General Discussions

General Discussions

SoloQ is Depressing

SoloQ is like going to a Spanish bull run even and the bull is allowed to kill everyone in sight. You can't run or jump into the safety zone and the bull is not stopped or distracted if it got you on the ground. If you want to have a sad and depressing day, play dbd soloQ then check your blood pressure and vitals after loosing 20+ games. Survivors are weak, can't run, can't hide, killers are faster and can one shot you with whatever busted perks or add-ons.

Survivors are simply 4 perks on a slow moving character.

At this point the game should be hide and seek because if you get found except you can loop you will be eliminated almost immediately.

And that end game mori should be removed especially if the player is not on death hook already.

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  • Member Posts: 1,077
    edited March 23

    average escape rate is for solo queue is 40%. If you’re escaping far less than that, it’s not an issue with game balance. Plenty of other solo queue survivors are able to achieve this rate or better if the overall average is 40%.

    I guess everyone downvoting me doesn’t know how statistics work.

    Post edited by I_Cant_Loop on
  • Member Posts: 407

    Playing survivor in DBD is the worst balanced in any video I've ever witnessed and I've played a lot of games. I can literally play against some good players in any other game and have better chances of winning.

  • Member Posts: 1,077

    What narrative? I’m not some “killer main” telling you that solo queue is super easy and just “git gud.” I have over 2,000 hours in the game and probably about half of that is solo queue survivor. I know what it’s like to play solo queue.

    I’m just telling you what the stats say. Solo queue survivors escape on average 40% of the time. If you’re escaping less often than that, I don’t know what else to tell you other than work on improving your gameplay. Plenty of other solo queue survivors are doing it. If they weren’t, the average would be well below 40%. If you are escaping that often, but it’s still not good enough for you, that’s an issue with your expectations of the game. You can keep asking for survivor buffs/killer nerfs to increase the escape rate, which will make the game more difficult for killer players. BHVR targets the 40% escape rate for a reason. When it’s been lower than that in the past, not enough people wanted to play killer and survivor queues were ridiculously long.

  • Member Posts: 1,077

    In your example, that one player who is consistently dying is either 1) not very good at the game or 2) very unlucky. Luck will average out over time with enough matches and get that players escape rate back up to the average. That’s how it usually goes for me. I’ll have a run of bad matches and then a run of good matches.

    If the player is always dying because they’re not good at the game, what should be done? Should the game be balanced for everyone else around this bad player, or should this bad player work at getting better at the game to get their skill level up closer to the average?

  • Member Posts: 1,077

    Why are you still playing it then? If the game is as miserable as you say it is, nobody would be playing solo queue and the devs would have to adjust the balance. Clearly there are a lot of players that still play solo queue despite how miserable you believe it is. Maybe stop to think if this is more of an issue with your expectation of the game instead of the game being massively unfair for the side that you play.

  • Member Posts: 6,871

    solo queue is so bad it makes me wonder what the future MMR update is gonna be, hopefully something that can improve solo queue.

  • Member Posts: 407

    Like I said last time queue times doesn't matter. It's an excuse. BHVR didn't do anything to improve survivors when killers had long queue times. Released new killers, buffed killers, and didn't touch one thing about survivors.

  • Member Posts: 75
    edited March 23

    Solo Q is definitely the hardest role, by far. I play both sides but mainly play solo Q, because I like a challenge. But I also like to learn the counters to killers and their add-ons by playing them first-hand. To win with this matchmaking and OP killer balance you have to basically hard carry every match in order to win as solo Q survivor. The issue is that low skill cheese tactics have been made so viable by BHVR in killer role that you can have a measly 200 hours as a killer and still dominate survivors with 1K hours+ each who should dunk on you if this game were sensibly balanced. So your skill discrepancy needs to be enormous to have good results, which will be the minority of the player base since most people don't play this game for a living. Just think of the Xeno nerf which got backtracked when a couple whiny killer mains complained about it BHVR panicked and reverted their changes in fear that the killers will stop playing if they don't have a nearly undodgeable tail attack.

    The analogy would be if you're playing Rocket League, you basically need to be a Grand Champ rank pro player as a solo survivor to beat a Gold rank killer consistently. As long as you aren't playing like a Bronze or Silver level killer you'll get decent results as killer. Took me 2K hours as survivor main to start being competent on survivor side in solo Q and now at over 3K hours as survivor I can dominate most killers since a lot of them are mediocre with inflated MMRs due to stomping a bunch of clueless solo Q beginners. They really only get lucky when my teammates DC or suicide on hook and I'm forced to play for hatch, and I don't bring a rat build like Clairvoyance + Sole Survivor yet I still manage to outplay a lot of these mediocre carbon copy killers in end game 1 v 1s. They generally stop chasing me after 1 chase and give up to go tunnel the weak link, that's the only chance they really have.

