Gens are not getting done In Solo Q
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They aren't getting done because no matter hwo many hours you have in the game, 2-3k, it's matching you with 200 hour sprouts that have no idea what they are doing. The MMR system isn't working at all.
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Its obviously not the only reason lmaooooo but when 50% plus of players in your games run DH and you literally see the way they try and do chases change you know its a factor
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50-100% dh usage in my games. So yes, i can tell a change in survivor gameplay when your in a chase with people who do thinsg people with DH do and people without DH dont do.
Whether people want to accept it or not, people who used exclusively or predominately DH in their kits which was an awful large amount of people, the playstyle develops a certain way. you can play differently with DH at your disposal than if you dont have Dh at your disposal. when swaths of people no longer have a perk that allows for that perk oriented playstyle it impacts the games.
Not really sure how thats not obvious.
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generator are only 10 seconds longer. they're not that much different from pre-patch. This is mostly soloQ problem. SoloQ have poor generator efficiency. Apparently the dev are working survivor icons to help soloq.
I mean your suggestion is base-kit kindred. Base-kit global bond would be way better. Survivors would stop running into teammates when looping as they could loop away from killers away from teammates doing generators. They would run into deadzones less because they could see which pallets are dropped by teammates in a chase. They would heal faster as they would find teammates quicker. They would optimize generators when teammates are in chase. Flashlight saves and Sabotage might become more common. Every game for killer would feel like they're facing 4 man SWF.
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Statistically speaking, I doubt those changes increase kill rate THAT Much.
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