Can we stop nerfing soloq please?
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Saying this doesn’t win you the upvote/downvote popularity contest on this forum, but it’s a fact. There are a lot of, um, not very good players out there. I’m not saying this in a mean-spirited way or to imply that I myself am a great player; I’m simply noting my observations from thousands of hours in the game playing on both sides. Especially for those of you who play solo queue - go into your matches with a critical view of what both sides are doing and not just the killer. I think you’ll find that losses are far more often due to teammates refusing to do gens or getting downed instantly every time the killer starts to chase them.
The standard of performance for the average survivor needs to be a bit higher than what you often see from teammates in solo queue. An overhaul of the skill-measuring system to reward good survivor players who don’t escape matches because of bad teammates would be so impactful to improving the solo queue experience for survivor players who actually want to put in the effort to get better.-2 -
Your arbitrary "only 5 killers" is not correct. There are way more than 5 killers who can contend at top MMR. Nurse, blight, spirit, oni, huntress, ghoul, singularity, wesker, krasue, dracula; just to name a few.
Your first statement really means nothing because it's too generic, but also not untrue. Bad nurse and blight players deflate their overall killer stats; but everyone knows nurse and blight are broken. So I'm not really sure what you're trying to say here.
When did I ask for the balance to be around average survivors? Also, your strawman doesn't work because there is a major difference between survivors and killers. Every survivor is the same, just a different character model. Every killer though has a different power and needs to be balanced according. The average trapper and the average ghoul come from two different MMR brackets. That's why it's not as simple as your "gotcha" is making it out to be.
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I also don't understand why people always try and argue using "top MMR" as a statement, when they have no way to know if they are Top MMR in the first place.
The matchmaking feels like the wild west at times.8 -
It is and it always was, biggest killers arent those who are there to hunt you down and kill you but those randoms that do stupid plays that aeefect you and other teammates negatively like fallowinf the killer that has lightborn with flashlight and do not touching the gens etc. or bringing the killer to you when they are chased when you are alone on gen that is almost done and at best you are death on hook or injured those are the best kinds of buddies you can get in soloq or when you bodyblock them and reaching pallet and they throw it into your face like god these are best you can get.
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Comp really. There's a reason that the rules for comp have massive restrictions for survivors outside of like 3 killers.
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I didn't bring up MMR, someone else did when ghoul was brought up and it was brought up that ghoul is at like #8 in terms of kill rate. Then the reply said "that's at average MMR" which is what brought MMR into the discussion.
To which i'm stating that, if you balance the game at top MMR you must contend with the fact that the game is horribly balanced at that level and the vast majority of killers are not viable. Which even the most survivor main apologist content creators understand and agree with.
Nowhere did i say anything about how I was in "top MMR" or anything like that. I am simply stating facts about the game.
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Right see, that makes more sense if we are talking about the comp scene and how it measures what is top tier. I will admit I don't know the largest deal about their rules however.
Also regarding your second post I am generalising about seeing it often recently, not necessarily in context to just this. I've never understood the top MMR arguement, coz it's like well what makes top MMR, we'll never know. It's probably more accurate to use the averages at that point.0 -
The game asks why too much of survivors while giving them zero guidance. If there was a ping system and a chat wheel, and a proper tutorial, it might be different. But as it is you need both 1k+ hours and external help to fully understand every killer's abilities, perks, toxic perk synergies, how to optimize your own perks, which gens to do and when, when to unhook, when to heal, who to not heal against, etc.
I had a soloq match yesterday with a Blight who was only slugging. He used Infectious Fright to bounce rapidly between targets. Half the problem is that this killer was using the ability to slug and a certain perk build to intentionally play like a douche, the other half is there was no way for me to tell my teammates what this killer was up to even though I figured it out fairly fast. And this was the result:
A four minute bleedout. If I'd been in a 4man, it would have been different. We would have separated and called out our locations to avoid triggering Infectious, and we all would have quickly known what he was trying for. But countering cheese is extrememly hard for soloqers with what's in place so something has to change. Otherwise, soloqers mostly exist to satisfy killers with easy wins and that's a crappy way for the game to work.
