposal. when swaths of people no longer have a perk that allows for that perk oriented playstyle it impacts the games.


    Not really sure how thats not obvious.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075904#Comment_3075904

    Here's the problem though. You pretty much have to be AFK on killer to lose right now. And there were players like myself who played a lot of killers and didn't have issues prior to the update. So what's the balance target for killer skill? What does BHVR say about the killer players who didn't need buffs and are now even more oppressive? This is what balancing around low level play looks like.

    generator are only 10 seconds longer. they're not that much different from pre-patch. This is mostly soloQ problem. SoloQ have poor generator efficiency. Apparently the dev are working survivor icons to help soloq.

    I mean your suggestion is base-kit kindred. Base-kit global bond would be way better. Survivors would stop running into teammates when looping as they could loop away from killers away from teammates doing generators. They would run into deadzones less because they could see which pallets are dropped by teammates in a chase. They would heal faster as they would find teammates quicker. They would optimize generators when teammates are in chase. Flashlight saves and Sabotage might become more common. Every game for killer would feel like they're facing 4 man SWF.

  • Statistically speaking, I doubt those changes increase kill rate THAT Much.

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