I love how solo survivors ignored once again
Yeah you removed exploits from anti-face camp. Good.
But solo survivor still has no information if killer is camping or not.
SWF: Don't come to me guys, killer is camping. Rush the gens.
Solo survivor: Comes to save teammate, seeing killer is camping, running back to gen. A lot time wasted.
Comments
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Run kindred.
Also, SWF does not mean “on comms”. Plenty of SWF play with no voice communication.
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Run with Kindred ?
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I do agree, but to be fair, that does just mean Kindred hasn't changed as a required perk.
It'd be nice if there was a bar that fills in the survivor HUD for camped survivors, similar to generator repair. That way you'd know the killer's generally around without seeing a full aura (which would be way too strong at base), and can even kinda guess how close based on the speed. It'd be something to make sure everyone knows what's happening without causing any balance issues elsewhere.
Other than that, I do think it's a mistake to treat every change that isn't solo queue specific improvements as an active slight against solo queue. Other things do get done and not everything has to include specific solo queue elements.
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Um, I haven’t played in a while, but don’t the little tentacles under each portrait wiggle when someone is in a chase? If so, then you know the killer is engaged and can assume it’s safe to go for the rescue, correct? If no one’s tentacles wiggle for a little while, then you can assume the killer is camping. You don’t have to immediately run to the hook.
If you need more help, you can always take Kindred. SoloQueue isn’t really that bad, gameplay wise, it’s main problem has always been and will always be, bad teammates.
And stop acting like SoloQueue is ignored. They get benefit from the basekit BT as well as the basekit deliverance. Plenty of killers that SWF can handle with little trouble have been nerfed to appease SoloQueue. Wraith and Freddy come immediately to mind.
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Never get old DbD forums.
Like i don't know about this perk.
I am pointing the issue , i am not asking your suggestion. I don't need help about this game, i know good enough. Thank you so much.
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You can not balance SoloQ around what you miss out for not being in a SWF, unless you want everyone the be able to see the killers aura at all times.
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Yeah, I just realized this. It's upsetting how they didn't acknowledge many of the simple suggestions made on the Forums. Like the AFC progress bar being visible as a HUD element to other survivors, which seems very easy to implement.
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Yeah that kinda stinks. If solo teammates can’t see it then it's not going to punish camping as much.
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Solution is forced use the perk.
I am asking to devs fix this issue. Face-camp is only hurt solo survivors for the reason i pointed.
So it's funny when they add anti-face camp mechanic but does not add hud for solo survivors. That's why we have forum, for talk about issues.
I am not even asking Kindred base-kit lol.
Just add simple hud. If killer is camping, let other survivors know about this. You don't even need to show killer's aura. So i won't waste my time to run for unhook. I will stay on gen.
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it is seriously not a big deal. and you can always run kindred if it is.
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Yeah, and when i play soloQ i also miss out on the SWF telling me where the killer is. So why should the killer aura not be shown to me at all times so i dont miss out on that?
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Some people have short memory. If you think devs ignore or ignored solo survivors, I suggest you look up few big patch notes some months back.
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At the very least, if devs really don’t want to basekit Kindred, then they could mainstream the aura of that ONE hook whenever the Survivor is being camped, similar to the aura effect Sabotage provides, and with map-wide visibility.
Again, just for that ONE hook.
Would help the incommunicado SoloQ w/o dishing out too much info, if that’s what everyone’s mainly concerned with.
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Because you can't make solo-q and SWF equal but this does not mean you can't give some love to solo survivors lol. You can make some coordination changes for solo survivors to help them.
And there is nothing wrong about this.
But ofcourse i won't expect from you to agree with me , so i am stopping argue with you. I know it's pointless. We both are turning around circle, pointless talk.
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There's a huge difference between knowing if the killer is in the general vicinity of a hook and knowing their exact position. If you could, for whatever reason, see their exact location, that's not just a buff to solo queue, that's a buff to ALL survivors.