    I legit play killer just to learn their mechanics better and "take a break" from solo Q when I get bullshit matchmaking too many times in a row with survivor teammates that don't even have 200 hours. But it quickly gets boring 3-4King most of my matches without even being that mechanically good at killer, so then I go back to survivor for a real challenge. I just pretend I'm playing the "insane" difficulty of a single player game like Descent. But I'm insane so I make it work. Even the so-called "hardest" killers to learn and "weakest, low tier" killers according to these crybaby killer mains, I still dominate with. Doesn't matter which one I play because the built-in wall hacks, auto aim and no clip lets me win on auto pilot with just the most basic low skill brain dead cheese tactics. They say Blight takes skill but frankly I found him easier than most killers to learn and I can crush teams without even being very good at him just by understanding how good survivors play.

    So yes the odds are stacked against you in Solo Q but if you do escape it is most likely because you're way better than the killer you're facing even though they're very likely to accuse you of cheating or being in a SWF when you do play well because they really hate when their ego trip gets shattered. The primary issue I see with most killer mains is that they depend on crutch builds with low skill cheese tactics and don't understand the game with much depth at all. What they do is search for their favorite idol killer main streamer and just copy their build and playstyle 1 for 1. This can be done in a few minutes quite literally and then you just practice it for a couple hundred hours. If you're an advanced survivor you know the perfect counter play to every trick these killers will throw at you. They have virtually no ingenuity and are cheap imitations of their favorite streamer kind of like a shiatty Led Zeppelin tribute band. But instead of copying Led Zeppelin, they're copying Otz or another popular killer main that found one effective build and playstyle that works for them. These imitators are one trick pony's and bring builds like Corrupt Intervention, Pain Res, Grim Embrace and Nowhere to Hide on Blight one of the most OP killers in the game. I can predict their behavior 3 steps ahead at all times because their knowledge is primarily second-hand and they never really experimented for themselves to deviate from the overly regurgitated hivemind playstyle which is only effective against beginner to intermediate level survivors that don't have comms. At the high level you need spontaneity, unpredictability and originality to succeed, and most of these killer mains have none of it because BHVR has been holding their hand every single step of the way since update 6.1. They wouldn't even last a week in their preferred role pre 6.1.

  • Member Posts: 691
    edited March 24

    Nurse has had the lowest kill rate nearly 3 or 4 times now.

    I guess its just a skill issue if you die to her using your logic. She needs buffs obviously.


    I guess everyone downvoting just doesnt like it when their logic applied in the other direction fails.

    Post edited by ChuckingWong on
  • Member Posts: 75
    edited March 24

    Most beginners play her and the learning curve is too steep so they give up and bring down her kill rate average. Put a measly 200 hours into Nurse and you can stomp veteran survivor teams on auto pilot. It's just a matter of getting some muscle memory down like learning to balance on a bicycle without training wheels, then it becomes extremely easy to dominate with her since she basically has wall hacks, auto aim and no clip all-in-one brought to you by the geniuses at BHVR inc, their only excuse for their game not being a pay-to-win gambling scheme. The other killers in this game including Blight are basically learning to ride a bike with training wheels on. Easy for just about anybody to pick up and win with very little effort. It's the only way they keep their licensed killer DLC selling. Release OP killers that are easy to play, and shake up the gameplay for both sides so that solo Q survivors don't get bored in spite of losing so much.

  • Member Posts: 691

    Yea see what you are doing here, you doing what another commenter posted above.

    Id go further into it but you are making the best assumption for nurse to fit a narrative.

    With nothing to really back it up, just guessing a bunch of noobs play it, but then simultaneously those same noobs play other killers with high success rates (compared to nurse)

    Unless you want to ALSO assume its just nurse mains that dont try other killers, and just forever suck at nurse keeping her stats down (several times by the way).

    Which would be a horrendous assumption. People wouldnt try her, lose …. many thousands of matches just because, and either stick with her, and never get better. Or abandon her for other killers. Keeping her stats down.

    200 hour assumption you have here I dont even think you'd get into the hundreds of matches so yea your assumption here really is inconsistent. And you'd need thousands of matches of just straight losing on nurse to get her to the point she is now, on a monthly basis nonetheless when they release stats.

    TLDR: Your theory does not really fit.


    I cant loops logic is still just as bad, maybe worse with a theory like this though.

  • Member Posts: 1,077

    Nurse kills rate is highly variable. There are either terrible Nurses or extremely good Nurses. The terrible Nurses bring the average kill rate way down. This is widely known in the community as it was discussed hundreds of times after those killer-based stats came out and everyone was wondering why Nurse was so low. But you keep going on using that terrible example.

