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  • It's amazing, that nothing was done in the recent years and no one cares.

  • "My escape rate: 36%" - that looks realistic, unlike some other stats with 60%-70% escape rates.

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2205896#Comment_2205896

    Again, the issue is the ranking system and matchmaking. Solo queue isn't inherently weak.

    Suuuure. Official survival rate solo+SWF is under 50%, so solo is even much lower. Solo isn't just weak, it's unplayable.

  • That's the wrong place to talk about underpowered solo Q. This forum is killer-dominated. They will try anything to deny the fact that solo needs a buff. Some killer main say that they have escape rate of 110% when they play solo, some say that all statistics lie or that you misinterpret the stats. Some will say that this is a horror game and survivors are not allowed to win and have fun in the game, they are meant to be cannon-fodder for killers to have fun. You will encounter any kind of rhetorical bs, just watch.

    And BTW, as a survivor main I did similar stats with Wraith, even before he received a buff, my kill rate was about 80% until rank 5 or so and I'm not even a good killer. It's insane. After rank 5 it became much harder, until I switched to a better killer. Official stats also prove that survivors escape rate is much lower than 50%, they include SWF, solo escape rate is even lower.

  • I just want more HUD information about what other survivors are doing: they are in a chase, hearing heartbeat, repairing generators, opening the gates etc.

  • Nice stats. But where are the killers that claim to escape 110% of their games when playing survivor?

  • @WiiFitTrainer said:

    As others have said, that's the solo queue experience. Personally i can only handle a couple of solo games before I get frustrated and hop back to killer.

    It's basically masochism.

    Same here. 1 or 2 games at most. I used to play solo for hours, it was so much more fun in the last.

  • For the past 2 years I've been writing on DBD forums about solo being a horrible experience, but almost nothing has changed since then. Devs added some perks that are supposed to help solo survivors. But you don't fix solo gameplay with perks, perks are designed for fun, not to fix game design problems and we can't equip 20 perks. It doesn't seem that DEVs really care about solo. It's no fun when 80% of all your games end in 3k-4k, so I stopped playing DBD.

  • @Seraphor said:

    My Ideas to 'buff solo':

    1. Survivors can view each others perks and item loads outs in the lobby, so they know the capabilities of their team mates.
    2. Survivors can press a button to trigger a pre-set map-wide message, something like "Killer is here", "Coast is clear", "Help me", "Leave me". In addition, have this 'ping' in their direction so you know where the message is coming from. Maybe with a 30s cooldown.
    3. Make the 'Glass Bead' add-on a default mechanic of all maps.
    4. Make something 'like' Kindred/Empathy/Bond (but not as powerful) a basekit feature. Perhaps you can hold down a button to trigger 'Survivor Instinct' which gives you a general direction that each survivor is in via the 'heartbeat' graphic of Killer Instinct. Give it a cooldown obviously. This wouldn't be an aura so not technically as strong as Kindred etc.

    Once solos are closer to SWFs in terms of communication tools, then we'll see that it's survivor sided, and nerf gen speeds or whatever.

    Personally I would prefer to keep the current atmosphere of solo games. Proximity chat or any kind of direct communication/messages/Glass Bead would disturb the atmosphere of loneliness for me. Empathy/Bond is probably too much, the information is too direct. Kindred as a base-kit sounds good, as long as we can't see the killer aura, only other survivors. A way to see loadouts of other survivors could lead to discrimination of other survivors and lobby-dodging. If you don't run meta perks, some survivors would prefer to dodge the lobby. I'm 99% DEVs will never add this feature.

    My personal ideal way of buffing solo would look like this:

    Add more HUD information to survivor avatars. This will not introduce any new controversial features into the game, since we are already used to it and it would not be "intrusive" atmosphere-wise. There will be no threat for the DEVs that they will lose any players because of this, so this is more likely to be added into the game:

    • Add a chase indicator for ALL survivors, not just the obsession. This is probably the most needed feature. We will see less annoying solo survivors crouching behind rocks, not doing anything, because they are afraid to run into the killer.
    • A heartbeat indicator. As soon as a survivor hears a hearbeat, a heartbeating icon will appear next to it avatar.
    • If a survivor is working on a gen, we see a wrench/screwdriver icon next to his avatar. (Gen progress bar could also be useful, similar to the health bar, when someone is bleeding out).
    • When someone is opening the gates, we also see a appropriate icon next to his avatar (and maybe also a progress bar)
    • Totem counter
    • A "sprinting" icon: it shows that a survivor is currently sprinting. It could be useful for many situations, but not really necessary

    That would be a good start.

