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The next step in SoloQ buff

Rickprado
Rickprado Member Posts: 564
edited February 2023 in Feedback and Suggestions

I've been thinking how we could make the SoloQ experience better with info, and i have some suggetions:

  • Make possible to see other people perks in the "Esc" screen, with the active perks highlighted (as it can be seen in the active hud individually), so we know when someone have Unbrekable, Soul Guard, Deliverance (this one is the most important), and etc. This could really save some time, like, just letting the hooked use Deliverance instead of crossing the whole map to save.
  • Add self ping and target ping to survs. This way we could ping where we are doing gens, cleasing hexes, etc. A target ping would be nice to coordinate saves while some stay doing gens/healing
  • Add a quick chat options, with some phrases like "Go", "Don't Come" "Come here" "Let me heal you" "I can do it myself" etc, so we would be better to coordinate.

I know some people are mad because of SoloQ being buffed, but i think that making SoloQ better is just a way to game more healthier overall, as 50%+ of the playerbase is composed by SoloQ players, and its unfair to leave SWF so much strong than soloQ (and its impossible to nerf SWF)

After this, i believe we could have some buffs to the weaker killers powers, and have a better game overall.

Any more info buff suggestions for SoloQ ?

Post edited by Rizzo on

Comments

  • VikingDragonXii
    VikingDragonXii Member Posts: 2,885

    Now I'm on the fence for seeing your teammates perks but definitely a quick wheel system would be a good step but for right now I say they see how the Killer/Escape rate change with the new HUD features.

    Because we don't want to give so much info to Survivors and it dramatically lowers the Killer rate making Killer feel "weak" again. These are slippery slopes that too much in either direction would mean one side will feel weak or be a miserable experience than the other.

  • Rickprado
    Rickprado Member Posts: 564

    I think that at least the survivor location would be a fine thing to show, especially to coordinate saves and gens.

    I understand your point about killers feeling too weak, but i don't think this kind of info would have so much impact. Also i do believe that SoloQ killrates is what is keeping some low tier killers from getting a buff, as they appear "too strong", even with a very weak kit.

    I think info, in most of the cases, would not affect too much the balance downwards

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,433
    edited February 2023

    Showing other perks should have been there to begin with. Top two reasons:

    1) Camping and Tunneling are still a problem in 2023, to the point that say you are playing with someone who isn't as experienced or is new, slotting BT or if you know no one else has it slotting OTR as a go-to perk is key.

    2) There are perks that are well known to synergize better, in fact the devs themselves seem to encourage this but we are literally clueless within the lobby. Something which I have yet to understand considering that the killer does see our items (eg "Oh they all have items, let me bring franklins") I honestly don't find it fair.

    In addition to a chat wheel, there should be an OPTIONAL voice chat for those who dont want to bother with a chat wheel.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    OooooOOoo spooky scary tunneling and camping! It's under your bed! It's in your closet!

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,433
    edited February 2023

    Huh? So I just said you don't have to join voice if you do not wish to. How exactly is that it becoming THAT "important".... you're basing your conclusions on what ifs.


    It aint spooky, it's boring and unbalanced. NEXT

  • RainehDaze
    RainehDaze Member Posts: 2,573

    That's how people act in every other thing with 'optional' voice chat. DbD would not be special.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,433
    edited February 2023

    That is your opinion and it's not true. I play other games where voice chat is also optional and what you're saying has not been my experience at all.

    I couldn't care less if people did not want to get on voice. As long as they are doing what they are suppose to, it would never bother me that they would not want to coordinate via voice chat, but it shouldn't prevent from the rest of us to be able to. It's optional because if you don't want to use it you DO NOT have to.

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  • RainehDaze
    RainehDaze Member Posts: 2,573

    I don't think using ping is balanced, because that's the sort of thing where you're going "everyone with the ability to press a button should be equal to a team that's memorised the map layouts in their ability to communicate where they are, where things are, and what they're doing."

    It goes well beyond closing the gap between solo and SWF.

  • Rickprado
    Rickprado Member Posts: 564

    Poor bait.


    Yeah i think ping system can be strong for knowing where your team is without giving any actual buffs to survivor.

    And yeah, i think most of these info buffs would be something to make the game more balanced and open a way to buff low tier killers.

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  • Gamall
    Gamall Member Posts: 487

    Soloq experience is is not even close to a swf.

    More attention is needed and then some killers could be receive some buffs, but for now they have to wait

  • TigerSnake
    TigerSnake Member Posts: 531

    I agree with the 1st one, but not the latter two. Pinging locations would be bad as it’s too much information, especially for SWF and it’d completely eliminate the need for aura reading perks. You should be able to use game sense and figure out which gens are or were being worked on, even without aura reading perks.

