BritneyMitch
BritneyMitch
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- BritneyMitch
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Since the map offering changes I dont boot up dbd anymore. I am not trying to make a stand or something, but the last time I played I got Hawkins 3 times in 1 hour of gaming. I actually like Hawkins, but the game is just not interesting or fun to me if played on a bunch of trash maps that aren't actually fun. I can't say whether or not removing map offerings was good, but it has severely increased the amount of bad games I play to get to the good games. Ultimately on a break right now because I just do not have fun playing most of the games.
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@chatgiraffe said:
title. just wondering if there is any reasonable explanation for this
it makes wraith one of the most interesting m1 killers in chase.
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It would be a good feature to see. Anytime you can get Blight closer to other killers in terms of strength it is an overall W for the game.
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@OPXtreme_ttv said:
Personally, I find the lack of consistency in pubs to be super boring, and thus i resort to playing comp DBD, since its more balanced.
What I'm wondering is, will a gamemode with balance restrictions ever be released? Im talking Various Banning and Restriction features (Killer Bans, Item/add ons/perk restrictions), removed base features (anti camp meter) and forced offerings
Rewards could be given for playing the mode too. Seasonal rewards for achieving a certain rank, like unqiue cosmetics, more shards and bp.
It takes too long to individually balance all the almost 40 killers, over 200+ perks, items and add ons, so why not have a mode where these are essentially predetermined to compensate to make the game as fair as possible?
I felt like this, now i play comp. People gonna whine and hate on it, but it is a place where i can go and everyone trys to win and has a similar level of skill.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921906#Comment_3921906
dude I bet I been playing longer then you also bet you don't play killer at all.
btw MMR is a joke also if I'm high at low level🙄then you much been boosted from your swf group to a level high level I never see because I only play solo.
Doubling down on this is just making less people find you credible.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917114#Comment_3917114
survivor can be hard but not like killer who on they own.
now with killer they got to chase down and hook 4 survivors 3 times now I played survivor where I never got chased by killer till gates are powered,there be times one or two survivors never interact with the killer and how fast gen speed go the killer never has time to sometime interact with each survivor.
what make survivor hard is solo and other survivors not helping you even then it not that hard,
what make it hard it if you the first survivor targeted and tunneled out and if killer does get 1 survivor out of the game before at least 2 or 3 gens are done killer most likely getting a 3k or 4k
here match I had
one
I'm doing a gen and I'm looking at the icons on what happening I see someone downed and get hooked by sec they off hook both the unhooker and the just unhook both being chased just like that they both down luckily I been on gens and got 2 gens done by myself now I got to either get both or one off hook I start running there and see the 3rd already there unhooking both I stay try heal but killer comes back starts trying slugging us all I run and hide see all survivors down so at this point I'm boned how I feel.
now here another match I get found first no big deal and all survivors are on gens good but after they done with gen you think they come help me well sometime they do but other times they go back to another gen try get that done as I hit my 2nd hook at this point I don't feel like playing this match anymore now I'm on death hook.
most of my survivor matches are like this I don't get found or interact with the killer till all survivors are dead at this point I either find the hatch if I'm lucky or get mori.
most killer don't hook the last survivor anymore.
I mean survivor can be hard but depends on how well survivors work together and a lot of time solo there no teamwork
I just think you are playing at a much lower level than I am and thats okay, if you keep playing you will see it.
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Ya, you're right about this. While I agree, without perks/protection hits/etc you should not be wiggling off, it does seem a bit over tuned right now. There is almost no situations currently where those builds/strategies can even be played. Even if the survivor team brings 16 perks devoted to sabo/wiggle, it's not very hard to just make a different hook.
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@Theraphosa4114 said:
How many charges does these have ? I was blinded 20 times in a game. Now you talk about cheating.…these damm flash light should only work 2-3 times then they should bee used. And can some one tell me where the eyes of an Alien is ?? I have all the movies.…NEVER HAVE I FOUND EYES ON ANY ONE OF THEM. I love this game.…but serious i wanna be abel to take this flashlight and put them upp in these survivors ass.…
As long as theres a perk in the game that completely 100% counters flashlights I dont think this argument holds up.
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Well this is two different questions I would say. On your last question, yes, it would be cool if there were killer bots to practice against. They have been working on that, and they do exist in 2v8, but they are incredibly bad which is why I think they haven't brought them to the game.
