HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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@MDRSan said:
https://forum.deadbydaylight.com/en/discussion/comment/3191224#Comment_3191224
Hey, it’s not my fault I’m playing on console. Well, I suppose it kind of is. I did have a couple matches last night where nurse and blight finally started to click and I did ok though. Guess muscle memory’s starting to kick in.
Lol me too I'm on xbox, always ramp my sensitivity on nurse. I've hit good blinks with her before but i can't do it consistently lol
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@AbsolutGrndZer0 said:
Yea, it's all canon and also kind of not? Like there are many alternate universes and many of the outfits are as such. Like if you go 100% by the Legion base lore, then they were taken right after their first kill. Well, if that's the case then there is no way that Susie was in Chinatown during the Year of the Rat to steal her "New Year's Shoplifter" outfit and stab a guy in an alley. So, my theory at least is that The Entity takes them, and then kind of merges all of the realities they exist in. So again, my theory, but while Nurse and Wraith may not have met in The Entity's realm, they have in one of the many multiverse dimensions.
I always felt that it never specified that guy died. Just that he was left in the alley bleeding. So it was more assault rather than murder.
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@Dreadnight said:
Gearhead (Buff):
After a Survivor loses a Health State, Gearhead activates:
While Gearhead is active, a Survivor succeeding a Great Skill Check while repairing reveals their Aura to you.
Aura reading effect will persist for 6/8/10 seconds after the survivor stops repairing.
After which Gearhead deactivates.
I don't see much point to the aura reading effect persisting. If you haven't threatened the gen, then they'll have no reason to get off the gen.
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@dugman said:
I just posted a thread about Gearhead feedback a couple days ago as it's one of the least used perks and in need of a buff or revamp
https://forum.deadbydaylight.com/en/discussion/346601/gearhead-discussion
Good suggestion, highlighting the generator would be great. And i also agree that the injury precondition seems kind of silly when the trigger is already rare enough.
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@pseudechis said:
I don’t get all the hate for solo queue. Sure you survive less than in swf but that’s to be expected because an organised team will out for a pug group any day. The game itself is still fun.
Ask yourself do you value playing or value winning because one makes you enjoy playing games the other makes you hate playing games.
Like I've said i dont expect to win every game, winning all the time is boring. But surviving a tiny percentage of my games is not a fun experience. Surviving less is fine, I'd be happy with a 30% survival rate, but my solo q survival rate is sub 10% and it's mostly 4ks.
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As a newer player the solo q survivor experience is awful. I've hit the game hard, been playing about a month and got 5 days playtime already. Spent couple weeks reading the wiki and learning about the game before i brought it.
I'm reasonably competent, certainly but i struggle to survive solo games with my mmr. I have survivors who either refuse to unhook or all cluster round the hook and get 2 players downed to unhook 1. It's rare for me to see all 5 gens get done in my games, even when i managed to finish 1 or 2 gens myself.
I've played a fair bit of solo q over the last 3 days because I've been off work and my survival rate is like 10-15% max. I could probably raise it by giving up half way through and just hiding to play for hatch. But feels like a pretty naff strategy.
Even coming up against fairly weak killers like sadako and trapper at least 3 out of 4 of my games end in 4ks. Tough to raise my mmr when my teammates are dying rapidly or doing particularly stupid things that end up getting me downed.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3191224#Comment_3191224
I just rewatched my yesterday's match against the nurse. This nurse ran Nurse Calling and BBQ. One time she chased me down, because I outsmarted myself. Mates played good. I once started to use Self Care, but she came at once after me. Mates worked on their generators. After opening the exits I used Self Care the second time to help my wounded mate, but he made in anyway before I could intervene. We all escaped.
Cool idea using it to bait
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@Voodoomancer said:
I'm someone who is aggressively average at the game so I don't really sway to either side of the dbd pendulum here. From my years of casual play and discourse with others about the game i find more people will play killer rather than survivor. The reasons given are usually the same throughout: "I like to feel as if I won when I play", "My teammates generally let me down or I do them when i play survivor", and "killers are just more unique to play".
That last one really sticks with me. Every survivor is no different from one another. Of course you can factor in how quiet and hit noise (looking at you bill) in saying they are different but none really play differently to each other the way that killers do. I will agree with BHVR that the incentive is good to have to get more people into the needed roll, but it's almost always for survivors. How would we go about fixing this? What could possibly work to make them more unique to each other while keeping balance in the game?
My idea(which may not even be good): have each one have a perk from their set be base kit on them specifically.
While this may be an absolute dumb idea I believe it would essentially create a playstyle from that particular character while still giving them the ability to build either with it or whatever they want. Some people may ignore such a thing, while others strive to min/max their character in a build.
What do you guys think?
I mean this is me. Why the hell would i play solo queue survivor and survive like one match of out 10, even when i perform well. When i could play killer and have a more fun experience. I'll get the odd game where I'm against a 4 man sweat squad that is just frustrating and i can't get any hooks. But most of my games as killer are either walkovers where i can have 4ks before the survs have finished 4 gens, or a hard played game where i get 1 or 2 kills and the others escape which is fine. . Definitely preferable to the experience of solo q which feels like banging my head against a brick wall and bhvr has to give people double bloodpoints so they actually get some progression.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3191160#Comment_3191160
I see your point. High MMR survivor do not use self care. They have other options. Low MMR survivor tend to be scared. They hide at the edge of the map or hide in a locker for half of the match. As I use "Bond", I can see it. Low MMR survivor tend to not let theirself healed and not to heal me. If I want infinite heals everywhere, I need Self Care. And playing with low MMR survivors I also play against low MMR killers. BBQ is not used much, and "Nurse Calling" is spoted at once and counteracted by taking a distance.
