stricter MMR is good but there are a few big problems!
Hello everyone and developers,
so today Mandy confirmed that the MMR Softcap has been indeed increased which means that players with similar skill ceiling will play against each other more often. In theory this is a good thing like a newer player won't meet a 10k player and destroies them in five seconds. However, in praxis my last few matches felt so awful and stressful. On the killerside: Don't get me wrong, I like to play against good players because you can learn from them, but having eight, ten, or twelve matches like this in a row feels so bad because every survivorteam used the best perks, items, addons, mapoffering and play like in a tornament. I adapted to it and this felt so awful because every game was like: "Ok play Nurse or Blight because the next match will be hard and find the weakest survivor and tunnel his ass out of the game asap". On the survivorside: Here I got to know the feeling that I gave survivor as a killer - Nurse and Blight with the best Addons and map offering that tunnels the weakest link out of the game. It feels like a vicious circle.
Overall, both experiences felt so awful and stressful because it felt the same over and over again. So I want to address the issues and how you, the developers, could solve these issues. Little sidenote: All of these points are not new or came up with the stricter MMR - they have always been there but are now much more noticeable - in my opinion.
Mainpoint in short: A stricter/better mmr is always good but the main point is due to the stricter mmr you feel the weaknesses and problems of this game strongly as you see/notice them more often.
On the killerside:
- Experienced survivors like to use the strongest recources they have: My last games were survivors with builds like MFT, DH, DS, and Hope or FTP, Buckle Up with strong items and addons such as Medkit with Anti-Haemorrhagic Syringe or a strong Toolbox with good addons/BNP. These combinations/recources are very strong and actually unhealthy, especially against weaker killers.
- Map Offerings: Good survivors know which map is the best map for them and how to prepair for it. As a result, they will send you to this map. This feels so bad because one side gets a huge advantage for free without any risc.
- The goal for survivors is to do generators, open the gates and escape. Experienced survivors know this and they will always sit on generators when they are not in a chase or help someone. As a result, the game goes much quicker because these survivors does no sidequests like opening chests or cleansing totems. They also use good tools to do generators quicker. I understand this, because sitting on generators can be sometimes very underwhelming.
On the survivorside:
- Experienced killerplayers know that Nurse and Blight are the strongest killer in the game and there is no reason not to use them for a good advantage. This feels so awful when you face the same killer(s) over and over again - knowing they are too strong for the game.
- Map offering: Same thing for killers, they know which is the best map for them and they will use them.
- Tunnling: Tunnling is a very strong and good tactic to win the game and killers have no reasons not to tunnel one person out of the game.
- Broken combinations and addons need to be nerfed or reworked (e.g. toolboxes need a nerf, Syringes need a nerf, Buckle Up and FTP should not work together).
- Buff weaker perks: Both sides have so many perks but both sides only use a handful of them. The reason is very simple: Many of these perks are bad or weak and need a buff to be better. Of cause some perks need a big buff or rework but there are some perks that only need a little tweak (e.g. give I'm All Ears and Thrilling Tremors a shorter cooldown).
- Map offerings need to be removed or nerfed in some way so one side does not get a great advantage for no reasons. It feels so painful when the survivors send you to Badham, Eyrie of Crows ect. or the killer is a Blight and sends you to his best map.
- In the same breath, some maps need a rework/tweak (e.g. Midwich and Hawkins are a very confusing for survivors and strong for killers, while Badham is very strong against many killers. Borgo is still too red and an accessibility issue for many players).
- Tunnling: Killers should get rewarded for not tunneling so they have less reasons to tunnel one survivor out of the game (e.g. make Grim Embrace basekit with bonus BP when activating it). Some players suggest killers should get punished for tunnling but I think this is the wrong way - you should be rewarded for doing "the right" thing. In addition, tunneling is a fair strategy and sometimes the killers needs to tunnel (it's nothing personal) - the main issue is to tunnel a person five seconds after the start of the match out of the game/the missing reason not to tunnel.
- Nurse and Blight need a big nerf/rework (e.g. give Nurse an unique counterplay like Xenomorph with Turrets or Singularity with EMP have or a greater cooldown for her power; Blight's addons need a rework and maybe a higher cooldown for his power).
- Give survivors a little sidequest to slow them down with a good reward for doing it (e.g. I saw a post in which someone said make Hex: Ruin basekit for killers. This is a good idea and maybe give extra BP or a temporarily genbuff for cleansing this totem).
- Extra BP or something like this for playing uncommon killers. Many killerplayers play the strongest killer in the game because there are no reasons to play the weaker ones. So it could be a good idea to rewarding a killerplayer for playing an uncommon killer. This would also give the survivors more variety.
- Buffing weaker killers: Surprise! it feels better to play a killer when they are not weak or awful to play (e.g. Knight has a lot of bugs, his guards are pathetic easy to outplay and he is so addon dependent - overall awful to play; Dredge is map and addon-dependent while his power feels sometimes so bad and weak -> awful to play; Pig has no chasepower and every loop feels so painful -> awful to play).
As I mentioned earlier, nothing of these suggestions/issues are new or came up with the stricter MMR. Some of these solutions don't come directly from me but from other players - just check this forum and you will find many posts about these points.
I'm aware that some of these points need their time but you, the developers, should really take the time and care about them because they are important points because they are detrimental to the gaming experience on both sides.