In regards to your first question, this is actually just not true. Bots absolutely miss skill checks, they spend large swaths of time picking up items to put them on other the other side of the map for seemingly no reason, they cleanse dull totems, and on top of that they will search for dull totems to do, running past a generator to do so. The reality is, surv bots are very very low skilled, and the things they do that are "good" are things that do not emulate a normal player. Bots cannot play m1 at all, but try and hit them with a hatchet and they instantly dodge them the second you release them. They could benefit from making the bots emulate humans more, giving a better experience, but any decent survivor is 100X better to have on your team than a bot. We shouldn't craft the bots to be only as good as the worst survivors in the game. They shouldnt be better than the average player, but have at least some ability to help win the game.
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@CrimsonMothKing said:
This rework is mainly in response to the upcoming xenomorph changes, I feel that they have missed the mark and don't actually address any of Xeno's issues correctly.
So I have come up with a rework for them that could actually both make them easier to play against, as well as making them more fun and less punishing to play.
Visual
- When in crawler mode, the Xenomorph's tail is no longer held above their head from the Survivors POV.
- This lowers the Xenomorph's profile, making them stealthier in Crawler mode. And when the Xenomorph charges the Tail Attack, Survivors will have a better visual indicator as to when the attack is coming.
- Personal Choice: Make the Queen Xenomorph larger. I want to be HUGE, tall, scary monster.
Hidden Pursuit
Tail Attack
- Charge time increased from 0.2s to 0.3s
- Missed Attack Recovery decreased to 2.5s from 3s
- Adjusted Tail Attack sound to be louder
Tunnels
- Exiting tunnels takes 1.75s (was 2.5s)
- When opening a Control Station, survivors can choose between either a Flame Turret or a Motion Tracker
- Retrieving one or other from the Station puts that Station on cooldown
Detecting footsteps
- Survivors running around can be detected from 20m (was 16)
- Survivors walking can be detected from 16m
Flame Turrets
- Whilst carrying a Flame Turret, survivors are no longer Exhausted and Hindered
- Whilst carrying a Flame Turret, survivors are no longer immune to be detected in the Tunnels
- Survivors are still Incapacitated
- Flame Turrets no longer have Motion Trackers
- After destroying a Flame Turret, the Xenomorph is briefly immune to further Heat Gain
These changes to the Flame Turrets make it so that a single flame turret is still more impactful and double turret set ups are less encouraged as destroying 1 turret grants the Xenomorph a chance to break a second or more turrets, reducing the likelihood of the Killer running into situations where there is little to nothing they can do against coordinated teams.
Motion Trackers
- While carrying a Motion Tracker, Survivors can activate the tracker to see the aura of active Flame Turrets and Survivors carrying Motion trackers within 42m
- When activating a Motion Tracker, it will begin to beep when the Xenomorph is within 42m of the Survivor.
- If the Xenomorph is in the Tunnels and within 20m of a Survivor activating a Motion Tracker, they gain Footstep Detection on that survivor, regardless of movement.
- Motion Trackers are destroyed on being damaged or left on the floor for 15 seconds
Now for the major part of my rework; separating Motion Trackers and Flame Turrets. As it stands, Flame Turrets do too much when it comes to countering the killer, and are a major pain point for experienced and newer players. They remove the Xenomorph's ability to be stealthy, rendering the stealth of tunnels and all sources of Undetectable obsolete , while also removing their power. By making the Motion Trackers and Turrets separate items, it gives Survivors more agency over how they go about combatting the Xenomorph.
Survivors who choose to use the Flame Turrets can set up areas where it is more dangerous for the Xenomorph to chase in, while those that use Motion Trackers gain access to useful map wide information, allowing them to better navigate the map, as well as the added bonus of being able to track the killer. The trade off being that doing so and the Xenomorph is nearby, it can hear you using the tracker within its tunnels.
Crawler Mode
- Time before Heat begins to dissipate increased from 1 second to 10 seconds
- Decreased rate at which Heat dissipates from 25/s to 5/s
- Full Dissipation takes ~30seconds without Tunnels
- Entering the Tunnels increases Heat Dissipation rate to 50/s
Having the Heat build up last longer, it gives survivors more of a window to be able to knock the Xenomorph out of its power. Unlike the current changes on the PTB where the Killer will at some point in the match be guaranteed to be knocked out of their power. Allowing the Xenomorph the ability to cool off in the Tunnels was also something that SHOULD have been on the PTB.
