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Old DBD was more atmospheric. That was the main reason I started playing DBD. I miss thick fog, full moon offerings, more stealth and old corn maps. All killers looked scary, unlike Legion for example.
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@Aven_Fallen said:
I dont think that the escape rate is that different. From what I remember, they once said that the escape rates as SWF are higher, but not by that much. So 50% compared to 80% is too much.
However, they dont really care about SoloQ and their latest Dev-Update shows it. I am surprised that they did not nerf Kindred as well, because they claim they know why some Perks are used, but this does not really reflect in their decisions.
SoloQ will be more frustrating and I am at the point where I think that anything below a 4 man-SWF is not really worth to play as Survivor. I can just imagine how frustrating it will be that a Gen was kicked with Overcharged and you have no way to tell others to stop it regressing...
DEVs once showed us stats where the difference was around 8%, but to be honest that seems to be too low. Two years later I heard they said it's 15%. But that includes 2-man and 3-man SWFs teams without comms too and most people play 2-man and 3-man SWF, so they make that difference not as noticable.
If we take an extreme case, the difference between solo and 4-man SWF on comms is huge.
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Here's an example of a concept how it could look like. I would rather put gfx directly inside survivor avatars instead on icons in corners, but I'm not a GFX artist, BHVR can do it much better.
Heart icons represents heartbeat. The louder the heartbeat, the bigger the beating heart icon. Tools icon - repairing a gen, knife - survivor is being chased.
Even this little change can mean a lot for solo survivors. When someone is hooked and you see that everyone is working on gens or healing or is being chased - you know that you have to go for a save. If someone stopped working on a gen and doesn't heart heartbeat, you know he probably runs for a save, you can continue doing gens. Not even kindred basekti is necessary.
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Moved to "Creations", really? Not even to Feedback & Suggestions? *facepalm*
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3025884#Comment_3025884
In which case your MMR will become volatile and will pair you against a wide variety of opponents until you resettle.
Plus, if you're that bad that you can't even slightly hang at a higher MMR, you're talking about a team of absolute monsters that brings along a complete newbie and is somehow able to carry them - which, as someone that plays a lot of killer - isn't something you'll see much.
Considering that at least 50% of survivors switch back and forth from SWF to solo it can be a problem. Half of the player base will have rating that doesn't reflect their real skill. Even one survivor potato can screw up the game for other survivors. But that being said I still think that a team-based MMR is worth a try, it solves some other problems that an individual MMR can't. If it will be better for DBD considering it's asymmetric nature and the fact that in DBD you profit more from SWF than in most other games, we can only find out if we try it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3025866#Comment_3025866
That's...sort of a 'you' problem though.
If you win a lot, your MMR goes up. If you get carried to those wins, there's a price you pay for that.
Different games are different.
The thing is that you're looking at MMR as some sort of rewards system. It's...not.
MMR is there to hopefully, over time, give you fairer matches. Whether your MMR is high or low is immaterial rewards wise.
No, it's not "you" problem. You will punish other solo survivors on your team, because the game will assume that you are better than you are. And if you are a good survivor, but you play with potatoes in SFW and then decide to play solo, it will be Killer's problem, it will match you to a weak one.
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Yeah, it was suggested many times already. I think it makes sense. Except for SWF again. If you always play with the same team and escape because they are so much more skillful than you, your rating will be the same as theirs. And when you decide to play solo, your rating will be skewed. It will adapt itself after some time, but still... Maybe a combination of several criteria is needed.
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As a solo survivor I want the chase indicator for all survivors more than anything else. DEVs did add it for the obsession and stopped at it for some reason. I also want to see who is currently repairing gens. From that information alone you can infer a lot - if anyone could be going for rescue for example. I hope DEVs didn't drop plans on adding additional HUD icons.
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I understand what you mean. But players are demanding a good matchmaking system, it was always one of the most frequent requests, because when weak survivors or killers get matched to strong ones, people get very upset and complain a lot, so some solution is needed.
