http://dbd.game/killswitch
My Problem With MMR in Dbd
The MMR system has had its fair share of problems, which I'm sure all of us know about. However, I think that there's one very big problem with it that the developers can't exactly fix. The problem, simply put, is that it exists.
It's no secret that at higher MMR the game becomes stale. Blight and Nurse games are commonplace, and usually accompanied by meta perks like Ruin, Tinkerer, Undying, and/or the newer Pain Res + DMS combo. These handful of perks sometimes seem to be all that killers run. Survivors enjoy a variety of perks on the other hand, including but not limited to:
-Dead Hard
All jokes aside, both sides do in fact have access to lots of good perks, but not any that are good enough to tempt anyone into using anything other than what's the absolute best. Let's take a perk such as Lethal Pursuer. It's by no means bad. It saves the killer time and makes the early game a lot more manageable. But it's really only used on very strong high-mobility killers. Why? Because while it's good, it's not the best option. Why would you run a perk that only gets used for a few seconds of the match when you could run something like Ruin and Undying, or Deadlock, or Pain Resonance, or... you get the idea. You may argue that this is a power creep problem, but I disagree. It's not like Lethal Pursuer is made useless by something else that does its job better (you could make and argument for Corrupt Intervention but I think Lethal Pursuer still has a place) It's just that it's automatically bad only for the fact that because you're running it you're missing out on the chance to run one of the more meta perks. Pretty much all exhaustion perks that aren't a certain teachable perk belonging to David King are similar. Dead Hard, even if it's not necessarily the best exhaustion perk, is easy to use yet gives a massive advantage. It can be used anywhere and hard counters several killers. Of course, the examples I'm using aren't the only cases of things that have been victims of MMR.
MMR actively disincentivizes players from using creative or memey builds. It creates a system where things are bad not because of weaknesses they have, but because of strengths they lack. That's not healthy game design.