  • Member Posts: 767
    edited March 24

    The principal question is. Nobody cares if u escapre rate is 75% or 25% its about how the match was. i prefer have escape rate around 25% and decent teammates and intense and nice matches instead 75% and boring matches ending with 5 gens up and escaping through the hatch. the real problem isnt the escapes and how the matches are. Today all soloQ matches are miserable, boring, sad and u know how the match will be after just 5 seconds from start , because of that we have the "go next" epidemic, because today u know what will happen imediately after the beggining and people get frustrated after this 5 seconds and give up. I will never tire of say. This game for Soloq is unplayable now and before, when we had the RANK SYSTEM instead the MMR, even without a lot of "help" for soloQ, like a Hud, borrowed time basekit, no catch in the hook, and other things, this game was SO MUCH BETTER to play as SoloQ. Changes on maps, perks and boring killers contribute to make the matches like that, and now, the Kaneki will be the next boring killer to play against. i really dont know how this game still alive with the soloQ in that stage.

    Now we will have pinishment for those who give up at the beginning, I understand the concept about this, but, punishing someone because the game is in a miserable state can backfire, instead of fixing the real problem, they are punishing the people because they dont want to play boring matches, some people could be leave this game because of that.

  • Member Posts: 75

    No I stated quite clearly she has a steeper learning curve than the other killers, which is why beginners bring her average down. But 200 hours+ and she's easy to stomp even 4 man SWF teams with that have far more experience per member. It makes perfect sense since most players are casual and not pro players. So they are beginner to intermediate skill level and will lose a lot initially when playing Nurse. Most of them give up at this phase after letting 4 survivors escape before they get 200+ hours on her to overcome the curve. They'd rather play even more auto pilot killers like Blight, Wesker and Spirit that 4K right out of the box.

  • Member Posts: 691



    Yea you are assuming what I just said.

    A bunch of noobs on nurse, fail at it, so much so in <200 hours that they bring her stats down, quit playing her.

    But then play other killers with that same amount of hours and are just getting 4ks left and right.

    I mean if thats the case we need some massive nerfs to this game if 200 hour players are just dominating left and right from not playing nurse and playing wesker.



    This just makes icantloops argument on escaping <40% a skill issue even more inconsistent. Now we have 200 hour killer players just dominating the landscape, several thousand hour soloQ players just need to get good.


  • Member Posts: 75
    edited March 24

    It's not hard to understand why Nurse's average is low. Most casuals suck at her, and a minority of players that put at least 200 hours into her 3-4K on auto pilot. Most players in DBD are mediocre and will choose the killers that are easy to 3-4K from the very beginning, even if those killers have less success than Nurse after 200 hours or so. Nurse is by far the easiest killer to win with in Dead by Daylight once you overcome this learning curve, it's just that most casuals won't do it, and most players are casuals. She ignores all the tools survivors have to counter killers with built-in wall hacks, no clip, and aim bot all-in-one with the right build.

    Most killer mains are very low skill and let the OP mechanics do the work but once you put 200 hours into any given killer it is very easy to go on extended 3-4K streaks that are impossible as a survivor even in a SWF. The 40% escape rate is a huge overestimate because DC matches are excluded, and survivors frequently DC to OP killers that steamroll 4K at 3-5 gens left. BHVR won't release the stats with DC's cause it would look like they don't know how to balance their game whatsoever, because they don't.

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  • Member Posts: 305
    edited March 24

    Team Rando always gets more kills than the killer in my experience. Bulls are murderous as well and are not renowned for second chances in bull runs. I may have tried it in my drinking and youth derangement days but... hey-all to the naw. They do aspire to remove any movement of those performing the jig on the end of their horns. As well as remove any further aspirations of movement from their party favors if they can and there is plenty of video showing this stark truth.

    Anyways, some minor adjustments could go a long ways as far as solo survivor. Knowing what perks others are running is my favorite idea.

  • Member Posts: 84

    I mean it's not really hard it's just unrewarding. The fact is no matter how good you are you're at the mercy of a horrible matchmaking.

  • Member Posts: 102

    Solutions for Solo-Queue?

  • Member Posts: 691
    edited March 24

    Communication coordination system:

    Ping wheel
    Smart callouts (some that activate in a match if you have reassurance, deli, etc…)
    In game chat box. And an added auto W run feature (so you can chat on the move)
    Team lobby loadout.
    Archive's that arent deliberately screwing over the team

    Stuff that any team game has.

  • Member Posts: 91

    I think that 40% is a doctored number you can't tell me most players escape 2 out of every 5 games. Does that make any sense to you think about it logically.

  • Member Posts: 91

    Lol, ability to chat in the run? This is still a horror game right? Sounds more like subwaysurfers

  • Member Posts: 691
    edited March 24

    You realize that SWF does this correct? Its an option for people that dont want to use mics/may not have mics. But still able to cooridnate/comm when they are in chase rather than stop and go doing nothing.

