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The game is in its most unplayable state ever for solo
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I havent heard it refered to that, but it sounds like the new strat of prioritizing two survivors and rotating them to maintain pressure and scare them into being less risky when on death hook. Generally you only go after the other 2 survivors for slug pressure, or if they can be downed and hooked with minimal commitment. Its still technically tunneling, but its probably the most even middleground for how the game is currently balanced. If you ever find yourself as one of the two, you want to become ghost when on death hook, and always run away from any pressure positions on the map as soon as the killer sees you in order to minimize its effectiveness.
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This is actually a good idea. :)
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I am in the position of thinking that neither camping nor tunneling is a problem, and that if the targeted survivor is dissatisfied by it, some changes should be made regarding it.
Yes, I think you are correct. I just learned the word toggle tunneling lol.
I was well aware that there is a derived language about camping. Face camp, proxy camp, gen camp, Franklin camp, Insidious camp, gate camp, pallet camp.... .etc etc etc.
But it was kind of interesting to me because it is rare to hear a derivative language about tunneling.
All I know is, 1,1,1,hard tunneler, 1,1,2,1,tunneler! And gen tunneling! That was about it.
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I don't know why everyone keeps saying this. I got destroyed every game for the first week or two after 6.1.0, and now survivor has 100% BP, no queue, and I escape every other game now that my MMR has had time to adjust.
It's fine. Hell, I'm playing more survivor than ever before.
Post edited by hailxsatanxeveryxday on2 -
About that first point with the " Survs DC because they cant bully the killer"
I actually played a bunch of killer recently because with the amount of tunnelers and campers (at least on EU) you'll have more fun watching paint dry than playing Survivor. (Its so bad there at this point that i've gotten post game compliments for not staring in the eyes of the survivor i just hooked till they die) I've had killer matches with up to 3 DCs because i wouldnt fall for their flashlight or pallet saves.
I've gone against survivor bully squads quite a lot too, flashlights, toolboxes, all the meta perk SWFs. Maybe 2 of these ended with more than 1 or 2 escapes at most while i had suboptimal stuff due to leveling killers since i never bothered to do so before the prestige rework.
Hell, i went and adept-ed 5 killers in one sitting, including Pyramid Head, Nurse and Blight because i felt like it with yellow perks and little sweat
The point is: right now, this game is so unbelievably Killer sided (from someone who plays both) that claiming survivor-sided-ness is on the level of delusion rivaling the Flat-earth society.
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Yeah, an additional proc could solve the tunneling issue. But anything thats more than that would definetly be abused.
Hell, i even see just normal BT players attempting to body block after a unhook. Like forcing the killer to tunnel them. So maybe make them not hittable during the 10 second period. Before a normal BT or OtR starts working.
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You're escaping every game in solo q? do you stream by any chance? would love to see how you play to achieve that.
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I do not think soloq is unplayable. Just that I think that survivors that feel obligated to run perks like kindred/window of opportunity/bond should not feel obligated to run those perks. survivor should be able to see each' other's aura for being on same team at base-kit. that is only thing I would change.
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You misread. I said every other game. And yeah, it's pretty close to that. Maybe a little less, but not that much.
I don't stream. I'm not even a good survivor or anything. I'm getting pretty good at killer, but most of the survivors I play against as killer can pull tricks I couldn't even dream of. I just think that MMR is doing its job; I seem to be as likely to escape as I am to die.
I haven't done any math, but open exit gates have definitely become a more common sight lately.
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We need improvements!
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Is anyone else shocked that all the icon suggestions involve the icons being a reduced sized icon that is superimposed onto the survivor portrait, where it would be unnecessarily difficult to see when certain graphic effects are happening to the survivor portraits? Does anyone really want to play “what’s that icon” when a survivor portrait has madness static overlapping most of the icon?
Why haven’t any of the suggestions involved the icon being the same size as a survivor portrait, and being NEXT to the survivor portrait so we can actually tell what icon it is?
