Solo queue and unable to play at all
why tell me why I get the worst teammates??????????????????????????????????????????????????????????????
for the love of god you match making system is the worst in the business.
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Played 6 games in a row earlier, 1 or 2 would either hook suicide or dc at 5 gens...
Luckily I found myself with slightly better games afterward but yeah... welcome to soloQ hell.
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Yea matchmaking and this b.s mmr is frustrating as hell. I keep saying longer ques for fairer matches are better. For years this game managed to thrive with 15 min ques, but at least teammates and the opposition were consistently on the same skill level. It made for a much better experience than getting thrown into a trial instantly, with 3 potatoes to vs. a gawd tier killer with purple & IRI add ons and strong builds. What the actual hell???
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It has been really frustrating as SBMM has turned more and more into old ranked matchmaking. So many survivors have zero game sense whatsoever. They don't pay any attention to where they're running and effectively block all gen progress in a 3/4 gen because to most players and content creators "long chase good, short chase bad". It's actually terrible survivor play to have a minute long chase in a 3 gen and die in it. Throwing the game. A 10 second chase in a good area is always better than a 60 second chase in gens that need to get done.
So much of high level survivor play amounts to running in the correct direction and players *struggle* with the concept.
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"Thrived for years"?
I guess the one year+ of rainbow rank mess and red rank skill mush have never happened?
People tend to see those times way too much through rose colored glasses since sbmmr. It wasn't really better back then.
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Matchmaking is having a terrible time matching people of the same skill levels.
Bottom tier Survivors and bottom tier killers are light years appart from each other. It is terribly unbalanced down here.
And considering that if a killer waits for more than 5 minutes in queue the game desperately tries to throw them into any available group of survivors, you can easily see why the quality of the matches is what it is.
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Well, from MY personal experience- it was better. When I lost, it was because the killer outplayed my team. Not because Claudette with 1 hour was Urban Evading in the corner for half the game, or Nancy farming right after the killer hooked someone, or entitled babies ragequitting because they were found/downed first.
*puts on “rose colored glasses” 🤓
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maybe but in this format the quicker u go down the quicker the gens regress.
eruption, pain res, jolt
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Thought they implemented bots already with the new chapter. Last night 1 surv DCd and nothing happenend.
Guess i was wrong. Any info/news on that?
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Survivor Bots in custom, not the "husks". No idea if they even have any plans in that regard for normal games.
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The MMR cap is so low that it basically doesn't matter, anyone even remotely okay at the game will arrive at the cap after some time. 400 hour "world record in shortest consecutive chases and longest time spent staring at camped hooks" "Megs" facing 4000 hour "sweats" on their "4k at no more than 2 gens done" streaks is about as commonplace as it had been in the rank-based matchmaking system.
Thing is in the past a duo SWF with two competent survivor players even without voice communications was enough to fairly reliably have challenging but competitive matches, where you'd get escapes pretty regularly. It could still be a really bad experience in individual matches, but overall it was alright enough and a welcome challenge. With the changes that have happened throughout the years however (inlcuding the rise in awareness that camping and tunnelling are the most effective killing strategies), these days it really does seem like 2 randoms are already much too great a liability. It's ridiculous, but yeah, in my experience you need at least 3 competent survivor players to consistently have competitive matches now that don't just often fall apart in the first few minutes, and you can only guarantee that by teaming up. (On the flip side of course, SWFs can still stack absolutely bonkers loadouts and face mediocre opponents a lot of the time as well.)
Solo buffs (and SWF nerfs) can't come soon enough, but they've been saying they want to do that for many years now, and they aren't even implementing the most rudimentary measures in that regard. Nor are they rebalancing camping, which is the most oppressive strategy for solo players. Hook grabs still being a thing in 2022 is just hilarious. They are evidently also not interested in making the matchmaking more strict, it seems that they have concluded bad match quality is less detrimental for player retention than longer queue times, even if it's just a couple of minutes.
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SWF isn’t going to receive nerfs (how would they even implement such a thing?) and they’ve de-prioritized the solo queue improvements initially promised this year. Peanits recently commented those changes were placed on the back burner but the devs don’t know when they’ll get around to them (again they were initially promised to roll out this year).
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They started talking about solo improvements in like early 2018, likely earlier already. I'm not holding my breath, but I also don't really think solo buffs and compensatory killers buffs is the optimal route. SWF nerfs and compensatory killer nerfs are a way more viable option in my opinion because much fewer of the killers would even need nerfs, and because SWF nerfs are much easier to implement, as well as having a much more specific and limited impact. One simple and substantial way to nerf SWF would be loadout restrictions. Tournaments already go to show that much of the killer lineup stands a perfectly good chance to compete against even the best of survivor teams if there's loadout restrictions in place.
Beyond that it's really camping (and tunnelling) that is the major bane of the solo experience, so another viable route is to nerf camping (and tunnelling) and to compensate for that with buffs to other aspects of killer gameplay (such as chase strength and gen defense).
Improving the matchmaking such that there isn't such a severe disparity in abilities, experience and even just levels of "trying" as often anymore is of course also a major point, but yeah, they've supposedly only gone further and further down with their MMR cap.
I mostly only play SWF anymore these days if I play survivor so I'm not really all that concerned, if anything it's more so that I think the killer (and 4-SWF) experience can get too boring with how things currently are, but solo is a different playing experience and environment and something that can still be fun and has its unique qualities, so if it can be improved to fit the new game reality I'm all for that, and that's another reason why I think not trying to make solo more SWF-like but just reducing the power level of SWF is the way to go with regards to accomodating the "solo-SWF balance gap".
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Initially yes, that first chase may not be good if you're only trying to creat space and de-compress the map. It's all about creating space and forcing the killer to cover ground. Then the killer has to cover a lot of ground to with a far away hook and 3 gens on the other side.
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Restricting the perks people can use with their friends in casual gaming is unheard of. I cannot see BHVR implementing that.
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Solo queues is a pain cuz too many bad survivors, they need to make the ranking more strict for survivors that way u don't get Bad teammates
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Precisely if it's casual groups those players shouldn't care that much about not being able to stack all the good stuff. If anything it's fun to come up with unique builds with your friends and have like "personal" perks among them, and while lamenting the state of the strength of perks is one of my pastimes with this game, there's still certainly enough good ones to have both fun and competitive loadouts with 16 unique perks. Will reference this thread of mine for further discussion on that topic: https://forum.deadbydaylight.com/en/discussion/304057/swf-loadout-restrictions/p1
I'm not that passionately interested in getting stuff like that implemented though, not least because I know they most likely never will. Upping or removing the MMR cap and addressing some of the most egregious balancing issues in particular would already go a long way to improve the game I think.
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Would be such a waste of resources if they would just be used for tutorials.
Reason might be surv bots need to act different to each killer (power).
So as long as we don't have every killer to play in the tutorial we have to wait for that.
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Ever so relevant.
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I wouldn't mind...if I ran into the same players when I was playing killer. But nope, always the 4-man SWF commando elite death squads.
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Well put mmr is irrelevant because one can't know that. I have a total 0f only 700 hrs on the game. With the new ranking system(how much it matters or not) it only takes me 2 days to get to iridescent 1 as killer which is a problem altogether when I play survivor I feel as though I know how to decently run a killer because Id say 2/3 of my time is spent playing killer but........ It's always the same thing with teammates wondering around the map, dive bombing hooks, killing themselves on the hook or just quit the game as soon as their caught. I do none of this so why am I getting teamed with these type of player?
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