What OP is asking for helps solo players and gives SWF nothing extra that they didn't already have.
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You JUST got an anti-camping mechanic. How is that ignoring survivors? Or solo survivors for that matter.
This is as if I would complain, that killers were ignored because only 4 killers got a buff.
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I am asking one simple additional to HUD.
Tell us if killer is camping or not. This was always requested by a lot people but never happened.
I never asked to show killer's aura all time.
Can you stop putting the words into my mouth i never said? If you have problem with my suggestion, you can talk about it. But stop act like i asked make solo survivors op and nerf killers to ground.
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My point is that you can not balance SoloQ for what voice comms MIGHT have, as someone already said there are SWFs with no comms.
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You can, however, balance the game around ensuring everyone in a scenario like camping has the information they need to begin countering it. Do we want to fix camping or don't we? Because allowing this mechanic to work as intended by making sure everyone can capitalise on it, not just SWF, would be required if we do.
There are also still some basekit gaps in knowledge gain. It's not at all absurd for a multiplayer game to provide its player with information, it's true of most games I can think of, and so DBD can fairly be considered behind the curve. For instance, solo players still don't know what perks their team are running. That's a gap that can fairly be filled.
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You can’t balance around everything SWF might have, that is true.
However, showing the camping meter to teammates seems like a very simple request that shouldn’t be difficult to implement and fits with the reasoning of why the survivor action indicators were added in the first place. The whole point was to give more information on your teammates and reduce the disadvantage that solo players have compared to SWF. Making the camping meter visible to others does exactly that and allows solo survivors to make more informed decisions. Otherwise I’m going to run towards a hook, see the killer is nearby, and not going to know whether I even need to bother with the rescue or if my teammate can free themselves. Whereas anyone on comms is going to say “The killer is camping and I’m waiting until the last second to unhook myself to waste as much time as possible, go slam gens.”
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Giving information is not hand holding.
I played a lot online games, DbD is only one does not care about their solo players. All games i played gave me coordination tools to play better with teammates.
I am not asking " Hey BHVR, nerf these toxic killahs to ground. So we can t-bag them at gates". I am asking simple QoL changes for solo survivors. And these changes won't change anything for SWF teams because they already have better tool: Discord.
It's fine if you disagree with me tho.
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yeah how about revealing the killers aura permanently? since there could always be someone in the swf that knows the location of the killer it would be unfair to soloq not to do it
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Blame mmr for basically requiring 3 man swfs or else get 2 dead weights who would rather throw the match instead of doing gens
It's no wonder swfs are being prioritized when the busted ass mmr basically forces you to go swf
Post edited by Rizzo on0 -
For me, it's not really concerning. The way I approach this - should Kindred or some other killer-observing perk not be equipt - is when somebody is hooked I'll look at the HUD.
If there is at least 1 survivor doing gens, I will take the initiative to look for a save. If I am doing gens and see on the HUD someone is not doing anything, I assume they are approaching to save. In multiple matches this has proven correct. That way, time isn't being wasted badly because at least 1 survivor is always progressing the trial to a conclusion.
The hooked survivor can wave their arms to let others know when a killer is near or gone. Although this varies from person to person, it still is useful. 2nd stage is different, but I don't want to be handfed everything. It's a reason I don't do SWF. If it bothered me, I'd just play with friends.
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So this has what DBD has regressed too? Having to run nothing but perks to counter all the BS scummy tactics killers and BHVR dream up?
And I am not calling you out personally, just to be clear. I am calling out all the "Just run this to counter this" arguments people keep postulating as fixes. There is only 4 perks slots and impossible to cover everything.
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To say that BHVR completely ignores solo queue is so disingenuous. They have absolutely tried to improve it with the HUD changes, killer perk nerfs, etc.
Even if they’ve made some mistakes along the road, that still doesn’t give anybody the right to throw out the misconception that “they simply don’t care” only because you fail to improve at the game or because you fail at simply taking a break when you’re clearly burnt out.