    Together with these changes survivors must get a nerf, in a way that affects both solo and SWF, or Killers must get a buff or both.

  • That's the basis of balancing a game. Without that the game can't be balanced. As a killer I either destroy solo survivors or get destroyed by SWF. It can't work this way. Solo and SWF should be if not identical in regards to kill rates, then very close.

  • @EvilJoshy said:

    Swf is broken and solo doesnt need to be buffed to that lvl. Swf needs to be brought down.

    Kill rates and experience of many solo players state otherwise. Solo does need a buff.

  • So, I just wonder, as a killer main, what do you think about nerfing survivors and then buffing solo? Don't we all win from it? Solo and killers. Even many SWF players agree that SWF is too strong. Everyone wins.


  • I think many killers just react emotionally to the "buff solo" part and ignore that fact that killers should be buffed after that too or maybe they don't believe that DEVs will buff killers too. Whatever the reason is, something must be done about solo, it's horrible, while SWF is too strong. Anyone who denies that is just a hypocrite.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124768#Comment_2124768

    And the only way to make sure they don't have this hard time without killing the game is to buff solos and then superbuff killers

    There's another possibility, which is basically the same at the end. I think it would be easier for killers to accept if, if it was put this way: nerf survivors generally (solo and SWF) and then buff solo, to make sure that kill rates are around 50% for all survivors (solo and SWF).

  • @Bromation said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124771#Comment_2124771

    The 70% kill rates shows for ALL ranks. Most notably, the lower ranks where survivors don't know what they're doing and will just charge at the survivors. Percentage doesn't show the reality of gameplay or how much effort killers put into some games

    Kill rate is still above 50% for ANY rank. For just solo it's even higher. Why should survivors and especially solo players be discriminated in this game?

  • @Mr_K said:

    Not doing gens means the average kill rate goes up. This makes the Devs think killer is over powered. Devs nerf killers.

    Ez

    It's the other way round: it's pointless to go gens in solo, because you are gonna lose in solo anyway, so why bother, everyone just tries to get as many points as he can by unhooking.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/2102019#Comment_2102019

    Giving totem counter is easy, buffing solos to SWF isn't.

    And if they really do this, all killers will be underpowered. That means they need to revisit every killers. I can assure they won't like this.

    I just explained why it is easy. It's a matter of making a decision inside the DEV team. Killers don't have to be buffed individually, there are many ways to buff killers generally, there are also plenty of ways to nerf survivors in a way that will affect both solo and SWF to the same degree.

  • @OmegaXII said:

    They won't ever buff solos to SWF level in terms of base game. Too much effort.

    SWF on comms will always get free perks, and solos and killers are always gonna suffer.

    It's not that difficult. The most information that SWF have can be added as additional gfx elements to survivor avatars: a survivor is being chased, a survivor hears a heartbeat (just add a hear-beating icon). It's not necessary to bring solo to the same level, they just have to make solo much closer to SWF and it doesn't require that much coding effort. No new sounds, no 3d models, no new game logic. They just refuse to for some reason or don't care, that's it.

  • @Seraphor said:

    Basekit totem counter will make survivors cleanse every totem in every game.

    That sounds great, and in terms of creating a secondary survivor objective it has it's merits, but it will completely invalidate most Hex perks.

    I'd only condone this if Hexes were reworked as well.

    Ehm, the problem is, SWF groups with comms can do it now without any totem counter, while solo survivors can't and that makes it hard to balance the game. That's the real problem. You can't have a good game experience like that: if you play SWF you destroy the killer, if you play solo, you get destroyed. Do you see the problem? No one said that killers shouldn't get anything in return, but the day DEVs bring solo closer to SWF we will all win.

  • @FatallyIconic said:

    I agree. They state they want to bridge the gap between SWF and Solo. However, that's never going to happen by forcing solo players to use certain perks. It's also going to make it impossible to balance the game around SWF.

    SWF is the power role, then you have killers, then solo survivors right at the bottom (in my opinion). How do the devs intend to balance around SWF without hurting solos? They can't unless they give solo survivors base kit information that SWF has. Once Solo and SWF are on the same level, you can then Buff killer accordingly.

    How come 95% of the community understands that, but DEVs don't? It's beyond my comprehension.

  • @White_Owl said:

    Imo it's ok, totems are an optional objective so there is no need for a counter most of the times. Introducing it just to counter one perk feels unnecessary in addition to be sort of a nerf.

