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Solo Q may be dead until we see some changes.

SimplyPixelated06
SimplyPixelated06 Member Posts: 469
edited June 2022 in Feedback and Suggestions

Unfortunately there has be no announcements on helping out solo q, since they proposed the idea of adding icons to show what the survivor is currently doing.

Gen speed increase, buffed bloodlust, less cooldown on basic attacks, increased default kicking generator damage, quicker pallet breaking, less distance gained from being hit etc.

And survivor got base kit bt for 5 seconds...

Now I don't wanna say these are all bad changes, they're good, but solo q will suffer severely from it with the nerf to some of the best survivor solo q perks and buffs to killer.

I wish these changes were introduced with solo q buffs and changes, but they weren't.

Solo queue was bad before but now it is going to be even more of a nightmare. And it's unfortunate that NOTHING has been done about it, and continue's to be that way for the next year. Solo q changes need to be introduced sooner rather than later as I think most of the player base that play survivor, solo q.

I might stop playing survivor and just play killer until I see some solo q changes as I don't have any friends that play it anymore.

Post edited by SimplyPixelated06 on

Comments

  • Blueberry
    Blueberry Member Posts: 13,670

    I'm all for more heavy handed base kit anti-tunnel changes.

    However, the changes they made to the killer side are not even remotely close to enough to compensate for something like that to where no tunneling or camping is necessary.

    Increase the base kit killer changes significantly and significantly improve the anti-tunnel camp base kit changes.

  • BearMerchant
    BearMerchant Member Posts: 106

    I'm considering switching to killer or just not playing the game if the changes go live as they are. Tunneling might go down a smidge but camping is going to get even more brutal in solo queue and I don't know how many more times I can bear to watch with Kindred as my teammates throw and dive bomb the hook.

    Increasing gen repair times without introducing critical HUD changes for solo queue or fixing problematic maps is a huge mistake.

  • Shaped
    Shaped Member Posts: 5,870
    edited June 2022

    Yes I am a killer main with 4x more hours on surv than killer.

  • ad19970
    ad19970 Member Posts: 6,424
    edited June 2022

    Great job. Except nothing is set in stone yet. They still have time to buff the endurance and haste status effect after being unhooked, and add some proper camping nerfs as well. And increasing the hook phase duration from 60 to 90 seconds, as well as removing hook grabs, shouldn't really be a hard task.

    The problem with some of these meta perk nerfs is that they nerfed the perks simply because they were the most used. However, when it comes to the perk changes, this update is not killer sided or anything. There are questionable nerfs on both sides, and both sides are getting some really good perk buffs as well. Off the Record sounds nuts, and Lightweight for example is also looking real good.

    Overcharge and Botany Knowledge are the two perks I fear are overbuffed.

    It's only the baseline changes where survivors are getting the short end of the stick. The killer buffs are all great, except for the bloodlust buff, but survivors aren't getting enough as compensation, and I hope that changes before the update goes live, or at least shortly after that. Otherwise I fear killer queue times will be rough.

    Post edited by Rizzo on
  • ad19970
    ad19970 Member Posts: 6,424

    All these changes will surely add up. They are definitely enough to warrant proper camping nerfs and a 12 second endurance and haste status effect after being unhooked.

    The increase in gen times by 10 seconds will definitely be impactful. Not only will it add a total of 50 seconds to gen repair, but it will also give killers much better chances of interrupting survivors before they finish a gen. So those 10 seconds per generator could add even more slowdown then just 50 extra seconds if the killer manages to apply proper pressure.

    Regression is also buffed, and then we have a lot of nice little buffs to killers chase ability as well. The tunneling and camping nerfs presented are not even nearly enough to compensate survivors appropriately.

  • Blueberry
    Blueberry Member Posts: 13,670
    edited June 2022

    I think you're not accounting for how much weaker all the killer gen regression perks are now as well. Also, 2.5% on base kick is only 2 seconds..essentially having you come out even with the literally time used to kick it..but also not account for walk time and losing pressure. In other words, way less impactful than I think you feel it is.