Emblem system is probably very hard to manage. For every change in game balance you need to go over it and fine-tune it again, sometimes with arbitrary changes, which are not backed by real evidence. In order to make proper adjustments you need to spend a lot of time testing it every time balance changes come out. That's a PITA. And it wasn't any better than SBMM when it comes to evaluating your real skill.
The problem with SBMM is, how do you formalize being skillful in DBD? What are the actual criteria that you can translate into game code?
For me it's certainly long chase times. Most valuable survivors are those who can run killer for long. But if you base MMR only on that, it can be exploited. Have one long run and then just stand in the corner for the rest of the game and your MMR will rise. At the end you can end up with two dozen criteria and it still probably won't work well and one of the reason being, as you already mention the 4v1 nature of the game. You can be the most skillful survivor in the game and at the same time the only one who was scarified during the game.
I think the reasoning behind the current SBMM was: if you play enough games with many other players and you escape a lot, that means you are of big use for the team, which is logical, so your rating goes up. Playing in SWF when someone specializes on running the killer while others are doing gens will skew your rating. But what are the alternatives beside the old emblem system?
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@[Deleted User] said:
the distortion buff is actually kinda crazy. If you still start with 4 tokens then people with distortion should never have their aura revealed unless they are going against undetectable killers.
Last time I tried Distortion I lost all 4 tokens during 3-4 minutes. Killers have many aura-revealing perks nowadays, they waste Distortion tokens at a crazy high rate. I doubt that on average you are going to get more than 2-3 additional ones and BBQ alone can waste 6 tokens. Add 1-2 additional aura-revealing perks and even with new Distortion tokens usually won't last until the mid-game.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3024661#Comment_3024661
There's a good middle ground. Being able to run the killer in a chase, then dupe them and vanish to escape the chase.
That too. It's actually art, when you can perform it in a more or less reliable way and a lot of fun.
When I play killer I have most respect for survivors, who are being chased by me and then suddenly disappear and I have no idea where they went. During such moment I wish DBD had a replay system.
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@Ayamir said:
Not to be rude or anything but how can you enjoy being stealthy don't you find it boring to hide from the killer all game and just do gens ?
Having 0 interactions with the killers and no chases is just boring don't you think ?
idk chases are fun for both sides hiding is boring imo.
I never said I hide from the killer the whole game, I just like outsmarting killers with stealth sometimes. It's actually an interesting mental game.
When you do a gen and you hear a heartbeat, you have to predict how the killer will approach and think of unorthodox ways to get out of his way to stay unnoticed. Sometimes it can be more challenging that looping. For example most killers expect that you go closer to the edge of the map to hide, instead I often go towards him, most killers don't expect it. Controlling the situation and looking at the killer searching for you and scratching his head can be fun too.
I had funny games when I repeated it for 4-5 times during the game and killers kept returning to the same gen and never found me. They were very confused at the end of the game. It's just a way to have some diversity, just looping every game gets boring too.
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You are not into escaping, you like risky plays, you give killers free kills. Sorry, but why do you complain then? How is the game supposed to know that you are actually better than it seems?
It's only logical that you get matched with low-skill survivors, because at the end your game skill matches their skill, regardless if you make it look lower on purpose or not. If you were matched with higher-skill lever survivors, you would simply ruin their games.
Other things to consider: some survivors play just for fun, some play for escapes, so it's hard to please everyone with a single MMR. But DBD is still a game and in any game the classic goal is to win and for survivors it means to escape, so DEVs decided to use it as the main criterion for MMR. And having fun and escaping don't always contradict. It's hard to fine-tune a complicated MMR system for a game like DBD that takes too many criteria into account, I think this is why DEVs decided to go with such a simple MMR, otherwise it won't be better than RNG and would be much more exploitable.
