The ultimate update/feature that solo Q needs the most
A picture is worth a thousand words.
P.S.: Not my edit nor pictures + this is a feature already existing on DBD Mobile as well.
Comments
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I would like this feature but only if the perks are displayed after you get in the match. Maybe alongside the details you see when you press ESC?
This way dodging others based on their perks wouldn't be a problem. If they decide to leave after loading in they already get a penalty.
Plus you wouldn't have to memorize who has what, you could just check in-game.
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In my opinion it's needed before the match so you can pick perks that have good synergy with your team mates and don't counter them even (for example, I'd never pick Overzealous or Inner Healing if I see a team mate with boons, and the other way around. Has happened to me a lot of times.) A loadout display tab should be cool too in-game (once the trial started) to make sure that the team mate that is on hook and getting camped for example is the one with Deliverance or not, and with so many other tactical movements.
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Yeah why not. You are told what perks other survivors are playing in some cases anyway (We'll Make It/Prove Thyself) so why not an option to see all of the perks being played.
This would save you healing somebody playing Adrenaline if a gen is just about to pop. These kind of things are desparately needed in solo queue as there is no communication (and a lot of the time hardly any team work at all)
Just to be balanced and to consider the killer, as that is what this game is all about, balance. Perhaps survivors should not be able to see the other survivors' perks before the game starts. If we can all see each others perks in the pre-game lobby perhaps it would give survivors an unfair advantage of co-ordinating what is being played. Just a thought, as the devs are all about balance.
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I don't think that pre-game coordination is bad, I believe that that was the point of pre-game lobby chat until console got added and well, they can't use it. If anything, I think it will help and push people to feel more comfortable while playing solo Q! It'd never be an unfair advantage to know these prior to the game, remember that if anything it would put them at the same level of playing with friends, so it would be perfectly fine.
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See that’s a good intention behind adding this feature… But @Venusa is right, the amount of lobby dodging because of what perks somebody is running would be astronomical.
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Yeah I see your point and that's a really cool perspective. But I have a confession I'm skipping every Urban Evasion user I'm sorry your honor forgive me for my sins but yes I would do that. 😭
And any opportunity game forces me to not skip those people I'll take. 🙏🏻
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The dodging would definitely be a massive issue. Why would people NOT dodge until they get a full meta squad? The bad teams would be even worse and the good ones would be a nightmare. As killer you would see A LOT more strong teams simply due to sweaty players dodging until they get what they want. If we're going to go down this road then there needs to be some sort of limit on how many lobbies you can dodge.
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>This way dodging others based on their perks wouldn't be a problem.
Just make lobby-dodging punishable the same as a DC. That should be the case already...
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Yeah I wish. They barely started to make prestige hidden to combat this issue...
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Ehhh that’s slippery. Things come up and you have to leave the lobby before the game starts. You cannot punish people for that. I would rather them leave before the match starts, opposed to leaving mid match.
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If behaviour releases this perk thing, they could maybe also release a penalty/cooldown for dodging too many matches
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The purpose of seeing your teammates' perks is to synergize the perks, not knowing what everyone brings until you're in the game would be pretty useless, and wasting time at the beginning of the game to look at everyone's perks would be a pain.
Also, unless you're using No one left behind, Sole survivor or No mither I doubt people would dodge more than usual, so I really don't think turning a really good QoL change into a barely useful one to avoid making dodging worst (as if it wasn't already an issue) is the way to go honestly.
People dodge for nothing and everything already, the only solution to not make dodging worst would be to punish it.
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Although I agree with having the exact same system with cumulative penalty that go this high this quickly would be a bad idea, I don't think implementing a small delay everytime you dodge would be a bad idea.
ideally the penalty should be small enough that if something comes up by the time you come back it'll be gone or close to it, but people who are dodging on purpose will be annoyed by it. I'm thinking something like two minutes for one dodge, and it goes up to five minutes and maybe up to ten minutes if you're dodging multiple times in a row. And it'd go down one rank every two or three hours so it doesn't penalize people who aren't lobby shopping.
Maybe I'm seriously understimating the will of people to avoid certain stuff but I think lobby shopping would decrease if people had to wait 10 extra minutes in between games.
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Yes! Since I am all here for avoiding lobby dodging, lately it's gotten more common to see people running builds that push an extreme selfish gameplay style and can get overwhelming for the solo team mates. People who don't care will just stay anyway, but I think that something that pushes people back a lot from playing solo is getting people that don't have any kind of team gameplay mentality so they approach premades to secure they will be team oriented. I don't know, but I'd for sure love a test or something to try it out!
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I like Sole Survivor. Each time one of my
potatoesteammates getsharvestedkilled, I get a small buff. It makes playing solo queue feel better. Even if it's somewhat useless sometimes. I don't run a build around it though.0 -
The problem is that most do, and players I get on my teams with this perk (or Left Behind) always do the bare minimum for the team and just try to take their escape that way because they are doing some silly escape streak or are people obsessed with their MMR. People who don't care about that will stay on your team, but people who expect some more team gameplay engagement will just avoid you.
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