As for the 42,89%, this is the actual season, since Tuesday. I played 8 matches, 7 were legit, I won 3 of the 7 by escaping through the exit. No single hatch escape. 2 of my escapes were against nurses. In low MMR nurses are good to play against. They struggle more with the controls than with us survivors.
Yh nurses are weird. It'll either be an absolute walkover because they can't hit blinks and nurses are slow af. Or they are god tier blinkers who end every chase in 15 seconds
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3191145#Comment_3191145
In solo Q in low MMR, escape rates would improve if Self Care were used more.
Matches are lost because other survivors go to unhook halflife. Matches are lost when other survivors half-heal and then run away. Matches are lost when other survivors do not let me heal but continue halflife. Selfcare is the ultimate safeguard against bad mates.
Currently I have the rift challenge where I have to heal other survivors and I need 12 successful skill checks. After 2 matches I have gained 2 of them. And I use bond to find other survivors, repair generators with them, heal them, let them heal me or pull the killer away from my mates in the chase. Survivors don't like to be healed and don't like to heal.
So, if you want infinite healing in solo Q, use Self Care. My actual escape rate is 42%, with the help of Self Care, too. Otherwise I would die in every match.
Looks like we'll just have to agree to disagree. In my experience as killer i kill a LOT of players trying to use self care. When i get beaten by a high level team, I don't see self care very much, usually circle of healing instead. And I'm usually able to get other survivors to heal me like 70-80% of the time. So does indeed seem like we are playing different games. Either that or your mmr is just much higher than mine and your team mates rush gens ehile you heal yourself.
And a 42% survival rate is pretty insane in solo q. How many of those are hatch games I wonder?
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3191110#Comment_3191110
Self Care is a guaranteed self heal perk. It doesn't rely on finding a totem or hoping that someone else will heal you.
The reason that people use it is because other people cleanse totems and they won't always heal you. It's a self suffiency perk.
Furthermore, people frequently complain on the forum about other survivors begging to be healed and refusing to heal them. So even though people crap on Self Care, they inadvertently force other people to use it.
With the game in its current state, Self Care is a viable option to use if someone doesn't want to risk wasting items and add-ons in very unpredictable matches.
If everyone is potentially going to die quickly, suicide on hook or dc, how is Self Care a bad option?
Because it takes forever to use, I've tried it in public matches to get the tome challenge, killer has often stumbled on me while using it. As killer i have also caught out a lot of people trying to self care because they sit in one place for a long time making pain grunts. And woe betide you if you're facing any killer with aura perks. Bbq and chilli, nurses calling, the killer will know where you are and can see from the animation that you are self healing. Self care's dirt poor heal speed means the killer has plenty of time to home in on you and hear those grunts of pain. Even if you arent against a stealth killer, notice terror radius the sound can still give you away, and since you are still injured killer one hits you.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3189600#Comment_3189600
No. Survival rates would go down.
It's very unlikely they'd drop. Self care is an inherently selfish perk. You stop contributing to the team for a long time just to gain a health level. Empathy/aftercare/bond are far better. Any perk that lets you find survivors means you will be healed much faster. Self care lets you heal at 25% of the normal speed, you could literally heal every other survivor in the match faster than you can heal yourself just one health level. Self care is an inefficient perk that marginally benefits the user but hurts the team overall. So yes removing this perk would probably benefit the team as a whole and survival rates.
And tbh if you want to self heal just bring a medkit. Any medkit with the right attachments allows for 2 full heals, one for you, usually at 4x the speed of self care, and a one for another survivor if you're feeling generous. And frees up a perk slot to take something more useful.
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It's not, there are plenty of other perks that heal you much faster. Hell boon:circle of healing is a much better perk because it lets the whole team self heal, faster than self care. Inner healing, renewal, more situational but a lot faster and safer. And you shouldn't really need perks to heal, getting healed by other players is far faster.
I've progressed phases on hook because the one player available to get a safe unhook is sat using self care for god knows how long. It hurts the team. There are situations where it helps, like if you're last alive it's good for a self heal so killer can't hear you. But even then while you're sat self healing killer will probably shut hatch. People rely on it because it's easy to use and easily accessible.
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@Gary_Coleman said:
Does it actually matter? That said, Self Care is awesome. That's why people use it.
Not really, it looks good on paper but it takes so long to heal yourself that it hurts the team, time that could be spent finishing 25% of a gen is used giving yourself one health level. Longer if the killer is running anything with mangle.
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Because trying to get team mates TO heal you is a nightmare in solo q with no VC. Plus it's available on one of the basekit survivors.
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@Gary_Coleman said:
Just stop playing. It feels amazing. I've been having fun playing video games since I quit.
I still enjoy the game. Just not solo q. I'll play 3/4 person swfs because I've been making a fair few friends. Or killer. I'm just saying the game could be improved and retain way more players if solo q had an escape rate above 30%
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@Man_of_triangles said:
Solo queue needs Kindred to be basekit. Other than that, there's nothing BHVR can do to change the fact that the average player doesn't even want to win and would instead rather swarm the killer at all times.
