An attempt to debunk why matchmaking is broken (or so it seems) - in my opinion.
I think this is the main reason why matchmaking is broken is because its horribly imbalanced. The matchmaking's conceptual game design from the perspective of game balance is flawed. They admitted on dev stream #59 that addons, perks and equipment can affect performance hugely, so obviously this means that it can affect game balance hugely. That matchmaking feels and seems broken is a clear symptom of the effects of perk amounts and tier differences between the opposing players. Although I believe that there are some other factors that ties in as well, such as a character's color of skin, type and color of clothing, etc. but these are a lot more variable as they don't really deal with mechanics but perception. Another thing that should be taken into account is prestige levels with the characters. Another reason why matchmaking seems broken is that its supposed to reflect skill level, which is based upon winning or losing a few matches along with how you performed in the trial - which really doesn't say much about skill level when the game is imbalanced, and furthermore it doesn't account for actual logged play time (amount of total time in game).
TL;DR: Matchmaking should take account for perks, amount of perks, tiers of perks, rank, and items/addons brought into the trial, and should also take each player's playtime into the matchmaking algorithm, this should be the amount of hours invested in matches. Win/loss ratio could also be taken into account with this so that the game could predict a good matchup for the player.
If players are unable to find a game with the correct algorithm, it would extend the search and notify the player it's an extended search so they might not be paired with players of equal or close skill level.
Let me give you some examples of what I mean with the perk amount and perk tier differences, and please note I'm not taking addons or equipment into account because that makes it even more complicated.
[Example 1]
All survivor players has in total 16 perks, and 48 tiers levels in total.
Survivor 1 - 4 perks each at tier 3
Survivor 2 - 4 perks each at tier 3
Survivor 3 - 4 perks each at tier 3
Survivor 4 - 4 perks each at tier 3
Killer - 0 perks
As they're 4 survivors with 16 perks in total - they score: 4
As they're 4 survivors with 48 tier levels in total - they score: 16
The killer with 0 perks - killer scores: 0
The killer with 0 perks at tier 0 - killer scores: 0
Average Perk difference - survivors vs. killer: 4-0 = 4. Result: Survivor advantage (huge difference).
Average Perk tier difference - survivors vs. killer: 16-0 = 16. Result: Survivor advantage (massive difference).
Total survivor average perk amount + average tier: 4+16 = 20
Total killer average perk amount + average tier: 0+0 = 0
Total survivor and killer average perk amount and average tier difference: 20-0 = 20.
Result: Massive Survivor Advantage.
[Example 2]
All survivor players has in total 10 perks, and 28 tiers levels in total.
Survivor 1 - 4 perks each at tier 3
Survivor 2 - 4 perks each at tier 3
Survivor 3 - 2 perks each at tier 2
Survivor 4 - 0 perks.
Killer - 2 perks each at tier 2.
As they're 4 survivors with 10 perks in total - they score: 2.5
As they're 4 survivors with 28 tier levels in total - they score: 7
The killer with 2 perks - killer scores: 2
The killer with 2 perks at tier 2 - killer scores: 4
Average Perk amount difference - survivors vs. killer: 2.5-2 = 0.5. Result: Survivor advantage (minor difference)
Average Perk tier difference - survivors vs. killer: 7-4 = 3. Result: Survivor advantage (great difference).
Total survivor average perk amount + average tier: 10+7= 17
Total killer average perk amount + average tier: 2+4 = 6
Total survivor and killer average perk amount and average tier difference: 17-6 = 11.
Result: Huge Survivor Advantage.
[Example 3]
All survivor players has in total 4 perks, and 6 tiers levels in total.
Survivor 1 - 2 perks each at tier 2
Survivor 2 - 1 perks each at tier 1
Survivor 3 - 1 perk at tier 1
Survivor 4 - 0 perks.
Killer - 4 perks each at tier 3
As they're 4 survivors with 4 perks in total - they score: 1
As they're 4 survivors with 6 tier levels in total - they score: 1.5
The killer with 4 perks - killer scores: 4
The killer with 4 perks at tier 3 - killer scores: 12
Perk amount difference - killer vs. survivors: 4-1 = 3. Result: Killer advantage (great difference)
Perk tier difference - killer vs. survivors: 12-6 = 6. Result: Killer advantage (greater difference).
Total survivor average perk amount + average tier: 1+1.5 = 2.5
Total killer average perk amount + average tier: 4+12 = 16
Total killer and survivor average perk amount and average tier difference: 16-2.5 = 13.5.
Result: Massive Killer Advantage.
As one can see from the break down above, its quite obvious in these examples, which are possible matchmaking setups, that both killer and survivor can get a quite massive advantage alone from the perk amount and tier difference between the opposing players.
So if the matchmaking were taking equipped perk amounts and tiers levels into account as well as rank, then matchmaking would be a lot better. I also think it should take equipped items and addons and their respective tier levels into account when matchmaking, as they play a huge role in the performance of the individual players and the potential outcome of the trial.
If rank is supposed to be what reflects the player's skill level then it does a really poor job and they really need to replace it with something that reflect player skill level more correctly. Actual game time and game experience affects a players skill level, so they need to introduce something that reflects this in game - like mastery/skill levels for EACH individual survivors and killer. These levels should also be taken into account when matchmaking, because thise way you'd be matchmaked more likely with people that is closer to your actual skill level. Signature perks shouldn't be teachable as it also makes certain perk, equipment and addons combinations possible that is really imbalanced as well - This is the main problem with teachable perks, plus it also means that certain characters won't played much but their perks will be used. However it needs a lot more to fix the matchmaking.
I think, there should be a global survivor player and a global killer level, each with a bloodweb, the bloodweb for each character should also exist but offer other rewards. Then there should be mastery/skill levels for each killer & survivor to better reflect skill level. This mastery/skill level system should be based around the players actual performance with the individual killer & survivor character. If used properly in matchmaking with an emphasis on this, then players would be matchmaked according to their skill rather than rank that really doesn't have anything to do with skill.
What do you think? Is it balanced as it is with perk amounts and tier differences not being taken into account when doing matchmaking, while its obviously affecting the trials?
What do you think the devs should do with the current matchmaking in relation to perks, equipment and addons to balance matchmaking - to fix the matchmaking so to speak?