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.

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Comments

  • LinkToReality
    LinkToReality Member Posts: 133
    edited January 24

    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.

  • Abbzy
    Abbzy Member Posts: 2,801

    And some still dont see that having ability to share information between your teammates in team game is just very strong.

  • brewingtea
    brewingtea Member Posts: 764

    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.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    …Meanwhile, the phase 2 changes would have nerfed the low tier killers, and lots of people were ok with that…

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    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?

  • Sp00kyb0b
    Sp00kyb0b Member Posts: 69

    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.

  • Rickprado
    Rickprado Member Posts: 980

    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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  • Philscooper
    Philscooper Member Posts: 651

    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.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740
    image.png

    The latest official stats don't even have Ghoul in the top 5.

  • 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.

  • top500spiderman
    top500spiderman Member Posts: 118

    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.

  • Reinami
    Reinami Member Posts: 6,721

    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?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    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.

  • Reinami
    Reinami Member Posts: 6,721

    If you scroll you can clearly see several comments were removed.

  • FerrousFacade
    FerrousFacade Member Posts: 237

    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.

  • top500spiderman
    top500spiderman Member Posts: 118

    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!

  • Classic_Rando
    Classic_Rando Member Posts: 523

    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?

  • Classic_Rando
    Classic_Rando Member Posts: 523
    edited January 26

    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.

  • TheTom20
    TheTom20 Member Posts: 695

    The issue with solo que is the team mates not the tools or the killers.

  • Classic_Rando
    Classic_Rando Member Posts: 523

    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.

  • Malkhrim
    Malkhrim Member Posts: 1,210

    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!

  • top500spiderman
    top500spiderman Member Posts: 118

    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?

  • Reinami
    Reinami Member Posts: 6,721

    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:

    1. You balance the game around top level players
    2. 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.

  • maybesarahhh
    maybesarahhh Member Posts: 64

    This is a wonderful idea and would add so much communication without adding words for soloq and even duoq

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  • Philscooper
    Philscooper Member Posts: 651

    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)

  • top500spiderman
    top500spiderman Member Posts: 118

    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.

  • Shinkiro
    Shinkiro Member Posts: 446
    edited January 26

    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.

  • Malkhrim
    Malkhrim Member Posts: 1,210

    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.