Can We Talk About How Unfun "High MMR" Is?
Are we allowed to talk about this?
I can only assume that I'm playing at high MMR as Killer. I get the same teams over and over, and they are pretty good.
As Survivor, I queue with people who are a lot better than me. I see a lot of Deathslinger's, Blight's and Spirit's. I am not a good Survivor, but I benefit from people who are.
It's important to note that I do mostly play Killer, despite trying to retire. I do play Survivor more than I used to, but i know my bias is towards Killer. If someone who mains Survivor wants to add on some knowledge, go for it. That brings me to my question, why is the game so unfun for both roles when the players are good?
Note: I am not talking about balance. I'm talking about fun. Sometimes they go hand-in-hand, other times they do not.
As Survivor, most matches involve some form of camping or tunneling. These are both super unfun because they often deny the Survivor the ability to play the game and earn points. Additionally, most games feature at least two gen regression perks, games that don't are over so fast they weren't worth the queue time. It never feels good to have to hunt down two totems just to be able to do gens. The dread I feel when I tap a gen and see Ruin is immense. It also really really sucks when the Killer is an ######### and decides to BM. Like, jeez, stop pouring salt in the wound.
As Killer, it sucks knowing you are probably going to a ######### map. Like, the amount of Survivor-tilted maps is insane. It also never feels good knowing that by the time you get your first down (barring a miracle) at least two gens will pop. It's super unfun to feel forced to bring gen perks to have a chance at a slightly longer game. It sucks to see two of your perks completely removed from the match within 2 minutes of the game starting. It also sucks to know that you basically have to tunnel or proxy camp to win. It sucks when Survivors can use DH effectively to make up for a mistake they made, or when you outplay them. It's also massively unfun to see a Survivor chain structures and loops together and know that you have to break three pallets before you can hit them. It's infuriating when Survivors BM you. It's worse when people defend the BM by saying it's harmless. It's clearly intended to annoy and upset the Killer.
Small rant over. What can be done to rectify this situation where both sides are having a miserable time at higher MMR?
Comments
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We can’t really rectify the situation unless both sides agree to never ever play sweaty. Sweaty dbd has always been unfun and MMR has just made the issue worse
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I'd rather make suggestions than tell people to stop playing, that's a cop out answer.
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Then shouldn't that show an issue with the design of the game if when people are skillful and trying the game becomes unfun?
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So far I only had 2 games out of something in the double digits that had tunnelers and campers. Maybe I'm insanely lucky, maybe I'm just a really bad survivor. I have experienced the Tinker, Ruin, Undying, Blight quite a few times.
As for killer I do see a lot of medkits and I mean 3 medkits minimum every match. I haven't seen a single match without 3 as absurd as that sounds. Most groups are swf's. If your curious how I know it's a swf it's cause matching names, in the endgame you see very similar builds.
My experience for MMR has been pretty good for survivor but for killer it's been horrendous. Once again I might just be a bad survivor.
I thought MMR was a good idea, and I still kinda do, but the issue for me is less the MMR but more the balance of the game. If they fixed the balance then MMR might be good for everyone, but that's the issue. BHVR is not gonna be able to balance maps, killers, medkits, tiles, loops, perks, camping, tunneling, and totems that quick. We've seen how long it takes them. So while I do like MMR, I do think it should be shut off until the game gets properly balanced.
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It’s more so an issue with the meta this game has developed. Killer are running 3/4 slowdown and survivors are running the same 5 perks every game. Problem is since the devs don’t balance perks enough the issue hasn’t been fixed and even when they do balance perks it doesn’t matter.
Every time a new meta perk/perk buff is released it gets complained about until the devs nerf it. Look at lucky break as a perfect example
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Can we talk about how unfun "dead by daylight" is?
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I've asked a similar question in the past, and the answer is nothing. There's nothing that can be done. And even if there was something that could be done, we'd never actually get to see it, given how long it took to create the current system which is just a binary yes or no on escapes.
