Something i noticed about killer stats is that... opinions on MMR

1

They didn't show LOW MMR escapes. NOT even average MMR escapes.

They didn't show the lowest picked killers, neither the lowest winrates for killer.

What was shown was carefully selected and id like the whole thing. Because for me, it's impossible to believe the escape rate is 40% when me and the people i know lose 10-20 games and win maybe 2.

2

Not only that, i was on a lose streak atm. I lost 8 games in a row and they gave me a p100 nurse that cleaned the whole team in seconds and than i got a huntress (last game) She again was cleaning the team, but our nea looped her for the whole game without being downed once and after that the huntress called her a cheater.

So Because i lost a alot the game gave me a pro nea to carry us? Is that it?

Shouldn't i and the rest of the team stay/drop to low mmr so we learn how to play better? vs killers at our lvl?

Why is MMR affected by escapes, when i can just do gens whole games and zero chases? or hide whole game and escape? Or have a friendly killer? Why isn't mmr affected by several things and why are my queues 10-20 secs?

MAKE ME WAIT 1 MIN IN QUEUE AND GIVE ME A BETTER GAME if you are going to keep the awfull matchmaker.

And this also makes me wonder, why those 69% blights arent getting nerfed. Why does blight even have 4.6 speed?

3

But now i'm wondering. Is this all intentional? So average killers destroys teams after losing some games and keep playing the game? Is this why maps are full of trash near walls, so when i hug walls i get stuck on random stuff?

Than there's the whole A pro legion, clown etc picks wesker for the first time and the first games he gets baby survivors… like why? Why are killers mmrs separate and start at zero? or am i wrong here?

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Comments

  • Neaxolotl
    Neaxolotl Member Posts: 1,788
    edited May 2025

    maybe some region has 50/50 escape and kill rates while in your region it's like 15% and 85%, lul

  • crogers271
    crogers271 Member Posts: 3,499

    They didn't show LOW MMR escapes. NOT even average MMR escapes.

    They didn't show the lowest picked killers, neither the lowest winrates for killer

    Low MMR would be tough to base data on, especially if we're talking about bottom, because at a certain point you have people actively trying not to win.

    As for what they didn't show, BHVR tends to dribble out the stats. It kind of sucks but its a marketing gimmick.

    Why is MMR affected by escapes, when i can just do gens whole games and zero chases? or hide whole game and escape? Or have a friendly killer?

    Barring a recent Dev comment about the MMR algorithm that might have been a mistake or an insight, having a singular goal for the MMR number is kind of necessary for a zero sum approach. It all balances out anyway in the long run.

    why are my queues 10-20 secs?

    MAKE ME WAIT 1 MIN IN QUEUE AND GIVE ME A BETTER GAME if you are going to keep the awfull matchmaker.

    While forum commenters generally ask for this, their general surveys / earlier approach said people wanted games right away. I feel like with where killer queues are at the moment more accurate matchmaking would make those considerably longer.

    Why are killers mmrs separate and start at zero? or am i wrong here?

    Killer MMRs are separate so that if someone mains a killer they can still switch to other killers they only play occasionally.

    However, there is a general killer MMR that people have. If they didn't every time a new killer was released it would take a few days before high MMR survivors even began to see the killer in their matches.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    I think both you and OP here are correct.

    It's frankly absurd to have MMR for new killers be partial to your best performing Killer. It's also nonsensical to ONLY have MMR for Survivors increase on escapes while it only increases/decreases on Killers based on kills - so Killers therefore always end up facing way harder battles later while Survivors always seem to get stuck with awful teammates. It feels really bad too that you lose MMR more slowly than you gain.