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The game is already balanced around the average killer player and top tier survivors. Yet I see far more calls to buff killers and nerf survivors than vice versa. Its hella biased and far more prevalent than the other way around. Changes that might have helped the average survivor have a more enjoyable time even if they still lose were shot down in days.
I would agree that the game becomes largely survivor sided at the very top level (outside of a couple killers) but we are literally talking about the best survivors in the world in extreme coordination with each other. If every other level of play is largely killer sided (yes, killer dependent) and this one level is largely survivor sided then it isn't a problem and to some extent it's earned.
If we want to balance around the average survivor as well then we need to stop considering SWF to be such a problem when its literally just a tiny fraction of the player base that pushes their escape rate up. Someone unable to contend with a four man has a skill issue of their own and official stats back this up. Even those old stats with nurses overall kill rate had the lowest kill rate killer at 51%, Doctor. Sure buff the killers that have a below 60% kill rate overall and that only goes down as MMR increases but the idea that the game isn't already balancing around the average killer is just untrue.
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No one brought up comp dbd to mean high MMR. Comp is its own separate thing and shouldn't be considered when talking about balance. Could you also provide your list of killers you think are not viable and those that are? I'm genuinely curious as to where you place killers like singularly or billy.
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If anything this just shows how garbage most survivor players are. All of these killers other than Twins are terrible and should be getting minamum 3 outed almost always.
The reality is Kaneki is pretty much the most played killer still, which means with so many people playing him, the chances of some of those killer players being bad are alot more likely, impacting his global collective killrate to be alot worse than it actually should be if they only cou ted matches where he would be performing at his best and more like his true strength as a high A tier. Like with Nurse, good ones will 4k all the time, but people who don't know how to play her well get outed often.
Though, aren't these the Asian server stats specifically?
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Isn't there restrictions for killers as well? Certain perks are not allowed on certain killers and so on. That sort of thing
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The game asks why too much of survivors while giving them zero guidance.
I absolutely agree with this, but you don't remedy this by making the game start playing itself with easy answers to everything. Because as i said that leads to serious imbalance. A robust tutorial would be a great start, but a massive discrepancy between killers and survivors is there is ALOT more educational content out there for killers. Most survivor content is meme worthy stuff or showing off, not at all about helping survivor players learn and improve. Which i think definately plays a role in the average skill gap between roles.
The goal should be to raise the average survivor's skill rather than keep lowering the floor until its underground, which is the direction we were/are heading and thats really the worst kind of thing you can do.
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You shouldn't have to watch external videos to learn a game though. Not everyone interacts with that stuff. The game needs to tell players how to play. I've learned everything in this game through experience, not CCs, and it's taken a long time just to be halfway decent. It doesn't make any sense to me that survivors especially are thrown to the wolves for a thousand or so hours. I didn'thave nearly so much to learn as killer.
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I would genuinely love to see BHVR work with the partnered DBD content creators to create an actually decent in-game tutorial. There is so much to survivor gameplay that isn't even touched by the tutorial. It would be helpful if different gameplay mechanics were shown/explained in the tutorial in more depth.
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hang on, i thought SWF doesnt make bad players good? You have just proven the very argument i have been making for months….SWF with comms have advantages and no amount of "Wheel" for solo will ever compare to that…comms is whats needed. So your answer is not to provide soloq with comms so they can handle the "cheese" like SWF could but to get rid of the cheese which would make SWF even stronger? Is this why SWF players struggle in solo? do they rely too much on comms and call outs to combat the "cheese"? My guess would be yes being as im a regular solo player and dont really have issues like this.
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Potential isn't relevant for the vast majority of players in the game.
The vast majority of players aren't playing at the top potential of the killer. The vast majority of players are playing at average level. And at average level for the entire world, killers like Pig and Dredge really do outperform Nurse, Blight, and Ghoul.
…For the stat question, the left side is Japan only, and the right side is the world.
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Different doesn't mean we would have won, it just wouldn't have been a stomp into oblivion. I've been in 4mans who've been beat by killers just like this one. Hell, I've been full-team slugged at 5 gens two minutes in while in a 4man. Full and unpredictable cheese on a skilled, high tier killer is damn near impossible to beat with a team of any normal players. A chat wheel call out that said "spread out" would have helped.