ADDONS
Common:
Drinking Bird - Increase the Killer Instinct detection range by 4m, and it lasts 3 seconds longer
Uncommon:
Ash's Innards - Increases Control Station respawn time by 15 seconds
Brett's Cap - Upon destroying either a Flame Turret or a Motion Tracker, the Survivor who placed or was holding it suffers the Blindness Status Effect for 25 seconds
Crew Headset - Increases the Foot Detection range for running/walking by 4m and the detection range of Motion Trackers by 6m
Light Wand - Flame Turrets now take 0.35 seconds to start firing on the Xenomorph when in range
Rare
Kane's Helmet - Reduce the aura reveal distance of Motion Trackers by 6m
Moulted Skin - Survivors holding Motion Trackers within 12m of a Control Station, are hindered and exhausted by 3% for 3 seconds when the Xenomorph exits the Tunnels
Multipurpose Hatchet - Tail Attacks apply Mangled for 70 seconds and Haemorrhage until fully healed
Very Rare
Cat Carrier - Upon being burnt out of Crawler Mode, the Xenomorph gains the Undetectable Status effect. This effect lasts until the Xenomorph is back in Crawler Mode, where it lasts a further 30 seconds. Whilst Undetectable, blood is highlighted red.
Harpoon Gun - PTB changes
Ultra Rare
Acidic Blood - Is active for 45 seconds after exiting a Tunnel in Crawler Mode
I mean the main thing most people want is just for the turrets to be an effective strategy. Crawler mode should be strong, but you shouldnt be able to walk up to two turrets tanking them and stay in your power. I have no idea why that is a thing. Removing a turret should be a big sacrifice on the killer, and the implications for losing a turret on surv side should be greater. It could create interesting zones and moments of power for each party to play around.
- When in crawler mode, the Xenomorph's tail is no longer held above their head from the Survivors POV.
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Im not a huge fan of brainless gameplay. Just putting a perk on that makes you invincible to 1/3 of the items (lets be real theres only 3 popular choices.) in the game. I do not think the perk is strong; however, It would be a lot more interesting if it worked similar to distortion. Ya, you can just turn off the opponents kit, but no it's not unlimited.
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@Ember_Hydra said:
I have no clue how this map is even balance. Haven't found any killer who can play against in this map. I honestly feel like surrender option should exist for killers if you get this map.
I don't see how this map is fair at all. I rather face bloodgens with a COMP team since eyrie of crows doesn't compared to how fast and unfair it's.
I want to know how do I counter this map as any killer. Since Dredge is just dreadful, bad locker spots.When I have played with other killer is also the same. Ah you got 1 survivor down fairly quickly 3 gens pop and there's no way to patrol it either since the map is WAYY too big.
Any suggestions on how to improve on this map as killer? Because I honestly think this is the hardest map.
Tired of also seeing it every game.
Any suggestions or way to help?I mean its the same thing on Ormond lake mine, forgotten realms, and Haddonfield as survivor. Idk why its still like this, but there are just maps that give one side an advantage.
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915409#Comment_3915409
I'm sorry is this for me? if so survivor don't take much skill there be times when you wont be found so you may not even get into a chase with the killer.
survivors skills (other then perks used and if they in a swf group) there looping,doing gens and helping other survivors(body blocking,taking hits or blinding the killer) only one that takes real skill is looping with I do fine and blinding the killer which I suck at.
Survivor has more depth to learn than the killer role. The killer role has a wider breadth of skill required. You can play 5k hours of survivor and still find tons of things to improve. Surv takes an astronomical amount of practice, training, and skill to be good. Most anyone who is on this forum has played enough that they realize this. Because most people realize survivor takes a ton of practice and skill by saying that the majority of the forum just thinks you don't know what you are talking about, which to be fair, is kinda true.
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You know saying that is the fastest way to get everyone to not care about what you are saying. Saying survivor doesn't take skill is just silly, and I don't think telling the entire forum you can't play 50% of the game really adds validity to your point.
