Can we stop nerfing soloq please?
if you guys really want to make low tier killers viable, nerfing soloq across the board WONT help whatsoever.
no one is going to complain if the low-tiers get buffed multiple times.
but you dont NEED to nerf survivor over and over for absolutely no reason or without any compensation.
spawn rules did nothing but buff high-tiers with mobility.
pig is not going to catch up. ghostface is not catching up.
map offerings being gutted are just more useless clutter that no one asked for.
mostly used by soloq or low tier killers like doctor or vanity mirror myers,
(yes i know everyone used them, but it mostly effected were the weaker side)
fog-vials being gutted, this did NOT help soloq,
this made everyone universally use a medkit and toolbox even more.
medkit addons being gutted, did NOT help soloq.
this only made swfs either use a toolbox while low-tier's most likely still tunneled and slugged.
adding killer designed around swfs, will NOT help soloq
(kaneki, dracula, the first, vecna, chucky)
nerfing the anti-camp speed to the point that its SLOWER than what it was before, all because you added the meter on the hud, will NOT help soloq.
Especially now that because of "map restrictions" the 4 meter buff got cancelled and most killery already know where to optimally proxy camp without letting this mechanic ever trigger.
where is the basekit kindred or bond everyone has asked for, for years?,this wouldnt even buff swf, swfs already know where everyone is and where the killer is 24/7 due to callouts while everyone is communicating.
2v8
every casual survivor already gave up in 1v4 and only plays 2v8
which they dont even want to play survivor 2v8, unless :
the bp bonus is there,
they just play killer regardless of queue times. everyone is queuing for killer,
not just the killer mains,
thanks to the dual queue that was added with zero added incentives to play survivor.
or they had 7 friends who wanted to play dbd…which compared to other games, no one would dare touch this game.
hyperfocus has been on the rise since april due to kaneki's release.
everyone in their experince has seen an obvious uptick in that perk being used after his release,
i dont think nerfing the perk. survivor or even swfs, over and over will solve that issue,
especially now that kaneki will be hated even if he gets nerfed down to sm status, since he has been left in top tier status for 9 months now.
i dont think anyone would even mind a hyperfocus nerf if soloq isnt going downhill with every update.
if you really have to bring out another overtuned killer, at the very minimum, improve on the soloq experince.
Comments
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They can't do anything to help SoloQ with the items and perks as that would just strengthen SWF too…
SoloQ got the UI improvements and those were big. The only think I could see added would be a notification system like pickable lines like "Going for unhook", "Luring killer", "Staying on gen" etc.-13 -
How do you tag a totem you have seen while being chased by the killer? You can do it in SWF. How do you tag traps? You can do it in SWF. How can you track spawned and dropped pallets around the map? You can do it in SWF. How do you tag the killer, telling your team his exact location and what he is currently doing? You can do it in SWF. How can you tell your team your suspicions about the killer's perks? You can do it in SWF. How can you tell your team "fall near this locker, I have head on"? You can do it in SWF. How can you tell your chased teammate the killer is double-backing or moon-walking behind the wall? You can do it in SWF.
As you can see, adding voice commands gives only a mere fraction of SWF power, a negligible one at that.
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And some still dont see that having ability to share information between your teammates in team game is just very strong.
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To be fair, SWF will always have some advantages over solo queue, that's the case in every game that has a solo queue/premade split to begin with.
The goal should be more to raise the baseline so aware solo players can make informed decisions, and make solo queue operate at or above a reasonable level frequently.
Edit, typo
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They already have a "beam of light" associated with maps. Just make that basekit and allow it to be applied to props like totems, gens, etc.
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…Meanwhile, the phase 2 changes would have nerfed the low tier killers, and lots of people were ok with that…
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Can we not derail the topic?
Nobody is talking about Phase 2 changes that never happened.
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The topic includes "you dont NEED to nerf survivor over and over for absolutely no reason"
Do you honestly think BHVR nerfed survivor over and over for absolutely no reason?
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It is an exaggeration, but there's a legitimate complaint in it.
Many of the last year's worth of changes have been brutal for SoloQ, even if it hasn't impacted strength.
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I dont agree with the map offerings, they were abused by SWF's
I do agree that fog vials were nerfed too much, and it just feels like bhvr gave up, as they never really bothered reworking them, they just over nerfed them into being useless, and moved on.
I dont see the anti-camp nerf being a specific SoloQ issue.
I agree that we need to be done with the "dash killers", for multiple reasons, the more dash killers the bigger the gap will be if people play dash or non dash killers, unless non dash killers get a passive run bonus or something.