I don't know where you get this struggle narrative from. I played 19 solo matches yesterday. Escaped 11. Thats almost 60%. More than my typical SWF ER. So I'm not struggling. You don't have issues like this because you're probably not getting a whole lot of p100 Blights with all those MMR-less hatch escapes.
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Because you don't play like most solos, which you've admitted.
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Tbh, that's something I wish I could understand for these players and my massive capper MMR that's pairing me w/ these people. I just find it boring to play with and against bad players.
Matches are just not going how they should, and when the stats begin to lie because of how people misplay, then BHVR is going to balance around these stats and that just ends up making the game's balance worse for veterans and experienced players even more than recent changes already have.
Like Survivor is on a whole nother level of broken atm, especially in a SWF, which is why so many people just play A tiers or better nowadays in response. Those killers need changes, but so does survivor and SWF utilization in a single patch, because otherwise one role will continue to dominate the other rather than being more like a 50/50 that would change more based on how good the players are (more skill expression, less reliancy on existing broken resources liie powers, perks, items and add ons, plus ____ sided maps)
Doing all that takes awhile, but it is possible, and it needs to happen for the love of the game balance. That's why I play competitive and DBD Ranked sometimes, I get burnt on pubs and want to play the game with at least some attempt at balancing and actually realistic match outcomes and plays.
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Regardless, you admit that SWF would have given advantages even if it was turned from a stomp to a more even match which has always been my point. A chat wheel with spread out might have helped a little but clearly not as much as SWF on comms unless you include a way to call out specific locations to counter fright.
i have said many times all i seem to get is blight after blight after blight with the occasional nurse, ghoul and billy thrown it from time to time. You do love to assume lol but again your assumptions are incorrect. im just satisfied that you acknowledge SWF with comms can have an advantage…an advantage that your dead against soloq having as your previous argument was "SWF doesnt make bad players good"… clearly it would have had some sort of effect in your match where you were slugged which you have now admitted.
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which proves another point i have been making for months…. its how we play that matters. Cant win via conventional means like SWF with comms? maybe its time to adapt and change the way we play in solo. If someone is doing ok in solo playing the way they usually play in SWF then great but my point of changing how we play is directed to the ones that struggle and then complain but refuse to change how they play.
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You're still lacking nuance on this topic. SWF (not just comms, since knwoing your teammates and how they play is the true key) can give advantages and disadvantages in equal turn, just like random soloq teammates can. I have multiple friends who land me with a 20% ER for a session every time I play with them because they're reckless. Friends can hinder and hurt unless you choose them solely for skill, and idk who is out there doing that unless they're comp. My three teammates in this match may well have been a 3man on comms and still blwon it. There's no way to know. I guarantee you anyone i know would have died against this guy who was probably doing some winstreak challenge bs, comms or not.
I mean, you did post only one match against a very bad Bubba player. So that's all I have to go on.
I'm not really sure what it is that you want. You love bragging about your ever growing ER and talk about how happy you are with your matches, yet take ever single opportunity to mention SWF like you're jealous over comms, which you clearly don't need because your ER is higher than mine and you don't care about team escapes.
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For as much as I see people push the chat wheel idea, nobody ever seems to think about the impacts that has on the rest of the game. Then again, they also don't tend to realize that the updated HUD information already almost all of the information that a chat wheel would, just without the whole idea of "being able to tell other people what to do." Almost anything you would want to convey through a chat wheel can be gleaned by paying attention to things like player statuses, their progress bars, the chase indicators, etc. The crux of the argument comes from wanting to force your teammates to utilize that information smarter, and this game was never designed around that. For anyone newer, believe it or not people used to be able to make those types of calls without any of that information, with the most you'd get being people being injured/down/hooked and maybe if the obsession was in chase.