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@hello_humans36 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915181#Comment_3915181
Pretty sure what op is saying is that they can't reach ANYTHING
okay well the range decreased 2 meters of the 16 total meters. That is just factually incorrect, you can still reach anything withing 14 meters of you…which is a massive amount of range…
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The goal is now you cant just reach everything, this is the exact intended effect of the critical nerf.
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True, and they do not have enough color blindness options to cover all types of blindness. I cannot see blue and green, to fix this I could use the incorrect color blindness setting, but it still does not work well for me in game.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912061#Comment_3912061
How this is different of what I wrote you said is overcomplicating? You basically repeat me.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912078#Comment_3912078
Balancing over swf means that killers needs buff for compensate and solo players are not screwed because of it
The game is currently based on
@Glaz_Vremeni said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912089#Comment_3912089
And how is it balanced if when playing in a team, the survivors have almost a 90% chance of surviving in four?
Wells it is balanced because statistically speaking you are incorrect, there is marginal differences at best between overall survival rate based on how many people que together. They released the data publicly.
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Im on the opposite end of this where I would like an option to make all chase/tr music the default.
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The game is balanced around swfs existing. Every video game ever people talk on discord and communicate. DBD being a team game is what the majority of players are playing for. You are not going to see people supporting this idea.
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Given how unpopular the perks are I do not think they are an issue currently. Gen speed is for the most part balanced well currently, with some egregious exceptions like bnps & juiced up toolboxes. Again, the majority of players are not running these things so I really do not see an issue.
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Chase is the only reason I play the game. I dont really care about winning or doing the gens if I have a bad ass chase and last forever or get some funny window tech or something I am happy.
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I haven't ran a game of solo que in so long. The match making is outright disrespectful to anyone who has tried to get good at this game. Idk why I would que up with 4000 hours of practice to have just random teammates who don't even know the basics. It is just a waste of my time imo. I would rather just que up with blight if my friends aren't on and 4k5 every game because, well, 0 match making.
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When I play lich, none of the issues you described I have seen. Not saying you don't have them, but saying it seems to be a problem that is not affecting the majority of users.
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Nobody plays Overwatch 2 and nobody would play DBD 2 imo.
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People don't want these changes because people aren't playing dbd for horror or to get scared at this point. Increasing the fog would just annoy everyone. The reason you haven't seen people running those offerings is because they don't enjoy playing with the fog. I liked the horror factor initially, but I am uninterested in making the game less competitive for the ascetic horror appeal.
Weather effects would be a MAJOR W tho. I think you are right about that. -
I do, but the 10 rift frag reward kinda making me want to just never go in there.
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The argument against this isnt even real. If people are lobby dodging because they see perks they dont like isnt that a good thing? Like that player recognized that they were about to get into a game with someone who is either playing for different reasons than them or a different skill level. I do not think dodging lobbies so more like minded people play together is a bad thing.
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@CornMoss said:
This silly little thing has made me play minecraft mining for stone or wood too many times to count, I will be holding down M1 and halfway through my lunge I target some tree instead of the survivor THAT IS RIGHT IN FRONT OF ME.
I don't even think it helps new players out, let me remove it my god it is so annoying
Aim dressing is the result of how the base game is made. It is not a feature they can just turn on and off. Similar to a lot of dbd, if you learn how it works you will no longer really have this happen any more. Long story short, there are about 2000 things that make more sense to try before adding a menu option to turn off aim dressing. This is problem is also a fraction of how big an issue window vaults are. That issue affects far more games than aim dressing issues…
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To be fair there is pretty much nothing in this game that can give you a higher advantage on killer than high ping.
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Homie I got 5k hours and with every hour it is more and more annoying. When I get a dedicated hit on a surv while playing killer I dont think that is cool. I feel like the game works like ######### and is giving me an unfair advantage. Killers and survivors should be advocating for this to be better, winning because you get dedicated hits robs you of the opportunity to actually enjoy the skill expression this game has.
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@Cataca said:
They can't fix bad Internet
There is nobody here asking them to fix bad internet.
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I don't think there is anything wrong with the 1v1 chase against killers, its really just the 2v1. I always thought that if they gave you endurance after your first hit that would help the problem. Would not change anything in a 1v1 chase, but nerfs the two tap potentially that makes 2v8 survivor boring as hell.
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@NemIsLive said:
With the upcoming changes adding a Gamma slider to DBD, does this mean that ReShade will become a banned filter, like Nvidia Filters?
