When are you starting to fix SOLO QUEUE ?

Are the devs collecting data and stats for solo queue players?

I have about 5000h of solo queue experience and it was NEVER that disappointing as it is today, by miles.

But you know what? Maybe its just skill issue...

bb

Comments

  • They do collect data for solo queue and all types of SWFs and they recently shared them with us.

    @GentlemanFridge said:

    There are already some threads sharing their findings from The Stats, but none that actually had all of them listed, so here goes:

    Developer Update | Stats! - BHVR

    Developer Update | Stats!

    By PeanitsLast Updated: 2:55 pm

    https://us.v-cdn.net/6030815/uploads/LJJMUEZMMOTV/developer-update-totem-new.png

    Since we’ve started regularly sharing stats last year, we’ve received various requests for different kinds of data you would like to see. On top of the usual statistics we share, we’ve selected a few of the most requested topics to share with you today.

    Before we dive in, we would like to remind everyone that while data may be fun to talk about, it does not paint a full picture. The numbers we’ll be sharing are very broad, covering millions of matches played all around the world, so the numbers may not reflect your personal experiences. We encourage you to have fun discussing this info, but please try not to draw any conclusions from data alone! It’s important to dig deeper understand the context behind the numbers you see; even we don’t make decisions based on data on its own.

    Popular Perks

    Starting things off, here’s an update to the 10 most popular Perks for each role! The percentage listed next to each Perk indicates their usage rate- in other words, the likelihood that someone will have it in their loadout. Arrows indicate if the Perk has moved up or down the list since we last shared stats, while a line shows that they remained in the same spot.

    https://us.v-cdn.net/6030815/uploads/WDZWY9ARPAX6/survivor-perks.png

    https://us.v-cdn.net/6030815/uploads/3X3G7ALPLKL4/killer-perks.png

    Popular Killers

    Like Perks, we’ve also tallied up the 10 most popular Killers over the past month. The number below represent the percentage of all matches where that given Killer was played, with the arrows and lines again indicating how they have changed in popularity since we last shared this data.

    https://us.v-cdn.net/6030815/uploads/NUNC1K13571B/ca-642-dbd-0923-evergreen-killer-rankings-zodiac.png

    Beyond the top 10, the pick rates are as follows (in descending popularity). For the sake of simplicity, we have rounded these numbers to the nearest whole percent.

    • Doctor: 4%
    • Deathslinger: 3%
    • Spirit: 3%
    • Nemesis: 3%
    • Trickster: 3%
    • Clown: 3%
    • Oni: 3%
    • Xenomorph: 3%
    • Hillbilly: 2%
    • Plague: 2%
    • Onryo: 2%
    • Executioner: 2%
    • Demogorgon: 2%
    • Cannibal: 2%
    • Cenobite: 2%
    • Skull Merchant: 2%
    • Pig: 2%
    • Dredge: 2%
    • Artist: 1%
    • Hag: 1%
    • Nightmare: 1%
    • Singularity: 1%
    • Twins: 1%

    Deadliest Killers

    Who spilled the most blood last month? Many of you wanted to know, so we’ve gathered the data to share with you this time around. The numbers below are the percentage of all Survivors who are killed when facing that Killer. For example, a 50% kill rate would mean they kill two Survivors per match on average. We try to keep Killers near a 60% kill rate on average to keep matches relatively even and support the horror theme of the game, where the Killer is a force to be reckoned with and the survival is not guaranteed.

    We’d like to remind you again that this data covers millions of matches across all skill levels. Some Killers may be stronger when mastered, but less powerful in the hands of someone less experienced. (Yes, a good Nurse is much scarier!)

    Kill rates do not include matches where a disconnect takes place.

    https://us.v-cdn.net/6030815/uploads/LZ950UTSPJE7/ca-642-dbd-0923-evergreen-deadliest-killers.png

    Beyond the top 10, the standing look like this:

    • Executioner: 60%
    • Hag: 60%
    • Artist: 60%
    • Xenomorph: 59%
    • Blight: 59%
    • Wraith: 59%
    • Nemesis: 59%
    • Legion: 58%
    • Good Guy: 58%
    • Twins: 58%
    • Oni: 58%
    • Cannibal: 58%
    • Clown: 58%
    • Deathslinger: 57%
    • Trapper: 57%
    • Trickster: 57%
    • Demogorgon: 57%
    • Singularity: 56%
    • Huntress: 56%
    • Ghost Face: 56%
    • Nurse: 55%
    • Hillbilly: 54%
    • Doctor: 51%
    • Overall Average: 58.50%

    Survival Rate in Groups

    Last but certainly not least, many of you were curious about a Survivor’s odds of escaping depending on if they’re flying solo or playing with friends. In this case, a higher survival rate would mean that a Survivor is escaping more. We’ve also included the survival rates for high MMR Survivors as well for those who are curious.