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You are right that solo q is the worst of the 3. But maybe you are 10 times more likely to be listened to if you actually give some constructive feedback?
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Yeah first 50-60 games are incredibly easy because you start at 1000 MMR. Real game for killers start when you reach 1600 softcap. Which is honestly pretty easy with all killers.
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It's actually embarrassing that you still can't even see your team's perk loadouts in the lobby. BHVR is so stingy on making any changes that aren't simple numbers until they're basically forced to.
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They've been getting tons of feedback for years, it's pissing in an ocean at this point. BHVR aren't stupid, they know exactly what people are asking for, but they aren't actually going to make good on any of it until the numbers start getting really bad. Focusing their resources on making minor adjustments and frequently releasing paid content in the form of characters and cosmetics is a significant profit incentive for a smaller workload to the point that people continue to allow it. This is the reality of dealing with a business providing you a service like this.
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Yeah, because they want to prefent lobby dodging because a survivor uses self care, or urban evasion, or whatever perk they like but arent meta.
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I think the icon size is fine it just needs to be moved off the portrait and under their name.
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I said BHVR isn't stupid but this delusional reasoning is probably more or less accurate to why they haven't.
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That's weird. I consider myself a good survivor. I have over 6k hours in the game and easily 5k of those are solo q, yet I am winning around 25% of my games.
Not sure what you mean with "MMR doing its thing" because I keep getting 100 hour survivors in my lobby, or even less and those hide their hours.
So it really is difficult to believe when someone says they have an almost 100% escape rate in solo q, and then say they mostly play killer.
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Every other game would be 50%, not 100%.
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I never said I had "almost 100%". Stop putting words in my mouth. I said that it's maybe a little bit less than fifty. Every other game is 50%. And it might not be exactly 50%, but I'm escaping enough games that I don't feel uncomfortable when I play.
I played three games this morning. I escaped one out of the three (and the first one didn't count because I had to go AFK because my pasta was boiling over).
I think the thing that helps my survival rate the most is just doing gens. In a lot of solo games, I do three out of the five, because everyone else wants to do other things. I definitely feel like I have to do the heavy lifting there, but it is what it is. You don't do gens, you don't live.
Maybe the fact that you're a good survivor actually affects your survival rate in a negative way. I'm at mid-MMR at best as survivor, so I don't have to deal with Nurse and Blight every other game.
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Clearly my team mates with 100 hours should not be dealing with nurses and blights then. The only time solo q is enjoyable for me is in cross off when everyone on my team has over 1k hours. Even though I mostly face nurses and blights there, at least my team knows what they're doing.
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Are people complaining about people who are complaining about solo q in dbd?
Playing dbd with 4 friends is literally the only balanced way to play survivor in this game. You can run fun builds, you can run tryhard builds. You can do silly and wacky things.
And then solo q. I don't even know where to start. It is ridiculous. And even after 6 years they still haven't fixed it. But they changed core game mechanics like the speed boost after a hit. They reduced the cd after a hit. They nerfed gens, again. They added base BT. they're about to change the whole gameplay around downed survivors by giving them the basekit opportunity to pick themselfs up - that's crazy. They would like to add MORI to the basekit.
But it's still impossible to add more coordination to the team to the basekit? Like, what? Still no Bond basekit, Still no Kindred basekit, Still no icons that tell you what your teammate is doing. No opportunity to set markers everyone else except the killer can see. Nothing.
You still can do all 7 gens and 2 exit gates the most efficient way possible (as everyone should play a game) and the category were not even close to be maxed out. The weird and wacky way to get BPs in dbd is completely misleading on how to play the game correctly. For doing a single gen you should earn at least 4k points and not just 1250? Dafuq?
Yea it's just bad and people are asking for changes for years now. Instead we've got Map updates no one asked for. They stopped fixing map while updating maps but people asked for that for years. They're changing tons of core mechanics no one asked for. Idk. I'm hoping this game is about to die slowly but surely. People start making mods again and some intelligent people out there give us the game in state where it was fun to play.