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The M1 holding simulator is so intense and fun that you can't leave it for a moment and check if the killer is camping?
Imagine a LoL player asking the devs for changes because his team does not compare to a communicated premade. At that level we have reached, the HUD update was a terrible mistake, it only promoted lazyness and having the game do everything for you. Same with the bots, with everyone disconnecting for the slightest bullshit.
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The difference is that kindred was specifically buffed to help solo q. It used to only work when you were the one on the hook, now it works for you personally when anyone is on the hook as well. It's a great perk for solo that people refuse to bring then complain about not having said info.
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It doesn't matter if you give solo survivors all the information in the world. They will still do stupid stuff. I've recently got caught by a insidious Bubba who camped me in the basement. I hung there on the hook flapping my arms, warning my teammate hey the killer is camping me. Those dumb survivors ran to the basement after a full minute of me waving my arms and all died.
How can bhvr fix that level of stupid?
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In what world people say in sfw "don't come to me, because killer camp"?
It's always "killer is camping, just trade (or come to save me in duo if it's endgame) on hook when the stage will come to end", unless it's Bubba or basement Huntress/Trickster
Same thing i do in solo, just trade in the end of stage and unbearable facecamping is done.
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They literally added an indicator that someones being chased. If no ones been chased for a while then most likely the killer is camping or if a person keeps getting chased, chase drops then picks back up you can reasonably assume they are just walking towards hook but decide to leave at the threat of an injure. Context clues my brother but you can't fix bad solo q players or players that insist on getting the save.
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re: Run Kindred
Solo Q only gets 3 perk slots instead of 4?? Incredible suggestion
>Also, SWF does not mean “on comms”. Plenty of SWF play with no voice communication.
- I would be willing to bet the VAST majority of SWFs use comms.
- Since OP was specifically talking about the value of communication, I think most people knew he meant "SWFs on comms" but thank you for clarifying. The people who would push back on the outrageous implication that "Solo Q sucks" are the exact people who would be confused by that, like you were.
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Solo q survivors will still get an unhook button if they are being camped, so they aren't being ignored. Survivors aren't entitled to extra buffs, just because voice comms exist.
And "solo survivors ignored once again" is a really awful to say, considering that the survivor HUD was built especially for solo survivors.
Post edited by Rizzo on1 -
Where exactly did they fix exploits? I just see survivors arent allowed to use anti-face-camping to their adavantage while killers are allowed to do so. Like, survivors arent allowed to crawl to a hook to pause the timer. Meanwhile the killer is allowed to carry a survivor to a hook, put them down and pause/slowdown the timer while actually camping two people. Another one: killers arent penalized by vertical distance on different floors, meanwhile killers are allowed to better camp in shack than in basement or under/above a staircase or at a drop. double standards at its best.
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This scenario could only happen if survivors are close to the hook. If you don't go for a save against a face camping killer, there will be no slugged survivor to slow the timer and the camped survivor gets their self unhook.
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Because that's how busted swf with voice communication actually is.
This is the hole BHVR dug themselves and they can't fix the issue.
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Can you fix one without the other?
Solution?
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should be obvious If nobody getting chase for a while or you hearing no TR around the map. Flapping your arms on the hook mean nothing sadly. People do it all the time even when the killer not camping
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It really doesn't matter. SWF are good when each player is good/efficient. What makes solo q so awful is the ######### matchmaking/MMR. Just bring back rank based MMR so solo survivors can still progress even if they have a ######### team. It's obvious BHVR is incapable of making an MMR system that works.
Post edited by Rizzo on0 -
I suppose they could add the timer under the hook icon, but then that would give away if a killer was coming and going from the hook (you'd see the timer move every few seconds) which maybe the devs feel is too much info. Also I'm pretty sure the anti-camp is purely about the person on hook and giving them a chance to participate in the game, not about giving the team as a whole a leg up (swf will always be an exception because there's nothing BHVR can do about comms)
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One thing I find funny is, killers say well let us chose to play with swf or not. The survivors say, oh then swf would never get matches. I wonder why? Lol they know they have an advantage.
