Comments
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There is, I want to know when someone hears the heartbeat. SWF players have this info easily available.
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There is no such thing is "too much info" as long as SWF exists. SWF still get may more info and these action icons are supposed to bridge the gap between SWF and solo. I actually think there's still NOT enough info, I miss the "heartbeat" icon for example.
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Even if it could cause SOME additional toxicity, if someone doesn't do anything the entire game, he deserves it, but the advantage of the action icons still outweights any possible negative side effects.
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I would go with icons, I proposed this feature for 3 years and finally DEVs are implementing it, I'm exited. But whether action icons are going to be useful depends on how they implement them. Well, at least they are planning to add "being chased" icon for all survivors, that sounds good already.
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I'm gonna return to DBD and SoloQ when action icons go live. I hope they'll get implemented soon.
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They said "next year". So, hopefully it's gonna come in 2023. But they should have implemented it 3 years ago. I refuse to play soloQ and DBD altogether until they improve soloQ.
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Killers have to learn to adapt instead of whining. You can't get spoonfed every time you don't like something. Just ignore teabagging or force survivors out. As simple as that.
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After the game was released, mainly because of the atmosphere, not because of balance. It was much moodier, darker, killers were scarier (no Legions etc), no daytime maps, no indoor maps and stealth was a viable strategy.
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Oh wow, another killer-main fairytale. That's just something for the laugh, I think even many killer mains will find that amusing, quote: "60% kill rate is still a 2K average on any individual game, because you don't get partial sacrifices." What??? This is just hilarious! Looks like someone lives in a parallel universe…
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You are not good at math, right? Oh nevermind, you are a killer main and you just want to manipulate with numbers, that's nothing new. 7 2Ks and 3 3Ks is 57.5%. While 6 2Ks + 4 3Ks is exactly 60%. And the nurse is not in the top killers, because there are many noobs who can't play her, so they skew the stats. But yeah,…
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The secret to soloQ is to become a killer-main. All Killer-mains claim to have 110% soloQ escape rate and have "a LoT oF FuN" (probably without even playing survivor, but who cares).
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Just wait for killer mains or those who play "both sides eQuAlLy" coming here bragging they have 110% escape rate in soloQ without any proofs of course.
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AFAIK DEVS said the difference between solo and SWF was around 15%. That includes 2-man, 3-man and 4-man SWF, that also includes teams with VOIP and without. DEVs once showed an image depicting number of SWF groups by their size, it was some years ago: It's still safe to assume that the amount of 2-man SWF groups is much…
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So, when killers couldn't hook someone, because they used some of the hooks previously, they didn't do it themselves? But still you needed help from DEVs, even though it happened so rarely. Hypocrytical killer-main mentality never stops to amaze me. "YoU dOn'T uNdeRstAnd, it'S dIfFeReNt".
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LMAO of course it's not. Even if it's 1000vs1. You don't seem to understand what "asymmetrical" means. There are more players on one side, but the other side has totally different game mechanics available and is much stronger, which evens out the player count advantage. One side should never have higher win chances than…
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Don't worry, stats will matter again when they will show that escape rate is too high. That's basically how the selfish killer-main mentality works.
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It's always the same, when someone comes and says "Hey, I have an easy solution for this hard problem" it doesn't work.
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If those stats are "useless garbage" for killer mains, then you will be ok if DEVs would strive for 80% escape rate and 20% kill rate. I'm fine with that too. DEVs, give us 80% escape rate, killers don't care for the stats anyway.
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Give us action icons already. And make MMR team-based for survivors.
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Well, then you will be ok if those numbers were reversed. 39% killrate and 61% escape rate. Those numbers would be across all ranks, so they would be good numbers. Oh wait, actually we had similar numbers after DBD was released and killers were complaining every day and were even doing several strikes for days, refusing to…
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Thanks Google.
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More killer buffs? Like survivors starting the game already hooked? That's surely gonna be the most entertaining online video game. If some side needs buff, then it's soloQ survivors.
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Killers' "power role" is just a way of some killer main kids to say "I want easy wins!!"
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Killers' "power-role" regarding killrate is bs. It wouldn't even work if killers were be AI controlled. And in a game where you play vs other humans this is just perceived as unfair. What does the game gain from giving killers killrate higher than 50%? There won't be enough killers? This is bs again, even in the days of…
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As s solo survivor I would be ok with 45% escape rate, but ~30% is not enough. Here's my objective view on what should be done balance-wise, without taking survivor or killer side: Fix tunneling/camping Add action icons (mainly to buff soloQ) Bloodlust is a good game mechanic, it helps to even out the discrepancy between…
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I don't remember when DEVs revealed the actual soloQ escape rate numbers and they probably won't anymore, because they'd show how broken the game is for soloQ.