The core issue is that once you reach a certain skill level, it is no longer beneficial for either side to play in such a way that allows player skill to come into play, rather it is much more beneficial to ensure as little skill as possible is allowed to enter the equation. At some point, it is easier to secure kills by simply camping and at some point, looping and mind games are no longer a good tactic, because Survivors can just drop all the pallets with the knowledge that by the time Killer is done chewing through them, the exit gates will be open.
I think a more refined version of the old system would work best, honestly. Maybe add more ranks, change some values, but Kills and Escapes are not a good, nor fun, ways to measure player skill. Though I've absolutely no hope left, not after what the Lead Game Developer has said about the current system. I'm genuinely still mad at that.
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Yeah. Not much hope when comments like that are being made about MMR, but it really isn't anything new.
I remember when they first nerfed Ruin into it's current state, they said it was a "late-game perk."
Still though, nothing will get done if we don't talk about and at least try to figure out a solution.
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Going as Blight against a member of oracle is a challenge I never thought I’d have to face but here we are i guess
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It's also massively unfun to see a Survivor chain structures and loops together and know that you have to break three pallets before you can hit them
Try 5 or 6 for me after a few merciless killer games.
Once the MMR goes up, I start getting survivors that loop super tight and it's a nightmare downing them. They have DS because they would be fools not to run it, considering the sheer amount of capital they would gain by triggering it.
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Looks like you are a pretty good survivor and killer and yes, that is the problem.
This game is not very kind to people who know how to play it and at the higher level these flaws get a bit more obvious. As you noted the Killer has to run those 2/3 slowdown perks unless they want to surrender right at the start or are a godlike player. Same for the survivors who have to bring perks to extend the chase long enough for the other survivors to find Ruin/Undying.
Deadhard and Hex: Ruin are directly linked to each other. You have to bring one to counter the other. This is a prisoners dilema. The side who choosed not to sell out will get the bad result. If both sides sell out they both will get a "bad result".
Now one honest question: Do you think this got worse because of the MMR system?
Because for me this is the former "Rank 1"-mindset that already existed and plagued people. Only that the rank system allowed for a bit more flexible matches and let you play against to occasional <A tier Killer who just wanted to have fun (spoiler, most times they did not) and had to play against a meta-survivor.
Going by you examples the problem is with game speed. Killers are getting genrushed to fast so that they bring Ruin. Survivors get stalled too much by this so they bring Deadhard. It comes down to the general point where survivors are too fast and the Killer has a good option.
If they just slow down the game this will change nothing as Killers will still bring Hex: Ruin. The conclusion would be to first remove Hex: Ruin and then add some other slowdown to Killers that can be scaled individualy.
You can see this with Freddy. He is not fun to play as but he can hold his own with Pop alone and gets quick good with Ruin, not because he is good at countering looping but because he can teleport. Now imagin a world without Pop / Ruin / Undying but Freddy applies a x% action penalty while you are asleep.
Now the devs could adjust this value just for Freddy alone to make him more balanced.
A general perk like Ruin prevents this as with Ruin you will impact all Killers: Nurse as much as Trapper. And this just limits options quit a bit and results in you unfun experience.
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So I feel like "High" survivor mmr isn't working that well. So the only thing to complain about here is: Why does it blows so much?
But everytime I play Killer it works prettty accurate to my skillrate on different killers. And I like that noobs doesn't get matched with me bc that's not fair and pretty dog since the beginnings of gaming. Noobkilling is bs. So I'm fine. Also since I get matched with survivors on my or above my level I feel like I'm improving. Only slightly but I definetely do so.
Long story short: Killer yay, Survivor... hmmnay? medio rare? but not yay.
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There isn't really a solution to this.
You can smurf your MMR down, but that is a really crappy thing to do, as you are essentially spoiling games.
What you are describing is just the nature of being higher-than-average or lower-than-average in rank, in a videogame. There are less players at your level, but it wouldn't be fair to widen matchmaking parameters too far (shudders as he remembers what it was like when killers had zero matchmaking).
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I feel high MMR is far worse for killer. If you want to stand the slightest chance of winning on a killer that isn't Nurse, Spirit or Blight then you need a bunch of gen slowdown. Even then you'll still sweat.
