Solo Q Being To Weak Isn't The Issue
This might be a long one so a heads up if you don't want to read it and also my opinion and I know the majority are gonna disagree.
If we're looking at the overall gameplay of solo q you have base kit BT and Unbreakable and a good variety of perks to help yourself out and your team.
People say make Kindred base kit but, it doesn't need to be base kit just bring the perk or if you don't like it bring Bond, Empathy, or Aftercare there's so many perks to help solo q survivors out. Now what about your team well you have the Boons, BT, We'll Make It, and a handle full of other perks.
Camping and Tunneling Reasurence pause the timer, Off The record for a long endurance affect, Lithe or Sprint Burst to run away faster.
So with all that said you have plenty of materials at your inventory to help you out with some items as well. So it's not the core gameplay itself it's the players themselves. Many players just rage quit for mostly nothing in the game killer catches you the first 30 seconds of the game instant rage quit, It's a killer you don't like you instantly give up, your team isn't being efficent on objectives or in chases that's a matchmaking issue not a core gameplay issue, the killer outplayed you or has a perk you don't like rage quit.
It's all based on players not the core gameplay itself I've had many good solo q games in the past and recently I don't everyone of them and I don't expect to win all of them but, there's been so many times where the game could've been different if a player didn't rage quit for a ridiculous reason.
Sorry this is a long one and I know the majority won't agree with me but, there's my thoughts on solo q.
Comments
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I'd take basekit kindred, minus the ability to see the Killer's aura so the perk isn't useless, over basekit Borrowed Time any day. It's absolutely useless as a basskit perk and doesn't do the job it's supposed to of discouraging tunnelling. Basekit kindred would be useful just to be aware of what others are doing so I don't sit on a gen too long when I think someonelse is going for the save or multiple of us are, wasting time.
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The argument isn't about whether the tools exist. It's whether a solo player should have to run those perks like Kindred in the year 2022. This is not the same game that released in 2016.
Relying on perks as the counter to tactics is problematic. This isn't a PVP game based on counterpicks like Overwatch. You can't see your team composition pre-game, nor can you adjust on the fly. Picking a perk to counter something that might happen often leaves a player with a useless perk slot if the situation doesn't come up.
If I run Kindred and Reassurance, 2 of my teammates also run Kindred, and the killer doesn't camp, I just played with 2 functional perks at best. That's the design flaw people are talking about with solo queue.
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Still think the best thing to help solo q is VC. All the perks in the world aren't going to stop a potato from yolo unhooking under the killers nose or blindly setting up the killer for a 3 gen. With VC an experienced player can be like "don't do that, because this will happen" then eventually the potato grows and blooms into a competent player.
It's certainly better than the experienced player DC ing or suiciding on hook because their team mates are new players who don't know basic tactics. Give us a way to educate new players and solo q will become more bearable.
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The problem of vc is not everyone speaks the same language ( like the EU region) and even if they do, may not be willing to speak at all.
A ping system would be a lot better. Pre-translated and automatically contextualized.
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While VC would be interesting in DBD this game would be dreadful to have vc in. The amount of toxicity that'll get blown out would be terrible it's already bad in endgame chat during the game though I think I'd keep it off.
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In my opinion, you're partially correct and partially not. I do like solo queue myself, survivors have a lot more tools to counter camping and tunneling than before, and more of my losses are due to either me or any of my teammates making mistakes than the Killer trouncing us. In my opinion as well, I think a lot of the 'solo queue is unplayable' comments, not all but a lot, come from people who either aren't looking objectively at their performance, don't have the experience to see the mistakes, or are attributing their team's mistakes to something the Killer did.
That said, solo queue survivor does need more buffs. Considering the delta between SWF and solo queue there is no reason why solos shouldn't be able to tell basic info such as in chase, on a gen or going for a save.
Ideally, I would like to see the following in order of importance:
(a) status icons that show what each survivor is doing
(b) Basekit Kindred without seeing the Killer's aura
and as BHVR has now demonstrated that it is willing to shake things up to encourage healthier play
(c) Reassurance getting buffed to about a minute duration per hook stage and it's range increased and
(d) any combination of DS going back to 5 seconds and it working on both hook stages.
(e) Possibly giving a Dying Light similar effect after to Killers or a BBQ and Chili effect basekit to Killers
The first two suggestions would only have an effect on solos vs SWF as it would give some much needed information to solos and perk variety. Part of the reason I like 6.1 so much is because my choices of viable perks is greatly enhanced thus improving the fun factor.
