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Survivor challenges play a huge impact on why solo queue is unfun to play.

Toaster427
Toaster427 Member Posts: 120
edited September 2022 in General Discussions

A significant majority of survivor challenges cause survivors to "throw the match".


The most optimal way a survivor team can win a match is by doing generators when they are not being chased, taking turns running the killer, the healthiest survivors making saves, and only cleansing totems when it's significantly impacting the match.


That's the game.



However, survivor challenges are counter-productive to this. Totem/sabo/chest challenges have survivors cleansing all over the map when they should be doing gens, save challenges have people racing to the hook and unhooking immediately in front of the killer so the other teammates don't get it first, and chase challenges have people hogging the attention of the killer until dead.


On top of all of that these guys go into a match with only the challenge in mind. They create a build that only focuses on sabos/totems/chests.



This game is a literal race for hooks/gens. And when you have even just one survivor on your team who is not focusing on objectives that matter, it impacts the whole team negatively.


Even people who play in a SwF will focus on primary objectives while playing with their friends, then switch over to solo queue to do challenges because they don't mind pissing off randoms to power through the challenges.


You can 100% argue that the challenges can be done naturally, but how often does that happen? To do a challenge naturally you would have to play 4 or 5 matches before you accomplish the task. Most people are not going to do that, they'd rather knock it all out in one go and move on to the next challenge.


What sucks is that BHVR could 100% fix this, but they continue to ignore it. For example every survivor challenge you could reduce the amount of tasks from five to two or even one. After you do that you place the "must escape out of the exit gates" for every single one.


In doing this, you completely remove this headache for solo queue and significantly improve the current state it's in. You will no longer have teammates who have conflicting objectives, every survivor will have a goal of escaping out of the exit gates since their challenges won't count if they don't.

Post edited by Toaster427 on

Comments

  • get_barted
    get_barted Member Posts: 207

    The Challenge, Looking out for Number 1 is a great example of this. Where you have Heal once and use ONLY the perk Self-Care and escape. Ive had survivors hide in corner and do nothing all match because of this challenge in hopes they can escape.

  • shiroo
    shiroo Member Posts: 178

    Hmmm...

    I've never seen a challenge "crouch across the map while killer is far away" anywhere. Is it new?

    Same for "avoid doing gens while hiding behind a rock outside of killer terror radius". That must be new as well.

    Or "Unhook a survivor before the killer gets the chance to leave the hook".

  • Laluzi
    Laluzi Member Posts: 6,226

    Same. Yesterday I had a Feng that insisted on self-caring in a corner. I had Autodidact, Empathic Connection, Botany Knowledge, and Dying Light's obsession speed boost (while she had Dying Light's heal speed penalty.) Literally I could have healed her in 8 seconds or less, but she insisted on the ~50 for a challenge.

    Naturally, her heal got interrupted half a minute in and she was downed again.

    Survivor challenges will always skew gameplay to some extent, but when the game actively tells you to cleanse 20 totems, hide next to the killer for 60 seconds within one match, or run No Mither and no other perks... that was never going to be a recipe for good gameplay and I'm appalled they keep doing it.

  • Laluzi
    Laluzi Member Posts: 6,226

    Nobody's claiming idiot teammates don't exist. There's no challenge that tells you to ######### on hook, either. But a very significant portion of unhelpful behavior is motivated by archive challenges. Pallet camping for stuns, basement visits for white glyphs, chest goblin-ing, hook farming because they want 4 unhooks in one match, stealth gameplay for hatch, opening gates early and sandbagging because they need an endgame collapse save - take your pick, it's all in there. It's pointless to deny this exists and that otherwise decent teammates will do stupid things because their tome challenge told them to.

  • Bot_Salvo88
    Bot_Salvo88 Member Posts: 1,230

    What I don't understand is that killer challenges require to to play the game normally. Challenges like break a pallet/gen/wall, hook survivors, chase survivors and that's pretty much it. Survivor challenges require you to escape after healing someone else, open the hatch with a key, escape after someone else did, get the Glyph and bring it to the basement, repair for 1 sec 5 different gens in one match. The list goes on.

  • GrimoireWeiss
    GrimoireWeiss Member Posts: 1,452

    Yeah it's stupid how hard survivor challenges are. With killer it's always stuff like "hit survivors 10 times with your weapon", aka just play a single match.

  • Laluzi
    Laluzi Member Posts: 6,226

    Funnily enough, we just got a killer challenge that acts more like a survivor challenge (the orange glyph) and I've seen several posts freaking out how unplayable it is.

    But I think that's mostly because of the way the two roles work. Killers are the only player on their team and they cover all of their roles during the course of one match. Survivors are four players competing for limited opportunities and may not end up filling every role in a given match - maxing every role is a pipe dream. Also, some parts of survivor gameplay are obsolete (mainly chests and doing bones.)

    It's also because there are more things that survivors can do on the whole, and do the challenge designers have more leeway to ask for weird stuff than with killers, who lack those extraneous actions.

    There are a few throwy killer challenges (kick 5 different gens, hook the obsession 4 times, use no perks but Stridor, do weirdly specific and unnatural things with a killer's power), but mostly they're things that will just happen during gameplay. Killer challenges almost always have more reasonable numbers, too, on account of the 'I'm the only player making things happen on my team' aspect. A killer will get 12 hooks way faster than a survivor will get 12 saves, but the challenge numbers tend to run a parity.