My Opinion about SoloQ vs SWF
You stronger when playing with friends, you weaker when playing with random survivor, I don't think this is so hard to understand.
I played SoloQ for more than 3 years before the HUD, and still managed to play without any problems (yes, a few times enter phase two hooks, so what? Without communication its normal thing to happen)
With HUD my soloQ experience went up dramatically, although in the beginning I was against HUD because I didn't like being spoiled just like Windows of Opportunity spoiled survivors
With HUD ;
1. You know who the killer is chasing.
2. You know who is healing or being healed.
3. You know how many generator is about to finish. (if you pay attention to which direction the survivor is running, you can even tell approximately where generator that survivor working)
4. Killer with Hex perk? Oh wait someone is cleansing totem, that's probably a hex totem.
5. Who has been hooked twice. So you can set a strategy whether to divert the killer or help that survivor.
Still feel like it's not enough? Use aura reading perk or item key with aura reading addon.
One thing, if possible, medkit you bring use on other survivor, not on yourself. (Save charge and heal faster)
Leave perk like self care, it only prevents you from cooperating with other survivors.You have to learn to get used to working with other survivors, stop using soloish perks.
Translated with DeepL https://www.deepl.com/app/?utm_source=android&utm_medium=app&utm_campaign=share-translation
Comments
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Ok what youtuber made a video about Solo Q now why is every new discussion about SoloQ and SWF
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I made this post to counter their arguments not because of any content creator.
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3. You know how many generator is about to finish. (if you pay attention to which direction the survivor is running, you can even tell approximately where generator that survivor working)
The fact that there are so few people who understand the importance of this shows that there are many novice survivors.
One survivor has stopped repairing the generator, so he is on alert because the killer has come, but he is not being chased by the killer.
I know he's there because a survivor went into a nearby building and immediately started repairing the generator, but he was chased by the killer, so I went to cover the generator.
After one of the survivors was hung on a hook, someone stopped fixing the generator and probably went to rescue him. But then he was chased by a killer and I had to go to the rescue.
Survivors now have so much information that they don't feel so alone even in SoloQ. The reason for the tragic ending is the skill issue of each survivor.
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You explained it better than me, yes, situations you described can be done with help from HUD, no need to use discord or voice communication.
survivors just need to get used to playing soloQ and learn to cooperate with random survivors.
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The main complaint people have about solo queue is the bad matchmaking. If you have bad teammates then you lose the match. That's the problem. People don't want to play well and lose regardless because the matchmaking decided to screw them over. The HUD doesn't fix that. Nor does bringing a medkit, and no perk combo will help.
Having more info can help to an extent, but if the matchmaking is bad then it makes no difference.
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from what I read it's not like that (not about matchmaking).
They want to close the gap between soloQ and SWF, they even asked for voice chat or more information for soloQ like basekit Kindred for example, making players able to see who is swf who is soloq etc.
What is the difference between soloQ and swf? The information received by the player.
SWF = good teammate, Random = bad teammate? Nope, SWF don't always mean good players, your friends can make mistakes and then you laugh together because it's a friend or because there's voice chat, people tend to be more tolerant.
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Most people who play solo don't ever touch SWF. Because of that, they assume that having info is what makes a difference, when it's not. If you play solo and get three other solid players then you can immediately tell that the matchmaking is the problem.
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If you play solo and get three other solid players then you can immediately tell that the matchmaking is the problem
hmm? SoloQ means getting random teammates, some use healing builds some use build for generator, some can loop killer longer some down fast etc. isn't that normal? Isn't that the same thing for SWF? unless you're playing with a tournament team.
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Being in a SWF doesn't mean you will have good teammates. Solo players just think being in a SWF will lead to successful matches because killers constantly complain that SWF is broken and unbeatable. But most players don't have the opportunity to SWF, so they never realise that it's not true.
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Last time they put out player numbers almost half of all survs were in a two-man SWF, with threes and fours way less common.
But this varies by region, with SWF groups much more common in North & South America and in Europe than in Asia for example. So in Asia perks like Self Care are ran more often because SWF are ran less often, causing survs to be more reliant on themselves. The dev's charts always show usage of Self Care being very high globally, even though it's ran way less in certain regions, a fact that sites like Nightlight won't reflect.
Imo the true strength of SWF is screening teammates. You pick who you play with and know what their loadouts are, plus have the comfort of knowing most likely you won't be left behind. You know whether they're doing a challenge or rift or daily, and over time learn their tendencies & weaknesses. There's no way for solos to know any of this, with no realistic way of getting them this info either outside of showing builds somewhere.