I am asking because I am terrified of a false-positive ban, which seems to be something that happens often lately. I hope that BHVR will let the community know that ReShade is being banned if that were to happen, because from my understanding its currently "whitelisted" by EAC.Shaders are not bannable, BHVR has said this before. Changing the color of your monitor is not cheating.
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@biggybiggybiggens said:
Doesn't this have to do more with each person's ping? How exactly would they fix that. Please let me know and I'll tell them for you.
It absolutely has to do with ping, but name one other game where both sides can have 50 ping and you still get hit by stuff that isnt on your screen.
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Having basekit corrupt intervention pretty much because all of the survivors spawn together doesnt sound like its going to be too bad for killers? Theres things on both sides, the games gonna change that's what they are telling you here. Not that all killers are going to be nerfed because the game is too killer sided.
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@Chilli_man2400 said:
I’ve played a couple of games with wesker in 2v8 and I’m going to be serious wesker with 3 dashes just feels right.
I feel he should get 3 dashes base. Wesker everyone said was good but his power level got weaker over time cause so many other characters came out and were just better than him. If it’s to strong at base make it an
iridescent addon please.Wesker feels amazing with 3 dashes
Wesker could def use some buffs but this one cannot be it. The amount of power this would give in a 4v1 is so much more than people realize.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878192#Comment_3878192
Map Offerings aren't the issue. Its certain maps.
I agree, just about every map that isnt mac or auto have so much variability that a lot of the time either there is nothing to play with or god set ups everywhere.
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This is a good recommendation.
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Sadly removing it would not fix the problem.
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@VibranToucan said:
The Generator Damage Limit was introduced way too late to a problem that didn't exist anymore. Skull Merchant had been reworked, Eruption, Call of Brine and Overcharge have been nerfed and we had moved on into the Pain Res Meta. And since then Knight has been reworked as well, and they added perks to counter 3 gens like Weaving Spiders, Dramaturgy or Specialist.
So the Perks and biggest offenders of a 3 gen strat are gone, the strategy wasn't that OP anyway and often only succeeded due to Survivors misplaying, and we have added way more counterplay. So what is the point?
All the gen kick limit does now is limit perk diversity. Killers who used to run full regression now run 2 regression perks and 2 generator block perks for basically the same. But Perks that were already nerfed into the ground, like Eruption or Call of Brine, became even worse and now you never see them outside of dedicated generator kick builds. You cannot just use Eruption because you feel like it or the game will literally punish you for it by banning you from effectivelychallenging Generators.
A strategy I see more and more when playing Killers like Trapper, Bubba or Perma Tier 3 Myers, is prerunning. Survivors will just sit on a generator, but as soon as they hear your terror radius they start running away. Undetectable perks don't help either because of them usually being SWFs so one Survivors seeing you gives you away to the whole team. This means you either need to waste tons of time catching up to them or you can damage the gen, undo their progress and repeat this later. Well it used to mean that. Now Survivors can prerun witthout consequences, as eventuall the Killer will run out of opportunities to damage the Generator. Now, the Survivors can force the Killer to spend literal minutes of a game just playing catch up without actually doing anything, meanwhile the teammates complete other generators unchallanged, or they have to watch as the generators they literally cannot damage get slowly completed.
And if that makes 3 genning a whole game a viable strategy again, so what? Eruption and Call of Brine are still dead. Overcharge is still weak. It would not be nearly as good as the current meta strategies, just useable. There are plenty of annoying and slow strategies that are allowed to run rampant, why was only 3 genning not only killed, but also had its corpse thrown into a lake of fire so that nobody can ever touch it again?
Overall, the Generator Regression Event Limit solves a problem that doesn't exist anymore, and unlocks strategies that allow to full on counter some killer, while also limiting game- and buildstyles, and unnecessarily nerfing some perks. It has no place in this game anymore.
Imma disagree with this and it is for 2 reasons:
- The number of times I have seen the anti-kick mechanic change the result of a game in my 6000 hours is approximately 0 times.
2. If you are consistently hitting the cap on gen regression that means that the game really is not being played as intended or in a way that is fun. You are playing killer, not david the demo man. The point is to be chasing and hooking survivors while also protecting your gens. Protecting gens doesnt mean kick them over 8 times lol. You should of downed or chased the survivor one of the other 7 times you were at the gen.