Meanwhile if its spoken, you need to create new voice lines for all the actors. Then you have to decide whether it can be heard by the killer or not, and the consequences that would have for either decision. Obviously this would cause extra issues with celebrity voices. If not spoken, the same question applies regarding whether the killer can see it or not. All of this also hinges on the multilingual playerbase of the game as well: Only English? Match the client's language? Since different languages have shorter or longer ways of saying the same thing, now you have to localize everything in a way where meaning is maintained while keeping the text concise enough to not flood the screen with clutter text. And you better put a long cooldown on everything regardless of the method so you don't get L4D-tier callout spam.
Its never as simple as just putting a speech wheel in because other games which were designed around them are able to have them. This game was designed around limited communication, and the updates to the HUD have been an honestly great way of giving players the ability to get that information themselves, without running into those caveats in either application or usage. I'll always go back to kindred as my example on the subject: Everyone wants it basekit, all 4 survivors benefit when even a single person does, it becomes even stronger regarding hated strategies like camping, it supplements the HUD information extremely well, when taken personally it fills all of the info gaps the moment someone is on a hook, its not a p2w perk, yet nobody takes it because they need to keep room in their loadout for a literal yellow paint perk that stunts growth.
Sorry for getting a bit sidetracked, I just really hate the quick chat idea.
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I agree that the HUD (plus perks) gives you enough for the most part once you have some gamesense. I use Deja Vu to have constant info on gens and to break 3 gens. I use Empathy to know where the killer is most of the time, as well as monitoring injured people's whereabouts and going to heal them at proper times. I watch the HUD constantly. I do this whether I'm solo or not. Same perks, mostly, except a medkit instead of a toolbox. It takes some time to get the right level of gamesense and find your favorite perks for info. That's where I think the wheel would help, for people that haven't sunk thousands of hours in the game, or who have but just haven't developed any gamesense. At the very least, it'd be nice to be able to tell someone not to unhook you in the killer's face.
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That's where I think the wheel would help, for people that haven't sunk thousands of hours in the game, or who have but just haven't developed any gamesense. At the very least, it'd be nice to be able to tell someone not to unhook you in the killer's face.Thats all well and good, but the fact that they aren't developing those skills means they are more likely to provide bad or pointless information with it than they are to properly assist someone. And unfortunately, everything is always everyone else's fault other than whoever is the one making the complaint. Since the information is redundant when properly digested, it becomes extra noise every time that kind of feature is utilized, and sometimes can contradict the HUD information if misinterpreted. The point of solo queue is supposed to be doing your best to work toward a shared goal within your own capacity while complimenting the successes and failures of your teammates doing the same: The moment survivors start taking over each other's agency instead of simply supporting it, that goes even further off base.
This is unfortunately a game where someone could have over 2000 hours, but have spent something like 1500 of them just watching a progress bar fill. While the average ratio is obviously nowhere near that, the point is that you don't have to learn how to play in every aspect to succeed beyond your abilities, something that obviously also applies to killers who overrely on LCD strats. My point is that I don't want those people to misinterpret information at me as a player when I may have already digested the correct information with the HUD and perks I have brought, especially since it then creates a point of frustration in that player if I don't heed their callout spam. If you've never seen an argument in a pub match in a MOBA or tactical FPS, people tend to get really angry when others don't follow their orders, especially when they're objectively bad calls. I feel it would hurt the community more than it would help it, especially given the fact its really not necessary.
Edit: forgot to mention, but thank you for talking about using perks to complement the HUD info as well as alternative info from perks like Empathy, as I feel like they really are something people don't practice enough.
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I mean, what I'd personally like to see more than anything is a comprehensive tutorial, in-game tips, and more varied matchmaking criteria. It's ridiculous that someone who works on all the right gens, unhooks right, heals right, all while also juicing the killer gets nothing but an MMR loss if they're the one death while another survivor who rode on their back and strolls out the gate after doing nothing gets an increase. Matchmaking that can recognize productive players (and team wins) would help this playerbase's mindset a lot.
As for the wheel, if agency is an issue, it's not s though you have to obey. It could also be things solely related to you. "Killer camping me" "letting go" " brought hatch at shack". Things that aren't commands like "heal me," "meet me at shack," "don't unhook," "do gens". In keeping with the spirit of survivor, it could also be a limited resource, like each player can only use it three times or something. That would keep it from being spammable too. It could also fall off when you get to upper MMR. You should have enough gamesense at that point. Personally I think this stuff would mostly benefit others over me. I don't really need training wheels anymore. The matchmaking is what I really want for myself.