    And its just one option I put

  • Member Posts: 91

    I feel you, but blood points is not the only solution. The devs seem to want killers to slug, tunnel and camp (proxy) that's why the notify killers of the unhook and in case no mither

  • Member Posts: 425

    This might be a hot take, but SoloQueue has really gone downhill ever since BHVR implemented MMR/SBMM, and the way that the matchmaking algorithm prioritizes queue time instead of actually matching players based on skill, like it used to do in the old days when the matchmaking was based on ranks.

    I think, aside from at least letting players see the perks that the teammates are bringing, the easiest fix would be to match players with and against other players of a similar skill level (maybe +/- 100 MMR of you), and not just pick randomly based on fast queue times.
    Then, the way MMR works has to be calculated differently, and not just be simply based on kills vs. escapes. Like using the emblems, which are already in the game, as a way to calculate MMR gains/losses. Granted, with certain categories carrying more weight. In essence, if you gained MMR by playing well enough to pip, did not change MMR if you were between the first pip and the old "safety pip" treshold, or lost MMR if you were in the old de-pip range, this would have been a much better system.

  • Member Posts: 10,418

    You can run and hide against the killer. You just need to learn how. I'm serious, knowing how to run certain loops like shack, TLs, or jungle gyms, you won't feel so weak. It won't matter that the killer's faster if you waste enough of his time to where he loses.

    Not all killers 1-shot. Some have a base ability to do that, like Hillbilly, Myers, and Leatherface. Others need perks to do it, most of which are countered pretty easily. Devour Hope and NOED are hexes and can be cleansed. Hubris, just don't stun the killer. Friends Til The End, just last 20 seconds. Similarly limited time Exposed perks, I'd give similar advice. Just play as safe as possible to outlast the timer.

    This might not matter much at your level, but the math of the game, the race against time, says that survivors should basically always beat the killer. That's if everyone is playing optimally, of course. But while you and your teammates might not be playing optimal, the killer usually won't be either. Find out what his weakness is, whether it's that he's bad in chase, that he won't kick gens, or that he lacks match awareness, and capitalize on that. Usually the weakest teammates of yours will always at least go for the save, so unless you're in a situation where someone needs to trade hook and your teammates are unwilling, you basically never have to go do it. If nobody's giving the killer any decent chases, be the one to do it. If there's nobody on gens and you can be, be the one to do it. Survivors can actually afford to stay and push gens instead of wasting time healing, basically until they're on death hook. You're never gonna make any progress if 3 people get off gens the moment 1 gets downed, or if you always make sure everyone's healed before you start to push gens. Your advantage is that the killer doesn't know what you're up to unless he's literally on you or you're on hook.

    And all of that is done without the use of perks or items. The perks you want to bring are ones that make everything you do better. Want to push gens? Deja Vu or toolbox. Want to heal fast? Botany or medkits. Want to be healed fast? Resurgence or Leader. Want to last longer in chase? Exhaustion perk. Want to last longer against a tunneling killer? OTR or DS. Want to know where the killer's at? Object or Kindred. Want to know where your teammates are at? Bond or Empathy. Want to hide your aura? Distortion or Boon: Shadowstep. Using a combination of these perks and items, especially ones that fit your usual playstyle or dilemma, can make you practically unstoppable. The killer can only be in 1 place at once, and there's 4 of you, all with the potential to have these perks.

    If your teammates aren't great, just keep trying to win, and take any chance to escape that you can, even a hatch escape. Eventually, your wins will get you out of "MMR hell," we call it, where you lose because your teammates are bad, you get worse teammates because your MMR went down, and so on. If you're good enough, if you've put time into learning the maps, loops, perks, killers, etc, then you'll eventually get decent teammates. If you're faking it til you make it though, you're going right back down. Unfortunately, I believe MMR hell takes up most of ladder. It doesn't take a genius to escape if the gen efficiency is good enough. So you'll get matched with people who have no place being in your same lobby, even really high up.

    The reason the game isn't hide and seek is because there's no skill in it. And the matches would just end with survivors all dying anyway if that was the case. The only skillful thing of making the killer lose you is when you do a double back play, running one way, killer loses sight of you, then you go the other way, essentially making him mindgame himself. The skill is in running the killer, and while it may be simple in practice, a lot of people simply lack the game knowledge to pull it off.

    You needn't worry about the endgame mori. It was done to 1) cut back on situations where the survivor escapes for free because of a pickup (last person alive but hits DS and then finds hatch, or last person alive but the killer had to drop them and they're near an exit), and 2) to not waste survivors' time. Instead of the killer waiting to hook everyone, because of waiting til 2nd stage on one before hooking another to play around the self-unhook, rinse and repeat. Okay, the killer still has to do that sometimes, but instead of being forced to BM and hook the survivor and wait for the long scream animation, into struggle animation, into long death animation, he can save both their time and do a cool mori animation.

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