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Yes, this is exactly what I think as well. And this equalization should be done very aggressively, not half baked tweaks.
Full voice communication must be added to the game as base, with an opt out toggle for those who would rather not take part (talk only, listen only and no comms). Basic "status" buttons for those who opt out, so they still have some basic communication.
Even if this were to be implemented, SWFs would still be stronger in most cases, but that strength would stem from the logical natural coordination that exists between members of a pre-made team, which is absolutely fair and deserved. However the gap between them would be much smaller, since there would no longer be tools that are outright exclusive to SWFs.
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The irony in this.
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It would take them like 2 weeks at best to even just add icons for solo q players which would make that experience drastically better and bring in more players meaning more cosmetic purchases.
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That's not true.
They also don't like making simple number changes until they're basically forced to.
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Well, I had a really weird day today.
I played seven survivor games and escaped all seven. Only three of those were hatch. I've never even come close to that kind of ratio. I'm not even sure I've survived seven games in a row before 6.1.0.
I also lost most of my killer games. What the hell is going on with me today? Are we in some kind of retrograde?
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I would agree but most of the time people DC or suicide on hook it's for pretty petty reasons. If you dislike the game vote with your playtime and stop playing it, simple as.
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) they don’t like the current killer, and they want a killer they like better
Nurse is a massive problem with all but the top 1% of players.
Thinking it's only nurse omega lol
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People always say this, Like I tunnel maybe 1 in 20 games in a super sweaty game. And guess what? No one dc's the sweaty game just when they get downed fast vs 0 gen regression blight with some of his middle of the ground add-ons. Sorry you suck and got downed in 20 seconds. That's what majority of my DC's are and I consider DCing myself everytime it happens early because the game is over and boring. They say iti's not worth it before there is no chance of being tunneled in my games XDXD
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You really misread things a lot no offence. Every other means 50% about. Thought tbf you also thought blight was one of the worst killer's to bait dh when he is the best by far.
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Translation to portuguese means more often than not. Not all of us are main english speakers.
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I pretty much only play solo and while the game is far less unfair to killers now (which makes solo harder), I am enjoying solo survivor for the most part.
There has been an influx of new potatoes with the last RE chapter and that tends to make solo more frustrating. But I otherwise find it more enjoyable than I have in years
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sorry
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Ok but that's what I'm talking about and in every online game ever you get punished for repeatedly ruining other players game's. This game is no different 4 suicide on hooks or dc's in a week and you are suspended for a week, repeat until perma ban.
And in assumptions I know nothing about? I climbed myself out of low mmr into mid mmr since 6.1.0 and tunneling and camping may be bad there is no justification for ruining games right at the start. DoNt RuN yOuR mOuTh.
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Perhaps your attitude and willingness to give up is what's keeping you in low MMR? Everytime you just give up your MMR lowers.
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I totally understand why you're frustrated but what happens if you just give up? You lose out on potentially pips, definitely BP, and possibly a learning opportunity. Camping and tunnelling is common enough that, when I was struggling at the beginning, I learned how to counter it. Sometimes it works, sometimes it doesn't but it's really satisfying when it works and I wouldn't have that satisfaction now if I had just given up then.
I mean, as an example, if the survivors leave you to second stage while the Killer isn't camping and then scatter in the opposite direction of you then, yeah, nobody's coming to save you and you're not wasting the Killer's time by staying on hook so if you don't want the struggle BP don't stay. In every other case, though, you're hurting yourself in the long run by not staying.
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To add to this, its also important to keep in mind how MMR shifts work: The bigger the gap between you and your opponent, the more the outcome shifts each players values. So if one of your matches where you give up ends up being vs a wee lil babby killer with low MMR, you will lose more from that match than you would going against a sweat elemental forged in the depths of 3am swf queues. Likewise if you beat the lil ragamuffin with a sharp/blunt object, you gain less than if you manage to topple a particularly ruthless killer. Its a big part of why MMR being hidden makes it extremely difficult to track, but its also there to make sure that agency and effort both carry similar weight to actual mechanical skill.