I know someone who has almost 5k hours, all in survivor. Far more than me, especially since my hours are split with killer. She's utterly clueless. I had to explain to her I was letting go because the match was lost and I wanted her to go for hatch. She then also equipped a hatch offering, not understanding one was enough. She also can't identify killer perks to save her life. It's quite shocking. I don't know how you can play that long and know nothing, nor do i know how to fix that particular problem, though the in-game tips might help.
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I mean, what I'd personally like to see more than anything is a comprehensive tutorial, in-game tips, and more varied matchmaking criteria100%. There is a lot to onboard in the game with its evolution over time, so both sides would benefit from a more robust way to learn immensely. I remember LoL expanded their active tutorial in a way that was a lot more in depth but let you earn multiple characters for free, so it both incentivized and actively rewarded you not to skip them. A small bribe with something like shards or choosing a few perks for each side to start unlocked would go a long way toward helping players improve more naturally if the contents are done right, and people are willing to go through it. I'd definitely want those incentives to be tied to the tutorials for both sides though, as in needing to do both (or maybe a much smaller incentive if only doing one.) Survivors understanding the basics of killer gameplay and vice versa improves you just as much at your role of choice, and the perspective is obviously helpful in general.
Matchmaking that can recognize productive players (and team wins) would help this playerbase's mindset a lot.#BringBackTheEmblemSystem2026
it rewarded skill far more than just survival, and required engaging in multiple facets of your responsibility to your role. All it needed were some adjustments to some scoring conditions and values, and a few fixes for fringe cases (like killer powers preventing certain categories from really working, or survivor categories being particularly lopsided.)
As for the wheel, if agency is an issue, it's not s though you have to obey.That is true, but that doesn't mean people won't persist in trying. It was notorious in games like L4D because there was almost no delay between calls, but even in games that have them, people don't necessarily give up. Even if you put in an anti-spam measure (like a 1 minute lockout or something similar) that just tilts the player even further, making them become more of a liability.
In keeping with the spirit of survivor, it could also be a limited resource, like each player can only use it three times or something.Interesting idea, but again, I just don't feel that its necessary or helpful enough. Since you have no way of verifying the player's abilities like you would in an SWF, you have no idea if the messages are even misleading or not.
Personally I think this stuff would mostly benefit others over me. I don't really need training wheels anymore. The matchmaking is what I really want for myself.And thats very respectable. The main issue is that a system like that doesn't really discern that, so you can just as easily have medicore players misleading newer/worse ones, people purposely giving bad intel, or just setting up incorrect expectations. Its not about the people who would use it to its fullest, its the ones who would make it a net negative.
I know someone who has almost 5k hours, all in survivor. Far more than me, especially since my hours are split with killer. She's utterly clueless. I had to explain to her I was letting go because the match was lost and I wanted her to go for hatch. She then also equipped a hatch offering, not understanding one was enough. She also can't identify killer perks to save her life. It's quite shocking. I don't know how you can play that long and know nothing, nor do i know how to fix that particular problem, though the in-game tips might help.Yep, and I'll be the first to admit I played the game for a long time before really buckling down on a lot. As you mentioned she only plays survivor, would she maybe be interested in learning a bit of a simpler killer like Wraith? It might actually help quite a bit with the types of things you're trying to teach, as a lot of the less intuitive stuff on the survivor side tends to come from how it affects the killer role, like leading chases away from contested areas, balancing hook states, when to use things like bodyblocks or stealth, etc. Honestly intuitiveness is probably the word I would use on how to improve the learning process in the game as a whole. The right ideas should come more naturally than they do at times.
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The last time players made that many selfish plays, an entire playstyle was gutted and the game implemented an auto-ban. 😵 I really don't think you're arguing in your own best interest.
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you think they would auto ban players escaping instead of unhooking? or doing gens instead of healing? i really dont think so.