Survivor is far less of a struggle when it comes to camping, slugging or tunneling because most survivors at high MMR have borrowed time, DS, unbreakable and so on.
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I feel mmr is not really the issue so much as the inherent game balance is the problem. It is possible for high level DBD to be fun, it just isn't in the current state. And it likely never will be... Because balance means dropping the survivor bias. Hard.
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The problem is that DBD is kind of a paradox right now. The higher your MMR is, the less skillful your games tend to be. People stop relying on chases, tracking and hiding skills to just let meta perks and unfun tactics (camping, tunneling, holding W early, doing gens as efficient as possible) do the work for them. The only solution for that is for devs to truly balance the game in its basekit form and nerf the ######### out of meta perks so they go from "immensively game changing" to just "slightly help".
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Gen times or gen regression needs an overhaul.
As killer you literally have 0 time to do much of anything at all before they start popping. Hence why every killer needs to run ruin/pop. When you have survivors who are confident in a chase, know tiles etc the game is over before it even begins.
The more time a killer has the less likely they are to camp from my experience. Yes you are going to run into the players who are just there to ruin your day; but this happens on both sides.
On the other hand you could give survivors another objective in the sense of looking for parts for generators. Quite possibly just the final gen that needs parts to complete.
Moral of the story is, matches are over way too fast...
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Killers must run some type of gen defense to have a chance of "winning". Whatever winning might mean to you. To the devs clearly winning is getting kills/escapes. Nothing else seems to matter based on the last Q&A stream. This explains why MMR killers employ all these tactics.
Now on the bright side, good or bad i guess, pin head power does create a secondary objective for the survivors to complete. If we don't solve the box we can't even do gen work for the duration. Personally i feel this is a good power for the game. the killer can run less gen defense perks than others and the survivors have a fair chance to prevent the chain event.
For the killer this means they are chasing one survivor, one survivor is going for the box, 2 survivors max are on a gen. The killer has a chance to keep multiple survivors occupied at the same time which slows gen progress. As a survivor ( I play majority survivor b/c on console the frame rate drops are so bad killer is broken), this gives me more opportunities for blood points. i only care to escape if i'm doing a challenge. other than that i'm in it for BP and to help others escape.
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High MMR isn't fun because DBD is not a balanced game.
It's not even possible to reach the top MMR with certain Killers, that is how poorly balanced the game is.
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Correct but I'm interested in suggestions on how to fix it more than anything
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Nerf Survivor meta perks and items, and rework every bad map in the game.
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High MMR is a terrible experience on both sides. It's full of DC, suicides, tunnel and proxy camp.
As a killer, you can't win if you want to play properly without camping and tunneling.
As a survivor, you mostly do gens and that's all.
Killer queues are now instant, survivors queues take way longer.
It shows how terrible the experience is for killers... sad
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Stop caring about getting the 4 sacrifices each round. And stop caring about having the need to escape each round, or caring about getting a 4 survivor escape. Overall have no expectation on how the game will end, "win" or "lose", try to enjoy the game based on the gameplay elements. At least that is my mentality on what I view as fun. Don't sweat just accept things and let them play out for each round.
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If you don't tunnel and camp as a Killer, your MMR will go down and you can play without tunneling and camping. If you don't use meta perks, then your MMR will go down and you won't see survivors with Meta perks all the time. Plus, that is going to solve the chain-looping structures together because lower MMR survivors will not be that good at looping.
It seems to me that everything you want is yours if you play for fun.
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It seems to me that all of the complaints I'm seeing about MMR is brought upon themselves. Just play for fun and all of your complaints go away.
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my survivor queue times have been fast from morning until 9:00 at night. Killer is the opposite.
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RIP
Everyday DbD is loosing more and more players. Compare each day with the last week and you will see there is a 10% decrease in the number of players.
DbD has now less players than BFV, a pretty much dead game that resurrected with good free contents. But players don't leave and they play everyday now....