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Honestly would be good to see them just remove all map offerings except auto and mac.
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Getting unhooked from pyramid heads cage should give ds/otr/ds.
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@StalkingYou said:
let me preface this by saying that i have a great amount of time spent on this killer, so i know what i am talking about, im not some noob who just got him and are asking for buffs because im bad or something like that.
nearly every single aspect of this killer is perfect; the box spawn logic, the mini game of keeping chain hunt up for as long as possible, and the gateway. this killer is great from a balance POV not only because his power is one of the most unique in the game, but because it requires a great amount of macro + mechanical skill, as well as lots of knowledge of the power in order for you to succeed. cenobite creates a low margin of error for both sides and its absolutely wonderful.
however literally every single part of this killer's power revolves around one thing: the chains. and thats where the issue is. the chains are just not good if you dont bring impaling wire, in fact theyre pretty much a joke without it. they break way too fast and the game doesnt spawn enough of them to do anything actually meaningful in-chase without the addon.
its just plain frustrating, you hit a survivor with a chain mid chase, all of them instantly shatter in less than 1 sec because the survivor goes behind a wall. you think, "ok thats fine, the game will spawn extra chains if the survivor breaks it on the environment" the game does that and all of them miss because only 3 spawn. so fun.
it goes the same way in terms of chain hunt too. yeah chain hunt is good but i think it could be better. the amount of chains spawned in chain hunt is not enough imo for the buildup required, even with 4 survivors not incapacitated (the spawning rate of chains in chain hunt is dictated by how many survivors are incapacitated, the more survivors incapacitated = less chains spawn). again, its only good when you bring impaling wire. when you bring that addon, chain hunt does what it should be doing basekit, which is spawning an absolutely obnoxious clusterfuck of chains at survivors at every second. if you've never seen it, please use the addon and see for yourself. once you see it youll realize how pathetic the chains are without it.also, cenobite should not be able to break his own chains :)
i know people have distain for this killer because they find him annoying but pls look past that lol the chains suck without this one purple addon. thank youI think you will find most people arguing the opposite direction. Most of my community is pretty ready to start pushing to get impaling wire removed.
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I am sorry to disagree, but I do not see any advantages of this over the ptb. the ptb allows people to actually see what it plays like. That is what is important, not the ability to just argue about a 3% increase in this and a drop in 1 meter in that. As of now, if you have comments about the patch notes or ptb's the devs read the forums.
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@Raccoon said:
...or will it be a Nightmare?!
Changes kinda look like an L. Looks boring as ######### from survivor side and nothing cool to bring someone to the killer side either.
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This would be a net W for the game.
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@Maxitolliony said:
i just played a game as pig and when i dashed i would not hit the survivour but will hit a rock or tree if you go behind. i am trying to go around the rock or tree or pallet but if they stand behind a object the game legit locks on to the surv and does not give me control to go around said objects.
thisi s really annoying when every second matters and i legit give a surv distance cause the game keeps autoing me to trees and #########.
for the love of god can you remove this feature or let me turn if off cause this is a skill based game and it is beyound removing my experience. i am not even holding the m1 butten half the time and even if i just do a quick swing it still auto aims for no reason
why make killers suffer when we already are at a disadvantage
This problem is more complex than you think. I cant sit out and type it out so I had chatgpt write this, I read through the info, however, and it is correct:
"According to the developers of Dead by Daylight, "auto aim" does not actually exist for killers, and what players often perceive as auto aim is actually a system called "aim dressing" which adjusts the camera angle slightly after a swing to visually make it look like a hit connected, even if it was technically a near miss; meaning the game checks if a survivor is within a certain area to register the hit, not automatically aiming for them. "
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The only reason ppl solo que is like to warm up or because the swf isnt on. There would be almost 0 people in that que.
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@Morboth said:
Unpopular opinion here, but nothing is as despicably egregious as playing against a SWF. I have been going up against so many as of late, and it just kills the game. It should not be possible for people playing in a team to accrue points or complete challenges or anything else, for that matter, as it completely nulifies the idea of the game. The game is NOT thought to be played with friends (that's why there's no in-voice chat or anything). Behaviour should make solo queue mandatory for ranked matches; only custom matches should allow you to invite friends.
I disagree with this opinion.