Basekit kindred wouldn't do much, i run kindred most of the time when I solo queue, and it doesn't change my survival rate. And VC would help to solve the issue. Not completely obvsly, language barriers, people not listening, but some players would listen and change the way they play. Simple things like "pls don't cleanse totems I'm putting a boon on it" or "I'm looping killer get some gen work done"
But no, clearly bhvr is happy for the people who have played survivor for years in swf groups to have a silly high escape rate and newer players to have a ######### experience because 9/10 solo q games are 1v1v1v1v1 where everyone runs around like headless chickens.
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@GrimoireWeiss said:
Would be interesting to see the escape rate of groups vs solo. Wouldn't be surprised to see something like 80% kill rate on solo queue.
That's certainly how it feels. Surviving in a solo q or even a 2 person swf is a serious rarity for me.
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@Marigoria said:
By the stats that just came out, kill rate used to be a 53% before the big patch, and now is at 61%.
Survivors only have 39% escape rate right now, I don't even want to know what the % of that is solo q.....
Source: https://forum.deadbydaylight.com/en/discussion/346830
Solo q survival is awful, in my experience both as killer and survivor in solo q lobbies survival feels like 15% max. Which is not fun, for 80% of players involved. I artificially increase mine by releasing last survivor a lot when i play killer. Or id get like 60%-70% 4ks.
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Unfortunately it's an easy effective tactic so a lot pf people will do it. I do tend to avoid doing it as much as possible with killer, unless I'm getting gen rushed hard. I dislike finishing a game without a single sacrifice. But conversely I usually let the final survivor go if gens aren't finished. 4ks always feel a little harsh to me lol.
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Unfortunately that will happen when people get challenges to get a hatch escape. Don't think crows need changing
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Game is fun but they need to make solo q more viable. I'm seeing 3/4k pretty much every game from both sides and it's kinda boring. Sucks for survivors dying in basically every game.
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@Robotfangirl67 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188794#Comment_3188794
Oh I see, I misunderstood what you said. I didn’t realize what you said was a joke. My apologies and I tend to misread things sometimes. I also have to disagree about dbd being serious.
I mean we have Legion and Feng both dressed up as bunnies. While also Clown dressed up a big pink elephant. So yeah those outfits are what bring the somewhat silly and goofness to the game. But sorry again for the misunderstanding. I hope you have a great day.
But they are super creepy outfits. In fact i think the bunny outfits are a reference to something in one pf the silent hill games with cheryl mason, silent hill 3?
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3180585#Comment_3180585
If a partially nude, diapered man starts power-walking towards me with a hatchet, you better believe that I am going to be terrified for my life.
I don't know why but the first thing i thought when you said this is that could definitely be a clown skin. Old fat man in a diaper with a bonnet and a dummy. Maybe switch his knife for a bladed rattle.
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Loo i do love that map but it's so bad for stealth in general. I much prefer dead dawg saloon because i can hide in the bushes
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Nah. Doesn't fit the feel of the game.
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@n000b51 said:
"Remove the cooldown on the perk. Just let it show the auras of anybody in the basement all the time."
I would suggest instead: "Don't remove the cooldown on the perk but let it show the auras of ANYBODY in the SHACK + basement (if the map has a shack)".
Mm shack is unfair since a gem can spawn there. But yh definitely should be no cool down on that perk. I've never seen anybody run it. Which is good because i hide in basement a LOT and so far I've never been caught in there. Unless I'm going for an unhook.
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@WipeIncGamingYT said:
https://forum.deadbydaylight.com/en/discussion/comment/3185853#Comment_3185853
Here we are again. Fake solutions. I once played a DbD like game with VC. Guess what happened. In my first match a "mate" blow a whistle every now and then. In my second match another "mate" played loud and annoying music. In the third match a "mate" talked nonstop in some glibberish. Before the fourth match I turned VC off and finally I could play the game. VC is no solution at all, but would turn into a catastrophe.
Then if you mute everyone, it doesn't affect you in the slightest. But there will be a lot of players who try to use it constructively, like me for example and most of the people i play with.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/3187564#Comment_3187564
"Why hundreds and hundreds of people I'm matched with are so bad"
^ Because the steaming majority are clowns. Like I said I only do solo queue. And when I'm not mashing gens I'm playing Killer. Majority of matches killer, so my survivor MMR isn't even all that high. I can queue randomly any time of the day, and guarantee at least 2 people on my team are going to be straight up clowning the entire match. They aren't doing objectives. I'm the one who ends up having to take 3 gens or more. Which never really used to happen before even if I compared the quality of survivors 3 years ago. I may only be able to bang out 2 back then because other people are already on it. If I can bang out 2 consistently, that leaves another 3 people, 3 years ago 2 of those 3 people would get at least 1, leaving 1 gen left to go within the first 4 minutes. Now adays, if I get unlucky enough to get into a chase before I tap out a 2nd gen, I run for maybe 90 seconds droppin hella pallets get KD'd get walked to the hook, look up and we still got 4 GENS LEFT TO GO?!?!
How? You explain it to me then. How we went from less quality survivor perks in 2018-2019 but way more objective and loop focused survivors to more quality survivor perks in 2022 and less objective and loop focused survivors? Explain to me what people are doing?