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Ok, I have to ask. Isn't Sept when Pinhead came out, so wasn't there a glut of new players at that time anyway? So you are basically showing DBD going back to the normal amount of players after it was hyped-up because of the new licensed killer release?
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It was already dropping then.
The graph starts on July 12th.
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It's funny, the game was a lot more fun overall back when I started playing and things like instant heals that could fully heal a downed survivor still existed. Sure they were still frustrating, but overall I enjoyed the game a lot despite it.
The game is getting more balanced, but the devs are making it more balanced by removing a lot of the fun aspects instead of trying to balance the fun parts.
Like killers can easily get a 2K every game if they camp/tunnel every match, but that's no fun for anyone really. But 2K/2E is balanced.
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I have a hard time making sense of most of the complaints I see about MMR. Many display a fundamental misunderstanding of what purpose MMR serves, some just don't really make sense.
"High MMR is unfun" - If you do not have fun trying to kill as many survivors as possible by any means possible or trying everything in your might to escape, then you should simply... not do those things. Nothing is preventing you from using off-meta loadouts, refraining from camping, tunnelling, slugging, genrushing, or doing anything else you consider unfun as either role. The only thing that I can see people bring up is preventing them from this is... their desire to win. And you can't have that without trying hard to kill or escape - if it would be possible to consistently win (i. e. climb to and remain at high MMR) without using the strongest loadouts and tactics to do so, the system would make no sense whatsoever and everyone would sooner or later end up at the highest rating, regardless of their skill, performance and "sweat" levels. That would be the most unfun thing, as you would have players with 100 hours who consider a victory being cleansing all totems in a round, match against players with 10000 hours who usually kill everyone before 2 gens are done. As was regularly the case in the ranking system.
I think this issue is mostly due to people wanting to eat their kill or escape cake and have it too. They want to win, which to most players in this game actually absolutely does mean to kill survivors or escape as survivor. They want to do so without having to stress or needing to practice and improve too much. And they also want to do so against non-bad players so that they can feel even better about winning. But that is simply impossible in a PVP game, because if one player is having a comfortable and fun time and is winning, the other(s) cannot possibly simultaneously also be. The reality is that if you want to kill or escape by any means, you should be matched against likeminded players, and all players in those matches should be expected to have to try their very hardest and yet still come out having people escape or dying around half of the time. If you do not consider that gameplay fun, then simply stop trying to kill or escape by any means possible. You think playing in other ways is more fun? Then do so, and if that means you aren't averaging at least 2 kills or 50% escapes over your matches, you will fall to a rating where that is eventually feasible. But please don't expect it to be possible to consistently kill and survive at the highest rating while also playing for any type of fun that is not performing in ways to kill or survive as consistently as possible, otherwise you are asking for the game experience to be ruined for everyone and are misunderstanding what MMR is. It is precisely about sorting players into matches in which players are more on the same page about how to play the game. It is not a reward, it is not about making the highest rating level the best or most fun one that everyone should want to be at. Only those that care about winning and also enjoy what sort of gameplay that entails.
"High MMR is unbalanced" - That is by definition impossible. You can only climb MMR if you consistently kill or escape, and only maintain high MMR if you consistently at least kill half of the survivors/escape half of the time. If you are high MMR, that necessarily means that you perform at least well enough to average 2 kills per match or a 50% survival rate. That the rating is capped is a problem in terms of actually matching people as closely as it could be, but it is not a problem in terms of creating an overall balanced playing experience where players consistently perform well enough. If you don't like how the game is played when both roles use and try everything to kill and escape, then again, you are free to simply not use those things and not play in those ways, and if that means you now cannot compete at the high MMR levels anymore and will sink to levels where you can, so what? There is no reward for your rating.
Some aspects of this game are definitely still problematic from a balance perspective, but that is not something a matchmaking system could ever iron out. Would every 4-player SWF be paired against Nurses exclusively, and vice versa? Obviously a ridiculous thought. These are things that have to be addressed by game design.
