Release solo queue and SWF death rates.
Your 60% average kill rate for killers, and balancing the game around that, is a completely flawed approach when solo queue survivors are making up the majority of those deaths.
A 10% increase over 50% is magnified SIGNIFICANTLY, across solo queue teams, it's not not a 60% kill rate against solo queue, I imagine it's more like a 80-95% kill rate.
The most logical approach to balancing this game was to buff solo queue while nerfing SWF, to bring that gap closer, then adjusting killer to acceptable levels. Instead BHVR's approach over the last 2 years is buffing killers to be competitive against SWFs, which nerfed solo queue into unbearable experiences.
The only attempt BHVR has made (IN THE HISTORY OF THIS GAME) was releasing the solo queue status icons. But that effect was completely nullified when they were simultaneously released with massive basekill killer buffs and massive survivor perk nerfs. As a result solo queue did NOT enjoy an improved experience, it actually resulted in an even worse solo queue experience than before the status icons were released.
And before you sit here and tell me bridging that gap is impossible, that's a straight up lie. There is absolutely no way BHVR has no way of knowing who is grouped in a party and who is not, and there is absolutely no way BHVR doesn't have the capability to impose buffs or nerfs based on that identifier in a match...it's literally that easy.
It really sucks that BHVR has completely focused on improving the the experience for killers in these last two years with ZERO regard for it's effects on solo queue...why?
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Solo qs play victim more than some killer mains do, lol.
Buddy, sorry to break it for you, but there's NOTHING bhvr could do to actually make solo q playable.
90% of solo q issues is not lack of communication and therefore ability to optimise themselves, but the fact these are random people with random skill that have no idea what to expect from each other and that are doing various random nonsense which rarely includes finishing all gens and escaping.
SWFs tend to be successful generally because they're premades & they have a common goal (which is usually to win). They don't suffer as much from the random factor of teammates being bad at survivor, running bad builds or doing tome challenges instead of gens.
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I only play soloq and I certainly escape more than 5-20% of the games. SoloQ isn't some queue that makes it impossible to win.
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I cant agree more with this. Since i had a break for over 2 years, it was mindblowing for me how crazy the game shifted in terms of ballance. Killer became buff after buff and survivor and maps got nerfed significantly.
During that killer buff rampage by BHVR, they might have completly forgotten, that solo survivors exist and survivor nerfs hit them the hardest. A little bit of love for solo players would not be a terrible thing.
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Solo queue escape rate is definitely extremely low. The overall survivor escape rate was 39% last time they released official stats. That is when they discounted games with DCs and made no distinction between SWF and Solo. The true escape rate for solo players is probably so low that they don't want to show it.
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They released such stats in 2019 and basically the difference between a 4 men swf and solo survivors was 6-8%... You can find the data in the forum posts BHVR made when you go way back... So unless you have a reason for your assumption I would think it is closer to that values...
Post edited by EQWashu on1 -
They are ashamed to show the miserable 30% of SoloQ escape rate
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First, we'd like to say you don't speak for all of solo Q as we have had an improvement with the hud.
Second, the "logical" approach has the flaw of you can't nerf SWF without either nerfing solo or punishing people for playing with friends. If they put penalties in place for playing with friends, then A LOT of people will stop playing and that would be bad for the health of the game. Don't think we need to explain how nerfing survivors will go.
We want to say that it's Very VERY unlikely that BHVR is alienating ANY part of the player base.
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Solo queue isn't broken in and of itself. What usually breaks solo queue is matchmaking's tendency to put one or two survivors in a match who are *significantly* worse than the other survivors in the same lobby.
They probably do it because in the grand scheme of big data, it balances out. But on an individual level, it makes games extremely frustrating. There's often not a path to victory for players if the killer finds the weak link first, they go down within 15 seconds, and the killer tunnels them out from there. There's no such thing as "take chase" if the killer doesn't want to chase you.
They could go a long way towards solving solo queue woes by getting away from that matchmaking logic. They do it intermittently, but always seem to panic and revert it (see the recent MMR soft cap changes and possible rollback).
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Of course it is not impossible to escape as a solo survivor, but if ANYONE is entiteled to complain in DBD at this point, it certaintly are solo survivors. But hey, lets focus on killer more, you know, 60% killrate is not enough.
Nerf WoO!
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I mean they're doing as much as they reasonably can.
You can't buff the average SoloQer's brain so there's always gonna be a disparity.
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Although i disagree that SoloQ doesn't need some info buffs (a basekit Kindred or even bond could be nice), i agree that one of the biggest problem in SoloQ is that random people throw the game for many reasons - and this cannot be fixed by any dev in any game.
I play mostly survivor on SoloQ, and its miserable not because survivor is miserable, but because randoms do so many dumb stuff through a match (like taking hits for someone who have been picked up right in front of a hook) thats even when 3 people is playing right its hard to win.