    One last time, we’d like to remind you that these numbers do not paint a full picture. For instance, a group of friends may be more coordinated, but they might also be more willing to sacrifice themselves in an attempt to save their friends.

    https://us.v-cdn.net/6030815/uploads/NENM9X765MUV/dbd-swf-stats-jan-2024.png

    That’s all for this time! We’d like to continue sharing statistics like these with you in the future. If there’s something else that you’re curious about, be sure to let us know!

    Until next time…

    The Dead by Daylight team

    This shows that according to the devs' balancing goal (60% kill rate), solo survivors are in a pretty good spot.


    Apart from that, this is not very constructive. How would you like to see solo queue fixed? I recently made a post about this and I got all kinds of different responses but it's clear that it's not as straight forward as fixing a bug. Because in order to fix solo queue we would first need to determine what is wrong with it. In my opinion, it's a lack of communication and poor matchmaking but that is not everyone's opinion on the matter.

  • @Rastabooze said:

    Are the devs collecting data and stats for solo queue players?

    I have about 5000h of solo queue experience and it was NEVER that disappointing as it is today, by miles.

    But you know what? Maybe its just skill issue...

    bb

    They have been trying to fix the uncoordinated mode known as solo queue forever. DCs bots and the Hud help a bit. They been nerfing certain playstyles like slug sadako, head trap box patrolling pig, Face camping, 3 genning, and was even trying to end slugging for the 4k with unbreakable at base. They've been trying but haven't touch the main two issues. Match making and tunneling! which in combination is the main reason solo q is unplayable. You can win with a bad teammate and u can win sometimes when the killer tunneling a decent/ good survivor. You can't win majority of the time when the killer tunneling a weak survivor out the gate which the match making happily give them for free all the time. I mainly play killer after 6.1 just way more fulfilling.

  • Did ppl forget about basekit BT, the new HUD, anti-facecamp, anti 3gen and bots?

    Also i find it silly that SWFs NEVER got touched. If anything, they got stronger with the "solo buffs".

  • The problem with solo queue is MMR.

  • @Katzengott said:

    Did ppl forget about basekit BT, the new HUD, anti-facecamp, anti 3gen and bots?

    Also i find it silly that SWFs NEVER got touched. If anything, they got stronger with the "solo buffs".

    Don’t forget no more hook grabs, nerfed Pigs traps and I think they recently nerfed Billy by giving him a slightly longer cooldown or something.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660485#Comment_3660485

    Don’t forget no more hook grabs, nerfed Pigs traps and I think they recently nerfed Billy by giving him a slightly longer cooldown or something.

    Yeah, getting rid of hook grabs was also huge. Good survs still know how to safe unhook with 2 ppl (except StbfL and insta downs).

    (I don't think Billy got nerfed overall. Tho he's really fun to play and verse now, that's why you see him A LOT. He's the new Wesker!)

  • @Katzengott said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660489#Comment_3660489

    Yeah, getting rid of hook grabs was also huge. Good survs still know how to safe unhook with 2 ppl (except StbfL and insta downs).

    (I don't think Billy got nerfed overall. Tho he's really fun to play and verse now, that's why you see him A LOT. He's the new Wesker!)

    It was a small, but needed nerf to Billy. He’s still much better than he used to be.

  • @Katzengott said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660489#Comment_3660489

    Yeah, getting rid of hook grabs was also huge. Good survs still know how to safe unhook with 2 ppl (except StbfL and insta downs).

    (I don't think Billy got nerfed overall. Tho he's really fun to play and verse now, that's why you see him A LOT. He's the new Wesker!)

    Even with pre nerf STBFL it was impossible to prevent unhooks. You can down them long before the animation is complete, that survivor will still get off. Consistently.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660502#Comment_3660502

    Even with pre nerf STBFL it was impossible to prevent unhooks. You can down them long before the animation is complete, that survivor will still get off. Consistently.

