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Killer queue is eternal
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at best its a re-balance. health/endurance staes dont give as much as they used to time value wise and that was the important part over duration. i dont think anyone is going to wait out a 60-80second one if they feel its in play
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So by your first comment "Since survivors had long queues before the patch, what does that say about the status of the game?", Your logic is that people have friends?
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That the amount of people wanting to play during prime time, is higher for survivors than it is for killers. Prime time is what matters the most, as thats the time when most people aren´t working and can choose to play whatever role they prefer.
Now in regard of the friends, this implies, that SWF is the predominant role during prime time. Or at least so high, that it affects survivor queues.
Either way, this leaves 2 possible outcomes: 1. SWF is much higher than we think or 2. killer wasn´t in a good spot. Both lead to the same result, since SWF has a higher escape rate.
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This we can agree on.
My point being that before the patch SWF was by far the dominant role, followed by killer and then solo q which in general and objectively is looked at as the weaker part. People would in general most likely want to play the dominant part. After the patch, SWF and Killer seem more equal, while solo now is way behind. People would much rather play killer than solo q - which is now mirrored by the queue time.
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I'll take a 2 minute queue for a slightly more balanced match over a instaqueue into agony any day.
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Agreed all this patch did was prove who actually has the skills and who were only being supported by the perks they had.
Survivors say DH is dead and worthless now...in about 45% of my games there was at least 1 Survivor that used DH effectively and got good use out of it. Was I angry they used it like before.....no because now DH takes actual skill and planning to use it.
DS isn't ruined either just not effective against a mobile Killer like Blight or Nurse. But I see the Devs making some minor changes to it because I for one agree 3 secs isn't enough time.
I haven't seen people using some of the more troublesome perks like OTR or IW, I used IW and it still did it job to hide me from Killers. Haven't used OTR yet to see how well it does
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The queues are slowly going back to normal. Yesterday evening, i had to wait 2 minutes at most as killer. I´ve noticed from solo queue, that my teammates also start to play normal again. Which is a good sign. All in all, i´d wait another week to see how everything goes. Especially with the bonus bloodpoints coming back.
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Remove regression perks and you’ll see the skill of killers
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Of course killer mains only playing 4 stack SWF, and thats only possible when friends having time for it evenings-nights
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Survivor is definitely quicker for me right now, but the longest I've had to wait as a killer since the patch dropped is maybe 90 seconds. Which to be fair is like 10x longer than it usually is for me.
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People want to play what is the most rewarding / feel good side of the game.
Can't blame them. The problem is the 4v1 nature of the game.
This ratio drives a lot of solo survi on the killer side, and queues are now just huge.
Hope the incentive BP bonus comes out soon.
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Ye, I played my first matches with the new patch last night. Instant queue as survivor. Didn't notice a big difference in tunneling/camping or DCing tbh, although I might have been lucky. Game was much harder though, with quick chases in general. I only escaped 1 out of 8 matches where the Killer made a big mistake at the end and gave up a decent 3 gen. Most rounds was 4Ks at 3 +/-1 gens left.
Will try out some Killer games as well before I make a conclusion for my own.
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This whole phrase is contradicting itself.
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People just need some time to adapt. Player count is also increasing. Which is a good sign. I´m confident, that in 1 or 2 weeks, people complain about the same stuff, they did before the patch.
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I've not had this experience playing killer post-patch, which is odd considering I expected longer. Pre-patch it used to take me 5min to get a lobby as a killer, now I'm getting one in 2min or less. Most likely it has to do with MMR level and time of day being played.
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Let's hope!
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This is not Coca Cola or Facebook. There are thousands of games out there and you want people to play a disgusting solo game for 1-2 weeks? I don’t think this game has to much time
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Then play something else. No one is forcing you to play. Taking a break is something most people do.
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For you it was necessary to up the god killers?
This patch is just a scandal, the death of soloq, be prepared killers for your queues to increase in the coming weeks.
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I'd rather they complain about a bit of everything. That would be closer to balance. ^_^
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What?
No, I've said multiple times that Nurse and Blight need a look. The problem is that Nurse has the lowest kill rates in the game, so you can't just slap her with a massive nerf - this game isn't balanced around top MMRs in isolation. She honestly just needs a rework.
Blight is much simpler. Just nerf a few of his ridiculously OP addons.