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You don't, but come in here claiming you escape 50% of the time and that everything is perfectly fine when it's extremely clear you don't even play survivor...which you just confirmed with this response..smh.
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You do realize how much has changed since 2019 right? Might wanna look that up...
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I totally don't play survivor so that's why I have more survivor challenges done
The fact is, solo q isn't in some unplayable state.
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Flase, make solo queue rely less on teammate, add buffs that only apply to players in solo queue status.
Saying it's impossible is just flat out wrong and all you're doing is repeating the same old lame excuse that everyone says because people can't think outside the box or think for themselves.
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Only way to bring solo to the same lvl as SWF is to introduce voice chat.
Aaaand the community is deadbound against it.
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I have experience playing survivor, that's why I have survivor challenges done. If I didn't play any survivor, I would have 0 survivor challenges done.
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Solo queue is not so bad. I have seen countless players claim that solo queue is such a nightmare and while it isn't great, it's also not so bad. Not every solo queue lobby gets slaughtered at 5 gens and not every SWF is a comp squad. Some solo players are really good and they win because they don't blame everything on things out of their control but they actively try to improve and git gud.
Chances are most of us have been "this one team mate" before, that doesn't do gens and always goes down instantly. It's better to focus on improving than always playing the victim card.
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I have been playing since then so I don't really need to look it up, however changes have been made for both sides and the kill rate basically kept being the same, as it was intended by bhvr, I don't think there were that many onesided changes that affected solo survivors more than SWF so if you want to have a discussion about this be more concrete.
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Well said. Endless survivor nerfs, killer buffs, and turning maps into dead zones has basically ruined the game.
Literally every survivor match is a 4K and killers spam regression on top of that.
BHVR always buffs killers. Regression was nerfed and survivor healing and perks destroyed. Then turned around and buffed regression perks. Why wasn't healing buffed too?
All of these have compounded over time and destroyed any balance that was left.
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Well of course, who wants to get constantly screamed at by some random kid? There are other ways to buff solo queue to get them closer to swf though
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Like what?
First we got the status icons, that tell survivors at all time if something is affecting them. So no guessing if a exposed status effect is in play.
Then we got the HUD. That tells every survivor what the other survivors do each second of the match. The last days i´ve seen claims on this forum that solo is further away from SWF than ever.
Meanwhile killers don´t even have a wiggle progress bar.
Sometimes i wonder if the devs should take all the HUD info for survivors away, so they can see how the game started and how close the current info levels are to playing as SWF.
Even when you bring in a chat wheel, people will still complain that it isn´t enough. Nothing will be enough to bring solos on the same lvl, unless they get ingame voice chat.
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Solo Q isn't as bad as players make it out to be. But there are problems that BHVR will never be able to solve. Like Survivors literally throwing themselves at the Killer, for example.
Why don't my teammates have the bright idea to take the Killer away from the hook, so that someone else can go in for the save? Instead, they exchange hooks until they're all on death hook or slugged on the ground before the first gen has even popped. What can BHVR do about that? A better tutorial mode would be a start. More helpful hints on the loading screen, maybe?
Some players are just bad at this game and they will probably be in at least some of your Solo Q games.
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people are literally incapable of basic game sense, taking aggro from killer when it's actually necessary, taking protection hits, etc,etc.
all that stuff doesn't require people to have comms which merely make it easier because you'd have somebody yelling at you what you should be doing.
and even that isn't a panacea, because no amount of coordination can aid poor chase / overall skill.
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SoloQ is often heralded as some sort of 10th level of Hell, but I don't see that. My escape rate is currently 55% which I'm perfectly happy with and whilst some games are frustrated by someone who just gives up, there are many games where the other Survivors are good.
This whole myth about SoloQ being unplayable is just wrong. Also, any buff to SoloQ will be a buff to SWF, which will also result in Killers quite rightly also wanting a buff.
This is a survival game where I don't want my hand held with numerous additions of Perks integrated into basekit. I enjoy the uncertainty and that each trial is unique and unpredictable. I don't want to win every time. I want to improve my skills, rather than take the easy road.
As it stands, SoloQ is mainly let down by players who do not want to play the game and ruin it for the others. Now, if BHVR were a bit more proactive with punishing those who do cause obvious issues like clearly killing themself on hook, then that would be somwthing I'd get behind.
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Then there will be scenarios where the killer will be disadvantage because of the soloQ status. You still can stomp even good killers on SoloQ, its relies mostly on players skills and game sense than info.
I don't agree with actions buffs for soloQ. I just think that with more information GOOD survivors can take better decisions. BAD survivors will take bad decisions either way
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"The problem with SoloQ is not information but skill level."
Oh man, if only we could have a matchmaking system that put people together according to their skill level. We could call it Skillwise Balanced Match Making or something.
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I don't think you need those rates, you know them yourself.=)
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As the OP has been aggressively argumentative when responding, I will lock the thread here. Please remember to keep comments civil and respectful here on the Forum: towards others, as well as their opinions & responses. Thank you.
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