You didnt mention this, but the Distortion nerf was not needed, but swfs complained that "rats" used it to hide, guess what?
- they still hide.
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Friends in Comms will always have the upper hand against SoloQ. This in every game, EVER. Any other assym suffered from this and there is no fix. But the devs of any of these games needs to make SoloQ a viable option to play the game (as it was in the now gone VHS).
This put aside, many of the things you've said benefit SoloQ mostly benefited SWF, like map offerings.
SoloQ needs more info like basekit Kindred, quick chat, maybe even basekit Bond.
Buffing survivor altogether just because SoloQ needs help is silly.
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With deadbydaylights stats ruling in place and even with the moderators even stating.
If those implementations were going to be so devistating as some people have said for low tiers, which would have easily shown on the stats.
They could have emergency buffed these killers, revert and take away these changes in a hot-patch and see the data comparasion or nerf survivor as a compensation, maybe exhaustion perks, genrush or other meta alternatives, to breed out a fresh era this game desprately needed.
BHVR WANTS, all killers to have a consistent pickrate and 60% killrate, that has never changed and it never will.
So giving dbd the chance to evolve more than just a tunnel/floor/camp simulator and experiment would've been fine in the long run.
There is no ruling to protect survivors though,
If any killer has a high killrate, above the avarage, they usually wait months or years to even act accordingly, if at all.
Kaneki alone is proof of that. Hes the most conplained killer, for 9 months and yet, He's still on top of the roaster.
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The latest official stats don't even have Ghoul in the top 5.
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These stats are from August 15th 2025 to September 25th 2025. Hardly anything to prove your point. It's been about 3 months since then, and there is a ton of nuance with perk and other killer balancing where these stats are essentially meaningless. You are also forgetting that 80% of matches are in average to below average MMR, where killers like Onryo and Freddy dominate.
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People will talk about how stats are so great but when it disproves their point, the same stats are immediately invalid and met with "but this and that"
However when it supports their point: because its supplied by the DEVS themselves, VECNA and SADAKO must be the best killers in the game. If you think otherwise, feel free to disprove the OFFICIAL STATISTICS!
You aren't wrong, but it's just so funny to me.
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Buffing survivors just for solo q is silly
Bringing the baseline closer to the top doesn't fix anything, ul still get tunneled, slugged and ul go against more S-teir killers.
Nerf gen speed multipliers to DIRECTLY nerf swfs, then adjust the current S-teir killers. Does that not help solo Q?
If solo Q is miserable and the devs seems to be balancing around swfs, then bring the top closer to the baseline.
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And the answer i always get when talking about balance is we shouldn't balance for the top tier players because as you say the vast majority of matches are with "average and below average" players, so we need to be balancing around them.
Guess what, you can't have it both ways. If you balance the game around average level players, you must do that, and by definition that means that ghoul and nurse and blight are fine (and in the case of nurse she needs buffs) because they are always much lower in the kill rates than other killers.
If however you want to talk about balancing around top tier players, and that ghoul/nurse/blight are a problem. I would be happy to have that discussion, but then are you ready to deal with the consequences of that and the fact that at those levels we have like 6 killers who are even viable at that level out of the 40+ we have?
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these changes will and i qoute :
" ul still get tunneled, slugged and ul go against more S-teir killers."6 -
Where is the proof that Ghoul is in the top 5?
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The survivor rule book wills it.
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You are conveniently ignoring Ghoul sitting right below this at number 8. You are the one bringing them up not being in the top 5, no one else did. You are being intentionally manipulative.
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The official stats are saying that Freddy, Dredge, Sadako, and Pig have a higher kill rate than Ghoul, in the majority of games.
For most players in the game, Dredge and Pig have a higher kill rate than Ghoul, and are therefore more imbalanced at the average skill level.
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You are literally the first person to bring up ghoul in this thread, no one else did. They did not give the kill rate for any of the killers in these stats. It could be 60%, it could be much higher. When they gave us stats with the kill rates all members of the top 5 had over a 60 percent kill rate (early last year). When we did get it split into both Freddy still had a high kill rate in high MMR and for all we know Sadako and Pig could be just outside the top 5 we were given since they didn't give us the full list. Hell, Vecna had a 66% kill rate in all MMR in those stats and then they went and buffed him. All Conveniently ignored.
On the other side, the only survivors that even really move the needle are four mans in high MMR and they still don't break a 50% escape rate but I see so many people claim these teams are unbeatable, stats prove them wrong. With the current game setup there isn't even a way to nerf them without also hitting much more casual SWF who sit right around expected 40% escape rate.