"Oh but I was busy hunting items" <---Why tho?
"Oh but I was tailing the killer in order to get the insta unhook (leaving the person unhooked unsafe btw to the point where they had to add BT base kit)" <----Why tho?
"Oh but I was looking for gens" <---For 2 minutes? Why tho?
"I don't like hiding or playing stealthy (but can't run a chase longer than 40 seconds?)" <---Why tho?
"I was looking for hexes (when theres no hex in play) <---Why tho?
"I just goof around in games to make youtube and twitch content" <---Coulda warned everybody in the lobby you were gonna throw the match...
And this is just stuff I see day to day as a survivor ^ all of these I will get at least 1 to 2 of these scenarios per match.
OP's point was something needs to be done, I say it starts with players. You don't have to be a high skilled survivor to get consistent 15-18 to 20+k per match I am the complete ass opposite of skilled survivor like I said before I can only run about 60-90 seconds and I'm getting smashed at a loop because I can't mind game on a survivor loops yet. So of course killer is going to be easier at any of those levels against a solo queue because look at what we go up against? Theres no coordination which is fine, I've gone up against solo's who had 0 coms and could still smash because they actually tried. But effort? As for the rest of my matches against solo's..... ^ I get at least one of the laundry list stated above.
-That guy hunting items <--Dead, wasted his time looking through chests and making noise.
-That guy tailing me as if I can't hear or see him <---Dead, and his friends dead too for giving me an easy proxy farm after the unhook I didn't even have to try to look for someone else to start my next chase saving me loads of time...thanks...
-The guy wandering around in circles looking for gens <---Dead, thanks for giving me free time to not protect gens.
-The guy not hiding or being stealthy <---Thanks for the free chase start, every killer is built for this, some more than others.
-The guy looking for hexes when I didn't set any up <---Thanks for giving me free time to not protect my gens and give yourself a secondary objective for free that I didn't activate I guess....
-The guy goofing around for youtube <---Thanks for making it a 3v1 as I monkey stomp the rest of your team while you goof around for views I guess?
-And the guy sandbagging his random team mates <---Double thanks for the incoming double kill.
You said,
"and I can't say I can accuse most of them of inefficiency"
Yes you can....and yes you absolutely should.
The difference between solo survivor queues and killer queues is simple, my killer queues don't have to deal with elo hell. Theres no extra human being in my lobby on my killer team able to hold me back except me. Survivor on the other hand...you roll the dice on if you get a competent team mate that absolutely will effect whether or not you get out of the trial, vs someone or multiple someones that will hamstring the hell out of your progress. If you want BHVR to change something, have them fix match making so the goombas fall out faster, and people actually trying to win the game stay up. Cause at the moment MMR is not reflecting that. Not survivor MMR anyway.
Or add VC so these clowns as you call them can be given advice on how to play. It won't stick with every player obvsly but it'd make a positive difference.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3187741#Comment_3187741
It’s the perfect way of deciding it. People that are repeatedly ragequitting are ruining the matches of their teammates. They deserve to be placed with other ragequitters.
Im talking about using swf survival rates to decide whether to try and improve solo q rates. Quitter should have harsh punishments for sure
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@Beatricks said:
There is exactly one thing you need to keep in mind regarding Soloq.
The devs.
Don't.
Care.
But seriously, think about it for just one second. They admitted a few months back, that there was a significant gap between SWF and SoloQ (15% escape rate difference? Or was it 25%?) so they planned on introducing a few changes that would alleviate some of the problems. The main idea was a little status icon next to the HUD, that would show who is on a gen and who is being chased by the killer, filling in a portion of the power difference between a SWF and a SoloQ team.
The game already keeps tracks of various actions performed by the survivor and if the obsession is being chased, that's actually relayed to the entire team already. Even by BHVR standards, this would be by far the easiest and quickest change to make to the game, one week tops and that includes the art team doing the icons. And yet Peanits has himself confirmed that this project is currently on ice and isn't coming for at least another year, and that's the absolute bare minimum.
Then, they release the most Killer sided patch that sees an insane ramping up of tunneling and camping, so much so that even they have to quickly slap on some bandaids to placate the community in the form of a perk against camping hidden behind a paywall, and a extra few seconds of BT as if that perked did anything other than potentially guarantee an endgame escape. Literally nothing has changed and nothing will.
They could have at least given us a basekit Kindred (remove the Killer aura reading if you so desperately want, even though it would be perfectly fine as is) but no. They consider their job done ("we are monitoring the stats for further changes") and if you don't like dying 49 out of 50 games, find a SWF and win 9 out of 10 matches.
The devs.
Don't.
Care.
Tbh this seems to hit the nail on the head. For the game to be around for this long and for solo q to be this bad 6 years after release. Clearly the devs don't give a fig about the enjoyment of the majority of the community.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3187696#Comment_3187696
Survivors that repeatedly DC or give up early should be matched with other survivors that DC or give up early. Many survivors will leave a match early because they want to bully the killer, and if they can’t bully the killer they want to move onto the next game.
https://forum.deadbydaylight.com/en/discussion/comment/3187700#Comment_3187700
It isn’t fair that solo q has a much lower escape rate than SWF, which is why SWFs need their escape rate lowered. Solo q escape rate is being capped by SWF escape rates, because the overall escape rate is being controlled.
