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How to improve SBMM
We don't have transparent picture of how SBMM works, but what we know is MMR counts by deaths and escapes.
I suggest to make all perks, items and addons raise or lower MMR when used.
For example. I have Trapper with 1000 base MMR. I put on him t3 BBQ +50 MMR, t3 STBFL +40 MMR, Padded Jaws -10 MMR. And my total MMR for the match will be 1080. Result of the match will affect my base MMR.
All devs need to do is count how much points every item should give. Items already divided by rarity, but it's more complicated because green key has not the same value as green toolbox. And some iridecent addons are worse than if you played basekit (iridescent head for example).
Some maps are also better for certain killers. At the same time one map can be good for one killer and awful for another. But killer MMR is separate so I guess it's possible to count its effect. For example Haddonfield is awful for every killer but Hag and Trapper. Bloodlodge is awful for most killers, but it's great for Huntress and Nemesis. And so on.
Comments
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So you know, when you see 4x medkits and offering that they are boosted af :D
It would really hard to do anything like that, because it's not always same power-level for each killer.
STBFL for Demo is something completely different than Doctor for example.
Ruin for Blight and for Clown.
etc.
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I know that. All killers intended to have separate MMR so it's possible to make some maps and perks give different MMR change to different killers. I know it's not easy solution. It's hard but it's possible.
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You cant change your perks or your items or the add ons on your items. So tony your buddy will have to force a requeue because he forgot to equip his stupid map. Your plan's is archaic and frustrating. I don't want my consumable's on my items or add ons locked in the minute I queue up. If some killer or survivor is going in with busted add ons or survivor items either balance them or stop moaning about the consumable's system.
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To fix MMR they need to take LoL experience and adjust it to Dbd.
Create babies league for new players so every single new player is placed against another noob. And make a wall so not a single experienced player could derank into babies league. While babies by constantly winning can get out of babies league and when babies lose a game they don't lose their MMR to prevent abusing.
In league, system tracks your results starting from your 1st game so if u are good player, even if u never played ranked game u won't find wood/bronze players no matter how hard u try. It will prevent players from stomping noobs. So every noob player should start with 100 mmr and babies league should be capped around 400-500 while all experienced players should be placed in mmr accordingly to 10 games promo results.
Change survivor goals from single to teamwork so their win condition is based on their overall performance rather than simple escape. It's rly stupid when survivor lost a game because he died to give time to another guy. So if 3 survivors escape it's win for one side and defeat for another. Same goes for kills.
And 2/2 should be tie for both sides.
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You can change loadout but it will change your MMR. So if you take strong stuff in lobby your mmr will raise above your opponent. And as result when your opponent win or lose his base mmr change as they played against stronger opponent. If they win they will get higher boost to their base mmr in next games.
It will probably not solve all issues with sbmm but mmr calculations will be more accurate in result.
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I like this idea. MMR gate and result of the first game are very smart way to improve SBMM.
But survivor goals is more complicated topic. "Play as you want" is kind of selling point of dbd. Play in team or be selfish is a choice you make in game. During the game is better to help your teammates when they are about to die. But in endgame chosing way is very frequent situation.
You at the gates and your teammate is on hook. Your common goal forces you to risk an try to save your teammate even if you about to escape. When it's last guy on hook you just risk to save him for tie or lose. When 3 guys at the gates they most likely escape because there is no point to risk and hooked guy will also get his victory points.
This idea seems legit and it probably should be tested. But for example how would you count result for survivor that got killed first? He is forced to stay in spectaton and wait their teammates win or tie or lose. It's fine for 4-man swf, but in solo queue you most likely just want to move on.
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Didn't a streamer go through and work out a loudout-based mmr system?
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In perfect world it will give u a choice - leave the game and it counts as defeat no matter the results or keep watching and pray for your teammates. But i have no idea if it is possible to code it.
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If i select crap add ons and switch after getting some or 4 of my survivors i have completely circumvented the system. There are so many avenues of abuse.
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