http://dbd.game/killswitch
SBMM is the last thing the game needs right now
This game has an insane amount of problems and SBMM can't be released just yet.
Don't get me wrong I'm not completely against it but at the moment it's the last thing the players need.
There are a lot of killer that need buffs and tweaks, maps with dead zones or unfair spawns( double Lt walls in suffocation pit for example).
The nosense amount of pallets in some maps(the game)
The performance issues, fps drops while using dh, or when using killer power (nemesis, piramid head etc)
The amount of useless perks in the game, can we like, have a different meta every month like other games? No matter the buff you give to some perks, people will keep using bt dh Ds ub and pop ruin und tinkerer.
With that being said, it's a casual game, that's what the devs don't wanna understand, the amount of rng it's insane and with all the problems the game has atm adding SBMM will just make people even more upset in the short term
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As far as I am aware... THIS has been what they were focused on, once we get it, they can start to address other issues.
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What they need to remove from the game is the pallet in killer shack. When i see survivor going there i already know they want to loop me for days. I dont even bother and just leave to find another survivor.
SBMM is welcomed change but i agree there are other changes and fixes they also need to make.
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Actually, SBMM automatically takes care of balance issues related to killer powers. If anything, it's a blessing to weaker killers.
And besides, it doesn't need to be perfect. It just needs to be better than the current SBMM, aka the pip system. Which is literally supposed to be a form of SBMM.
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I think a lot of people don't realise that alot of the balancing issues won't ever really be addressed.
It's clear balancing issues are meant to exist in this game lol which is crazy tbh.
But I get you're point completely, however with the amount of people complaining about sbmm in general and the overall issues that have existed for quite awhile then it wouldn't ever be 'The right time' to implement it.
So nows better so maybe they'll shift their focus to address issues that desperately need it.
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Their priorities are wacked then, map, perk, and killer balance has long been massive issues, not too mention the vast amount of bugs and optimization issues. Don't get me wrong the matchmaking is an issue but I also don't like how little we as players know about the new mmr, we won't even know what our own mmr is let alone what the system even acknowledges as a win. If my experience during every test is any indication then I'll be leaving the game once sbmm comes out.
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Killers are the only ones nagging about it tbh.
and it's just because they're the killers who don't use skill to win.
They don't pressure gens and get chase and deviousness points. They just want to get a 4k ASAP and will use a " strategy " that the devs frown upon to secure wins when they're not even good and get rewarded for it.
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Alright, let's look at the scenarios:
Good scenario: SBMM works pretty well, people can relax a bit more and devs can focus on performance etc
Bad scenario: SBMM doesn't work, but devs go on to working on a complete different feature ignoring the existing issues.
Best scenario: SBMM works and puts all the people prone to BMing together, freeing the community from them, and allowing the devs to get some actual worthwhile statistics in to do some proper tweaking, buffing and nerfing, while they fix the performance etc.
Secret scenario: As best scenario, but with a lingerie edition
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That's actually just false.
Generally, the better the player, the less likely they are to want SBMM.
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Most likely scenario: It's the same system just hidden.
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I would say that.
If sbmm works even remotely as intended (which it sorta did in the last test) it would be beneficial to how further tweaks would be done.
After all: If you look at the threads about which perks/killer are 'unfun', OP, 'boring' it usually boils down the person saying 'I don't know how to handle this, and I don't want to learn, I want to have just one or two buttons I need to press to win' (exaggerated, but that is what is boils down to)
For example: Right now DH is getting so much 'hate' because... why exactly? The reasoning of those complaining is 'it's so overpowered and unfair' when... it's really not. It's just a factor during a match you need to pay attention to. If you can wait out DS and BT when tunneling, you can estimate about when DH will be ready again. If you can't... that doesn't make DH overpowered or broken.
If SBMM works remotely as intended the devs can get much clearer data on whether things like DH are actually overpowered or if people are just refusing to adjust to situations.
Another example are killers like Deathslinger, where people are still demanding for him to be removed entirely cause he's too overpowered etc. When in reality he's a killer you're not meant to face with the standard 'engage in chase and loop while gens get done', but people complaining refuse to change their MO.
If SBMM works remotely as intended the most likely change we'll see to Deathslinger will be a change to M&A (having it bring the TR down to 20m, instead of reducing it by 16) and maybe a clearer aiming sound. But not the broken changes those complaining demand.
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Most killers can deal with shack pretty easily. For example when I play clown shack pallet barely lasts like 15 seconds
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I'm not a good killer or survivor so I'm safe from this :P
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Guess I'm still trash at 4k+ hours then...
Or maybe I want to go against people of similar skills as me, and have those of same skill on my team and don't want easy 4ks or get completely stomped because of people who got boosted to the same place as me because they only play SWF.
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This is an out-of-season April Fools joke, right?
Because you know what would've been preferable than focusing on this? Focusing on those other issues to begin with instead of giving people something they didn't ask for nor want.
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Idk how someone can complain about new ranked... Current ranked system is fn joke, on red ranks im getting ######### team in 80% cases. To recieve +1 u need 3(!) red medals on red ranks. New ranked should eleminate at least half of dead nuts from my team, at least i hope so, i better play sweaty than see how my team has 5 gens when i ran for 4 minutes or have leaver in the start of the game. I can say this for those who complaining: If u played vs noobs u will play vs them, u wont get higher, so stay calm, for u it wont change at all
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SBMM is the best thing that will happen to the game for years.
If you feel like some killers need buffs, it means your are playing with survivors that are stronger than you.