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Yes. Players were getting auto-banned for doing gens and not healing. 😵
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when? i have played since the game first came out and i have never come across anyone being banned for literally doing the objective lol
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I guess you weren't playing in the middle of June last year then.
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yes i was, people didnt get banned for not healing or doing gens instead or escaping and leaving people on hook, It was and still is reportable AVOIDING the objective. But as long as people dont avoid the objective (gens and escape) then its fair game.
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EZ solution how to buff solo q
→ Make in game chat similiar to in lobby chat (make it an optional so you can disable it)
→ show all survivor perks in prelobby
→ show killer's ping in prelobby
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I brought up comp as a separate thing, you need to really pay attention and not just find a buzzword and say "THEY SAID COMP NOW EVERYTHING THEY SAY IS INVALID"
As for viable killers there's plenty of lists floating around and simply just look at the comp rules and find which ones have massive restrictions on survivors and which ones don't.
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There are some restrictions on killers, but usually those are due to the perk creating a boring match (I.E. NOED) and less about them being OP. For example with old myers the addon for insta kill was restricted. But any person who plays comp will tell you that it wasn't because it was OP, it was because it was boring, every just immediately jumps in a locker and the addon never actually gets used anyway and just leads to the match being really boring.
When you look at survivors the restrictions are much more heavy handed. And again it also depends on the killer played. There's a big difference between the reason that NOED is banned say vs multiple survivors being able to run DS
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We are never letting dbd evolve arent we...
Oh well, cant wait to genrush with my swf.
Have fun guys.
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I am asking for YOUR opinion. You say there are only 5 killers that are viable at high MMR. Is that from your experience or from what the comp scene wants you to believe is true?
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Stop bringing up comp, i brought that up specifically to address a different point and to a specific person and not to you. And it has nothing to do with the rest of this discussion.
To answer your question, in general at high MMR i would say the tier list is as follows:
S Tier:
- Nurse
- Blight
A Tier:
- Ghoul
- Dracula
- Billy
B Tier:
- Singularity
- Spirit
C Tier:
- Lich
- Twins
- Wesker
Unviable:
- Everyone else
There might be a handful of other killers that can do into C tier, personally i main a handful of killers but generally play all of them a bit to at least understand them. And so this is based on my own experience with each of the killers. But perhaps there's someone who is just so good with one of the "unviable" killers that they prove it can be done. I don't know everything so i just have to base it on my own experience with the killers.
But generally i see it as, S, A, and B are all viable. C tier is really only viable if like, you are literally like, top 10 in the world at the killer, and then even the best trapper player in the world aint winning against a top team.
Yes, given the nature of DBD, that doesn't mean its impossible for the "unviable ones" to win. Just like with any tier list and due to the nature of RNG, and human interaction and the fact that mistakes can occur on both sides, of course its going to change.
But lets say you pick up every killer in the game, and had the best player for that killer in the world, play against the best 4 survivors in the world for a 100 matches on the same map with the same tiles and RNG generation. What would the result be?
I'd guess that the S tiers would probably win around 60-70% of the matches. A Tiers would win around 60-65% of their matches. B tier would win around 45-55% of the matches. C tier would win around 40-50%, and below that would be from around 0-40% of the matches, with several killers being super low (like trapper or skull merchant).
The way i see it is, if you can't win half your games in that scenario (because ideally against equally skilled opponents you should win 50% of the time) then the killer is not viable because you are going to lose more than you will win.
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Thank you for your personal ratings. I won't try to debate them because they are your opinion and you are entitled to it.
I will say that from my experience both as survivor and killer, I have a completely different list which has quite a bit more killers above C tier, but this definitely sheds some light on your stance on the matter.
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Games vary based time you play, region and mmr. But in my experience this is how it works out for my games and the games i'm in when i play both sides. If i see any kill as a survivor other than one of those, more often than not we are escaping, even in solo queue.
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I think all are viable here on high mmr but wesker is tricky one he needs the egg addon and the player needs to minimaly control hug tech on command here but I would argue that instahugs are more needed here because wesker without them is just like 60-75% of the match m1 killer due to how his dashes work plus egg addon is must here without it you wont do much.