I played a good amount of solo queue yesterday and it was fine. Better, in some respects. People need to relax, adapt and let the devs get some proper data. Once the dust settles, we can see where we stand.
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That’s exactly what I’m doing
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My survivor queue times recently have gotten a little bit longer. Instead of 10 seconds it now takes 15 seconds to find a lobby.
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THIS, THIS!
I literally see no point in playing solo survivor anymore. Games are so miserable im taking a long break. Im not saying killers didnt need a little buff but the survivor perks didnt need to be gutted. Also this update has only made more SWF groups so i guess thats fun for killers?
I think the devs need to look at slowdown perks and make DS 5 seconds again and also extend the hook time for survivors and it would be better but i think we know the devs are stubborn and and are happy as long as people are buying cosmetics.
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I don't use regression perks and I do just fine. Regression Perks are not like how original DH was where it's press E and extend a chase to a pallet or next loop that they normally couldn't make it too or to fix a mistake they make. Heck most of the Regression perks now don't synergize with each other like they use too so if a killer does a 4 stack they are a idiot tbh
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Yeh because playing killer is the "shooting fish in a barrel" game so they can enjoy going against SWF every match and long que times. :)))
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Sounds good! Have fun!
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The matchmaking bonus will be back on in about two weeks or so. We should see queue times normalize when that happens, based on how much that bonus seemed to impact them when it was on.
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I’m not sure they can do much about people suiciding on hook. They’re not going to ban people who die on hook since it’s impossible to tell if it was malicious or just someone who wanted to try and pull themselves off and failed (which isn’t an uncommon new player mistake). The only way to stop suiciding on hook is to get rid of the ability to try and pull yourself off and I don’t think the devs are interested in doing that.
As far as disconnects go, I’m all for increasing the penalty for having multiple DCs in a week. I don’t think they should increase the penalty for the first DC in a week though since internet hiccups do happen sometimes. So a five minute timeout is fine for a first offense, 15-30 minutes for a second DC in a few days, and then scale up quickly from there.
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If you’re often dying with only 10k the issue is probably ragequitters rather than what changed in the patch. If anything because the BP category caps went up you should be getting 1k-7k extra points on average since the 1-3 categories per match you used to typically cap at 8k now earn more.
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The reason survivor queues were bad while the matchmaking bonus was on was because the 100% bonus was stuck on survivors so everybody was playing survivor to get the bonus. In other words the bonus was very definitely getting people to play that side, it’s just it was stuck on survivor so it was actually shifting things the wrong way.
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I’m not really motivated to play survivor either but the system did get a lot of people playing survivor while it was on and stuck on that role. So while some people like you and me aren’t as motivated by the bloodpoint bonus a lot of other people apparently are.
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Gotta love it when oblivious killer mains give their obviously biased opinions on survivor issues. What are your go-to perks? Urban Evasion? This Is Not Happening?
As someone who's played thousands of hours of almost exclusively solo queue survivor, and who also dropped Dead Hard over a year before its nerf, the games have been hell solely due to the buffs the killer side received while we (solo queue survivors) stayed neglected at the same level. Teammates kill themselves because they're tired of facing Starstruck Nurses and 4 slowdowns Legions, for the 4th time in a single night, knowing they can't do anything as a single survivor without sacrificing the entirety of their build (which is now even more limited due to all the nerfs) to get info, and even that doesn't guarantee all their teammates will be doing the same.
I've seen a killer main playing on twitch recently, oblivious to their rock bottom MMR, going against a 2 hour Trapper and saying "What are survivors complaining about? I can play just fine!". Well yeah you're supposed to when you don't touch the role at all except for rift challenges or dailies.
This update is creating killer mains because to play survivor without a premade team is living hell and I believe this is a double edged sword - when most SoloQ survivors get tired of it, the sweaty SWFs will be all that there's left. And back you bunch go into complaining and rants on the forums.
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You’re not going to see maxed out games post patch any more than you saw maxed out games that often pre patch. What you could see, though, is people getting 10k in one to three categories in a match where before they got 8k in those categories.
In fact as an experiment it would be interesting to see good survivors track how many categories per match they get between 8k-10k baseline points. That’s the indicator for how much the change actually increases your base scores.