    Depends how many stacks of StbfL...

  • It does not. Even with 8 stacks before the nerf, it would not work. I have thoroughly tested this. Once the unhook animation starts, it doesn't matter, if you down them. The other survivor is getting off.

  • I don't get what people mean by "Fix soloq" you know why soloq sucks? Because your teammates are self caring against a Legion you know why SWF especially a 4 man is good? Because if all 4 of you know what you're doing even without comms you're better than the average SoloQ teammates. I'm all for giving BHVR crap when they mess up but how are they gonna fix your teammates? Shock therapy?

  • Two small changes that would go an extremely long way:

    Show self unhook indicator on hud to everyone. Would help people know if the killer is proxy camping, and let the survivors play around the self unhook.

    Ability to "ping" your own perks to have them show up on the HUD. Last gen about to pop, but not sure if you need to heal up or not? 3 adrens show up on the HUD and everyone knows what to do. Getting chased near a pallet? Your teammate pings his Background Player, and you choose to die under pallet, letting him get the save. Two people going for a save? One of them pings we'll make it, and maybe he'll get to unhook.

    Literally just being able to ping and have a perk showup on HUD would be incredible. Doesn't even need to show perks in pregame lobby or anything.

  • @MrMori said:

    Two small changes that would go an extremely long way:

    Show self unhook indicator on hud to everyone. Would help people know if the killer is proxy camping, and let the survivors play around the self unhook.

    Ability to "ping" your own perks to have them show up on the HUD. Last gen about to pop, but not sure if you need to heal up or not? 3 adrens show up on the HUD and everyone knows what to do. Getting chased near a pallet? Your teammate pings his Background Player, and you choose to die under pallet, letting him get the save. Two people going for a save? One of them pings we'll make it, and maybe he'll get to unhook.

    Literally just being able to ping and have a perk showup on HUD would be incredible. Doesn't even need to show perks in pregame lobby or anything.

    Pinging your perk is an interesting idea but I don't see a way it would work properly.

    Mainly because it's too much information all around. I mean, people can then easily ping their perks at any time even if it has nothing to do with the actual situation. If all 4 of them ping something it's gonna be a total chaos, not to mention if they do it constantly. Sounds irritating and absolutely distracting.

    Staying on this concept though, I'd go for a much cleaner idea:

    1, everything stays the same in the lobby, you don't see anybody else's perk to avoid dodging

    2, once you load into the game, you see the players' builds on the HUD as small icons, next to their character:

    - currently not active or usable perks are transparent

    - active or usable perks are showed normally, if something becomes active it "lights up" (examples: We'll make it, Unbreakable, Deliverance, etc.)

    - if a perk cannot be used anymore, it either turns transparent again or changes to black and white to make it obvious (examples: Unbreakable, Appraisal, Plot Twist, Dead Hard, etc.)

    Not saying it's perfect, but much less disturbing, yet it'd give meaningful information to solo players, having a chance for better cooperation.

    Also, the tunneling issue is too big. It's really awfully bad that makes most of the matches extremely boring, repetitive and predictable.

    You can't solve it with a perk or some weak, band-aid changes. You have to drill really deep to understand the root of why it's so popular and find a solution to make players feel like 1, it's not necessary, 2, they're punished if they do it 3, they can still win without it.

    Easier said than done, certainly this is the biggest challenge the devs have. It doesn't matter if a game planned to be competitive or not, it has to be fun first. Dying in minutes, not having a chance to play and getting 5k points as a survivor are everything but fun.

    And we didn't even touch the matchmaking problems yet.

  • Based in how long it took for fov slider I'd say 2 years b4 we see anything implemented. Next year if the community makes a big enough outcry. But this year is all about killer.

  • @Xernoton said:

    They do collect data for solo queue and all types of SWFs and they recently shared them with us.

    https://forums.bhvr.com/dead-by-daylight/discussion/405382/new-stats-feb-15th-2024

    This shows that according to the devs' balancing goal (60% kill rate), solo survivors are in a pretty good spot.