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If you scroll you can clearly see several comments were removed.
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I see one
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The last time we were given stats for nurse outside of just high MMR was 2024 where it was 55%, below 60 but not by much. Those same stats put Blight at a 59% kill rate and ranked him at 15th, the Japan stats don't have Blights kill rate but put him at 7th just above ghoul. Hillbilly, at the time, had a 54% kill rate. Suffice to say things have changed since we were given more holistic stats. Cling to those old ones if you want but they don't reflect current DbD.
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The majority of survivors are solo so BHVR has a responsibility to make sure killers have a broken advantage so they have huge non-stop winstreaks.
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what changes? did you read anything i said?
I said that towards if they tried to bring Solo Q closer to Swfs
What would that achieve besides make killers choose the same 5-6 killers every game to compete with gen rushers more, and make killers tunnel and slug more?
Nerf gen multipliers, then nerf the top tier killers and harder penalties/protection on slugging and tunneling.
If 3 gens didn't pop 5 seconds in the match in higher games killers like blight wouldn't have to be in the game! Gen speeds at high play is ruining the game for everybody!
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Do you honestly think it’s easy for any average killer player to go on a “huge non-stop winstreak”? If so, have you ever tried it yourself?
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I think it's probably easier for the average Killer than the average Survivor.,
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OK - it’s still incredibly rare for either side. Some people want all killer players nerfed because they saw a few YouTube videos of the best killer players in the world going on long winstreaks. On the flip side, some people want all survivors nerfed because of a few bully squads on comms who get easy wins. Both of these opinions are based on non-representative data.
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The issue with solo que is the team mates not the tools or the killers.
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I do think there is a magnitude of difference between some bullies abusing new players and an experienced Killer winning 2000 games in a row while being streamsniped by equally crazy teams.
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The onus isn't on me to provide up to date data when I call out your data for being out of date, limited in scope, and missing a lot of nuance.
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100% this. The reason I don’t jump on the “solo queue is terrible because killers are OP” bandwagon is because I’ve seen countless times (while playing killer and while playing survivor) how solo queue teams can easily win when the survivors are actually skilled at the game. The only time I don’t have fun in solo queue is when my teammates go down 5 seconds after chase starts or people aren’t doing gens while someone else is obviously getting chased. A bad experience almost never has to do with how the killer played.
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There is a difference between average and below average player who actually plays the game versus an xbox game pass/epic games store Leon Kennedy/Sable Ward. There are players with thousands of hours who are just average and below average, and that's okay. There are also players who play 4 hours a month who are below average. These are the players some of these discussions on balance are catered towards. Huntress does not need 7 hatchets, yet here we are. Nemesis did not need 20% hindered on contamination whip, yet here we are.
The unfortunate fact is that these two demographics are grouped together when talking about balance. If you wanted competitive integrity, you'd completely ignore the players who lack any experience in the game and hope that they actually learn how to play instead of lowering the entire balance of the game down to their level. The rules of chess don't change just because the majority of new players are awful at chess.
I would much rather bring characters who dominate S and A tier down to an appropriate level and expect players who wish to play them at lower MMR levels to improve their skill over the alternative of making them run rampant in high MMR. I don't want any more 1950+ win win-streaks on killer. That is completely ridiculous and is laughably embarrassing to have that be something that is possible in a PvP game.
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map offerings being gutted are just more useless clutter that no one asked for.
This is not true AT ALL. Many people asked for Map Offering nerfs or even complete removal for years. LOTS AND LOTS of people. Way more than the "bese-kit kindred and bond" you mentioned, that I barely even remember people asking. Check old forum posts if you doubt that. Map design has always been one of the most talked about problems in this game and one thing that always lead to complaints and rants was how people could simply use an offering to pick the most problematic, one-sided map in that favored them. Specially survivors, since there are four offering slots for the survivor's side and only one on the killer's side, and for a long time there were way more survivor-sided maps than killer-sided ones.
mostly used by soloq or low tier killers like doctor or vanity mirror myers,
(yes i know everyone used them, but it mostly effected were the weaker side)This is also NOT TRUE. Map offerings were a very popular tool for tryhards in both survivor and killer sides. It was very, VERY common to see tryhard sweaty SWFs bringing a map offering (and no more than one, since they only needed one to have 100% chance of going to that map). Hell, everytime I noticed I was facing a TTV streamer, I would use a sacrificial ward in case of a map offering, and often someone actually brought one and it was cancelled by the ward.