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That is very true. I remember when I was doing arenas in WoW winning against a lower MMR gave me very little and when I got a 2200ish opponent who generally cut through me like a hot ginsu knife through butter they got maybe two to four points and I lost nothing. On the other hand, winning got me tons of points.
I just bring that up as a comparison because elo based systems are fairly similar so people can see that there is no harm in trying. A loss against the sweatlord probably won't diminish your MMR and, if your goal is to get better teammates, giving up against a low MMR Killer will just throw you even further down.
Also, I think the devs said a win or loss at less than 5 minutes has a greater effect on your MMR so giving up in the beginning is especially bad.
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And the award for Most Overly-Dramatic Headline goes to...
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So reverting the chase changes... ok
Giving a better reason for Killers to leave the hook... ok
Changing maps to be balanced... ok
Cheaters... ok
Solving the Gen situation... ok (hard but ok)
MMR.... hahahahahha ok (hard but ok) -I only laugh cause they've tried 5-6 different types-
Splitting ranked and unranked.... ok
Just wait for BHVR to re-code the game
BHVR has limits in coding which is why perks are starting to become basekit
They even took away bonus BP in perks (BBQ and WGLF)
They seem to forget that us players can get better at playing the game... in a perfect world (Camping, Tunneling, Gen Rushing aren't things that players have to deal with)
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Other than reporting them though, what can BHVR do about that?
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The worst part about people complaining about bad teammates is knowing they are probably someone else's bad teammate they, too, complain about. And I mean that in the most objective way possible: Bad players are always the first to blame others, so it just becomes a never ending cycle of understandably biased accounts. (Clarification edit:) Bad teammates can very easily be calling another teammate "bad" when they simply don't understand why they are doing what they are. Personally I blame the sandbagging nature of half the challenges in the tomes.
The first step to playing
solo inthis game is understanding that you will have victories stolen and defeats averted. There is no absolute agency for any player in this game, even the killer. All we can control is our own personal input, and things outside of that like teammate quality are not worth internalizing.1 -
Very true. It's not possible to get perfect teammates and it's not possible to play perfectly; everyone makes mistakes. I don't sweat it if someone makes what turns out to be a bad call. At least they're trying and learning like everyone else and, besides, it's done and I make mistakes as well. It's time to adapt and/or learn and move on.
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I made it very clear that I wasn't calling you a bad player, but that you can very easily be the player that other players complain about being a "bad player" without you being aware. Its a mindfulness exercise in perspective, which was paired with a priority shift suggestion. Its basic CBT suggestions to try to help you not take on more stress and frustration than you realistically need to.
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You took it that way, thats on you. The edit was stating that there can be plenty of reasons, by design, that players make plays that others consider bad. I also never called you a bad player, just pointed out that your behavior is exactly the type of behavior that bad players do. I can't separate the two any more politely than I already have, and the fact you're firing off impossible hypotheticals as justification is exactly why I said it. We all know there are situations you're not going to be able to win with the game, and good players shake them off and move on. A good player realizes their own personal input is all they have control over, and do their best with what they have available in the millions of other variables in any given match. They don't complain about the impossible, they do what they can to avoid it, and they don't internalize when it happens.
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Hypothetical doesn't mean untrue. I'm continuing to say that you should not be internalizing a worst case scenarios just to suit your personal perspective, but instead use it to consider a bigger picture and priroitize your frustrations. What you're doing as bad behavior is getting stuck on that and not going next and ignoring it, you're instead letting it apply more stress in further matches which will continue to spiral with that mindset. Its also why, again, I didnt call you a bad player and very specifically separated that you're doing what bad players do, including blaming your teammates constantly instead of focusing solely on your input in each game, and not internalizing bad games like you are continuing to do with this argument.
The dismissal at the end tells me you're not going to understand this concept, so if you don't have anything constructive to add, think that'll be it. Take the advice or leave it, but don't complain if you disregard it.
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No is not solo is fine if you are good at the game
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I'm not 4 people in a match
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