    Apart from that, this is not very constructive. How would you like to see solo queue fixed? I recently made a post about this and I got all kinds of different responses but it's clear that it's not as straight forward as fixing a bug. Because in order to fix solo queue we would first need to determine what is wrong with it. In my opinion, it's a lack of communication and poor matchmaking but that is not everyone's opinion on the matter.

    We can not pinpoint solo queue (like many other things) on stats alone.

    In a full SWF team, it is much less likely that someone would DC (would you let your friend hopelessly behind)? And as we know, DC do not count for the statistics. It is possible, that solo queue escape rate is lower then we think, just because this factor alone.

  • The only way to "fix SoloQ" is to create a ranked mode, balance the survivors around SoloQ and allow SWF to play unranked mose or custom mode or event mode

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660460#Comment_3660460

    We can not pinpoint solo queue (like many other things) on stats alone.

    In a full SWF team, it is much less likely that someone would DC (would you let your friend hopelessly behind)? And as we know, DC do not count for the statistics. It is possible, that solo queue escape rate is lower then we think, just because this factor alone.

    Possibly. But this is neither an issue with solo queue in specific or the balancing of this game. It's just one player being a jerk and ruining the game for everyone else. So I wouldn't take these games into account anyway.

    The solo queue escape rate would also be a little higher, if we didn't count all the games in which one survivor just gives up on first hook. But the game cannot tell the difference, so these games are still used to calculate the escape rate.

    It's something that can never be fixed. They could do a bit more to decrease the number of dcs and maybe remove the kobe mechanic since it's mostly used for hook suicides but these players will never disappear.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660678#Comment_3660678

    Possibly. But this is neither an issue with solo queue in specific or the balancing of this game. It's just one player being a jerk and ruining the game for everyone else. So I wouldn't take these games into account anyway.

    The solo queue escape rate would also be a little higher, if we didn't count all the games in which one survivor just gives up on first hook. But the game cannot tell the difference, so these games are still used to calculate the escape rate.

    It's something that can never be fixed. They could do a bit more to decrease the number of dcs and maybe remove the kobe mechanic since it's mostly used for hook suicides but these players will never disappear.

    Sure thing, i am not questioning that. All i say is we can not pinpoint it on stats alone, so it is not fair to assume solo queue is fine because it hits the 40% killrate. (If 40% killrate is fair or not is once again a different story for another day ;))

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660717#Comment_3660717

    Sure thing, i am not questioning that. All i say is we can not pinpoint it on stats alone, so it is not fair to assume solo queue is fine because it hits the 40% killrate. (If 40% killrate is fair or not is once again a different story for another day ;))

    Good point. I can see how for the individual player this does matter.

    The discussion how fair a 60% kill rate is will probably never end. I think it's mostly fine because survivors still have a solid chance to escape despite the killer being the power role. Although, I would be fine with a lower kill rate, if that meant playing killer wouldn't feel quite as stressful at times.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660718#Comment_3660718

    Good point. I can see how for the individual player this does matter.

    The discussion how fair a 60% kill rate is will probably never end. I think it's mostly fine because survivors still have a solid chance to escape despite the killer being the power role. Although, I would be fine with a lower kill rate, if that meant playing killer wouldn't feel quite as stressful at times.

    Agreed.

    Thats the thing about Killer. Playing killer is stressful or more frustrating then playing survivor. In my opinion, we should seek (or the Devs rather) for solutions to make it more enjoyable then bumping winrate to astronomic hights. Having more easy games wont do it, at least not for me.

    We all know when we play killer that we may win game after game and it feels all kinda fine, but then suddenly THE ONE GAME , where we did not get a single kill and only 5 hooks completly overshadows all the 4 or 3Ks we had. That is a strange phenomenon and i can not pinpoint exactly why it is.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660724#Comment_3660724

    Agreed.

    Thats the thing about Killer. Playing killer is stressful or more frustrating then playing survivor. In my opinion, we should seek (or the Devs rather) for solutions to make it more enjoyable then bumping winrate to astronomic hights. Having more easy games wont do it, at least not for me.

    We all know when we play killer that we may win game after game and it feels all kinda fine, but then suddenly THE ONE GAME , where we did not get a single kill and only 5 hooks completly overshadows all the 4 or 3Ks we had. That is a strange phenomenon and i can not pinpoint exactly why it is.

