My final thoughts on SBMM
Yesterday I was playing DBD and I thought "Wow, the devs have made SBMM now good!" But then Today, when I hop on DBD, SBMM has to screw me over.
The simple way SBMM is executed is quite $#!tty. First of all, it only looks at your kills/escapes, so it doesn't matter if you evade the Killer, but do nothing for your team and escape, or you're a toxic flashlight clicker and loop the Killer for 5 gens, but end up getting killed.
The Grade/Rank emblems do a much better job at this, and the Grades are looked at as a play-time rating, although it tests your skill in many areas with the emblems. So if you managed to get your SBMM somehow very high, but you're bad at the game, you cannot get your Grade up.
My suggestion is to use the emblems to rank up/down your SBMM score, and make the Grades rank up/down depending on your kills on Killer (0k = -1 pip, 1k = 0 pip, 2k or 3k = +1 pip, 4k = +2 pip), and if you escape on Survivor (+2 pips), or time alive if you die (-1 pip, 0 pip, +1 pip). (Time alive should need some Player Tests)
Comments
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They already did the pip system and folks were quite annoyed by it, because it has the same trappings as MMR but is a lot easier to exploit in the long run.
If emblems granted bonus BP, you could turn it into a SPM system where time in-match is calculated with bloodpoint accrual.
If you stomp the killer and escape in under 3 minutes, you look pretty good.
If the killer camps you after you looped them, you look pretty good.
If you waste time sitting around letting your teammates die, you look pretty bad.
If you lose in chase repeatedly and fail to tackle objectives before you die, you look pretty bad.
~ on the killer side
If you stomp survivors into the dirt and end the match before 2 minutes rolls around, you look pretty good.
If the game is tense and draws long - but you play to your strengths, you look pretty good.
If you sit around and camp the hook - doing nothing, you look pretty bad.
If you lose in chase and wander around aimlessly, you look pretty bad.
This system would put the highest performing players up on the list and mean that the players who can make the match most interesting rise, while slower and newer players that have significant difficulty in their matches will slowly sink to the bottom.
The best thing is, all you need to do to balance this system is to tweak scoring events to better encourage skillful behavior on both sides.
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