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MMR talk for both sides.
So killer with high mmr is just sweat against 4 meta perks.
If you lower it you just play against newer players and ruin their experience.
Also really high chance of playing against a cheater, I just did and will probably upload the clip if I feel like it, but basically all died in about 3 seconds of the match, making 2 pcs crash in the process.
Survivor, if you win, you will encounter also the same things, 4 meta perks with really strong addons.
If you lower your MMR you will only be facecamped.
Also you will most likely ruin the other side's fun.
What is your opinion on this? I do want this to be removed but we know bhvr doesn't really care but this is the current experience in my servers.
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The mmr made the balance issues more visible. Now the devs need to decide what to do with this kind of information.
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Well judging by how they balance around stats (pinhead, Freddy) the future ain’t looking bright
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Correct.
Now 2 things can happen:
- they take the data from the higher mmr players to balance the game accordingly (like any pvp game does).
- they take the data from the lowest mmr players to balance the game and face the consequence that fewer and fewer people are willing to play on high mmr.
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There is a thing between high and low MMR, not only "meta <-> noobs"
cheating is not a really high chance, this is a pretty subjective call and cheaters are banned, not just by BHVR also by steam, and this has nothing to do with MMR
facecamping has nothing to do with MMR either
My only concern is the quad MMR adjust on killer side. Does anyone know if there is a mid vlaue calculated? or is killer really adjusted 4 times? because I got the feeling that a single 4k or 4escape lets you jump in MMR waaaay too much. I barely have matches that seem fine regarding skill, like 2-3k. Most of my games are 4k or 0-1
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Cheaters win really often so they usually increase MMR they might get banned but it is like a slap on the wrist, for a few days or something.
And I believe facecamping is becoming extremely common in lower MMR, I know I am low MMR on survivor and I haven't played a single match without being facecamped, for every 10 only 2 play normal in average.
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For low MMR, Killer is strong, gets 4K constantly.
For high MMR, Survivors are strong, killer usually gets 1K if not camping/tunneling.
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No it's not just a slap. If you get a VAC ban on steam for example, the game is removed from your account.
And facecamping is a general thing, not bound to low MMR. You see it everywhere
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Literal Facecamping, i.e. just standing next to the hook waiting for people to come to you, is a suboptimal defense in a lot of situations so it’s used less often by high rated killers. The more common tactic is proxy camping which is patrolling between a nearby gen and the hook.
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That is why you see a lot of cheaters and a lot of players playing with a VAC account.
And I see it less with actual decent killers than compared to low mmr killers.
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The game needs to be easier for new players and harder for pro players. There are two solutions:
- Flesh out killer bots and make SWF a Bot-only format, where numbers can be tweaked up or down according to the team's average MMR. Then, the core game of 4 solo vs 1 killer can be balanced correctly and MMR will stop being such a wild swing back and forth.
- Make each survivor's skill checks easier or harder based on their MMR. If you're a new player, it should be easy to get Great skill checks. If you're a pro player, it should be difficult to even just get Good skill checks. This way, newbie survivors finish gens faster and don't give away their location to the killer by botching checks. And pro players actually DO risk botching checks constantly, slowing down the gen rush with passive regression.
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I like this but think of newer players playing with good/great players, unless I misread, wouldn't that be harder for them? Since they are new?
That is something I also really liked, but the thing is by balancing a 4v1 game they would need to work (which is something bhvr rarely does), I'm not trying to sound rude I know they work but there are so many things that can get a tweak but they refuse to, like the main problem imo is map variety and offerings.
Example, red forest, if it takes me half a gen to get from gen A to gen E then the map is in serious need of a rework.
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I feel like the emblem system made more sense. The Entity says that a good killer gets good emblems, BP comes from the same scoring events. It wasn't perfect, but it represented play more than outcome.
But according to MMR, an easy 4K means I'm the best killer. I can get way more points losing a sweaty game, so it seems ass backwards.
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I like option 2. Option 1 just reads as salt from someone denying the reality that SWF is the heart of the game.
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Individual skill check difficulty based on individual MMR. So if a new player SWF with a seasoned pro, the new player gets easy checks while the pro gets super hard ones.
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If it were the heart of the game, it would be balanced around SWF. They are constantly adding new features, perks, balances changes, and killer nerfs based on solo performance.
It's like I said: you cannot successfully balance Solo and SWF in the same breath. The Devs refuse to make a buff to solos that SWF does not benefit from. So every attempt to bring solo up just makes SWF even better, widening the gap. The CORRECT answer would be separate queues, but they don't want to slow down queue times. Hence: bot killers for SWF. Killer players would be able to queue for either, but if SWF gets bot killers that scale in difficulty based on MMR, you can split the queues without affecting wait times.
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Your logic is based on BHVR being competent. They're not.
SWF and streamability are the heart and breath of this game. Without both, DBD would easily join the other failed games in this niche - BHVR refuses to properly acknowledge the advantages of exploits in geometry or graphical settings, they're definitely not going to 'address' the elephant in the room of SWF being so advantageous; people playing with their friends is their primary means of coordinating, retaining, and gaining new players.