    It's not about optional objectives, it's about making the game more balanced for everyone: unless solo gameplay comes closer to SWF and killers are buffed accordingly, this game will never be balanced.

  • DEVs are fixing balance problems with perks again. Classic. A perk to avoid Tunneling, a perk to have a totem counter. What's next? A perk that boosts FPS and disables tea-bagging?

    Can we finally get some love for solo survivors?

  • @Healthore77992 said:

    Out if last 10 games i escaped 7, I'd say it's very playable.

    Why not 15 out of 10? When I read your reply, I knew exactly you are a killer main. I looked at your comments, it's full of "entitled survivor mains" etc. Speaking of entitlement...in this game killer mains always state to have 110% escape rate and they always have higher escape rate than the official average escape rate, which is clearly under 50%, SWF and solo combined.

    The REAL average solo survivor's escape rate is horrible, so no, solo is NOT playable. Nice try.

  • Bullshit. Someone just doesn't want to lose easy kills. Scariness and difficulty of the game are two different things. Some years ago, when playing survivors was way easier, the game wasn't more or less scarier. Case closed.

  • @FattiePoobum said:

    You know your in for a bad game when

    First 15 seconds killer hits survivor, 3 seconds later killer downs survivor.

    lf l had a dollar for everytime this has happened in solo, l would be saying “move over bill gates, there is a new sheriff in town”. You

    And 5 seconds later the hooked survivor commits suicide on the hook, the game ends with no gens done.

  • @ALostPuppy said:

    Solo queue is fine if you don't care about the outcome of your matches and you play to make your own fun and not to win.

    And that's the problem. Why should certain players be robbed of a chance to actually win (escape/kill) and be forced to seek for other ways to have fun in the game. I can't imagine the same with killers: "in most of the games you won't kill anyone, but you have to learn to live with it and find other ways to have fun in the game". That's not how you balance a game and it shouldn't be this way.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092295#Comment_2092295

    This is word by word my experience.

    Solo survivor is borderline unplayable. If the killer is somewhat experienced (anything that isn't yellow rank or worse) it's a lost game already. People don't know what they're doing, they're put in purple-red ranks WAY too fast and WAY too early because they got carried by friends, keys, just crouching + hatch, and as I said, a really broken rank system. It's very often that I will get chased for a good minute or 2 before I go down, but that literally doesn't matter and nobody makes use of it. I have matches in which I will do 3 gens, unhook everyone, get chased, break Ruin, break NOED, literally EVERYTHING by myself, then I just can't help but go down and get hooked, and I've seen how 3 people look at me. On the hook. From the moment I get hooked throughout the whole hook sacrifice bar and struggle phase until I die. They still stand there looking at me. They sometimes don't even open the gate. They just crouch.

    That's solo survivor in red ranks for you.

    Yeah, ranking need some tuning. In fact all DEVs have to do is fix the SWF/Solo gap and tune the ranking system. Right now you rank up mostly depending on how often you play, skill plays a secondary role. And the severity of the SWF/Solo gap is denied by the DEVs, although it's certainly the biggest balance issue in the game and the community is pointing it out for years already.

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092282#Comment_2092282

    I am playing with both roles. Killer mode can be hard sometimes (against really good survivors or SWF) but solo surv is hard most of times. I am playing this game for years. Solo surv exp lives worst days ever.

    I can only second that. I'm playing this game since its release and killer can be frustrating, but only if you play vs a decent, coordinated SWF team. During other games I usually 3k-4k. In many games survivors only manage to repair 1-2 gens at most.

    Solo, on the other hand, is horrible in 80-85% of all games. And it's probably not gonna change in the near future because ... who cares. That's why I barely play DBD anymore, DEVs don't respect their playerbase.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092092#Comment_2092092

    Solo queue should have a fair chance at winning. If they don't, then it really means survivors are too weak compared to killers.

    No one cares though. Solo survivors are just cannon fodder in this game, despite being the majority. Most solo survivors are not even trying to escape anymore, because its pointless, they just try to have as much fun as they can other ways, which is pretty sad. This balance of this game is seriously screwed, especially for solo.

  • Haven't played DBD for more than 6 months, started playing again and I'm yet to win a single solo game. ALL ended in 4k so far. DBD has worst balance out of all games I have played recently. Why bother playing solo at all if you know you will lose? And DEVs refuse to admit the problem with solo.

  • @jotaro said:

    Agreed, they need to stop changing things that dont need to be changed. Everything was so much better before, i will not play survivor until this bullshit is reverted. They are killing their own game!

