Solo Que
Disclaimer: I do play survivor and killer.
Look, I am not looking for a fight. I just want to say my peace, in my opinion, and then see what everyone says. The nightmare known as solo que is still on the decline. Again, my opinion. The last thing that they really did to 'help' with this is add the HUD. That's it. Things that helped solo que have been nerfed over time because (I feel) the perks that helped with this (Iron Will, Dead Hard, MFT to just name a few) was getting used by survivors to bully killers because 'it was fun.' This is incredibly frustrating.
I do say nerf because they weren't really balancing but straight up nerfs. Let's looks at Iron Will and MFT. If they had made Iron Will where it only covers 75% but can be used while exhausted OR covered 100% but couldn't be used while exhausted, that would have been balanced. With MFT, all they had to do was bring the haste/speed boost down to 2%. It would have gotten about as much use as Dark Theory. Which most survivors say is trash.
My point to all of this is this: In the pursuit of trying to balance the game of Killer vs SWF (all of this is my opinion) they have made it where solo que is such a task that I have activity been playing other things just so I don't get burnt out from survivor.
Please don't tell me to get friends. That's not the point. The point is shouldn't everyone have the opportunity to have fun on this game? I keep on hoping that they will make a game mode called 'OG DBD' where all of the perks are the way that they were at release. Ruin and Balanced would be issues but it would be a nice throwback. That and imagine the older player base coming back just to play this game mode.
At the end of the day though, I would love to see something that would help solo que survivors without making SWF op again to bully killers (again, my opinion). Maybe bring out a survivor that has perks that only work for solo que survivor?
At any rate, thank you for your time. I appreciate you 💙💜
Comments
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MFT's nerf was needed, because it was be a busted perk.
Iron Will was overnerfed. Either leave it 100% and that it only work when not exhausted or 75% and exhaustion is not in play. Both is simply to much.
Survivor in general is a problem right now, and the possible upcoming changes will only make it worse. I feel you, and i say this as someone who playes both sides. BHVR is simply taking the "Iron Will route" across survivor gameplay. Killer mains will tell otherwise, but the reality is, they cause the problem with their constant need for 4K every match, no skill involved.
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I'm a 50/50 player for both Killer and Survivor SoloQ on Xbox S in the UK, just for perspective. In addition, I respect your opinion and this is only to offer an alternative perspective, since all perspectives are subjective.
Firstly, your suggestions about Iron Will and MFT do make some sense. I'm uncertain why Exhaustion needs to be a part of it. A Killer with a good ear will find that Survivor regardless, and perks shouldn't make someone invincible. MFT felt like 2 perks in 1 and splitting them into 2 perks would have been fine (with some adjustment to the speed bonus, such as your suggestion or not having it work with perks such as Resilience, which added extra speed). Sometimes, perks are overly altered when simple is best.
From my perspective though, some players become too reliant. Now, whether this is because of balance or just a lack of skill varies, but it does feel like there are players who become so indebted to perks that skill becomes secondary. Rather than learn to improve their game, they consider the game is not well-made and look to blame anything they can. Notice they never own at least a part of the reason due to their own skill or performance.
I enjoy SoloQ. It's certainly not as bad as some make it out to be. Perhaps that's due to my more relaxed approach and constantly randomizing my setups, so I'm never fully relying on the perks because there's no guarantee it'll be a good setup. However, it's fun and has resulted in an improvement in gameplay. The HUD is also excellent, if people learn to use it to make reasonable judgements.
As I say, it varies from person to person. I'm not saying either side is 100% the right way. It's just an alternative view I wish to share.
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Iron will nerf is so odd, and hardly a fair nerf. Some survivors are quieter than others, so iron will yields significantly different results based on what skin you bring (dumb imo) should just be 100% for all, keep the exhausted factor for fairness.
I'm not finding too many issues with balance though, im escaping most games and having a generally good time. Then again i don't rely too heavily on perks, and have been doing adept streaks lately.
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Honestly I’d take iron will if it only completely muted you standing still pretty sure it was like that 6 years ago
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Iron will is still a nice perk it's just not worth being top 10 anymore.
Better to run self-care and bite the bullet as you can heal while hiding.
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They are keep buffing and giving good content to killers while survivors are getting barely anything. So i have not any hope. They are just happy with current kill-rate, so they are leaving survivors as they are.
Next patch is probably will nerf DS and Adrenaline as well, so i really don't know what to expect.
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Yeah at this point it's just frustrating playing solo queue. It's no longer fun or enjoyable really, every match goes the same way, and it just gets old and boring. Before all these nerfs I had a solid build, PTS, Distortion, Bond and then whatever fun perk I felt like running, maybe CoH. It was fun.
Now it's bond, distortion, windows and we'll make it, otherwise by the time the killer finds us, we die. Healing nerf, perk nerfs, gen nerfs, PTS nerf, (and take away extra BP) all just made it get stale. Every match is the same killer perks and match ends at the same point. Zzzz
Med kits homenogized, like why? It's so boring now.
Too many nerfs with nothing substantial and new. Like I mentioned in other threads, everyone I tried to get to play all quit, and they all said "nah I don't want to play that frustrating game, even if it means we can play together, sorry."
The game is way too difficult for a new player to get into it atm, and once it can no longer retain players, maybe, just maybe we'll see a change but I doubt it.
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I think it should be lower and lower when you're not running (and opposite), so you can only use it "defensively", not in chase. Standing still is too much.