From those you mentioned the rest well it would be long to comment that who is good and who not but its highly dependent on player like onepumpwillie can win with perkless sadako or with perks against super good survivors but the amouth of skill and focus he needs to have is like super big and with same other killers like larry could achieve it minimaly 3x times faster (that win).
But against teams that are like comp level only few killers are viable like even good huntresses become just joke and killers like demo are just dogs without power against these teams.
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Make in game chat similiar to in lobby chat (make it an optional so you can disable it)This will never work because it shifts balance priorities intrinsically. The game already has a hard enough time trying to balance between Solo and SWF, and when you make things like that basekit, they change the structure of the game entirely. Not only do you then have to assume everyone will use it while making sure to not penalize those who opt out for valid reasons (especially when dealing with regions having multiple languages) and simultaneously rework any elements that are disproportionately affected by at will communication (like low mobility killers, the entire concept of stealth killers, etc.) SWF and its comms already clash with a lot of the game's design as it is. Unfortunately removing or blanket penalizing SWF is not something that can really be done, and the same goes for unrestricted communication as a basekit: DBD needs to be a different game for it to not clash directly with many of its design choices and even identity. It would have a better chance of working in a DBD 2 if that were designed around it inherently.
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Phones at this point would be maybe better idea like from friday the 13 where survviors can find them and communicate with others and for balance purposes you can make them spread across the map in dangerous areas like one zones or endge of the map and give them batery so the talking is limited.
But I doubt something like this will happen atleast in this year and options like some wheel with some phrases will be more realistic option (still wont be swf level but better than nothing).
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Limitations are better than not, but they still don't address the issues that come with communication in general. F13 is a good example because I had to pretty much always play with all voice chat muted regardless of being councilor or even Jason (when it would be most beneficial to overhear things) just due to how the userbase conducted themselves. People would have arguments, play loud music in the background, sandbag each other, it became a net negative even in situations where I was basically encouraged to either utilize or even exploit how the mechanic was designed. Despite how much people claim SWF has always-been-necessary-but-even-moreso-at-current-moment-because-current-thing, I have never seen it or even communication as necessary because I developed game sense around filling in the blanks instead, like the game's design has always intended. The fact we even got the HUD update is kinda proof of that.
And to clarify, its perfectly ok to have qualms with the game's balance, I think we all do regardless of where it falls at any given time, but its important to work with its core design when considering them. A lack of that perspective is why we have so many things in the game that really don't fit with the rest of the game around them, why the meta always seems to laser focus on particular aspects for either side, and why they keep introducing new problems every time they try to address a seemingly unrelated one. SWF and relying on concepts like discord or console party chat at least allow people to have some level of actual proactive curation over that kind of thing rather than having to assume everyone is utilizing it, punishing those who exercise said curation, or completely toppling major aspects of what makes DBD… DBD.
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Please read the entire post and it explains the reasoning for the list.
TLDR (because apparently you didn't): If you took the best killer player in the world for each killer, and pit them against best 4 survivors in the world and had them play each other on the same map with the same mapgen/RNG (and we assume its a "balanced" map) and they played 100 games, i would make the tiers based on the outcome of those 100 games.
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Just in case its part of the misunderstanding, outcome focused grading works inherently different from matchup focus (tools and abilities with the skill element removed from the equation) so I feel like some people might not quite get what you mean, but I getchu. It can be hard to remove those types of things from the equation even though its a bit of a standard with many other genres in terms of rating comparisons. Since that type of data doesn't represent official stats, it can be a bit harder to digest (especially when contradicting them, like the famous Nurse kill rate) if not familiar with that type of matchup analysis.
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I come from fighting games, and that is the closest comparison we can get in DBD because of the asymmetry. Yeah i like Street fighter you look at that matchup for each character against each other character. But we don't have that. So what we do is the best we can with DBD. And when you look at matchups and tier lists and fighting games, you don't look at how good necessarily the players are. If you are low MMR in those games but a bad matchup that isn't going to mean as much in those games. This is precisely why tier lists in those games look at "What is the maximum capability of this character when played at the optimal level?" So in DBD terms, you assume that the tools and abilities being brought are the best tools for the job.
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