http://dbd.game/killswitch
Opinion: The problem of Solo Q survivors are the Solo Q survivors.
A lot of people complain that playing solo is horrible because survivors don't do generators, they only search chests, they only cleanse totems, they just hide, they don't unhook, etc. But have you ever stopped to think that none of these complaints are about the killer? About their perks or their powers? This means that the problem with Solo Q survivors are the survivors themselves, not the killer or their strategies. So, what's the point of wanting to punish the killer and prevent them from using strategies because of the solo survivor's incompetence in not doing what needs to be done? That makes no sense at all. Instead of complaining and asking for stupid mechanics to prevent the killer from being free in the match, they should be complaining for the devs to make a decent tutorial and teach survivors how to play the game and do what needs to be done. That's my opinion.
Comments
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This is exactly what I have been saying for a long time. The biggest problem with solo queue, by a mile, is bad teammates who get downed 5 seconds after chase starts, hide in a corner at the slightest hint of a terror radius even when it’s clear someone else is being chased, or just flat out refusing to touch gens. None of those things have anything to do with the killer vs survivor balance. When I have competent teammates in solo queue, the matches are almost always fun and competitive.
I fully understand that not everyone is going to be great at the game. I was a brand new player once too, and I’m sure I frustrated plenty of teammates with my poor skills. But I put in effort to get better at the game instead of blaming it on bad game balance.
If BHVR seriously wants to improve the solo queue experience, especially for experienced players, the #1 priority HAS to be fixing the non-functional SBMM system. Measuring player skill has to be based on more than kills/escapes alone, and the matchmaking system has to be much better at consistently putting players of relatively same skill level together. Survivors have to be rewarded with higher MMR scores if they play really well and still die because they got tunneled or they had bad teammates. They need to be punished with lower MMR scores if they do nothing and still escape through exit gates somehow. I really don’t care if that means the queue time have to be longer. I will gladly trade that for competent teammates. The current matchmaking system literally matches me with brand new players in some of my lobbies every time I play. This cannot happen anymore.-6 -
Two things can be issues at once.
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You are saying people aren't allowed to play a game they paid for the way they wanted? Not every single game needs to be played exactly the way some youtuber told you. Someone going into the match to do a chest build or to complete a challenge is still well within their rights to play the game that way.
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Killers can still tunnel whether survivors are skilled or not. So quit acting like tunneling is always the survivors' fault when the killer makes that choice.
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Both egerious slugging/tunneling and bad teammates can occur, often both at the same time. Everyone wants a better tutorial but what do you tell people exactly. How to take aggro? Do safe unhooks? Trade? Best perk builds? Looping strategies? Not to be a cowardly rat?
Dbd's nature isn't black and white. A lot of things are more about figuring them out and finding your own methods. The basics of the game are easy to explain. The intricacies are not.
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The problem here is even though you are correct in the fact that owners of a game are at liberty to play how they want, but we have to acknowledge that we don't really have the infrastructure to support going around and doing side objectives all game without seriously harming the chances of the whole team. If dead by daylight revolved around longer matches fundamentally maybe we could have room for that but put simply, all we got is perks to work with to actually make doing side objectives viable outside cleansing hexes. Most players haven't bought every single dlc that lets them have the tools to finish side objectives efficiently. So we're kinda caught in this catch 22 where even though in a good world you would be correct in making this statement, there are several underlying failures that make free play impractical in dead by daylight. While people can say it's a party game or a comp game, fundamentally it's a game that runs against a time limit scaling with player skill, and because skill is reflected in distracting the killer or getting gens done efficiently, this kinda takes up the space meant for side objectives. So I would posit the fault is not necessarily with the players as a whole, but rather with development and directors for making a game that rushes players rather than giving them time to enjoy themselves. Hook stages and gens aren't fundamentally bad but there needs to be a ton more of both to make the game last long enough for personal enjoyment to be part of the discussion in a way that doesn't end with resolving to play like a sweatlord or gambling on whether you even have fun.
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No, they do have the infrastructure to do that. Because DBD is inherently not meant to be played to win. Especially from the survivor side, if you win you win. Once you change your mindset to "just enjoy the game" it becomes significantly more fun.
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I feel that this is too imprecise and non descriptive to actually give a good response to but I'm going to try anyway. I guess I can start with the fact that you focused on infrastructure and kinda just refuted it with nothing descriptive or precise and haven't really asked about whether or not more gens and hooks would be a good idea to pad out time to allow for fun.