    These buffs overall are also much more impactful on lower tier m1 killers than the high tier ones.

    Honestly with the perk nerfs and base changes I see this as nearly a net neutral on gen speeds.

    So essentially just a free smaller BT base kit for survivor and some scary perk buffs. I see this as more of a net win for survivors in other words even though I do think they need more as well as killer.

  • Eareland
    Eareland Member Posts: 246

    What comes to perks, all I needed from survivor side was that they wouldn't butcher Spine Chill. For me, strongest solo perk ever, because that's only meta perk I ran. Now I wonder why Window can stay the way it is. It's gonna be more used now.

    I was never interested about other bonuses of Spine Chill. Just killer detection side.

    So, the detection range is inside 36m, which is huge. BHVR could have reduced that range to 15m-20m. Who even stalks survivors from close range as Myers or Ghostface, usually. This change would have benefit those 2 killers a bit and keeping perk good.

    Now, it's unreliable, high risk in indoor maps. Should I say, almost useless, because it's unreliable.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Shrug. I always have fun playing survivor, grouped or not. Dunno what people are always complaining about.

  • Marcavecunc
    Marcavecunc Member Posts: 2,057

    Same. I play lots of solo (and lots of SWF) and I don't feel like the game is as bad as people say.. maybe because I don't care about winning or losing, and just move on to the next game if I die first because I either got tunneled or played badly (or teammates just let me struggle on first hook without trying to come for the rescue and i decided not to bother playing with selfish randos)

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    You think adding *thirty seconds*, half a minute, on top of giving survivors free in-your-face unhooks on top of buffing the endurance effect that survivors are getting base is balanced?

    You've lost your mind. You want people to play killer, right? You've gotta have people playing the other side to have a game.

  • Eareland
    Eareland Member Posts: 246

    You can have fun, but doesnt fix the issue nor balance.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    What's the issue? What's the balance? I don't have any problems. People are always gonna do stuff you don't like, that's just multiplayer games. You can't dictate people's behavior.

  • fulltonon
    fulltonon Member Posts: 5,762

    Since technically survivors were power role, it's expected that killers gets more buff than survivors.

    You can't really balance for soloq because they can still perform really good if they match with good players, not very good players mostly losing is really normal and shouldn't be changed for PvP games, esp in asymmetry one.

  • ad19970
    ad19970 Member Posts: 6,424

    No I think the extra 10 seconds on gens is definitely going to be more impactful than the nerfs of some of the gen regression perks. Not to mention other gen regression perks being buffed, but I do believe they will have to nerf Overcharge and Eruption a bit before they make it to live server.

    When I think of Pain Resonance or Corrupt Intervention however, the nerfs they got are definitely not on a level as the 10 seconds extra gen time and the 2,5% instant regression. Not to mention the other buffs that killers got, although I hope they revert the bloodlust buff.

    Killers can also already be pretty strong with four gen defense perks stacked together.

    No, survivors should definitely get more than just 5 seconds of endurance and haste. It should be at least 10 seconds.

    And when it comes to camping, well honestly I don't think that's even debatable. They will absolutely have to increase the hook phase duration, or camping will actually get buffed, which would be very bad. I am postitive quite a few survivors would just quit in that case, and rightfully so.

    That's why I want each hook phase duration to be increased from 60 to 90 seconds, so camping isn't on the same level it is now, but actually nefed. This is an absolute must with killers getting buffed generally. And the hook grab bullcrap also needs to go, once and for all, it's an incredibly outdated mechanic.

  • ad19970
    ad19970 Member Posts: 6,424

    Nope I haven't, it would be balanced. Camping is already being buffed with the increased gen times, so the hook phase duration increase needs to be big so it actually is turned into a camping nerf, which is absolutely needed. Removing hook grabs also doesn't make survivors safe while unhooking, if the killer pays attention, they will still be forced to trade.