Seems a stupid way of deciding it. Make the players who are struggling suffer more because the good players do well. It just tips the scales so a small group of players i.e sweaty swf teams and low mmr killers have easy games while a considerable portion of the playerbase has a long parade of games that are not much fun and they hardly ever achieve their main objective, i.e. to survive
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3187657#Comment_3187657
The overall survivor escape rates are being monitored and controlled. If SWF escape rates are lowered, then solo q escape rates could be raised, and still maintain the same overall survivor escape rate. But as long as SWFs are allowed to have inflated escape rates, solo q will suffer.
https://forum.deadbydaylight.com/en/discussion/comment/3187643#Comment_3187643
BHVR admitted that SWFs have a much higher escape rate, which means they aren’t being matched properly. We have hundreds of forum threads where solo q wants to be more like SWF, because it’s understood that SWFs escape far more often than solo q does.
Yes because solo queues almost never escape. I'm up to 6 survivor games today, no survivals for me. 2 of them were 3 ks where 4th player got hatch, the rest were all 4 ks. So out of 24 survivors, 3 survived and all of those were high prestige players running left behind. Yesterday i had 15 games in a row with no survivals and only 3 of those where we finished gens.
I don't see how anyone can think that is fair. Several of the killer players were clearly very new, one was a trapper with 0 perks. If it's that easy for a new killer player to 4k a team that is working together and actually trying then something needs to change. It makes for a ######### game experience for pretty much everybody on solo queue.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3187621#Comment_3187621
Any buffs to solo q would also raise the escape rates of 2 SWF and 3 SWF groups. A better solution would be to raise the soft cap of SWFs, and calculate their MMR higher, to reduce SWF escape rate. The problem with SWFs is they aren’t being matched properly by MMR, because the MMR system is matching them as if they were solo q survivors.
If SWF escape rates could be lowered, then BHVR could make buffs to survivors that would help solo q without causing SWF escape rates to be even higher than they currently are.
Hardly. Most 2-3 swfs would be in private parties anyway, bringing one or two players in vc with smaller swfs isn't going to break the game. And i don't see why your answer is to make swf escape rates lower. You seem to be ignoring/not acknowledging that solo q survival rates are utter garbage.
Naturally 2/3 groups of swf will be affected by vc. But the swfs that people really complain about are full groups of 4. I personally play with a regular group that totals 3 people. Occasionally we get solo q player to join our party, and those games go better but the average result is still a 2/3k. The people who'll benefit most from VC are new players who can pick up advice from more experienced players and learn the basic tactics, what and what not to do. Even if they don't talk on vc they can hear. When to go for hook and when to try and fix gens. Because at the moment those newer players get constantly minced. So they will often end up quitting or giving up and playing killer. In a game that needs 4 survivors to every killer, and a high skill ceiling when you are against players who have been on the game for up to 6 years? Bad environment for new players.
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@Veinslay said:
I didn't read through this entire thread, but I just want to add my 2 cents lol
Solo queue is most horrible because of the broken matchmaking system in this game. I'm an 80% killer main and I'm definitely mediocre at survivor. I was playing solo last night trying to do the stun the killer 4 times challenge. It was actually awful. The matchmaking is just atrocious. I was getting paired with survivors way worse than me (and I'm no good) and we're playing against One Pump Willie and Ralph. It's an absolute joke. Dudes with 5k+ hours that play this game for a job are getting matched against newb solo squads and just destroying them. They seriously need to tighten back up the range that high MMR players can get matched with. I know I sound like Sluzzy, but this is the core of why solo queue is so miserable sometimes. It's not fun having discombobulated uncoordinated solos getting slaughtered with 5 gens remaining vs a guy that plays for a living. It's ridiculous
Wait times for killers are pretty long. I don't think there's enough survivor players to keep the mmr tuned more finely. Wonder why that might be? Oh right, solo q is a bad game experience and no one wants to play it. Let alone 4 times the number of players who want to play killer.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3187602#Comment_3187602
Adding voice comms to the game would increase the overall escape rate for survivors. BHVR already told us they are looking for a specific escape range in this game, which means killers would need to be buffed to handle voice comms. This means teams where everyone isn’t using voice comms would be at more of a disadvantage.
I wonder what that target escape range is, and i would love to see statistics for average survival rates between solo q and swf survivors. As I've said in my experience, the average escape level for solo q players is abysmally small. Take today, i have played 3 games so far. 2 as spirit, running 2 perks, I'm not experienced with her. First game was a 3k. Survivor found hatch legitimately 2 gens left, 2nd game would've been a 4k but i let the last one get hatch, spent 5 mins looking for it with her. 3 gens left. My 3rd was a survivor game. 4k against a doctor with level 1 of his own basic perks just the 3, obvsly new to dbd or at least playing doctor and we got ended on a 4k with 2 gens left. Small sample size but it's similar to my usual experience on dbd. 2 survivals out of 12 players is pretty bad and one of those was only because i was nice, which is rare from killers. And the killers in the games were at a disadvantage, I've been playing 1 month, using a killer I'm not familiar with and dont have good perks for. The doctor was clearly low level, not first prestige yet and obvsly new to doctor but he still creamed us with minimal effort.