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Force it to be removed or more then likely reworked. Play scummy and all is well.
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You cant balance a Killer when its possible to have 2 teams like these
Believe or not, I didnt tunnel/camp on both match. And 1 newbie died with 5.000 BP
You can only balance between 2 sides IF these 2 survivors team have equal strength, which is 2 newbies from the Left go to Right team, 2 veteran from Right team go to the Left.
But for that part, I would demand Survivors to have something to defense again tunneling & camping. Because only the Right team can punish tunneler/camper.
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For me personally, MMR has completely ruined my experience in DBD now. I've been part of twitch communities for DBD for about a year and a half, and have a lot of knowledge, but only recently decided to play ranked. About 5-7 hours into my ranked experience, these are my lobbies:
Personally, I don't think I will continue to play the game anymore now except maybe the occasional kill your friends. I'm glad it almost immediately dropped me from the brand new players, but this is a bit absurd for me as a killer still trying to learn maps, and how to even not lose a survivor in some chases.
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Whats wrong with those images? Grades only serves as indicator on how much someone played since the last reset.
Grades have nothing to do with the MMR which is hidden.
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BP range 21K to 29K you did well , Kills count are not the only things to look at
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The Loadout.
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Totally missed the loadout on my phone. My bad!
Now that i think more about it, i´ve seen some weird matchups lately.
Maybe they altered the MMR to not only face players of the same MMR but from a wider range too. I´ve even just watched a streamer talk about this. But why would they do that?
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Loadout can totally tell who's the newbie. Especially when all 4 of them had no Purple perk.
High MMR for Killer is a pain. But Low MMR Survivors is also a problem. I was nice enough to recognize I was at low MMR as Spirit, and decided to put BP perks and play without using power, those matches were painfully boring.
Imaging they vs some Killers just got beaten from a toxic squad then put everything onto these newbie Survivors, I dont think any beginner wants to play this game.
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if dbd was a crashing plane, mmr is like the pilot hitting the controls with a wrench to try and "fix" it
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@Olokun No idea how to quote, but I don't think blood points is a good indicator on what happened that game. I only got 2 hooks, so I guess if you count blood points only as a balance factor, yeah I was able to put together the points within all the other categories. Was it fun or felt balanced at all? Nope.
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So I did read it wrong, my bad
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There needs to be more nuance in matchmaking than just kills/escapes. While emblem was not perfect it did encourage better play styles and the game was more fun. As survivor if you made unsafe unhooks or just hid all match it would hurt your chances of pipping, killer if you camped one player to death and NOED 1 hooked another it would hurt your chances of pipping.
It's not fun dying because my random teammates aren't doing anything and it's feels like 2v1 with my swf teammate and I being only ones doing anything. It's not fun escaping because the killer was so bad that my swf teammate and I were able to do everything in the 2v1. The teammates we carried that escape with us in old emblem system they would've lost pips because they didn't do anything while now they are moving up with us to continue being a drag on the team.
As killer it doesn't feel good winning because I got matched against crappy team to get 4k after match that was 4e just to give me average 2e/2k.
SBMM just doesn't feel good. Emblem atleast I'd feel good at end of match even if I died when everyone else escaped as long as I had a safety pip or increased in pip. If I died but rest of team escaped and I pipped it was a win and I knew next round the teammates and killer that were around my rank should be equally skilled. Now it just feels like constant rainbow ranks because nothing in the match matters except for kills/escapes. Knowing even though I pipped or double pipped I'm actually dropping rank because I died at end feels bad. Getting a 4k where I feel like I bullied survivors feels bad.
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Exactly my thoughts but you phrased them way better.
Emblems were not perfect by any means, but sbmm rewards bad players/plays over players that did everything.
My matches as survivor since sbmm got activated, 1st week felt pretty great, after that I loop the killer for a long time, killer feels like I don't deserve to escape after looping them, I get camped then I play against a slightly worse player and make them feel annoyed, rinse and repeat, right now because of me looping, I get to play against newer players that I feel like I bully not literally but you know what I mean.
Killer, now I don't mind sweating, I might being outmapped, billy on haddonfield? Screwed, billy on RPD? Not fun in any way unless I m1 and stuff.
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Mmr is based on escapes and kills
what I’ve noticed is camping has increased. That whole argument to just do gens and punish the camper is not a thing unless your a swf on coms otherwise the randoms have already wasted too much time figuring out that your being camped and that killer is going to get a 3 or 4 k
bad matchmaking. I get players who crouch walk, locker hide, dc, hook suicide, refuse to heal you, leave you on first hook, can’t loop and go down instantly. I am almost always the best player on the team and when I finally get caught I’m left on the first hook to die. Those other ######### teammates escape with a higher mmr and mine is lowered
im seeing more camping, way less altruism and other survivors that are no where near my skill
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