One final addition is that you aren't really acknowledging the cost to your ability to enjoy the game if you consistently lose more and perform worse when you take time to do stuff like totems and chests as opposed to focusing on gens. So I guess if I could pick any one of these things to ask you to answer I'd like to know exactly what you do for fun instead and how it affects your game. Because another part of it is I think there might be a disconnect with what we're talking about with fun and/or free play.
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I specifically just chose that part to reply to because I frankly have no rebuttal or agreement to make on the other points made. But I find the most fun as a survivor when I am running around playing the instruments, haven't taken off Bardic Inspiration since it was released. I know i am actively putting myself at a disadvantage when playing because I realize the perk is bad, but I enjoy it. The outcome of the game doesn't matter to me as long as I had fun. (Do i enjoy the state of the game outside of that? No, but that's a different conversation).
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Ok that is what I mean by fun but I guess I should be more precise in the sense that by fun I just mean any other objective than gens and honestly it should be more generalized to any extraneous activity that takes walking time and progress bars. Like bardic is fun but it isn't a huge waste of time like searching for totems or chests, so that gets a free pass. I appreciate you being polite in response in spite of how the reply could be interpreted tho. While sub optimal perks are something that bogs down play a bit, it never really does so in a way that ruins the game on survivor side, I more mean your actual behavior (heheh) in the game.
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I lose far more matches to bad teammates than to tunneling
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I think the main problem with solo queue is that the biggest, most time critical decisions you can make as a survivor are mutually exclusive with other survivors' decisions in terms of positive value to the team, and comms naturally alleviate these issues. For example, if someone's on hook and someone needs to go save them, one person going to get the save is great time efficiency (assuming they can get the save without getting chased out/downed), but if two people go to get the save at the same time, that's a massive waste of time. In solo queue you don't have the comms to make these decisions efficiently, so you kind of just have to wing it based on what you see is going on with the UI and auras. Which can work if everyone has the same mindset and recognizes the same patterns, but good luck getting that with any consistency.
I think 6.1.0 made this time efficiency loss at least feel more punishing due to the added lethality of killer on a macro scale (action speed buffs) and gens being upped to 90 charges. Which are things solo queue is also punished more by, since people in a SWF can call out which pallets they've used, what gens are close to completion, what gens have been regressed, and so on. I really wish we had an IDV style quick message system to at least attempt to communicate these things to other players, but maybe they just don't want to add something like this for whatever reason.
The powercreep in killer power design (on top of the knowledge gap widening just by adding new content) also hasn't helped solo queue, but hey.
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It's nice to see a fellow essay poster in the replies. Also you might be one of the few people in years I've seen properly apply the phrase powercreep. Like seeing someone correctly use a classical word. Also totally agree on the power creep bit, there's a considerable difference in versatility when it comes to later killers that creates a big disparity between old and new killers. Like I feel as if I'm pulling myself in multiple directions in ways my killer can't compensate for when I play some of the classics at higher tiers like ghostface or trapper.
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So do I, but that still doesn't mean we should blame Survivors for when Killers choose to tunnel.
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Tightening matchmaking will do a world of wonders for majority of the playerbase
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exactly what i have thought for a long time. survivors go into a match, 1 or 2 do nothing all match, killer picks them off and gets blamed by all survivors in that match for "tunneling" or they are "OP". i strongly feel that this is a big issue which has lead to the false issue of tunneling in particular which is why the tunneling reduction would never work. if it works so that survivors can have half the team spin in a circle in the corner of the match and still pick up a win then when survivors actually try to win as a team they would be way too OP.
i have played survivor a lot recently and with the exception nurse, i have felt my losses were either down to my own errors or my team mates. rare i think "killer tunneling is why im out and why im not having fun". i have even had team mates that bring no items and perks and get angry at the killer, i mean really? if people were able to win with no items or perks then people that do bring items and perks would demolish the killer.
recently had similar issue in 2 v 8, i was teamed with a player that refused to pick up survivors. we didnt do very well on that match as a result but is that survivors being OP? killers needing buffs? no, its poor team mates
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True. Deciding to tunnel is a choice the killer makes. But survivors who are skilled both individually and as a team, can do a lot to punish the hell out of the killer for doing so. If you get tunneled at 5 gens, you played poorly or your teammates did.
Still, we should address super early game tunneling. Tunnelling should be something the killer resorts to to bring back pressure once the game has had a chance to get going, and survivors should have more tools to coordinate a defense against it. Mind you, this doesn't mean every survivor individually should be a second chance powerhouse. But better coordination tools is something solo q definitely needs.2