Suggestions 3, 4 and 5 I'd like because I believe the game is at its most fun and healthiest when a multiple hooking playstyle is encouraged. After achieving this, BHVR could make balance changes as appropriate if needed.
However, while what you say has a lot of truth I don't find it representative of the whole picture and that's why I still think solo definitely needs buffs
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Every game with VC has that issue. But a lot of people would also use it to help team mates. And mute buttons are easy to use if someone is toxic.
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There's no way to fix solo queue since the problem with solo queue is the players. You run the killer for five minutes and no gens are done when you're finally brought down. Nothing Behaviour can do will fix that. Your team all converges on the hook and then proceeds to try and loop the killer around the hook. How do they fix that? You turn bond on to see that half your team is just crouching around the map. What do they do about that? Basekit Kindred isn't going to do much since people still want the unhook points.
The only way you will ever be able to have fun in solo queue is by changing your mindset and not caring about the outcome. Just play to have fun and solo queue can be a great time.
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That all sounds good in my book.
The only addition I would wish for is that bhvr sits down an work on a system that reliable can detect if a survivor loudly screams tunnel me.
I am for every possible tunnel nerf in the world as long as ds otr basekit BT and God knows what all turn of if the surv is running straight at the killer to block a door or take a hit. In that case you are not being tunneld so you don't get protection
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Solo Q is fine, like I keep saying the biggest issue with solo Q is entitlement of players giving up on hook/rage quitting and then bad matchmaking pairing you with a team way below you and the killers skill...
These 2 things arent balance issues but they're the most impactful things in the match. Most matches I lose is because of these things, sure the odd game I was just the unlucky one to die or sacrifice myself to save others but its mostly due to my team
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"Solo Q is fine, the biggest issue-" so it is fine but it is not, got it.
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What I think would be easier to deal with would be collision turning off during basekit BT duration, while Endurance is up or whatever. That way the survivor can't bodyblock the Killer and has to use the perk for its intended purpose of getting away and also Killers can't bodyblock survivors to prevent them from reaching a loop while counting to 10.
Imo, I think that's fair to both sides.
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Excuse attempt #1345 why soloq should continue to be in a bad state
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It would be fine if they add it but it would be less universally useful than a status icon/ping system because some people wont use it, and other people will troll/grief popl who dont use it.
I can recall many times playing pubg squads being friendly fired out of the game for not joining in on voice chat.
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SMITE developed a really good system with V-tags. Pressing V would just instantly open a menu whose keys stay out of the way of regular gameplay. So for example, you could call out that someone's missing from right lane with V (Opens V-tag menu), F (Which meant Missing), 3 (Which means right lane). The game would then fire off a voiceline to the rest of the team saying 'Enemy missing right lane'.
Something similar for DBD could work.
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And I've seen people spam rotary system pings to troll. Toxicity will always be present with any function, game play, messaging, the ability to crouch.
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Fixing core game issue with perks is a big no no and I am happy BHVR is distancing from that approach.
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They were trying to do that with basekit BT... then they added Reassurance.
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Like i said im not saying dont add it. Im just saying its not going to be the fix all solution that many people seem think it will be because it will only help a partial portion of the playerbase. Whereas status icons showing what teammates are doing would be more universally useful.
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Sounds like the VGS voice command system other Hi-Rez games has. Actually a pretty robust system once you learn the shortcuts, I still have the commands for stuff like "Group up!" and "Ultimate is ready!" etched into my muscle memory from playing Paladins.
Of course people will troll with it, but that's the case for every possible communication system you have to use with strangers. At least it would help in the matches where everyone genuine wants to play as a team but lack the information to do so.
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Who told you that SWFs don’t ragequit? I have SWF members rage quit, and they will spectate the rest of the match so they can complain in post-game chat.
I also have SWF members give up when their teammate gets knocked out of the game, because they don’t want to play without their teammate.
I also sometimes have SWFs that all give up at the same time. And sometimes they aren’t even losing, and it’s just that I managed to get one early hook even though they are swarming the area with flashlights and toolboxes.
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That makes sense. I'd ideally like to see both added. Anything to make solo q a bit less awful.
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I think they first developed it with Tribes Ascend and then implemented it in their other games. Smite had the most expansive one I think, and that's the game I played the longest, so that's what my mind went to.
The voicelines themselves were also awesome with the right characters and voice packs. Made a smite guild with the tag [VEW], named 'The Woohooligans'.
Now that guild is in Dota2, but the [VEW] tag was taken. The response was to go with [VVGT].
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