If we were to judge pure survivor skill, then yes, escaping isn't very accurate, the problem is there are 4 survivors. One player can be a good looper and waste a lot of killer time and die at the end of the game, while other survivors do gens and escape. If were are to judge pure skill, the best criterion would be average chase time. The longer a survivor is chased before going down - the higher his skill is. It's not the only criterion, but it's surely the most important one. But you need to add many other less important criteria to it, you need to cover altruism (if someone never saves anyone, he doesn't deserve high MMR), gens (what if you fail 50% of skill checks?) etc. And this all would make MMR very sophisticated and would need very long testing and fine-tuning, so DEVs decided to go with a KISS approach.
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I don't remember when I wiggled out last time playing in solo Q. Maybe in SWF it's more frequent when your buddies body-block the killer. But in solo wiggling is almost a useless game mechanic.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3021059#Comment_3021059
You haven't actually demonstrated the relationship between your example and the position you've taken. You basically just created an unrelated scenario and then said that it ties into your original position because the scenario you created holds up.
Tag: show me that the sum of 1 and 587 apples is bigger than 587
Math teacher: proves that the sum of x and y is bigger than 587.
Tag: you strawmanned it
Math teacher: I showed you the principle
Tag: you haven't showed the relation between x and apples
That magnitude of illiteracy and inability to think keeps amazing me. You have to think too if you want to understand something, don't expect someone to spoon-feed you, unless YOU want to strawman it, which you probably do.
Anyway, I proved you my point, whether you are able to grasp it or not only depends on your mental abilities. Try harder.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3021053#Comment_3021053
You really didn't. You basically just strawmanned it.
Ehm, I just explained you the principle, that's how it works. If you are unable to understand it, I can't help it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3021044#Comment_3021044
I don't want a generalized example. I want something to back up the position you've taken.
I just did. Use your brain.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3020969#Comment_3020969
Your reasoning.
I can show you a generalized example.
Take two decks of cards with 100 cards each. Yours is numbered 1 through 100, mine is numbered 5 through 105. Now we both draw one card from our decks. Whoever has a higher number - wins. Repeat 5 times. Now we have the average. I have a higher chance to win on average. Now shuffle the cards. Repeat the same experiment. Nothing has changed, I will still have the same chance to win (in reality when "law of large numbers" kicks in).
Shuffling (changing the MM) can have some local influence, but the global picture will stay, my cards still have higher numbers on average than yours. Same applies to DBD, as long as average que times PER PLAYER haven't changed that much. Changing que times would mean that we can take some card (like "105" from my deck) and remove it from the deck for some matches (for example strong killers or survivors will stay in que for longer and will be skipped during matchmaking).
All we can achieve with a different MM is a more fair distribution of "cards". 1 will be matched to 5 and 100 to 105, instead of 1 to 100 and 2 to 105, but it doesn't change our OVERAL chances to win after x repetitions.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3020954#Comment_3020954
Can you actually back that up with something, or are you just guessing?
Back up what exactly? Stats/my reasoning?
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@Blueberry said:
As far as I'm aware that's actually old data so we don't actually know what the current rates are with mmr.
That data is from January 2022. MMR is unable to change the stats in a radical way, since game balance stayed the same. If you match players in a slightly different way, it won't change the global picture. It can only be changed with much longer que times, for example if stronger killers stay the the que for longer, waiting for a match, while at the same time weaker survivors are matched to weaker killers. But it's not the case, so that data is still valid, maybe +/- 2-3%.
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@VideoGameMage said:
They mentioned some HUD icons a while back to see what your teammates are doing, as their attempt at bridging the gap between solos and swf. When are we going to get them? Who knows. Kinda bummed it hasn't been mentioned since they announced them.
I really hope they are still planning to introduce the HUD icons and just didn't mention them, because it's early. I want to have those HUD icons.
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@Brimp said:
Hook camping is not an exploit at all as even the original tutorial videos encouraged camping though. Also longer hook times after they announced some good perk changes would not be a good. Like kindred base kit can be good but in the grand scheme of things doesn't really do anything cause once someone realizes the killer is camping they can just go work on the gen or can get overly altruistic.
