SBMM isn't working if you play multiple killer.
I have noticed, that if you play like allot of different killers, that you'r mmr will always be low on the most of them. And it sucks to keep playing against new players. So i wanted to ask, what you guys think of this idea i had.
1: Every match you win in a row, your mmr gain rises by an higher muliplicator. (2 wins = 1.5x, 5 wins = 2x, 10 wins = 10x)
2: You gain mmr by playing other killers aswell, but not the same amount, maybe 40% or less. So you will always get surv near your skill level.
For method 2 to work efficiently, they would probably need to increas the mmr cap and i think the surv cap should already been increased, maybe im wrong and there is a reason why they don't do it. But i think even high skill players should have SBMM, like 2000h Survivors coming in a match with a 6000h killer doesn't seem fair.
If you think one of my ideas is good, pls tell me in the comments wich idea and what you would change about the idea, to balance it more.
Answers
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The devs did confirm that your MMR does go up or down totally independently for every killer. So if you're actually winning a lot with one character and losing a lot with another they'll end up with very different MMRs.
Now if you're playing a character for the very first time, I think it uses your average MMR over all your other killers, so if your MMR is low on everybody else and you play a new character its MMR will start out low too.
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Idk, i just feel like i, most of the time i get, weaker survivors than me.
Post edited by McPuschel on0 -
You could focus on one killer's MMR progress till you were satisfied with survivor skill.
I hated the SBMM system. It would shoot me up incredibly high for seemingly not any great reasons. Most my killer characters. Then I'd finally make it to the skill level of those who couldn't lose, cause they hacked hardcore. And I would lose, but be stuck near that layer of SBMM.
Basically all players are being punished for winning. I would have extremely easy matches, then suddenly against extreme players, then bullies, then hackers, then noobs again. I just want real players that are similar to my skill level. No need to put me against unstoppable hackers. But it seems real players all left when the hackers ruined the fun for real players.
In the OLD MMR system, I felt the heat when I first arrived into Purple Ranks. Then I grew used to it. Then the first entry into red ranks was brutal and I would slip right back down to purple for a match. Every time I entered into Red Ranks, it would be extremely brutal. I finally got used to that, but Red Rank 2 attempting to climb to Red Rank 1 was the most brutal. After gaining to Red Rank 1 everything was easy and never harder, which seems weird, cause I still knew there were a lot of players better than me.
The newer SBMM seemed to bleed over parts of that, for no reason. Increasing difficulty for bringing better offerings, such as Bloody Party Streamers or Sacrificial Cakes is awkward. Now the best time to bring those is on Rank Reset day, where we are matched with newbs again.
The worst in the current systems in place seem to punish me just cause I play a lot. Seemed like my SBMM would only change the next day. I would lose all matches on one day, but the next day all my matches would be incredibly easier. Repeat. (Every other day my SBMM seemed to update.) Which caused me to stop playing if I lost my first match, since that day was a day full of losses.
Increasing your skill level based on pts earned seems ridiculous on a daily matter. But the old system where I could "see my progress place me into harder ranked categories" seemed smarter, retracting my progress only once a month (or when I would lose). But it kept me playing with players at my skill level.
A note on hackers: Most hackers seem to be newbs. Not understanding how to play, and none of the gaming mechanics. Vaulting windows when they meant to pick me up is a newb mistake not found against players with my skill level. And when a newb, basic skinned, Spirit vaults that same window 6x before figuring out how to pick me up, that's just unfounded with skilled players. (They could see where everyone was with aura sight constantly while in the Ethereal plane, and would come out while swinging at their target. Something skilled Spirits rarely do against a motionless soundless survivor.)
The SBMM system should give a different system for progress to capping your monthly progress towards the blood point reward.
And the old MMR system for Ranks should be reinstated.
Both need to be separated, and working at the same time, but be separated.
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