    I would go further and say that even the matches I win sometimes feel like a loss. In the sense, that it wasn't enjoyable. Yes, I got the 4k but I still had to suffer through 20 minutes of mind numbingly boring gameplay and bullying.

    I personally don't give that much about winning or losing as long as I had fun during the match. Of course I'd still want to win some matches but this is not what makes the game fun for me. It's what happens during the game. The interaction between killer and survivors. Chasing, mind gaming, the strategies and perks used.

    As a survivor I know that there are still other players on my side, that will (mostly) try to pull their weight and help the team escape. But playing killer feels a bit more isolating than that, which might be part of the reason that the killer role can become so frustrating. You have no one else but yourself to blame for losing and you have no one else to help you out when the match looks bad.

  • The only problem with solo queue is bad teammates and the matchmaking. Neither of which is realistically fixable.

    The more we just try to give buffs to solo queue the more we make every game a “swf” match of which the game is absolutely not balanced around which would mean more killer buffs..but most everyone wanting solo queue buffs also wouldn’t be cool with that.

  • One can only hope they do something. The matches for me have also been terrible. Either the first survivor caught tries to suicide on hook or the killer is tunnelling. And this is happening over and over and over.........

  • @Pirscher said:

    One can only hope they do something. The matches for me have also been terrible. Either the first survivor caught tries to suicide on hook or the killer is tunnelling. And this is happening over and over and over.........

    It is just so tiring and frustrating.

    And its not only that:

    They seem to play the game the 1st time. Just walking around, hiding all game.

    1 out of 4 games they just let me hang on the hook.

    Its just pure pain...

  • @Katzengott said:

    Did ppl forget about basekit BT, the new HUD, anti-facecamp, anti 3gen and bots?

    Also i find it silly that SWFs NEVER got touched. If anything, they got stronger with the "solo buffs".

    Yeah, BHVR has done a lot for solo queue recently. The HUD update was huge. For me, solo is as good as it has ever been from a QoL standpoint.

    @saym said:

    The problem with solo queue is MMR.

    Yup.

  • @lemonary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660635#Comment_3660635

    Pinging your perk is an interesting idea but I don't see a way it would work properly.

    Mainly because it's too much information all around. I mean, people can then easily ping their perks at any time even if it has nothing to do with the actual situation. If all 4 of them ping something it's gonna be a total chaos, not to mention if they do it constantly. Sounds irritating and absolutely distracting.

    Staying on this concept though, I'd go for a much cleaner idea:

    1, everything stays the same in the lobby, you don't see anybody else's perk to avoid dodging

    2, once you load into the game, you see the players' builds on the HUD as small icons, next to their character:

    - currently not active or usable perks are transparent

    - active or usable perks are showed normally, if something becomes active it "lights up" (examples: We'll make it, Unbreakable, Deliverance, etc.)

    - if a perk cannot be used anymore, it either turns transparent again or changes to black and white to make it obvious (examples: Unbreakable, Appraisal, Plot Twist, Dead Hard, etc.)

    Not saying it's perfect, but much less disturbing, yet it'd give meaningful information to solo players, having a chance for better cooperation.

    Also, the tunneling issue is too big. It's really awfully bad that makes most of the matches extremely boring, repetitive and predictable.

    You can't solve it with a perk or some weak, band-aid changes. You have to drill really deep to understand the root of why it's so popular and find a solution to make players feel like 1, it's not necessary, 2, they're punished if they do it 3, they can still win without it.

    Easier said than done, certainly this is the biggest challenge the devs have. It doesn't matter if a game planned to be competitive or not, it has to be fun first. Dying in minutes, not having a chance to play and getting 5k points as a survivor are everything but fun.

    And we didn't even touch the matchmaking problems yet.

    By ping I literally mean you get a picture of the perk next to your character on the HUD, nothing else. With a little animation. Lasts for 5 seconds, then a 5 second cooldown. So every 10 seconds. No sound, that's not needed. Maybe a little animation when it shows up.

  • Based on their last Reddit AMA, they have nothing in the pipeline. A dev pretty much said they cant really see what else they can do.

  • BHVR tried really hard, but they can't fix bad players. The amount of survs with meta perks, insta heals / BNPs got crazy high with MMR, but it won't help them when they still have like 0 gamesense. And you can't even blame them with all that handholding, they never really needed to learn. I swear most survivors these days don't even know how to save unhook anymore.