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Effect of new Ruin on Solos over SWF

knell
knell Member Posts: 595

As a solo player, there are few reasons why I stay on the generator rather than running to save someone on the hook. The first reason is the distance from where I am to the hook. If I feel that I'm pretty far away, then I hope that someone else is a little closer than I am, and close enough where they feel obligated to go save that person.

The second reason is the possibility of the killer kicking the generator, and how much time I would lose by that killer's action. I am much more likely to stay on the generator if I know that 1. the killer has PGTW, or 2. the killer has been targeting this generator for a 3-gen strategy.

Now, the new Hex Ruin would add another reason for solo player to stay on the generator instead of going for a save. With the old Ruin, it wouldn't matter as long as the generator didn't get kicked. But now the generator would be regressing twice as much every second, wasting the progress made on that particular generator. I would need to be much closer to the hooked player than before to feel comfortable taking that extra time to go save someone.

A good SWF with voice communication has the ability to weigh in on the importance of these different factors in that moment - distance of each player, the regression from the new Ruin, the possibility of PGTW damage, etc. and then choosing the best player(s) to go for a save. Solo players can't do that.

Sure, the solo player can go look for the Lit Totem, but that is one player (or more) that is already not doing a generator, which SWFs don't have to waste. Sure, the solo players can equip the Kindred perks, but again, those are perk slots that SWF don't have to waste them on.

To me, this new idea for the Hex: Ruin seems to be a heavy nerf for the killers to slow down generator progress, but even more importantly, it would seem like it would widen the gap between solo players and SWF players even more. For developers who stated that the Solo/SWF gap is something they always think about when coming up with new ideas, it often doesn't really seem like it. In fact, it often seems much more like an afterthought more than a balance issue in heavy need of being addressed. Of course, we all have to try it out first and see, but overall, I'm fairly disappointed with the content of the Developer's Update.

Comments

  • T2K
    T2K Member Posts: 635

    I think if the killer runs the new ruin you can just finish your gen as solo player and then go for the save. I dont see a problem there. You can finish it quicker because you dont get penalties for non great skillchecks. I do think players will have the urge to finish the gen before moving away but honestly, the gen will still regress slower than your repair speed. Oh and you can still cleanse it. so...

    And yes Im also disappointed of the dev update

  • DwarvenTavern
    DwarvenTavern Member Posts: 2,495

    I'd also like to chime in that most deaths from ruin are from survivors who refuse to do a gen and just rather run into the lion's den to get the totem because they can't do a skill check. I've had teams die to Trapper who trapped the totem because they just HAD to get it in order to continue the game. My friend does that a lot and it hurts me when I try to tell him not to worry about it and continue. Gen tap, aim for greats, or even get off the freaking gen for about two or three seconds so you can continue. I... ugh. Guess he doesn't have to worry about it.

  • knell
    knell Member Posts: 595

    That urgency to finish the generator 'first' is exactly the type of problem that often ends up costing solo players, at least decent ones. Good solo players often tend to have more self-control on not immediately running for the save, but instead first calculating the likelihood of another survivor doing it instead. Are they SWF? Or a solo player with WMI and Borrowed Time? Or have I observed a bad solo player who tend to run head first into killers to save someone? Am I the closest one? Do I think I can finish this generator before the killer comes? Is the hook person worth going for a save (as in, is he/she capable of making up for the time I spent saving him/her?)  Most of the time, we end up guessing correctly, but there are times when the remaining few mistakes end up being very costly and game-changing. At the end, solo players end up making lots of "guesses" from previous experiences (both from that one game and other games) which SWF never have to do. The new Hex: Ruin will be another factor that solo player would have to ponder over, while SWF players will have less of a chance of making the same type of mistake due to their ability to communicate.

  • T2K
    T2K Member Posts: 635

    Sure it will cost you more if you leave your gen as solo player. I play 90% of my games in solo queue too. But lets be real, the problem is not ruin or the "new" ruin. E.g. if you leave your gen at 99% and it regresses, I takes roughly 160 seconds to go down to 0% with new ruin. I dont think you will suffer from this. I know its really hard playing solo. I even have kindred in basekit to get at least some informations about my mates. But imo the gap between solo and swf wont widen significantly by the ruin change.

  • knell
    knell Member Posts: 595
    edited January 2020

    Let's take your example a little further - after you make the save, the patrolling killer comes back. Do you A) leave the injured survivor to deal with the killer (the advantages of that being - that survivor should know which pallets have already been used, and you can go finish the generator you were working on) or B) start a chase. Most of the time I end up choosing B) (start a chase) because I don't know the random well enough to know how long they would last while injured, and I don't want a 2nd hook/last hook to happen to them immediately. But then in this scenario, I can't go back to the generator I'm working on. Now, if I were in SWF, I can direct a teammate to go finish up my generator while I'm in a chase, but not as a solo player - I have to rely on luck or another observant random player to go prioritize finishing my gen after they are done with theirs. So most likely, even if I run the killer for about 2 minutes, lose him/her, and run back to my generator, I may have to start from almost the beginning. Again, another communication benefit that a good SWF can take advantage of - knowing which gens are almost done and work on them in the most efficient manner possible.


    I know a lot of people feel playing solo survivors are difficult, but for me personally in my experience, it's not too bad. I have some good games, some bad. But my personal experiences don't really matter because that doesn't change the fact that there is a large gap between good solo players (who have to rely on luck and good guesses to make up for the lack of information) and good SWF players (who have the ability to have pretty much any information they need to know at any moment). Which then presents a problem with balancing - are good killers being balanced against good solo players? or are they balanced against good SWF players? Or somewhere in the middle (which still means that SWF still remains the strongest of these groups)?


    You're right - solo and SWF gap won't widen significantly by this Ruin change. The problem is that there is a gap between the two experiences at all. The developers already stated that they aren't doing anything to 'reduce' the gap - they stated that they are simply making sure the gap 'doesn't increase.' But if that is true, at the very, very minimum, whenever they are adding something to the game, they should make sure that these changes aren't giving any advantage to SWF over the solo experience at all. Because every little advantage becomes additive. In that respect, it makes me wonder if they actually understand that and are trying to balance the game for the better.

  • T2K
    T2K Member Posts: 635

    Tbh I can only provide you with my own experience. Because I run kindred I can see my 2 other mates. If they working on a gen and dont seem to go for the unhook, then I will. I will even completely give up my gen for the unhook and then taking the chase. Chances are that the 2 others will finish their gens, maybe find my gen or start a new one.

    I enjoy playing solo because of the higher difficulty due to potato survivors xD

    I cant tell you how they should balance. Since coms are a thing its barely manageable.

    Agree. I saw that stream where they said they would try to not widen the gap further. Like I know behavior they will try to fix this issue with perks just like kindred. And in 2021 you will have to run 4 aura perks as solo player to have the dame amount of information a swf team has. Cant wait to see this bs happening.

  • scat
    scat Member Posts: 33

    First person to post about the new ruin without whining like a kid who got his candy taken away, so kudos to you. I think everyone needs to take a chill pill and actually test out this change or try new perk setups. Relying on ruin to win is not necessary if you are skilled enough (for most killers). 4k isn't the only requirement for "winning" in this game as a killer

  • Mr_K
    Mr_K Member Posts: 9,249

    Gens before friends.