Yeah, sure, just because DEVs don't want to struggle with the hook system overhaul, it's easier to say it's not an exploit and everyone who profits from it (hint: the word starts with "k") will happily agree. It IS an exploit. It wasn't planned and it is annoying to both survivors and most killers. Do you really think it is ok for a game to hook someone and then stay still near the hook half of the game waiting for someone to die, after he just loaded into the game and got caught in the first 1-2 mins? It is an exploit.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3018637#Comment_3018637
Because mostly every community made suggestion could easily be exploited by the survivors. I've seen people suggest slower sacrifice rate if the killer is camping, simply works like pyramid heads cages, can't use power, etc. All of them except can't use their power can just be exploited by survivors to force a killer to camp to just make that feature entirely in their control.
Any game mechanic is exploitable to some extend. And camping is a good example, killers exploit the current hooking mechanic to get as many survivors out of the game as possible.
Without making an overhaul, DEVs can simply make longer hook times. They can allow survivors to see if the killer is near the hook, like outline the hooked survivor in some color or add some icon near it, so that other survivors don't know the exact location of the killer, but they would still know that the killer is camping. It should only work as long as survivors are, say, 32 meters or further away from the hooked survivors. As soon as they approach the hook, that outline should disappear. It will add some element of uncertainty (at least to solo, SWF groups already know if their buddy is being camped), but will still allow them to work on gens instead.
DEVs can penalize Killers more (BP etc) for staying close to the hook if there are still unfinished gens and for hitting/chasing the same survivor that was just unhooked. They can reward killer for leaving the hook, the same way BBQ works now. Just make it a game mechanic, not a perk.
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@[Deleted User] said:
Camping is always going to be an issue. There's no way to fix it.
Why is there no way to fix it? There are plenty of ways to fix it. But it's not a priority for DEVs, since it was declared a feature, not a "bug".
One of the root causes for tunneling and camping is the 2-stage hook system. After hooking a survivor you have to hook him the second time to get him out of the game, so you chase him again. Less survivors=less gen repairers and healers.
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Looks like DEVs didn't think of the consequences of longer gen times. Unless you a total potato, right now you can easily get 2k as a killer by just standing next to the hooked survivor and you have plenty of time to catch and hook a second survivor. And if things go wrong for survivors it can end up in 3k or 4k. Just by standing next to a hook most of the match time. Not many killers do that, because it's boring, but some killers do. And it's silly that the game allows this and the issue is still not addressed. With this update it's gonna be worse.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3018529#Comment_3018529
Yeah, that's my worry.
The Knockout buff...oh man, solos are going to have fun with that horrible perk now.
That said - you can't magically make people play better, and the core issue of solo is that sometimes you get potato teammates.
It's not about the skill of solo players, it's the synergy effect of SWF + comms that makes SWF survivors play better. Is that so hard to understand that a group of people playing together on cooms will always play better and seem to have higher skills that an uncoordinated group? Come on, even kids and killer mains should understand that.
I take that back, I'm not so sure about all killer-mains, judging by your reply. Especially if you think that solo survivors should rely on some perk and waste a perk slot to compensate their handicap.
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Solo survivors will struggle for sure after this update. It's already a nightmare for many survivors. Before someone says "solo is not bad, I escape 50-60%" of all games, the experience can vary depending on region/MMR/luck/skill etc. We all know that solo survivors are handicapped in this game and most of them lose much more often than killers or SWF survivors. While the update itself is good, DEVs forgot about solo once again, it's gonna make solo experience an even bigger nightmare for many players.
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@jesterkind said:
I strongly disagree that the new anti-tunnel measures will benefit SWF more than SoloQ. SWF don't need it at all- it's for SoloQ players who can't rely on their random teammates to have BT, to take a hit, to not just farm them and run away immediately. With five seconds of Endurance and five seconds of Haste, the solo player now has the tools they need to make a sprint towards a loop or other structure that'll help them not get downed.
