http://dbd.game/killswitch
Suggesting Emblem-Weighted SBMM to DBD
Hello Behaviour team,
I’d like to propose a suggestion regarding how MMR is currently weighted in. I’ve been playing Dead by Daylight for several years and enjoy both survivor and killer gameplay, so this feedback reflects experience from both sides of the game and I made sure not to be bias since I love both sides besides being a survivor main.
The Problem
- MMR currently emphasizes escape outcomes for survivors and kill outcomes for killers.
- This can result in skill and meaningful contributions being undervalued:
- A survivor may chase the killer, create space, or assist teammates but still lose MMR if they die early because teammates leave or fail to capitalize.
- A killer may efficiently control chases and punish mistakes, but outcome-based MMR may not fully recognize these contributions.
- Solo queue often rewards low-interaction survival over active, high-skill play, which can frustrate both experienced and newer players alike.
Proposed Idea
- Weight emblem performance more heavily in MMR calculations while keeping escapes/kills as outcome signals.
- Emblems already track a wide range of actions on both sides—pressure, altruism, objectives, and chase efficiency.
- Importantly, emblems cover almost everything a survivor or killer does—including kills, heals, unhooks, gens done or kicked, and successful chases. Using these existing metrics as a foundation for MMR would allow the system to reward skill and contribution without introducing new tracking or additional complexity.
- Using emblem performance as a modifier would:
- Reward meaningful gameplay
- Reduce frustration in solo queue
- Better distinguish between active contributors and low-interaction players
Why It Matters
- Would make solo queue feel fairer and more skill-based.
- Encourages active, engaging gameplay, rather than rewarding survival through low-interaction strategies.
- Could improve player satisfaction and retention for both survivors and killers.
- Benefits a broad portion of the community, not just individual players, including those who have experienced frustration in solo queue.
Thank you so much for considering this suggestion—I hope it’s helpful in thinking about ways to make matchmaking reflect skill and contribution more accurately. I love DBD and have been playing it for years. This suggestion comes from wanting to make solo queue more enjoyable and fair for everyone involved, and I hope it’s helpful in considering ways to improve matchmaking in the hopefully near future.
Comments
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we had the emblem system in the past and it led to people hating itand burnout
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with all due respect the not so skill based skill based ranking system now is horrendous and leads to frustration and i get paired with like elite killers and teammates with like 12 hours of the game that are either in lockers or gens and there are so many times I've died on first hook and the not so skill based match making being escape based is far worse than emblem based since emblems contribute with skill escaping you don't need skill to do people can have zero skill and climb MMR so much easier by just hiding around and escaping when others have done everything for them the match making that's supposed to measure skill doesn't measure your skill it measures whether you can be enough of a snake to sneak out and or if you're lucky enough to get a team that won't leave you to die first hook and will actually do something other than hide while you're in chase and yes i understand it didn't work but this doesn't work either i love this game don't get me wrong but the skill based match making has nothing to do with skill at least it'd be nice if SKILL BASED match making had to do with skill no? and i say that with respect even if it doesn't seem so it'd just be nice if it actually had to do with skill cause the only burnout i ever felt in this game was being a person with 2000 hours and i get paired with teammates with like 12 and unfortunately that happens i distract the killer for long enough to have at least two or three gens done but when i'm downed after like 5 minutes not a single thing is done and you can't tell me my team making sure they get out instead of playing DBD that is a team game on survivor side as you know getting tunneled and no help isn't me lacking skill and i don't think that measuring via escapes is efficient and it's incredibly frustrating since i keep getting placed with people who are new to the game lose and get in with people who are on their first game win then get with the worlds best killer main or something and a team who doesn't know the basics of looping respectfully explain to me how that's better than measuring the skill if the player and placing them with players within their skill range i don't wanna be placed with the best killer and lose every game i don't think anyone does i don't wanna be placed with new survivors either not as a killer or survivor please understand my point here not forcing anything here just trying to get my point across as to why i think this really doesn't work out i know so many players who are wanting something like this to just get put the word skill in skill based nothing about the skill based match making is skill i'm sorry to say it but nothing has to do with skill just if you're enough of a snake to get out or if you're lucky to have a good team it's incredibly unfortunate i see content creators and friends of mine who dislike the matchmaking so much and i also dislike it which is also the main reason i quit come back and quit again hoping for better games but i never get any games that are fun i LOVE DBD but DBD just isn't fun at all solo queue one game is enough to burn me out personally i used to be able to play for hours now i can just do one game now that i've gotten better at the game and get frustrated when i can't be placed with people who are at the same level not higher not lower with all do respect please look into that "skill based" matchmaking you'd really benefit in the long run Thank you for taking the time to read just think about it doesn't have to be that specifically just figured since it'd be less tinkering less risk and not foreign to the game just extra tracking
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