    Why not just make it linear and based on some other metric? I'll never understand…

  • Blueberry
    Blueberry Member Posts: 14,472

    Yeah I agree with you. I think mmr should decay too. Like if I havnt played a killer in 6 months their mmr should be crashed. I find it very annoying trying to learn a new killer I’ve basically never touched when my first match trying them is against a squad with 20k hours because of my mains mmr..it’s silly. That’s not an atmosphere to learn.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    What's special about escapes? when killers kill, they won't escape, when they won't, they escape, I don't see kills any different from escapes

  • UknownShredder
    UknownShredder Member Posts: 204

    Now that we are in the region tier skill level talk. i been taking a couple of weeks playing on different time zones and anything outside of Asia is like playing against toddlers that their parents always have them winning so they never got that winner instict, the difference between an asian and a non asian player in general is huge.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    It's frankly absurd to have MMR for new killers be partial to your best performing Killer.

    There are actual fundamentals of gameplay that are pretty consistent between all characters. Map knowledge, game sense, what perks/loadout you use or even have access to, how to zone, loop, and pressure. None of that changes just because there's a new killer power.

    Sure, there's a learning curve, but it's not like people are reset back to "never seen the game before" every 3 months.

    Why not just make it linear and based on some other metric

    Because kills and escapes are the only things that matter. If the devs chose literally anything else to base this on, then there are a huge number of people who would play killer, kill every survivor, yet make sure to "lose" for easier games. People used to do this with the old system too, and "deranking" was a huge problem for a long time.

    It's also supposed to be a weighted system, so if you're the underdog and you manage to beat a team that is ranked higher than you, you should gain more MMR than if you stomped a team way below your rank. It's how just about every ranking system in the entirety of gaming works at this point.

    This also helps to prevent smurfing, so you can't just farm easy games on a brand new account.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    My issue with all you just said, Ampersand, is that despite fundamentals it takes TIME to learn new Killers' powers. Shouldn't it be the case you have kinda less difficult Survivors while learning a new Killer's power? Why set them at the same level or roughly about the same level as your most successful Killer? I agree once the fundamentals are learned you ought to be out of the Kiddie Pool, but every Killer also plays differently and some powers can be more difficult to master. Why start a Killer you never played at the same level as one you play frequently? They aren't the same.

    I also do not care about smurfing, I think it's an overexaggerated issue. As long as there's a hard cap you can't go below after you're out of. That's frankly all the game needs to prevent smurfing, IMHO.

  • crogers271
    crogers271 Member Posts: 3,499

    Ampersand might give a different response, but I'll give it a go:

    1: Fairness: It also takes the survivors time to learn how to counter the killer's power. Probably more important for the killer, but there is a survivor side as well.

    2: Practicality: When a new killer comes out lots of people play it messing with the queue times. If all players started at a lower MMR it would mess up the queues even more (you now have the killers fighting for even a smaller slice of the player pool). Additionally, some portion of the player pool would feel like no one is playing the new killer and others that everyone is playing the new killer.

    3: Impact: What would happen is that the new killer would start at a lower MMR? Well they would dominate the players they are against because of their grasp of the fundamentals. This would give them time to learn the powers and as they hit the higher MMRs they are now hitting survivors who have no experience against the killer, so they continue to win. Then they either hit MMR well above them and/or the survivors do get the experience, and then suddenly they start losing a lot. It would create an undesirable whiplash effect and opinions would be all over the place.

    New killers coming out is always going to be messy and cause some game issue for a few days/weeks. The way they do it is probably the best way to minimize those problems.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    From my understanding it does work the way you think it should.

    My understanding of new killer MMR is that they take your overall/average from all of your killer play, then drop that by some amount (like 200 or so). That's your starting MMR for a new killer out of the box.

    And yeah, there will be some learning curve for understanding the killers power. There's also the option to practice against bots in custom lobbies. I usually play at least a couple rounds just to get a feel for the power. My first game is always without add-ons, so I can get a base line, and then maybe try a couple with just qol add-ons to get the feel. If I hate the feel I can always disconnect from a bot match with no penalty and, most importantly, without running someone else's match. That's one main reason custom games even exist.

    But, worst case scenario, (nearly) every killer can be played as a simple m1 killer even if you aren't getting maximum, or even good, value from their kit. That m1 style of play is (almost) universal, and there should be a non-zero base line MMR that reflects your individual skill as a completely generic killer with no power. But that isn't going to be zero unless you're literally playing with your monitor turned off.