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Makes you wonder how people of the past have managed to complete the power moves achievment, ie escape 8 trials without any perks equipped while finishing at least one full gen. I guess all the poor sods grinded 25+ games per pip in this achievment, cursing every moment of their miserable DH and IW deprived existence ... not me, though. I always thought that I was made to be a killer main, but apparently I am secretly a Survivor soloQ god and never noticed!!1 Got that power moves achievment done on two casual afternoons.
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I remember how confused I was. The +100% BP incentive on survivors should have meant that there was a massive killer influx, which made me a little bit sad, as I desperately wanted to try out killer. When my survivor soloQ games took 5+min to load I got really scared and already saw the doom n gloom sayers 20+min killer queues become reality. On a whim I tried queing for killer after my third survivor game and got instand access. Sus.
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I got mine on a stream when I was doing the Adept survivors I was missing. I have people redeeming channel points all the time for perkless survivor rounds, or No Mither survivor rounds, and my escape rate for those has always been pretty solid. I guess I'm a lot better than I thought at survivor too, lol.
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Depends on region/time of day. Last night I played killer (US eastern time zone) and my killer queues were almost instant as they have always been during peak evening times.
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Gotta love it when oblivious survivor mains confuse "killer main" with "guy who plays exclusively killer". As most killer players I split my time rather evenly with playing survivors (only 3 tomes left!), I like the killer role a bit more, thought, thats why I identify myself as Killer main, but lets not needlessly attack each other over semantics :)
So, because I didn't want to be a hypocrit myself, I never played with the perks that I hated with a passion, so I only ever equipped DH, for example, in order to get Davids adapt achievment and the two or three tome challenges that require you to evade a killers attack with DH. It was a conscious decision to play without it, and in the beginning I died a lot and got caught easily by most killers. But with time I learned how to properly loop, how to trick the killer, how to corner tech etc. and soon I was a rather competent survivor.
With me not being slaved to the meta I opted for mostly fun builds that still offered good utility. This are the three builds I used on my main Jill:
1) Head On, Red Herring, Quick n Quiet, Blast Mine. Basically I would do gens and by the second gen would leave the killer a fun lil present with the blast mine before hopping into the next locker. From here I would often watch them get blasted in the face and about half the time smack them in the face, again, with the locker doors. Its a lot of fun and wastes so much time in the killers side. Alternatively I would just loop the killer a bit and then hop quickly into a locker and hope that I were ready to smack them before they figured out what had happened.
2) Overcome, Lucky Break, Inner Healing, Quick n Quiet. I would try to cleanse a totem asap and then just do gens. If the killer found me I would try to loop them as long as possible, but once hit I would just magically zoom off, disappear, jump into a locker and reset within seconds. Rinse. Repeat.
3) Bond, Kindred, Open Handed, Borrowed Time. My most used build and the one that has my highest survival rate. It gives you exteme information and lets you make a lot of informed decisions. The extended Kindreds wallhacks cover half the map and are extremely unfair to the killer, letting you easily win any "mindgame", because there is no way to game you. People say that this is exactly the info that you get as a SWF for free, but I heaviliy disagree and even ran this build the few times I play with friends. What many peeps sleep on is the fact that there is a massive difference between hearing and getting described whats happening and ACTUALLY seeing it in real time. This is huuuge and if SWF wouldn't scoff at "training wheel perks" or "baby perks" like bond and kindred but actually try them out with their advanced game knowledge, they would see their value.
Right now camping and tunneling is a big problem, and I hope that it gets addressed sooner then later, but claiming tha the soloQ experience can be nothing but miserable is just extemely biased and, probably, an unfair and not well thought through claim.
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What game are you playing?! That is simply not true for most people.
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Which statement are you refering to?
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Player count this month was the biggest drop in DBD history. The numbers arent climbing back up at all. Theyvre hovering and slowly decreasing. Down 30% on last month overall, and down 1/3rd on July last year.
Given that this patch was supposed to break up the meta and make the game new and fun again its awful figures.
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Yeah about that. Player count has increased by 1k since the patch was released. So the patch actually brought more players back.
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l.ets be real dead hard nerf isnt bad, 100 percent needed, maybe a little extensive. But if i can do a 2-4 gen chase without deadhard... well yeah
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Yeah, but I'm soooooo good that the bottom 30% dropping off hasn't affected me. So I'm... glad? that they're excluded... for reasons
Anyway, I just wish they'd stop coming onto these forums and saying outrageous things like, "The game isn't fun without a viable win condition" it makes me so ANGRY. Thanks for listening, tho, it helps to vent
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