    "they need to stop changing things that dont need to be changed" - Yes, that's the biggest problem with the game now. Apart from the new standing pose, which I don't like, I liked old gens, without the disturbing animation and additional annoying sounds. They really need to stop fixing things that aren't broken

  • We need it for solo. Solo gameplay is garbage now.

  • Sometimes gens do really get popped too fast. But just because they get poped fast at the beginning doesn't mean you are losing the game. I said it many times already, at the beginning there are many gens for the survivors to choose from, gens are far apart, so as a killer you have to travel far to find someone on a gen, so you waste time. Also, at the beginning there are 4 survivors, there are more healthy survivors, no one is hooked yet, so it's natural, that gens pop fast.

    As the game progresses, there are less gens, patrol times are shorter, it's easier to patrol gens and find survivors. There are less survivors, less healthy survivors, they have to waste time healing, unhooking etc. Gen poping slows down drastically. Gens poping fast at the beginning is ok, as long as you manage to kill at least 2 survivors per match on average.

    That being said, I do thing that gens sometimes pop way too fast, when I'm playing vs a good coordinated SWF team. But that's a problem with SWF, that must be dealt with somehow.

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824622#Comment_1824622

    Here's the thing though. Aura reading is one of the most reliable information. Even with just a few seconds of it, you can determine where a survivor is headed. Try proving it by comparing the accuracy between Rancor and Bitter Murmur. Plus as I said, almost every other tracking method has a counter to it except killer instinct and let's be honest, Legion really needs it.

    I once tried to run 4 stealth perks (Distortion, Calm Spirit etc) and besides Feral Frenzy there are two Doc powers that reveal your location that can't be countered by any survivor perks. I forgot what what they are, one of them was scream aura I think. There are also perks that are not affected by Distortion, I don't remember what they are called. So, I gave up on that idea. While aura reading is surely the most powerful way to discover survivors, and for some survivors buffing Distortion will be enough, but personally it won't make me use it again because I have to give up 3-4 perk slots and I can still be easily discovered by some powers and perks that reveal my location. And I'm sure there will be more different killer powers/perks in the future that Distortion won't be able to counter. Not worth it.

  • @Greatamygdala said:

    https://forum.deadbydaylight.com/en/discussion/comment/1824624#Comment_1824624

    Yep. I stopped playing Wraith recently since there's pretty much a flashlight user nearly every match right now and just really annoying having to deal with it every time.

    I did the same. I enjoyed playing Wraith, but since he's too weak in high ranks and vulnerable to flashlights, I'm maining Spirit now.

  • @Greatamygdala said:

    Outdated mechanic that should have disappeared a long time ago.

    And it doesn't even have a direct counter. Lighborn doesn't help against it and Wraith is already a rather weak killer. Bring 2 flashlights into the trial and you can harass him to death.

  • @Saltjar34 said:

    Look, most problems in stealth can be fixed by buffing Distortion. Almost any other killer tracking perk has a survivor perk to counter it. Breath Sounds? Iron Will. Screaming? Calm Spirit. Loud noise notifications? Technician and Quick and Quiet. Bleeding? Lucky Break (It's getting buffed I think).

    Technically aura reading is countered by Distortion but it's so limited that it ends up being an information perk which isn't bad but it's not very useful for Solo.

    TL;DR : The day Distortion is buffed is the day stealth becomes viable for everyone.

    The problem with Distortion is that there are many killer abilities and perks that reveal your location and which are not affected by Distortion. Doc's screams, doc's hallucinations, Legion's Feral Frenzy, just to name a few. So, even if distortion gets a buff, it won't save stealth unfortunately. I wish it to get a buff, but I still won't run it.

  • @meatisadelicacy said:

    What do you when no joke, 90% of your games, your teammates just stop playin?

    Game after game after game after game, all three teammates stop doing gens with 1-2 to go, and I'm the only person trying while injured. I die constantly because of this.

    I can't 1v1 the killer when no one else is doing anything.

    This is honestly most of my games and I'm so tired of being in unwinnable situations because my teammates literally will not play the game.

    That's why I stopped playing survivor, because I can only play it solo, and switched to killer. Killer is more fun than solo survivor, but DEVs don't admit that something must be done with solo, SWF is so much more easier to play than solo. Solo is just frustrating 80% of the games.

  • @noctis129 said:

    Wraith doesn't need any buffs. He is fine how he is.