There is nothing wrong with bumping solo q survival rates, it won't ruin the killer experience but it will for sure make the solo q survivor experience much more tolerable. I don't want people surviving 50% or more as survivor, there's no way VC would boost survival rates to that level anyway, that would be unbalanced. But 30-40% would be more fun for 80% of players. Killers can deal with the odd 1 or 2 k game. Just having VC is not going to magically make players as co-ordinated as a swf group who play together regularly. A lot of ppl won't utilise VC, but it will provide a helping hand in some matches. Which solo q survivors sorely need. I've seen it from both ends of the spectrum and solo q survivors definitely get the worst of it. By a huge margin.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3185968#Comment_3185968
Adding voice comms to the game would require setting voice comms as the standard that killers are balanced around. This means that survivors that choose not to use voice comms, or survivors with teammates that choose not to use voice comms, would be at a bigger disadvantage than they currently are.
They don't change anything for killers against swf voice comms. I don't see why they'd need to do it with solo q. The standard of play would still be lower than swf
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3187566#Comment_3187566
How dare you forget Billy!
Ohh yes speedy chainsaw boi
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@Davenport916 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186867#Comment_3186867
Bbq a crutch? Are you effing joking lmao! If not then idk what to tell you. All it literally does is provide a new target for the killer 40+ meters away. Plus there are 11 something counters to it last time i checked. Probably more now, I thought you survivors hated camping and tunneling? Well bbq helps with that problem. Not to mention the killer still has to get to them and down them. Doesn't even come close to the power of taking a free hit
I see a lot more killers using chilli than i do survivors using DH. Definitely shortens the process of looking for survivors. I just find it weird that people camplain about DH when it requires split second reactions to successfully use. Whereas bbq and chilli is easy to utilise. Especially when certain killers can clear the distance in seconds, demo, freddy then spirit, wraith and nurse to a lesser extent.
And FYI I'm not a survivor main, I play killer just as much. I haven't unlocked bubba yet but even without bbq I'm having a fairly easy time with killer. When i unlock it it'll make it much easier. I take it since you referred to "you survivor players" that you're a killer main?
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/346496/solo-queue-is-utterly-intolerable
What rank are you playing at? In my solo queue experience I don't get decent teammates until Silver at least, until then I mostly just try to pip up.
I'm not understanding what you have against BBQ as a perk? I haven't put it on once since the bloodpoint nerf, pretty much every other aura perk is better.
And while I understand some solo queue woes, my man stop and think. Notwithstanding the fact every killer game would be vs a 4-man swf and killers would have to be buffed accordingly do you really want integrated voice chat in this game? With this community?
Think about it.
So i finished last season iri 2 on both killer and survivor. Not indicative of my survivor skill in solo because 80% of my survivor games were swf.
Bbq just frustrates me it's unusual to see a killer who isn't using it and unless you have the foresight to jump in a locker everytime the killer hooks someone, which wastes a lot of time, killer always has a general idea of where you are. And i often see it combined with lethal pusuer and awakened awareness. The awakened awareness/bbq combo is particularly annoying. If you're close to the killer he spots you, if you're the other side of the map, he also spots you. With perk sharing it's hard to tell unless you run distortion whether these perks are being used until there have been a couple of hooks. One of the survivors main advantages is stealth and with aura reading they lose a lot of that advantage. Counterplaying bbq requires particular perks, distortion being the only one off hand i can think of. Or wasting time jumping in lockers or trying to get away from where you were spotted massively slowing down gen progress. And most solo q players i see will get caught out by it because they don't have the experience to avoid it. Yesterday i saw so many of my games tipped in the killers favour because he could beeline straight for distant survivors and a lot of them didn't know to move, over 50% of the games had this. You know what would help that? VC a more experienced survivor can say, "hey this killer has bbq and chilli, when he hooks someone, he knows where you are for 4 seconds. So move after he hooks or hide in a locker beforehand"
VC would not turn every game into a full co-ordinated sweaty swf team. As people have pointed out a lot of people wouldn't utilise it. But it would help some games and be invaluable for new players to learn some of the common tactics and ease that learning curve for them. Which would help retain newer players which is what every game needs. Getting steamrolled with 3/4ks in 80% of games is not fun, and the one escapee is usually a high prestige player who gives up helping people and plays for hatch when the game starts going south. It wouldn't unbalance the game, just give solo q survivors a bit more of a chance. People act like every swf team is a god tier looping, blinding bullying machine, and some are. My swf team is average, we escape individually maybe 30-50% of the time on average, and maybe 10-20% of our games see 3/4 survivals. It's an challenging experience, but an enjoyable one. Dying 15 games in a row with 13 of them being 3/4ks is not enjoyable in the slightest. It's not like I'm asking for overpowered basekit perks for survivors.
As for the toxicity unfortunately that is a part of social gaming. It is an issue on every game that utilises VC. Do they remove it? No. We have postgame text chat for PC players which is often pretty toxic, do they remove that? No. Tbh postgame chat is always going to be more salty because someone lost. There are mute functions. As long as they make the ui easy to use mid match, you see who's talking, press a button for a player list and mute that player, takes a couple seconds problem solved. If you REALLY have an issue with vc there is always a mute all function.