Heaven forbid the killer wants a more fair game. "Not all swf use comms." Fair, not all do. However, as stated before. I would bet my weight in gold that the majority do.
Just my opinion. 😁
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I really think this whole anti-camp thing is really just an anti-ragequit button for survivors that are being camped. It's really about making the camped survivor feel less frustrated so they don't ragequit, and it's not about buffing the entire survivor team.
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Dead by basekit
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There's been a huge number of QoL changes for solo queue. Basekit borrowed, the new HUD system and now we're about the get the anti-camp system which leaves us in a pretty good spot at the moment. Is it everything you need as a solo survivor? No not really but I think it's pretty good to leave things there outside of tweaks and changes. I think having kindred basekit is a bit absurd, as much as people don't want to admit it having a "lack" of information is another big part of dead by daylight too. There are going to be some situations where you don't know what's going on and need to make a judgement call, that's just how soloq is and I really don't see aything wrong with it.
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Considering how face camping is more vulnerable to solo survivor than SWF, I don't think they got 'ignored'.
Also if you think solo survivors need to run certain perks (like Kindred, Bond) which SWF survivors aren't likely to use more and that's unfair, the problem is not 'solo survivors having disadvantages' but 'SWF with comm having huge advantages that give useful info perks for free'.
At this point, the main issues of solo survivor I think are:
1) They can't share what perks, item, add-on they use to others in lobby
2) Matchmaking that works on MMR which is invisible
3) Teammates that make hard to understand decisions caused by 2
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While I agree that solo gets back burner treatment, you can always run kindred as a counter and it's a really slept on perk especially for solo survivors.
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So, the system is not even out yet and there is already complains that it is not hand holdy enough! That was fast.
But you are not asking for "coordination tools", or even a "fix". What you are asking is for the system granted for free to you to also make you don't need to use a perk that do already what you asking for. In other words, you want for the system to be another perk slot, so it is both a free Deliverance and Kindred in one.
In conclusion: You already have your "coordination tool" available, is called Kindred. Use it.
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Solo Q only gets 3 perk slots instead of 4?? Incredible suggestion
Like it was before the system was even a thing? Why should survivors have 4 perks slots + Free Kindred, apart of BHVR giving you an inch and you wanting to take a mile?
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Ah yes...
"can anyone think about the poor solo survivors?!" that's how the game is reaching the boiling point..
hook grabs removed, more info on the UI, nerfed perks, baseline BT and hope when unhooking and more and solo survivors still refuse taking trades sometimes, weaponize their BT and so on..
This threads are a bit outdated at this point. What else more those "poor solo queue survivors" want? voice chat? that's really opening pandoras box since the community in general can't behave..
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Why don't killers have to use perk slots to see gens? Or a perk slot to get bloodlust? Or a hook when picking up a survivor? Or even a perk slot to move faster than survivors?
The answer is that those are elements that make the game more fun and playable. Which should always be the discussion with concepts like this, is 'insert issue' good for the game or not. If the answer is its not good for the game, the solution shouldn't be perks, it should be basekit. BHVR should never have tried to solve camping through perks (or if they did, the perks should have been so strong as to heavily punish the playstyle).
Camping is bad for the game. All efforts should be made to deal with it through base kit measures. At that point the discussion should be whether the discussed measures work without having unintended consequences.
The power difference between SWF and soloq is bad for the game. Penalizing SWFs seems to be a bridge BHVR won't even consider, so that leaves us with ways to move soloq closer. Things that SWFs can communicate 'easily' should be basekit.
I'd settle for a callout system, such as a 'I'm being camped' that becomes available when on the hook. But I also think giving survivors more basekit HUD info, such as if someone has a deliverance or can jump off the hook because of being camped, would also be worthwhile.
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