As you can't play against SWF that often (it's like 3% of the trials), it means you can't get kills in higher ranks while most of survivors there are total potatoes atm.
Everyone will play at his/her rank and everything will be better for the game.
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3k Hours here. I'd say I'm rather good enough in the game to get consistent 4ks even against a 4-man SWF with Keys that brings me to Corn Maps with Hatch Offerings.
I still want MMR because even if some of those games can be stressful, they're the ones I remember most as having fun with if I can overcome them. I'm not talking about just using Nurse and #########. I've won games with Deathslinger on large maps with coordinated teams. I've won games as Demo against a "competitive" Korean group who proceeded to insult me after the game.
I'd rather get fairer games even if it means there's a higher frequency of me dealing with people like these. Because I know I can deal with them, I want to be challenged. What's the point of playing a game if you're not challenged?
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I think the problem with SBMM is DBD is like... paradoxically a highly competitive game, and not at all suited to competitive gameplay.
On the competitive end, it has a lot of stuff in it you see in games that develop high end competitive scenes. For example, tons of Yomi exchanges, like camping, fakeouts, ect. In general, the better player will win individual exchanges, and DBD has a lot of skill testing elements. Furthermore, DBD is set up so that, until you are in a dominant position, you kinda need to go all out because slacking at any point before the game is won is going to lose you the game.
On the flip flop though, game balance is trash at the moment with a super wide gulf between killer preformance. The balancing philosophy for killers, and the overall design philosophy for them, is kinda consistently bad and does not prioritize things a competitive community would care about (ex: pretty much everything about Trickster, for survivors the fact he removes a traditional skill from survivors without replacing with something else makes him awful to play against from a competitive perspective, and from a killer perspective the fact his knives don't go where you aim them makes him too random and swingy to really be interesting to invest in mastering. You can be the best Trickster in the world and you will not hit a ton of really important knife hits just because the game told you that you couldn't), and the devs really don't seem to really understand the underlying 'theory' of DBD in just so many ways, like map design (Ex: There is an upper limit on how big maps can be. How narrow. How many strong elements are near each other. Pallet density and deadzone distributions for a good map. The fact larger map=/=needs more pallets, ect.), and so many game feel elements are frustrating and remove player control.
Like if DBD wanted to be a game people took seriously, you would need to do a lot (especially on killer end) to make the act of 'sweating' less terrible. Comp players will peruse mastery in games with legitimately difficult systems (Tekken's everything, Melee's move system) but if you make the high end just not feel good it won't happen. Killer has too many animation locks, the asymmetry of downtime is too big, optimal play is often really boring, ect. The game also heavily lacks 'bounding' mechanics, and the fact some people think removing the very few we have (Bloodlust) would make the game better shows that a lot of people don't even understand why they are there (I can't think of a comp game that does not have a hard coded system that isn't just anti-infinite, or which doesn't have community rules to cap output. But a cap on expected gains from an interaction. Bloodlust forcing a hit at a non-infinite is the equivalent of combo scaling in a lot of ways).
SBMM isn't trying, obviously, to grow a comp scene, but you need to understand this is why DBD is generally considered more fun by people who are good at it when there is varied skill distribution. Sometimes your on top, and sometimes your on bottom, but if every game is a sweatfest the game can get really old and tiring. DBD would undoubtedly be a better game if it could be better balanced so you don't need some sap in every game being the weak link that allows the game to actually open up past strong loops and W holding by introducing the main secondary objective of DBD that actually makes the game interesting, but it requires a lot of changes the devs don't seem to be exploring, and you absolutely don't need the 'data' of SBMM to realize the game needs serious changes at the top end, and to at least start making those changes.
Like yeah, SBMM is a great concept but if you can't see how badly some killers are behind and 'need the data' there is no reason to expect your metrics for what SBMM will track are going to be good, and its clear you don't value what most of your community values. This meme that only people who want stomps don't want SBMM is compelling but it isn't true, trust me I would LOVE it to see less players in red ranks just feeding me hooks not even giving me time to get out of Devour Hope range, or fewer red rank 'policy facecampers' throwing matches on the first gen. But the very basic boundaries of the game's design aren't even well established by its creators (and in fact they have been very vocally against the entire concept of balancing in the past, so this is extra suspect) so there is a lot of reason to expect it to go wrong.
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Why should weak killer characters delay SBMM? SBMM is actually fixing in a way the weak killer characters by giving them fairer matches.
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I also completely disagree with the first point you made. Some killers objectively perform better against higher skilled survivors. It's not a valid solution to simply try to give the poorly balanced killers better/worse survivors with their nonsense MMR formula. To top it off, BHVR seems allergic to transparency towards the community these days.
Simply, the game's fundamental design isn't suited to a SBMM system due to the overall casual player-base, the impossibilité of balancing an asymetric game, and randomly seeded maps.
Post edited by EQWashu on0 -
Numerous people have commented something to the effect of "SBMM is a way of balancing the game by giving weaker/stronger killers fairer matches by matching them with weaker/stronger survivors." This is nonsense and not a solution.
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Did you even read the developer update? The whole purpose of SBMM is to match of similar skill levels so actual balance can't be done. The actual system isn't reliable for data because you can have someone with 150 hours who is still learning the basics of the game as the same rank of someone with 4k hours who breathes DBD.
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They can test it however many times they want (as they will, and an alternative is not provided 😃.) I'll believe it when I see it actually work for once.
When again have developers given meaningful communication on implemented changes? So, as it goes, I'll believe it when I see it.
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I understand if people don't believe it, but SBMM is coming no matter what so we might as well try to have faith in the system.
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Notice how I said generally.
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