  • Pulsar
    Pulsar Member Posts: 20,949

    Pls just let me see killer ping in lobby

  • wizencrayfish
    wizencrayfish Member Posts: 58

    NO MORE SOLO BUFFS!!!

    I play solo 99 percent of the time - i do not need more buffs.!!! the new infor privided now in the HUB is too much as is.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    From how today has gone, the solo queue buff I want is being able to fill my lobby with bots instead of other people.

    In terms of the original suggestions, seeing perks would be great. The chat wheel is a maybe. The ping is too much.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,046

    Certain perks should just be shown near a survivor’s portrait when appropriate (eg. Deliverance or DS when available). I’d also like healing progress of injured survivors to be visible (at all times, not just while healing) and exit gate progress.

    The ping idea is too much though, now you’re giving exact pinpoint locations which isn’t only benefiting solo anymore.

    A simple chat wheel would probably be fine as long as it remained ONLY a chat wheel. There shouldn’t be in-game voice chat.

  • PrincessCalla
    PrincessCalla Member Posts: 139

    This. I'm so tired of dying when I shouldn't with my 20ms ping due to playing with someone who is playing from the moon and I die 6 feet AFTER vaulting.

    You don't get stabbed(or hit, whatever lol) , somehow magically vault a window then run, then fall over dead.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    I would agree your changes OP if they added a separate mode.

    A casual mode and a "competitive" mode would be good for the game I think.

    Casual mode you get the UI and and the ability to see perks.

    Competitive mode is the true DbD experience with Solo Q only and none of the new HUD stuff.

    OFC this means double the work for BHVR so we are unlikely to see it happen.

  • Devilishly_Rowdy
    Devilishly_Rowdy Member Posts: 440

    Keep that same energy if they buff killers in the future to compensate for these "changes"

  • Seraphor
    Seraphor Member Posts: 9,429
    edited February 2023

    They absolutely should.

    Don't mistake support for QoL survivor buffs for one-sided survivor-main bias.

    Survivor should get buffs that close the gap between solo and SWFn and in return, killers should get buffs of a similar level to bring them up to the same level.

    For example; individual survivor hook counters, and an FoV slider (aka basekit Shadowborn) are exactly the sort of killer QoL upgrades that could go with this.

  • DBD78
    DBD78 Member Posts: 3,470

    Perhaps it should always tell you what area of the map you are in west, north etc. And then we could have a small text close to the gen icons seeing what area gens are being worked on by other survivors. These are infos SWF have.

  • Seraphor
    Seraphor Member Posts: 9,429

    Your casual mode would become competitive mode, and nobody would play competitive mode.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    i would play competitive mode.

    casual mode is to have fun. not win games. its not supposed to be balanced.

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,030

    Eh, I think I really like how it is right now and I want to see how this effects my kills and escape rates as killer/survivor more specifically trickster

  • BougieBlackChick
    BougieBlackChick Member Posts: 316

    The mobile version of the game has a lot of this. I played the mobile game for a few weeks before starting on PC and they do have some basic chat commands that say stuff like “don’t come” “danger” and a few other phrases to communicate. You’re also able to see the perks your other teammates bring in the load out and their items.

    The killer however cannot see your items you bring, they can only see that you did bring perks and you did being items.

    Interesting that this stuff is on mobile but not the main game.

  • HastuneMiku
    HastuneMiku Applicant Posts: 49

    They should absolutely let you see your teammates perks. In lobby and in game. "Oh, this person has deliverance, and they unhooked Claudette. I don't need to go rescue them." SWF already has this information. "Oh this person has BT/We'll Make it. I should let them get the save." Also think they should let you see what challenges your teammates have selected as well so you can help them with it.

  • healsoflove718
    healsoflove718 Member Posts: 81

    I'd love to see what other survs perks use, that would help out so much!

  • Xernoton
    Xernoton Member Posts: 5,900

    Very true.

    Any changes this big need to be monitored closely and adjusted accordingly. Especially considering that this only benefits one side while the other will have to deal with it. The new HUD is a good thing but before we know how much of a difference it already makes adding anything more without collecting data would lead to assumptions that X and Y need to be changed, buffed or implemented as well just because some other people have all of that anyway while ignoring how the balance of the game is affected.

    I think a chat wheel is the only other thing that should be implemented to help solo queue. It allows for coordination in a way even the current HUD doesn't. My only concern about this is, that some people would probably spam some command to annoy their team mates.

  • Seraphor
    Seraphor Member Posts: 9,429

    Who are you going to play against?