Whatever. Any action that requires other survivors to be involved into it benefits SWF in the first place. And without other survivors bodyblocking the killer the 5 seconds Endurance effect won't benefit soloQ as much.
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Stats from January 2022. Average escape rate is about 45%. That includes 4-man, 3-man and 2-man SWF. Solo is probably around 35-40%. It will also depend on the region. In US many killers are meming, in Europe there are more try-hard killers.
My personal escape rate is around 25-35% in solo (Europe) and about 35-40% in 2-man SWF without comms with a very good looper on my side.
I would be cautious drawing any conclusions from this thread, people are more likely to brag their absurdly high escape rate then to admit they escape a small fraction of their games. And most people don't actually know how often they escape without taking notes of every game. Some killer-mains will overestimate their escape rate and survivor mains can underestimate it.
What we can be sure about is that the current AVERAGE solo escape rate is definitely not above 40%. Most likely it is even lower.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/3011588#Comment_3011588
Killers used to be able to switch to viable killers in the lobby to balance out SWF and they took that away, a huge buff to SWFs. When will it ever be enough for Survivors?
Killers win most of the games, killrate is over 50%, that should be enough for you.
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As others have pointed out you can't do anything with SWF directly, since communications occurs outside of DBD. That's why the only option is to tweak all the other players: killers and solo survivors, to reduce the impact of SWF's comms.
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/3010544#Comment_3010544
Solo Q Survivors mostly complain about their teammates. When you loop the Killer for something which worth one or two generators, to see the auras of your teammates crouching around... Or when the three of them work on the same generator on the opposite side of the map while you're on the hook and no one moves... Or that Survivor who DC at five generators because they got downed in five seconds...
Double standards in action once again.
The average performance of players in any game is the result of game balance. If it is broken, you will complain about your teammates. Otherwise we can apply it to SWF too. if you lsoe against SWF, complain about yourself being a bad killer, don't blame it on game design.
I'll tell you a secret. If game balance for soloQ will be fixed, the average soloQ survivor performance will "magically" rise.
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@JoByDaylight said:
I think you are incorrect.
The way to fix this game is make the gap between solo and swf smaller and adjust under performing killers accordingly.
The whole community realised that years ago already. Killers complain about getting smashed by SWF, soloQ survivors complain about being smashed by Killers. Everyone except for good SWF teams is unhappy in DBD.
Now we just need BHVR to understand that.
Regarding the OP's post - it's total BS. Survivors already die way too often. Hopefully you will never become a game designer.
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I do remember the good soloQ games, about 20-30% of them. When I manage to escape somehow. But in 70% of all games everyone just dies.
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@Advorsus said:
https://forum.deadbydaylight.com/en/discussion/comment/3007690#Comment_3007690
I have to agree with him. Most matches where solo queue bothers me is not due to the killer or lack of awareness of what teammates are doing. It's due to poor decision making by bad teammates. Nothing makes me rage more while playing solos lol. Even with kindred on bad players will still make bad plays, and that's the main problem.
You'll have kindred equipped and 3 people will still try and come save you. You'll save someone with we'll make it and they'll see you have we'll make it, but will refuse to stop self caring for you to heal them even though you're 50% slower while self caring. Survivors that will let you go to 2nd stage while they're hiding in a corner 5 feet away, even though the killer is on the other side of the map. Running the killer for 2 minutes before going down only to find out that not a single other person was doing generators.
No amount of buffs to solo queue is going to fix bad teammates. You wanna know what will? Fixes to matchmaking. Right now it's a lot easier to lose a few matches and be teamed with bad players than it is to lose a few matches and be paired with a bad killer. So you have instances where you're starting to get teamed with bad players, but because of how killer MMR works and the differential there, as well as backfill, you're still going against really good killers. So the likelihood of you escaping drops even further. Which means you'll have even worse teammates. So you're stuck in this ELO hell. Which makes survivors sweat harder to not lose because they don't want to get stuck in that situation. It's all just... Bad
You have to agree? Yeah, sure, another killer main "agrees" that solo q is fine. Who would have thought..?
