How fun and fair is to play soloQ with ~39% escape rate?
Killers are the power role here and that's how it should be, its 4vs1 game. However, how the hell is soloQ fine being the most underwhelming, underpowered, weak, no coms role to play?
SWF groups have slighty higher escape rate, with over 40% yet soloQ can't even have that. This role needs some serious buffs to make it closer to SWF escape rates.
Comments
I don't understand why you are arguing with me than?
My original point was, that the difference between SWF and solo is not that big except for high MMR 4mans. I missunderstood some of your other comments before so just in case: You think that the (small) difference in survival rates between solo and SWF is only due to hook suicides? So you don't think there is any advantage in communication etc?
In my comment to the other person I already said that I think bad matchmaking and dcs/suicides are the biggest problem of solo matches, so I'm not disagreeing.
As for the implications for the kill rate, as long as they don't fix the dc/suicide issue it does not matter, because you can not buff around the killrate without dcs/suicides as long as they are still so prevalent in the game.
I completely agree. The target escape rate is 40%. Swfs at high mmr have on average almost 50%. That’s a 25% increase; a MASSIVE over performance of the intended escape rate. And that’s just the average escape rate for swfs at high mmr. There’s a chance that the escape rate at the highest mmr is probably even more Survivor sided smh. The entitlement hypocrisy is nauseating.