It is extremely rare to see a multiplayer game with no inbuilt chat function. Gaming is for a lot of people a social thing. Every time i see an xbox survivor in my lobby, whether I'm solo q or swf I'll usually drop an invite to party so we can talk and help each other. Some people ignore it, fair enough, others join and i haven't had a bad experience with that yet. In fact we've usually added each other and played again. We've helped each other out, been able to tweak our perks a little, taught each other mechanics and tactics. VC wouldn't always be positive, but it certainly wouldn't be detrimental. It definitely won't turn every team into a seal team 6 bully team of god loopers. But give newer players a fighting chance to pick up a few more survivals. Given that about 20-25% of a survivors total bloodpoints in a match are awarded simply for getting out alive, low survival rates for new players make their experience a very unpleasant one. Or even just give us a ping system or something. VC is my first choice but a simple ping system to alert players to totems, gens, killer location, ask for help or warn to stay away.
The ratio is similar whichever side of the game i play, I've been getting a little bored with killer because it's too easy, if i play clown or deathslinger i have a guaranteed easy match. Aside from the odd swf team of sweats. At least 70% of my games are 3/4k. And most of my potential 4ks i usually let the last survivor go, unless i have a challenge, they were toxic or they hid all game and never risked it to heal or rescue. And most killers don't do that.
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Always feel a little guilty when i hardcore 3 gen ppl. But my story of really feeling bad is with legion. Now when I'm doing well in a match i tend to let the last survivor get hatch/gate. I'd killed 3 survs and shut the hatch. Chased the final survivor with feral frenzy and hit them near the exit gate.
Then they pointed at gate, i backed off and nodded and they started to open the gate. But neither of us remembered the deep wound, they dropped when the lever was on 3 lights. And they'd spent so long hiding after i closed the hatch that there wasn't enough time left in the end game for me to pick them up, let them wiggle out and open the gate. They got killed when the timer ran out and i felt really bad because i wanted to let them go 😥
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Seems like the bbq and chilli equivalent for survivors lol. They're both crutch perks that are horribly overused. 60% of the killers in games I've played today have used fecking bbq and chilli.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/3186421#Comment_3186421
Thats literally another excuse and doesn't make any sense. Bruh, if you're getting smashed by a "casual killer" you were never skilled in the first place, regardless of MMR. If a "casual" killer is jumping up the MMR ladder that means SURPRISE They AREN'T CASUALS!!! Gasp*
Just like a high rank MMR survivor isn't....GASP a Casual!
"But muh....survivor require skill ta win da game"
^ If that was the case No one would ever rank up in MMR everyone would be the same....like actually think about what you're saying from a logical standpoint instead of
"DEY BAD, ME GUD!"
All I do is play solo queue, and as a MEGA casual survivor I still win a majority of my games as survivor. I get to watch you clowns from both angles. As a killer I see you solo queues do dumb ######### from first person mode.
As a survivor I get to watch you clowns waste 90% of the time of the game trying to decide if you want to do an objective or not..
I get to watch you not save people sitting 50 feet away from you while im on the other side of the map. I get to watch you make excuses in post game chat and curse out the killer for doing his job...which is to kill you. I get to watch you clowns do ULTRA dumb ######### like sit out in the middle of open space wearing the brightest neon colors possible and then act surprised after you get KD'd in 30 seconds after the match JUST STARTED! The gameplay loop of a survivor hasn't changed in this game for half a decade. The only thing I've seen change are the excuses.
Their point is that killer requires less skill. Which is true,i also play both and have much more success on killer. It's a lot easier to play because you don't have to rely on random people for support. Hell my first few games of killer, when I'd never played before i absolutely stomped. Against players who definitely had more experience than me because I'd never played before. The learning curve for killers isuch more forgiving than for survivors.
The whole point of this thread is to find decent suggestions to help mitigate clowns doing ultra dumb stuff as you put it. Rather than get toxic when someone says that killer is easier to play.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3186022#Comment_3186022
"could be buffed" is the issue. They won't. The Key/Mori issue was their litmus on whether they could handle game design decisions that require directly buffing and nerfing both sides evenly, and it took them months of excuses before falling back to a simple number adjustment.
Also I'm not going to say that info perks are as good as SWF, i'm saying that they are as good as solo queue needs, and SWF comms are an outlier beyond the game's design that has gone unchecked since its inception. They want to design things around no comms, but ignore that people are allowed to use them through other means. That has been a balancing discrepency in its very design since the moment people stopped having to lobby shop to play with their friends. They can have both swf and solo queue in the game, but it would be considerably smarter design wise to nerf specifically the potential of swf w/comms than it would be to try to bring solo up to that level and then need to rework entire core aspects of the game to try to achieve parity.
Also again, more focusing solely on the survivor perspective. The amount of QoL that killers of all skill levels could use is also massive, especially with how it gets directed by survivor changes. Its to the point that the across the board minor buffs get treated like they're single handedly ruining the game for survivors as a result, when at higher level they make absolutely no difference. The thing about making adjustments for low level play is that you have to make sure they can't be taken advantage of by better players, otherwise you end up with stuff like the basekit BT and OTR being used offensively instead of their anti-tunnel intentions. I don't fault anyone for overlooking things outside of their perspective, just when they ignore the issues of others because "they got theirs."
Idk i play killer a lot. The QoL for killers seems pretty good, the only times i don't end up with at least 2k is when I'm against swf teams full of clearly experienced players or once or twice solo q teams where all the players are prestige 10 or above. 90% of my killer games i absolutely stomp.