    The buffed endurance and haste effect would simply help against tunneling, properly, which is another must. As a killer you should be discouraged to play in such unfun and skillless ways, now that killers normal and fair gameplay is also getting tons of buffs.

    I want people to play both sides. And I am pretty sure quite a few people will stop playing survivor, especially solo queue, if this patch goes live exactly like it's described in the dev update. I know I probably won't play survivor anymore. Camping buffed, barely any buff against tunneling, and DS even nerfed unnecessarily? No thanks. I am quite postitive that if survivors don't get much more to help against tunneling and camping, killers will have to suffer through long queue times.

  • fulltonon
    fulltonon Member Posts: 5,762

    I don't think you need to concern that much about camping, they made clear intention to nerf camping, it's just not in the next patch.

  • Blueberry
    Blueberry Member Posts: 13,670

    I'm actually okay with most all those survivors buffs you want as they promote healthier game play and I want tunneling/camping gone as well.

    My only issue is that if we did give those changes killer would still need significant buffs.

    To illustrate what I mean. You could have the killer stacking 4 gen slow down perks with all the survivors running zero perks and no voice coms and I still think it's survivor sided. You probably don't agree with this but that's why I see killers as needing significantly more buffs if we were to do the changes you want and why.

  • Eareland
    Eareland Member Posts: 246
  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Okay. Sure. You give survivors an extra thirty seconds on the hook. Half a minute. That gets rid of almost all pressure on survivors to actually rescue the person on the hook. They don't have to worry about it. I hook someone, leave, find someone else and the remaining two survivors get an extra half a minute to bang out gens before they even have to think about getting a rescue. Can you imagine how that would feel on a killer with poor chase potential? Literally just think about it for a few minutes. In my games survivors stay glued on gens until the last possible second to rescue. This is behavior that should be punished and often is, cuz I'll just go back to the hook and ensure the second hook state. That's part of my agency as the killer, it's how I keep the game from getting out of hand. You want to remove that decision almost entirely. It's absurd and untenable.

    Survivors leave the game boo hoo. Who cares? I like survivor better anyway. It's fun and stress free. Literally the only reason I play killer is because survivors queues are ridiculous. Please, leave. Free up some room in the queue.

  • ad19970
    ad19970 Member Posts: 6,424

    I mean, I guess we just really won't come to an agreement on that, which is fine. I do think the buffs that killers are getting are enough to warrant the camping and tunneling nerfs that I am suggesting, because I do believe those buffs will be pretty significant. Killers will surely feel noticeably stronger.

    I think it would be the first, big step in the right direction. And from there on, the next big step qould be to buff solo survivors a bit more to swf survivors level, and give killers another adequate buff as well. Hell, camping and tunneling nerfed would already be a buff to solo queues, because it's arguably the strategy they struggle the most with compared to swf survivors.

  • ad19970
    ad19970 Member Posts: 6,424

    Survivor queues surely aren't ridiculous for me.

    No, survivors will still feel pressure to unhooking other survivors, because survivors never want to end up in a scenario where two survivors are hooked at the same time. A survivor on the hook is doing nothing to progress the objective, so it's almost always better to unhook them. I don't think 90 seconds would take away a lot of pressure from survivors at all.

    It will however nerf camping properly, which needs to happen. I guess the other option would be to have the hook progression speed be decreased by 50% as long as the killer is within 24 meters of the survivor. That way, if the killers leaves the hooked survivor, their hook phase duration will still be the normal 60 seconds long, but if a killer camps, it would be 120 seconds.

  • Zarathos
    Zarathos Member Posts: 1,911

    I do think communication baseline with icons and markers would correct a lot of solo queues. Voice chat i would avoid. Mostly because i dont trust the community to be responsible enough to speak to each other civily. Its not a complex system. A single whitish red marker on the survivors position. Indicating totem, killer or assitance.

    Icons indicating your actions or focus totem,chased and gens. It not a revloutionary concept. The swf communicatiom box was open long ago no point in depriving solos of similar communication.