As you played more and your MMR increased, you started facing survivors who were more skilled, had more hours of gameplay and higher-prestiged characters, map offering also became more and more common. The times when MMR was the most strict and I kept facing 4-man prestige 100s all the time was also the time I needed to bring sacrificial wards almost every match because of how insanely often map offerings would appear. And they would often not even take to an extremely survivor-sided map, but to a map that they knew better how to spread and run loops more consistently, like any form the Macmillan State. Map offerings were a tool for survivors at their STRONGEST, most optimal, not at their weakest.
And do you know who else used map offerings, specially Macmillan State offerings often? NURSES! Yeah, many Nurse players loved to bring an offering to a map they knew well how to navigate in so they could destroy survivors more easily. All you had to do is play survivor after 2 AM, at the time there were less players and many who stayed were people who play a lot, and there were great odds you would start seeing these tryhard Nurses with map offerings.
A lot of what you said in your post were just mentions on any survivor nerfs and assuming it was a nerf specifically to solo queues but not SWFs, but it isn't like that at all. SWFs used a lot of styptics and syringes, BNPs were nerfed too, and Chucky isn't a killer designed around SWF, hell, he doesn't even have the high mobility to deal with the biggest strenght of SWF!
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Please further explain how nerfing gen speeds helps soloq.
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Some killers and strategies used by the killer still exist in this game because their needed for facing Experienced SWFs
How much a killer can get done before a generator pops is what determines what killer or strategy is the best. If we can somehow nerf how fast these experienced SWFs get gens done to where mostly high mmr SWFs feel that change.
We can enforce harder protections on slugging, tunneling, and wouldn't need killers who can move around the map like superman. That directly helps solo Qers. Does it not?
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You didn't say anthing about anti-cheese in your original comment. You said nerf gen speeds and S-tier, neither of which will make huge changes for soloq. They get stomped by more than just 3 killers.
The way you're saying this makes it sound like you don't want these changes rolled out all at once. Nerf gen perks and gen speeds in some way? Fine. But the anti-tunnel and the S tier nerfs have to happen at the same time. Otherwise it's just soloqers getting thrashed at 5 gens instead of 3.
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My point is that you are basically saying that "X thing is broken because top level players can exploit it" and when people point out the stats showing that thing as actually not being that good the answer is "average players drag that down and inflate other ones"
You don't get to do that without also contending with the fact that there are 5 viable killers at the top level. Either:
- You balance the game around top level players
- You balance the game around average level players
It honestly seems like what you are asking for is that the devs balance around average survivors, but around top level killers. Which is quite frankly hella biased.
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This is a wonderful idea and would add so much communication without adding words for soloq and even duoq
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Several things you mentioned were better for SWF anyway and it's kinda cheap trying to hide them behind soloQ.
Instead of keeping things that don't really help soloQ, ask for things that will do. I really want the chat wheel…
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Im sure that will convince people to play soloq again.
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No one asked for more bloodpoint clutter.
The map offering being gutted effected soloq and low tiers more than the "tryhards" ever did, if at all.
Even if those nerfs werent designed to harm soloq, it did in fact do more harm to soloq than it ever did to the top tier killers or the swfs using them.
Chucky's original designed that came in his first iteration, was designed to deal with swfs. (Which was very obvious to witness)
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well obviously all the changes would have to happen at the same time, and i never said 3 killers.
I feel like it would help solo Q tremendously. Not needing bloated killers and annoying playstyles to go against the best would make the game a whole lot more fun imo.
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Literally this. /endthread
Nothing will help when people just cant play the game well at all. The real killers are the awful survivors. You can't balance around incompetency because that's just buffing the players who don't need it and now you have a serious imbalance issue. Handholding these players does nothing except make the core issue worse because they will never improve.
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How is that, based on what? Based on vibes? The map offering change nerfed tryhards and min-maxers for both sides because it LIMITED the number of advantages they can choose. It was extremely common for them to use it, now it's barely used because of the odds of them doing nothing. Why are we supposed to believe that somehow is worse for solo queue and low tier killers? Because you say so?
And again people DID ask for a map offering nerf and it was based on feedback. Deny as much as you want, it's a FACT that took place and you can check right here in this forums. Maybe YOU didn't ask for it, but speak for yourself, not for everyone else.
Chucky's original design was even WORSE against SWF. He had a 18 seconds cooldown for his power, which means he got punished hard for using his power for mobility, and every time he took a bodyblock in a dash, he would stay a ridiculous amount of time as a slow killer without his dashing ability. Just claiming it was "obvious" doesn't make it true.
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