Just hope they dont buff survivors the way the "buff" Calm Spirit.
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This Is Not Happening will have 50% bigger good skill check zones (was 30%). But this buff is too much, so for make it balanced, we added 20% generator speed penalty into it.
Have fun everyone!
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You joke but that's probably exactly what it'll be 😭
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I have noticed this. I don't mind perks (on either side) getting reworked to bring more balance to things. There are times that I find it a huge struggle trying to get even a single kill in the game. However, I would like to see things getting balanced instead of 'Iron Willed' or nurfed into the ground. Thank you <3
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It's so sad that I feel like you're right here. Thank you <3
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Thank you!! I didn't want to say it directly but I do agree with this. I don't understand why the killers are getting (what looks to be) so much time, energy and creativity into their creations and balancing but survivors are getting left holding the bag. So to speak.
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Thank you. I really do appreciate you sharing. I feel the same way. In my opinion; I can see the time, love and energy that they are putting into killers. I get it. A lot of killers left the game because of the boons coming out. I think that there was a lot more build up on the killer side of things than most of people realized. Now though, I feel like that are overcompensating. They are trying so hard to pull in a new player base for killers (along with maybe bringing some old players back) that they are just dropping the ball for survivor. Again, my opinion. But, at the end of the day, I am worried about the day coming where they push the survivors to far.
Hit me up if you ever don't want to solo q by the way.
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I like the idea with the OG mode - DBD classic. Old movement and animations + original map graphics + old perks.
But solo queue overall is in a much better state now with basekit BT, the HUD (use it!) and (i hate to say it) MMR.
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Omg. I am laughing so hard right now. It's so sad that this is probably true.
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Between the Iron Maiden crossover making the BP incentive be on survivor and the extra XP in matches, I've been playing a lot of solo que the past couple days.
MFT was problematic because it was a "win more" perk. It worked best on people who already knew what they were doing and were going to give the killer a hard time anyway. It mainly made them more impossible to catch. Poorer loopers didn't really get benefit from it. It was also largely un-counterable, because it worked as long as the survivor wasn't exhausted, and the perks for exhausting survivors kind of sucked. Finally, it paired too well with perks like Resilience and Dead Hard to completely undermine the hit and run playstyle. It essentially punished the killer for doing what they were supposed to do, injure survivors. I think they nerfed it the way they did in order to make staying injured more risky.
I never really used Iron Will, but I think an issue was that it hard countered Spirit.
I have a feeling that BHVR are experimenting with solo que buffs. Both recent licensed survivors, Ellen Ripley and Alan Wake, have perks that give information that is most useful in solo que. Ripley has Lucky Star, which reveals the other survivors and the closest gen. Alan has Boon; illumination, which shows everyone in its radius the locations of every generator and chest. I think it is on their minds, but this seems to be how BHVR experiments with changes to survivor.
When survivors originally asked for side objectives, they introduced boon perks. However, COH was the only one that really caught on because it was OP, so now killers come with counterplay that revolves around doing more involved side objectives. I think they are trying stuff out, but we're kind of at the mid point of that process right now.
However, the game does have a problem with killers using perks to substitute for skill. I've seen more players bringing 4 slowdown perks as their "builds" to stall the game for as long as possible. I think more killer players are using slowdowns to compensate for the fact that they're terrible in chase and don't use their time efficiently. Instead of getting better at killer, they are throwing on Pain Res, Grim Embrace, Pop, and Overcharge to stall out the game until survivors run out of resources and they don't have to be good in chase.
I think this is hurting solo que disproportionately because solo que starts out with a tighter margin for lost time before the game reaches the point where the killer has the advantage. The 4 slowdown builds make that margin much smaller. I think BHVR's probably going to do something about this, like limiting the number of gen regression perks you can equip. If they did this, killers would have to pick regression perks that actually synergize with their killer and build.
If they did something like this, it'd help solo que survivor tremendously.
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The issue with those perks in Solo is that you have to run so many things just to have a decent time and even then....eh.
Gotta have anti-tunnel, maybe even two, since anti-tunneling perks are weak. Exhaustion perk for sure and an altruistic perk since healing is a necessity. Gotta bring something for gens as well, since you're gonna be doing 7-8 on average.
5 perks already. No room for a QoL perk, I'm afraid.
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Yes this is the issue! You are at a huge disadvantage for not running certain perks that your perk variety is limited. They’ve released some pretty decent perks but no one runs then because they can’t afford to take off their other perks. And this is pretty much only a solo issue.
Address the reasons why survivors run these perks and then solo players can start running more varied builds.
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You sum up the issue with perks as solutions to solo que problems pretty well. I only think these new perks are good as long as they are part of a process where BHVR gives us actual basekit buffs to solo que survivor.
People have been asking for years to make Kindred basekit. I can't think of a way this could abused by groups, mostly because they have the information Kindred provides already! That includes the killer aura read, because group member will always call out when the killer is near the hook. I say the same goes for Empathy. It would benefit solo que players without giving much of anything to groups. Knowing where your team mates are, when survivor is a team based game, is shouldn't require 25% of your build.
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The problem is that BHVR refuses to balance for Solo Q and instead balances with SWF in mind. Any good survivor perk becomes even better when you're in an SWF
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They've turned it into a hardcore game with no room for error. If you want to have casual fun you need to play killer these days.
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