Swf is so strong because full teams are often very experienced players, conparing what they can do to conpared to more average players is a silly comparison to make. VC wouldn't make the game unplayable for killers by any means. It'd just give solo q survivors a sorely needed helping hand.
I generally avoid solo q as much as possible. But i wouldn't wish my experience of the game today on any player particularly a new player. When killers consistently get 3/4ks against solo q teams. It's an unpleasant experience for 4 out of the 5 players involved. Ive played over 20 games today. Ive survived 3 and only one of those saw us get the gates open and 3 survivors escape. The other two i used annotated blueprint to get hatch. It's not an enjoyable experience. And that's what games are for. To enjoy I'd happily lose a lot of the good performance/results i get on killer for more solo q survivors to actually survive a game 40-60% of the time. Hell when i play killer unless i have a specific reason not too i almost always give 4th survivor hatch/gate
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@rinnai said:
matches are very mixed experiences - no doubt the rank reset is playing into this :)
Does the ranked reset also reset the mmr?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3185942#Comment_3185942
The game was never designed for comms, despite allowing them through third party software. Allowing them at base creates its own balancing issues, especially in regards to those who opt out. The thing about requests for those, pings, automated messages, etc is that you already have more than enough perks that can due the jobs of those things, and well at that. Kindred and Windows are extremely undervalued for the info they provide to solos, as well as Empathy, Bond, Aftercare, and even Alert.
Also its worth noting you only addressed the positives and negatives for your proposed change specifically for survivors: Its a pvp game. Every change to one side affects another, and things like basekit comms would hurt stealth killers even more than they already have been. CoH alone still hurts them disproportionately to this day, even with all of its nerfs, simply because it is a concept that nullifies most of the strengths their kits are designed around. Its always important to consider all aspects of changes and their affects on both sides before attempting to put them in the game, but especially when concerning basekit.
I see what you mean, but stealth killers already face that disadvantage against swf. I see no issue with making the playing field even between swf and solo q. If voice comms is all round then stealth killers specifically could be buffed to deal with it. Maybe faster movement speed or any number of things to help them if VC was introduced.
perks like kindred, spine chill etc are a poor substitute for being able to exhange tactical info between survivors. Swf has that advantage whereas solo q does not and the difference is obvious.
I've noticed that often when survivors do well in solo q the killer often has 1 or very few perks, usually yellow or green. I shouldn't have to rely on an incompetent killer to get a survival in a game. A killer with basic competence will 9 times out of 10 mince a solo q lobby. Unless all the survivors happen to be mlg pros. I've seen multiple solo q games that have resulted in a 3/4 k purely becuase 1 player couldn't pull their weight or died early.
Applying something to help solo q specifically would not ruin the game. But improve it massively, especially to newer players who are extremely important to the game. If my first day playing survivor had been like the one i had today i doubt i would have carried on with the game as I have. It's an excellent game and i love the concept. I just want solo q survivor to be a challenging but good experience, not a frustrating and punishing one.
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@Nazzzak said:
Voice chat can put the solo experience at an even worse disadvantage. Imagine how much harder it might be hearing Myer's breathing or Ghostface's cloak or Wraith's gurgle or a skill check sound notification or a hex totem burning or the killer's terror radius at the earliest opportunity, with a loud team mate in your ear. Sounds are important in this game. At least with a swf you can choose your team mates, you're all invested in the team's survival, and you can tell them to keep quiet with no hard feelings. Try telling some aggro random you got matched with that they're being too loud and they'll probably sandbag you until you die.
I'm a solo player and I get it. My escape rate used to be 1 in every 4-5 games and it's now 1 in every 8 - 10 games. But voice chat involves putting even more trust in the randoms I get matched with than I usually do, and they let me down enough as it is. What I need is a basekit Kindred, so I know who is going for the unhook and whether it needs to be me.
Mute options, chat vs game volume balance, those fix the problem easily. VC would definitely be way more beneficial than detrimental.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3185905#Comment_3185905
No, that add-on makes it so that he breaks the pallet instead off vaulting it. OP's proposal would make it so that you both vault the pallet and destroy it, like iri pin on legion.
Mm yh not balanced. Legion gets that because feral frenzy doesnt usually down survivors
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3185904#Comment_3185904
The frustration comes from focusing on the factor you can't control. This is a game balanced by averages, it is rooted in chaos. There will always be games where you will have lost before the map even loads (for both sides,) so its a surefire way to burn out from the game by focusing on how badly things can be out of your favor by default. The thing about self improvement is that not only do those things start to bother you less, you end up being better equipped to offset them more. I absolutely understand why you feel the way you do, but its a lesson thats been taught over years with this game. Solo queue gets the worst of it because you get held back by the others who would rather whine and complain than improve in addition to yourself, and its a big part of why I would rather see people improve than complain.
Part of this is just me venting, but another part is the constructive criticism, I want to see a positive change. Give solo queue anything. VC would be amazing, a ping system would be almost as good. 2 pings on hook, stay away killer near or help me killer is far. General ping for killer is near me on standing survivors. Let us see each other's perks in the lobby.
None of these things would be a drastic detriment to the game. Yes some ppl would be idiots and get toxic on vc or spam pings. But locking pings if they are spammed, having the ability to mute players are easy ways to prevent it.
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Gg my dude