    All the easy opponents will be on casual. You'll be waiting hours for a lobby on competitive.

  • VoidOfMe
    VoidOfMe Member Posts: 416
    edited February 2023

    I don't think that's a good idea, some people, like myself, like to play the game casual which means I bring fun, but not always useful, perks to the game. I'm sure people would quit once they saw it.

  • wydyadoit
    wydyadoit Member Posts: 1,145

    I don’t agree with most of these.

    quick text would likely end up pc exclusive just like end game chat.

    seeing other players perks might be okay at first, but would rather then just make it so you can look at your own per descriptions mid match.

    Pinging would ruin the feeling of the game. Not to mention it would be abused to grief and/or ignored because it is just constant or never informative.

  • meg_solos
    meg_solos Member Posts: 18

    Killers had already gotten many basekit buffs too. And what makes you think I would complain about any?

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    the difficulty in this game comes from either being a solo a survivor or as a killer facing a swf.

    the problem with the game balance is the swf.

  • Seraphor
    Seraphor Member Posts: 9,429

    Which is why survivor is getting these sort of buffs.... what's you're point exactly?

  • Seraphor
    Seraphor Member Posts: 9,429
    edited February 2023

    Maybe you haven't been around as long, but someone suggests splitting the game into two modes 'casual' and 'competitive' on roughly a monthly basis, and it never starts being a good idea.

    No killers would choose to play against SWF if they had the option. No survivors would choose to play solo only mode if they had the choice (because they'd only get killers who are afraid of SWF). Your suggested take (which is a little different from the usual suggestion I have to admit) at face value, would see massive survivor queues in 'casual' with virtually no killers, and massive killer queues in 'competitive' with virtually no survivors.

    Typically, a 'competitive' mode comes with several restrictions. These would likely include add on and item restrictions, maybe a perk cost system, definitely no offerings, and what would be the reward for this? A ranking score?

    Plus, a typical 'competitive' mode would likely be populated only with SWFs, after all they're the survivors who play competitively. You definitely couldn't exclude SWF from competitive mode, because just as they did before SWF was introduced players would simply lobby hop until they ended up together and undermine the system. You simply couldn't design a competitive mode to be solo-only if there was any incentive for survivors to succeed in that mode, players will take any advantage they can get.

    Matchmaking would be a huge point of contention for competitive mode, because the loose matchmaking we have right now is only suitable for a casual game. It's flat out impossible to design a tight MMR system for this game because the win condition is so undefined and difficult to tie to player skill.

    Besides, what would the point of equalising solo and SWF via information buffs like this be, if solo and SWF were separated into two different modes anyway?

    The whole point of these buffs is to close the gap between solo and SWF, and when that's done, there will be no need for your two game modes.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    I agree.

    I shouldn't have used competitive mode as the other mode. I understand the community doesn't view the competitive aspect of this game the same way I do. I should have called it immersive mode. When I said competitive I meant that from the perspective of the solo survivor player. An individual will have to be consistently technically and strategically better to see success in solo queue than they would in a SWF that has multiple other people to cover for and know of any mistakes.

    The UI changes take away a lot of the chaos and uncertainty that are in Solo Q. Knowing that someone is working on a gen that is 80%, watching them get into a chase, and having seen that person 20 seconds ago can give you a good idea of where the gen is and the priority of completing it. Much of the atmosphere of the game they've been creating over the last few years will be lost.

    The UI changes just make each decision in the game more of a routine optimization problem than before. With more information, there is less uncertainty, and each decision becomes more rote. The player knows what happening ahead of time and can plan and react accordingly.

    The point I am trying to make is that the actual competitive aspect of the game doesn't come from being in a SWF and planning out perks ahead of time and communicating with teammates. It bypasses the very design of the game. If the community wants to call it "competitive" to bypass the design of the game, okay fine, but I disagree.

    To me, it would be more interesting to see a tournament without these things. A large pool of people and each match would consist of four random solo survivors who are anonymous in the game to prevent their teammates from knowing their preferred strategies. Each person would be competing against everyone else in the pool for the highest score. The score would be based on performance across rounds like hooks, kills, saves, gen progress, chase time, etc... Performing well with unconventional builds and strategies would grant more points than gen regression nurse or DH/COH survivor.

    Anyway, this seems to be more of a problem with the community in general. It's not competitive to bypass the very design of the game.

  • Seraphor
    Seraphor Member Posts: 9,429

    Ok, that does change things a little.

    I still think this 'immersive' mode would be very underpopulated compared to the main game mode, but it definitely has merits to it.

    It would likely end up being options for Custom games though, simply due to the issues with populating queues for it, and with custom games you're more likely to at least have voice chat.