EVERYTIME I read "solo q is fine" it's ALWAYS a killer-main soloQ "god", who "wins" most of his solo q games and all other soloQ players just "can't play".
And just to prove my theory, here are your quotes:
"Oh no.... Killers now have 3 maps that are killer sided. Such unfair balance lol"
"Current dead hard allows them to press a single button and completely erase any outplay I did, and fix any mistake they made by getting them to the next area of safety. "
"Clicking and teabagging are toxic playstyles as well, both have been in the game since it started. Camping does not take advantage of any exploits or bugs, but is rather a playstyle around the mechanics of the game."
"Slugging the 3rd person to deny hatch for the 4th person is a strategy. If we're to remove a valid strategy for killer as OP suggested, then I'd like to see a strategy removed from survivors as well"
Another Killer-main biased opinion detected and successfully ignored.
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@Tsulan said:
Unpopular opinion incoming:
Solo queue is fine. You can't fix bad players that don't want to improve and suicide/dc whenever they face a minor challenge.
It's not just an unpopular opinion, it's a usual biased killer-main opinion. Why am I not surprised that soloQ is fine for you...
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@Blueberry said:
Gates should just passively regress if not opened
Then Killer powers should also regress, like Myers etc
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/328865/swf-will-never-be-nerfed-or-removed
SWF isn't a problem. People just lobby shopped previously.
The problem is that the system doesn't account for SWF. Other companies had premades get an inflated MMR proportional to the size of the party, which paired them with more dangerous opponents to compensate.
DbD has no such system, if you group with your friends, you're facing the same killer you'd face solo, but with the additional benefit of coordination. Then you end up with an inflated MMR, get pantsed when you play solo again and come to the forums to complain about how OP killers are.
You have 3 sides to balance. This means that balance is even more impossible. For killers to stand a chance against coordinated groups, they need to be strong enough to melt solo players. If killers were nerfed to be more manageable for solos, then they'd get stomped by premades.
I'm a fan of the MMR option, but...
The devs seem to want a different route - trying to buff solo queue to the level of SWF, and then buffing killers to compensate. It's going to be a...wild ride.
To be precise, there are not 3 sides to balance, but at least 4. There are SFW groups with and without comms. SWF without comms are still stronger than solo survivors and they play in a different way, more altruistic, less egoistic and use more meta-perks. They also know each other's playstyles, for example some are good loopers and try to waste killer's time while others just do gens at that time.
I hope BHVR didn't scrap the idea of adding mode HUD icons, that's the only realistic solution for buffing soloQ.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2992472#Comment_2992472
Yuuuuuuup. 8 times out of 10 it's a killer main who I assume is trying to downplay how bad solo queue is, because they don't want solo queue buffed.
In the past they used to say "SoloQ is fine, I win most of my solo games". Then it turned out they meant "I pip most of my games", yet they were not satisfied when they just piped most of their games as killer with 0k or 1k. Now they say "I ESCAPE most of my games". They adapt.
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@RisingTron said:
Everytime I see someone say "I always have fun as survivor in solo." I have to wonder how much they're being paid.
That's not what makes me wonder, it's when someone says "I escape most of my solo games". When you look at message history of such players, they are always killer-mains. What a coincidence.
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@zumer said:
I play survivor solo. I die in 9 out of 10 matches. I must have low mmr. Why am I playing against tryhard killers who have 1500+ hours and who understand the game so much that escape is impossible? MMR is supposed to make the game interesting, which is frustrating. I'm willing to spend more time rebounding than constantly losing. Developers, do you play solo yourself?
That's the reality of SoloQ. I also die in 8 out of 10 games, it's so predictable, I don't play DBD anymore because of that. DEVs don't care about solo.
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@ad19970 said:
To be fair, arguably the biggest problem of solo queue is matchmaking. Obviously as solo survivor you don't have as much information compared to playing with an swf, but the inconsistent matchmaking is the biggest source of frustration I feel.