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Killers-main babies are spoon-fed, the game has turned into a press-m1-to-win simulator.
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Because they are killer-mains, they are privileged and survivors are merely there for their fun, didn't you know?
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The killer-main hypocrisy never gets old. When they lose to SWF they whine and complain that the game is unbalanced. When solo survivors get destroyed by killers they just say "nah, your teammates are just bad". And they say it to literally anyone who complains about solo, so looks like all solo players are bad. Solo…
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There are people who like being beaten up, they are called masochists. Most of us aren't. SoloQ is in its worst state ever.
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I want those icons + hearbeat icon. DEVs please wake up.
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It's just matchmaking? LMAO and you still believe in Santa Claus and fairies, right?
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It's "<" .... But yeah soloQ <<<<<<< anything I don't know why some people keep posting this BS. SoloQ survivors suffer from bad balance, not from matchmaking. If you are bad at logic, don't even try to reason about things. SoloQ used to be great years ago (in the days before slow vaults, window blockers etc were…
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Pfffff, I 4k-ed almost all games even 2-3 years ago with Wraith, even before his was buffed, I made a post with all endgame screenshots on Steam forums back then. At least until I got to rank 5, then it became harder, my killrate dropped to about 60%, I just switched to Spirit and continued slaughtering survivors up to the…
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"DEVs are survivor-sided" - for the last 6 years the killrates were between 55%-75%. SoloQ is nerfed into oblivion. Good joke 10/10
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Matchmaking can't fix broken game balance for soloQ. If you get matched to bad survivors, then someone else must be matched to good survivors, where are all those posts that say "soloQ is too easy"? There are none. Official soloQ escape rate is around 25-35%. Quit this nonsens about matchmaking being the reason of bad…
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This game has heavily favored killers for the last 6 years Escape rate 2018 per map: 2019 Killrates per killer: 2021 Killrates per killer: This game is killer sided and soloQ needs buffs, not nerfs.
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You can calculate the approximate solo escape rate from earlier stats that DEVs shared with us. Last time DEVs released stats the overal escape rate was 45%. After the last patch it is surely lower. AFAIK DEVs said that solo escape rate is 12% or 15% lower, I don't remember anymore. So, yes, solo escape rate is around…
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You hate stealthy survivors in a stealth survival horror game? Just uninstall, this game is not for you.
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If soloQ and survivors in general get nerfed patch after patch, it's not wonder that all soloQ players SEEM to be bad, because the soloQ balance is awful now. Good soloQ survivors didn't magically disappeare, in a video game players are always as good as the balance of the game allows them to be. Killers don't have to be…
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It is a PvP game, not a game vs AIs, the average should be 2k, with 4k being an exception. It's like saying "I have to play a near perfect game to get the highest score on my the team in CS:GO" or some other game. Well, yes, you do.
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It's a horrible and boring game mechanic for survivors, it's like a wallhack, not counterable by stealth no matter what you do. You just literally have a red sign above you "he is here" wherever you go. I think lockers and Distortion should counter it.
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So, you want players to lose against other players in a PvP game in matches that are unfair and unfun to them, so it would better simulate "a typical slasher" movie, instead making fun and game experience the main balancing factor? Should the slasher be always killed by the last survivor and always lose? And in Mortal…
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That's BS, after the release of the game solo was great for 2-3 years and my escape rate was 50-60%. Now it's 20-30% and most games end in 4k.
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Why I think "action icons" (who is being chased, who hears the heartbeat, who is working on a gen, who is healing etc) is the only good way to bridge the SWF-Solo gap Proximity chat problems: I don't want to hear any people I don't know in solo games It will be abused it will destroy the atmosphere of solo games There's a…
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You want to split the matchmaking? It would make que times longer and there will be less teammates of appropriate MMR level available for everyone. And if someone refuses to speak or has no headset it would defeat the purpose of such soloQ "buff". There's no need to make it so complicated. No thanks
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As a solo survivor I don't necessarily want killers to get nerfed, I want solo to get buffed, as close to SWF level as possible. Here's the theory: SWF on comms have more information than soloQ. If DEVs implement new HUD icons which would show who is being chased, who hears the heartbeat, who is working on a gen, who is…
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If you don't know the difference between a movie and a game your thread shouldn't even exist here. DBD is a game, go watch horror movies.
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Once you grasp the algorithm behind this logic playing DBD becomes a cakewalk. Too many pallets: break them if it's smart or ignore and go around them Sweaty SWF: kill them or find another game Gens going too fast: catch survivors faster or ignore and hook just the ones you can catch
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lol nice, beating perverted oversimplified logic with their own weapon.