    He is only good against newbies, who don't know how to loop. He has no map pressure and he's just an M1 killer, 1-2 good loopers can juke him for 2-4 gens.

    I think giving him more invisibility will only make him even more powerfull against potatos. Wraith needs something against looping.

  • I like stealth too, but comparing to the release state of the game, stealth is basically dead. When I play stealthy I do most of the gens, while teammates farm other teammates from hooks and die early. Some of them who die in the first 2 mins even complain at the end that I played stealthy. Go figure. Doing gens doesn't give enough BP, so everyone rushes hooks.

  • I used to play Wraith in red ranks and it's just impossible to have fun. In ranks 20-10 it's almost 4k every game, but in ranks 5-1 almost every game is either 0k or 1k, so I had to switch to Spirit. This game needs more balancing.

    Looping is too strong against M1 killers with no special powers. If you play against 2-3 good loopers with an M1 killers, you won't do well, unless you are a very skilled killer.

  • No.

    They already spawn too close to each other way too often.

  • @Emeal said:

    @_VTK_ I dont feel pity for th...

    Damn, You are right tho, when its too close its a bit unfair, but idk, Dont they have the hatch? Are we talking after hatch has been closed?

    I closed it. Discovered him immediately when he started opening the gate, he just gave up. I feel the 3 gate lights shouldn't light up so early, so that survivors have a strategic chance to open it slowly and hide while the killer patrols the gates, it would give both killers and survivors more of a challenge.

  • @Emeal said:

    in small killer voice:

    "nooo"

    It's definitely needed. Even as a killer a feel pity for the last survivor. During the last game the gates were so close to each other, I just had to travel 10 steps back and forth as Wraith to be able to see if the last survivior is opening any of the gates. He had no chance whatsoever.

  • Distortion definitely needs a buff. It's use is too limited atm and it's not worth a perk slot.

  • I had the same problem yesterday (on PC), after the new chapter was released. It was Azarov's Resting place map. I was chasing as injured survivor, he ran to the gen. The gen had 3 sides that could be worked on. The survivor started working on it for a fraction of a second, on it's shorter side. I hit him and downed him. The survivor stayed near the gen, right next to it, without moving and I couldn't pick him up. I was playing as Wraith.

    It was a generator close to the bus (at the part of the map that had the main building, not the shack). That short side of the gen, that the survivor started working on, was facing the bus.

  • @Hamburgerlar said:

    Could killers have a perk that specifically counters DS. Like I don't know, maybe it extends the time before the DS counter shows up. that way if you're conveniently near a hook you'll have time to put them on but if you got to drag them across the map you wouldn't be so lucky.

    I'd give up one of my perk slots for this

    And survivors could have a perk that counters this killer perk and so on...

    It's much easier to rebalance DS.

  • No. As long as gates spawn so close to each other so often, that sometimes there's not a single chance to open them, especially against high mobility killers.

  • That would be fun. No perks, no add-ons, no offerings.

  • @Raptorrotas said:

    • Focus on repairing
    • I need healing

    We probably dont need much more messages. Also cooldowns are a thing.

    Your point about wanting to use comms chat wheel might be valid, but you're suggesting to forcefully spoonfeed ALL survivors with UI in the same line of thought.

    The thing is: comms dont give free info like spoonfed aura or hud stuff, each member of cwf still has to intend to use it, gather info themselves, and then relay it to others, who might be not listening at all.

    Closing the gap isnt buffing survivors with something better than comms, but replacing comms with something similiar.

    I think this thread needs other contributers for different perspectives.

    Then you can say that the current UI spoonfeeds all survivors with free information like "hooked", "injured", "in the dying state", but currently we don't perceive it as such. So, sorry, but for me it's not a valid argument.

    And the idea it's not about simulating voice comms, you can't do it and you can't accurately replace SWF comms with something else, due to its nature, due to the fact that different SWF teams share different amount of information, some SWF teams play without comms at all, not all SWF members always use voice comms. So, where do we stop? At the level of SWF teams w/o comms, at the level of teams that share little information? Our goal is to close the gap in the survivor-survivor balance, to make the game more fair and to make balancing the game (mostly killer vs survivor) easier in the future. So, we take the "highest common denominator". We give EVERYONE access to the most important information that SWF members can share. We bring everyone to the same level. We ignore the less important information that SWF members can share, solo and SWF will never be totally the same, they just need to be much closer in terms of balance. Then we either nerf all survivors in a way that affects both solo and SWF or we buff the killers, to restore the survivor/killer balance.

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