MMR makes 0 sense to me. I need clarity.
I play a p100 Sadako religiously and get a mix bag of levels. Usually fairly low. I play Oni and all I get is P100's a P70, a P90. I barely play him…What gives. Sadako I almost get babies. I also lose A LOT with Oni. I hardly win. (Hes just fun)
How does MMR work. I just dont get why my more experienced killers get lower levels and my less experienced killers get swfs and high levels. Its awful.
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Bad luck. While a degree of your MMR is per killer, most of it is still a "baseline" MMR. It's also possible you're cycling. Winning a lot on Sadako, raising your base MMR, then swapping to Oni and losing a lot, lowering it again before swapping to Sadako.
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First of all, Prestige has nothing to do with that. You can go against 4 P3s and they might be people who have P100s in their account, you will not know it. Let alone that Prestige does not mean Skill, in fact, you can have a P100 without even playing that character (or even that side, someone can only play Killer and still have a P100-Survivor).
When it comes to MMR, you have to know that it is incredible lenient. The Soft Cap is low, because if it would be stricter, players with very high MMR would not find games (which is strange, since everyone on the Forums here is at least on Gigachad-MMR, but I digress…). But that means that players who are at the top of MMR, really the 1% of DBD can be thrown into the same Matchmaking as the players who barely reach that MMR-bracket. And you reach the bracket pretty quickly.
And then there is backfilling. This happens when a player dodges a Lobby, because the Matchmaker favors queuetimes over fairness up until the point that everyone can be thrown into that specific match. I have faced Killers who had under 20 hours while the Survivor team had 20k hours combined. Simply because we got dodged before.
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There's a couple things at play.
First, there's a soft cap. To reduce queue times for people in the top % of MMR BHVR designed a soft cap so that these players can be matched with players in a timely fashion. Ultimately this means games are tilted towards unbalanced matches rather than balanced ones.
Second, SWF. People often SWF with their friends when they introduce them to the game. Unfornately it often just means throwing noobs at vets.
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It doesn't work, I'm convinced the MMR system is broken rn.
I don't even meet some bully squats… I feel lonely…3 -
MMR has worked less and less with each update. There's no rhyme or reason as to whether your next game will be against the sweatiest players of all time or literally 4 stoned potato gamers. The devs just need to throw it out completely and either start fresh or just match you completely randomly, because whatever is happening now isn't working for anyone.
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I'm pretty sure MMR was broken by 2v8 somehow, because I get average to baby to chill Killers and chad Survivors, but then swap to Killer and get potatoes on everyone. IDK what happened.
MMR is a mess. It has screwed with the game too much, and I would rather it be normalized or thrown out in favor of a fairer system that doesn't count only kills and escapes.
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MMR doesn't work most of the time. That is because it is secondary to the lordship of the Que. The game will TRY to match you with the right MMR, but there is a timer on it and if said people aren't available almost immediately, you (or your opponents) are going to get thrown to the lions. It is one of the reasons I never thought setting up MMR was worth it in the first place. I like the idea of a much more detailed, and specific MMR, but also one that will simply make you wait until you have appropriate opponents. The DEV feel that keeping the Ques moving are more important, and thus they invalidate MMR even as they use it. Their logic is that "something" is better than "nothing" and that it working some of the time is better than it being totally random. I disagree at this point and would rather have it entirely random if it isn't going to provide the service it promised. I don't blame the DEV for trying. I understand the demands of the Que as well. They have to try and placate both issues and when it come down to it, the Que is always going to win.
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MMR is a rating to estimate skill level as a player its unrelated to anything else in the game playtime / levels / prestige / devotion level / rank
Getting kills and escaping increase mmr and having survivors escape and dying decreases mmr. How much it increase or decreases depends on the mmr of players killed, the mmr of the player who killed you ect
There is a softcap where once you reach it you can gain more mmr (at a reduced rate) and always queue at the softcap, so if you have 1100 mmr but the softcap is 1000 you will queue starting at 1000 mmr. The range of mmrs as you queue up increase the longer you are in queue on both sides of the range (although past at the softcap it won't go upward)
MMR is both global and individual for killers where there is some influence for playing well on one killer will increase the mmr on all other killers but in general not playing for long periods of time or playing some killers infrequently will mean they have a lower mmr since its not a single value and they have their own mmr, if I had to guess your sadako mmr is somehow low while your oni mmr is somehow high, mix that with a bit of rng and you get experiences like this
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Clear explanations. Thanks both of you.
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