Basically it mitigates the randomness of solo queue a lot. Comms can be useful, but all of that matters more I think.
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I played about four matches today. My first had the killer drop chase with me after about a minute of looping. He then grabbed a teammate off a gen. He then grabbed a second off a different gen. Then the first survivor got grabbed again off a dull totem.
The second match a teammate got hooked, then a second went down after trying to body block the hook. Then a third teammate fast vaulted into a locker and got grabbed. All three in the basement.
Playing survivor is just a mess sometimes.
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Now that hook grabs have been removed, there is nothing to prevent hook trades. The reason they couldn't do that was probably because their skill level was severely lacking, regardless of swf.
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Holy jeesus on a motorbike! Solo queue at it finest! 😮
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I also tried to boop a Pig and died trying. It hasn't been a great day so far lmao
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Wasn't my snout! I welcome the boopage!! 🐷🐽
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It's worth dying several times just on the off chance it works once.
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It's just like that Deight quote, which rings true: "We have to work as a team! I need you to survive so that I can survive!".
Understanding and using the HUD better does improve on the experience. It helps with the flow and - when all Survivors are onboard - the trial can be absolutely amazing to play!
It's also about knowing when to get involved with chases and when to pick up the slack. If someone is on their last hook and I've not taken any, if I know where they are I will always take the chase. The longer you keep 4 players in, the greater the chances of escaping (obviously!!).
A better tutorial will help, as well as players working more altruistically, at least up until the later stages. A fair few players get involved with a non-altruistic build or mentality, which can cost games heavily. Whilst SWFs do do better with communication, a lesser mentioned reason is altruism and taking the slack. Granted, too much of it can result in a #########-storm, but at the same time it can work more often than not.
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Conversely, there’s also Yun-Jin:
"The weak are sacrificed first. It's nature, it's business... it's the truth most refuse to face." — Yun-Jin Lee
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For a Killer, that's perfect! To survive as a team mate, it's less the truth people refuse to admit and more the lie people want to believe.
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The players who would most benefit from your post don’t frequent these forums. I have a theory players like these are super casuals, and children. I bet you if mics were on in DBD for a weekend, the community would be floored by how many middle schoolers play this game.
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The problem with solo queue is MMR.
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Do you want them to remove MMR or improve MMR?
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I just want players of the same skill set to play the match.
So I don't know the answer.
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That means you have no problem facing nurse and blight in almost every match.
if you forgot, try to remember SBMM when it was first implemented, almost every match sweaty.
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Not necessarily. I do think it could improve but I think the main problem with SoloQ is the typical players mindset of playing it as a single player game with the “option” of being a team player.
People are selfish and prioritize themselves in SoloQ, especially the less skilled/experienced. Rather than go for hook saves or take chase, most would rather avoid the killer and hide or stick to a gen.
The other, larger problem is the entitled attitude that many seem to have. Someone get downed at 5 gens? DC or Suicide on hook! Killer or map not to their liking? Same as before. If you dare save them before they can go next, they’ll just sabotage the match or run back to the killer. I’ve had lots of matches where someone gets themselves killed on purpose and we still make it to endgame. They just have zero patience.
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Yeah! But Yun-Jin the survivor is saying that the solitary, self-preservation playstyle is viable whether other survivors like it or not. Other survivors can be teammates but they can also be tools for one’s own use. When other survivors escape while you die, after all, do you gain MMR, bloodpoints, or emblems? No. You don’t. Conversely you don’t lose these things when they die but you escape either. Frankly, I don’t know any team games on or offline that rewards only part of the team for achieving a goal. 🤷🏽♀️
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The difference is Dwight was talking about the trials, whilst Yun-Jin was talking about the music business. :p
I'm also sure I gain Blood points and Emblems whether I live or die. The only difference is MMR, and thay's not saying much. Some great reward.
Dwight all the way for me. Yun-Jin aims for the selfish playstyle, which is reliant mostly on luck and wishful thinking, whilst Dwight's team play is reliant on practicality and realism.
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If that's the level I'm at that's the level I'm at.
The problem there is that only 2 killers can compete with good players, not that MMR is inherently a problem.
Other killers need to be brought up or both those 2 killers and good survivors be brought down to other killers level.
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Yes.
At least it's better than playing with bad survivors and then getting tunneled by baby wraiths and losing.
Also it is only a problem with Nurse and Bright. And the system can be improved.
For example, divide queue into ranked mode and casual mode. And in ranked mode, nurse and bright are only 3perks. Add-ons are less than rare.
There are many ways to improve the system.
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+1
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