http://dbd.game/killswitch
Why is SoloQ Used as Canon Fodder?
I'm seriously asking, could the Devs or someone who represents them answer this, as I'm seriously wondering why this is acceptable for a pvp game. SoloQ is literally stale garbage, with no functional SBMM and mechanic after mechanic designed to keep players in matches that are punishing, unengaging and unfun, why? What's the purpose?
SoloQ is supposed to be the majority of Surv players, right? At least that's what their stats claim so they don't have to touch SWF gameplay and Killers apparently hardly go against SWF's or good SWF's at that, so why does BHVR treat the majority of their Surv players like trash?
Furthermore, I'd absolutely love to see the Dev team play SoloQ pub matches on livestream, if there's no issue, then go play for a few hours and let us all see how you perform and what you encounter… and also if you rage quit from just how awful it actually is.
Comments
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The devs playing solo queue probably experience the same things as the overall solo queue player base. Around 40% average escape rate. That’s about where I’m at in solo queue as well and that feels fine to me. Anything much higher than 40% average escape rate and the game becomes a grueling sweat fest for killers. How do I know this? I play killer as well. Sweating your butt off for two kills at most match after against very good survivors gets unfun pretty quickly. 60% kill rate on the killer side and 40% escape rate on the survivor side feels the most balanced to me as someone who plays both roles about equally.
BHVR realizes that overall most players (at least those who play both sides) feel this way as well, which is why they balance around these rates. Of course they can’t make everyone happy, and they won’t be able to please those who have unreasonable expectations.-8 -
Sweating your butt off for [a tie] at most … gets unfun pretty quickly.
But only when you're playing killer, apparently. This doesn't apply to survivor for some reason, right?
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because anything that involves actually addressing the gap (adding comms to solo q in any form) means admitting the game is inherently competitive and not a casual horror funhouse.
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If you've been playing the game for awhile and put effort forth, it's not unreasonable to expect to climb past those two base rates. Being forever average gives you no incentive to play. There are a bunch of killers on this forum with 80%+ KRs yet the highest overall survivor ER is usually around 50%. Even upper MMR is 48%. If that's the best rate the best players can maintain, then something is off.
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On the contrary, I believe I have about 60% on Survivor, if I am remembering correctly.
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See, all these 80%-90% KRs leave me numb but I see 60% overall ER and I'm shocked. That should be a rule and not an exception for experienced players.
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I just said I am fine with a 40% escape rate as survivor. That feels right in terms of difficulty level for survivor, while 60% kill rate feels about right in terms of difficulty for killer.
Post edited by I_Cant_Loop on-5 -
I don't agree with this, but would welcome the Devs livestreaming SoloQ pub matches to backup their claims and balance decisions. The actual experience of their own game, I don't think they could handle it for very long.
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I also have a 60% escape rate, last months it was even 70%. But my lifetime rate is 40%. But i didnt get better (my new main has even a worse rate than my old one), what changed was the anti-go-next-changes.
The biggest problem in solo que is not missing comms (but more would certainly help), its the quality of random teammates and their tendency to give up.
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I would like to see BHVR live stream solo q games, and show us what we’re supposed to do as survivor when a teammate ragequits early.
Because the answer feels like “you’re probably going to lose the game”.
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I would like to see BHVR live stream solo q games, and show us what we’re supposed to do as survivor when a teammate ragequits early.
Because the answer feels like “you’re probably going to lose the game”. We still have a major ragequitting problem, and it’s the biggest solo q problem in the game.
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The coms you are missing is the key element that makes that huge difference between swf and soloq because you can share info with your team and make strategies which soloq cant thats why one trappers trap in same place can get whole team but swf will counter it like nothing and even one glimps on killer or his perk will be revealed to whole team (if they communicate) which will lead to killer having less to surprise with other survivors like bubba with bamboozle one guy sees it and tell whole team, now whole team knows how will he play windows same with other perks or addons like spirits+endurending one guy gets it and now from this moment whole team wil more predrop and know killer will swing through paletts.
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to be fair survivor is part of the team so the responsibility and power is split. the difference makes sense, you never have a team to blame on killer. if soloq guys had such an escape rate then there would be something really off
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SBMM is functional, just poorly-designed.
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