And that's something that can't be solved with balance changes, and the matchmaking sadly isn't that great.
That's BS. If balance is broken no Matchmaking can ever fix it no matter how you change it. And it is broken for solo.
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That's why I stopped playing DBD. 99% of my survivor games were soloQ and about 80% of them were 4k.
I think many soloQ survivors don't even try to win anymore, because it's pointless, they just fool around, which is sad. The balance for soloQ is terrible, it's basically unplayable, unless you just want to fool around.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2910933#Comment_2910933
To be honest after brainstorming with my friends I think the best thing is to just implement a ping system and let survs see each others auro all the time otherwise you can't get them on the same page as swf wich means killer can't ever be buffed to compete with them
Too many problems with that. Most people won't bother using it and it will be useless.
Adding additional "passive" icons as mentioned above is a better approach. It can be used by everyone, without requiring any additional actions from you.
Solo doesn't need to be on exactly the same level as SWF, it's impossible to make solo feel the same as SWF, the point is to make solo much closer to SWF.
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To both of the replies above. Maybe I wasn't clear enough, I meant adaptive difficulty per match, not globally.
For example if a killer gets matched with very skilled survivor on a very killer-unfriendly map, you might end up not killing anyone, this is frustrating, it happened because of game issues, not because the killer was bad, because the average skill is probably equal for both survivors and the killer, since the game put you into the same match, so during a single game the difficulty should be adapted, since global game balance fails very often in DBD. Unfortunately global adaptive game difficulty wouldn't be able to solve that problem. I'm, not saying it's good or bad, it's just a different issue.
What I agree with is that skill checks could be made harder for survivors during the game, if survivors dominate over the killer.
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@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2833463#Comment_2833463
Russian isn't a race.
The word "race" has a very broad definition and there is no common agreement what a race means. The old "black" vs "white" vs "colored" etc definition is outdated. It can refer to speakers of a common language, an ethnic group or a social construct.
Apart from that here is an excerpt from Wikipedia about racism: "It may also mean prejudice, discrimination, or antagonism directed against other people because they are of a different race or ethnicity". And Russians are an ethnic group for sure. So yeah, any prejudice against an ethnic group is racist.
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I think some of you might not know, but Ukrainian nazis and military were killing their own people in Donbass for 8 years, civilians and children, bombing them with military jets and artillery, labeling bombs "all the best we have for Donbass children". They killed many thousands of people, including around 100 children. Even the US government has officially recognized their military "Azov" squad as a neo-Nazi group, they have committed a lot of crimes in Donbass. But western mass media won't show you that. They wear nazi chevrons and even their presidents Poroshenko and Zelensky were wearing them, you can find a lot of pictures on the internet. But I guess killing civilians by Ukrainian army and neonazis in Donbass is ok, right?
If you don't believe me, google Anne-Laure Bonnet, she is one of the few western journalists who have visited Donbass to tell the world about what was going on there.
Ukrainian neonazis have burned down many people alive in 2014 in the Ukrainian city Odessa (google for "Odessa massacre 2014"), because those civilians didn't want to recognize the current Ukrainian neonazi regime, after that those nazis were making selfies with their dead bodies and laughing about them and the government doesn't care, no one was accused. And why would they if their president was wearing a nazi chevron?
After Hitler was defeated most germans said they "didn't know" about brutalities of Hitler's regime and they were so sorry for what they have done. I guess the world didn't learn that lesson.
I don't think adding such a charm to the game is a good idea, just google for pictures of killed civilians, disabled children and destroyed civilian houses by Ukrainian army in Donbass.
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That's not really a big deal, but a huge improvement for soloQ.
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This would be amazing. I was suggesting it for years, we need it to make solo more comfortable and bridge the gap between solo and SWF and then the game can be balanced much easier. I would also add "heartbeat" icon, sprinting and crouching.
I hope DEVs will implement something like this.
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Hearing heartbeat, being in chase, repairing generator, healing, opening gates, sprinting