"MMR does not reflect skill" - There is nothing that will correlate closer with a player's prowess in this game than their kill and survival rates, certainly over large enough sample sizes. If you are good at chasing/being chased, pressuring objectives/controlling them, snowballing/recovering, quick decision-making, the mechanics of that all, etc., you are absolutely more likely to kill or survive more consistently as a result. All of those things ultimately and inadvertently contribute to one's ability to kill or survive, the connection is obvious. And while it could be argued that metrics such as hooks might more accurately reflect skill, ultimately MMR does not even have to be about skill, or more precisely, the "skillfulness" with which wins are achieved. The vast majority of people care about killing as killer and surviving as survivor in this game, and for very obvious reasons. Those are just the clearest win conditions. The MMR system is meant to measure performance in that respect and make matches that on average allow players an equal shot at both. And to that end, of course there are easier, less demanding (less "skillful") ways to achieve kills and escapes. But they are still the most effective ways to get to that end result, not having to exert a lot of effort to use them then only means being efficient. If a chess master won all of their games with simple yet effective play, nobody would argue they aren't justified to be gaining rating just because they aren't using very complex strategy. Winning is the prime objective, not winning in the most impressive ways.
And I would even go further and say fun levels also correlate more closely with balanced kill and survival rates than anything players might think would more accurately determine "skill". Again, ultimately most players enjoy killing and surviving respectively, and so they will have better playing experiences with a matchmaker that selects for precisely those things. I suspect not few of the people complaining about MMR are if anything even more dependent on their win rates for enjoyment of this game than the average player, and the reason they say it should not select for kill/survival rates is not that they think those do not actually reflect success in this game, but because they want to keep winning most of their games like they could in the old matchmaking system that did not try to give players fair matches in terms of kill and survival chances.
If you on the other hand personally actually do not care about surviving or killing and dislike the ways the game is played by people who do, you should be grateful for MMR. MMR selecting for things you do not care about means MMR will benefit you, if you truly do not care. You won't kill or survive consistently, your MMR won't increase, you won't have to play with and against players that do care a lot about killing or surviving and play in those ways. All is well. Obviously it's not quite that easy because in reality the matchmaker still has to make matches happen from actual available players and there's a lot of messiness with that, but in concept all those people that for some reason seem to take huge issue with the matchmaker selecting for kill and survival rates at least can rest assured that it will tend to give them matches with likeminded individuals that also do not think killing and surviving is all that important, certainly more consistently so than the ranking system ever did.
I'm not saying MMR is perfect, and certainly there are problems with BHVR's implementation of it (for one thing, it seems to try to achieve a "balanced" kill/survival rate by sometimes flip-flopping between matchups that are grossly stacked toward one side and the other, and I also dislike the MMR cap as well as the fact that personal survival rates are used rather than team-based ones), but much of the criticism I see fails to see the point of MMR.
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As has been demonstrated repeatedly, it is very difficult to lose MMR. It's totally unreasonable to ask people to lose 30 games in a row on every Killer in order to have tolerable matches. Losing is fine, but people in this game have a nasty habit of rubbing salt in the wound.
You have a very uninformed view of skill. MMR is one of the worst things ever implemented in DBD, and I sincerely hope it gets removed. Most players seem to dislike it. It highlights every flaw of DBD and pushes players into exploiting and abusing them.
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Where has that been demonstrated, out of interest? I don't have specifics myself on how many 0/1ks or deaths it takes to significantly drop in rating, it's certainly possible that those numbers might have to be adjusted, but honestly 30 games is not that unreasonable in my mind.
As for my view of skill being uninformed and MMR being one of the worst things ever, those are unsubstantiated claims. Same for most players seeming to dislike it, for that matter. There's hundreds of thousands of players monthly, the amount of online complaints is a drop in a bucket in comparison. BHVR's survey might be a more meaningful measure of people's initial impressions of it, but that's probably also merely in the tens of thousands, if that.
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I've left DBD prior to SBMM introduction, so I didn't experience it myself.
Judging from what I've read here, it is worse than red ranks sometimes were.
And that is scary.
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It just makes those Red Rank games where you'd have to be super sweaty for a 1K more common.
You'll still get baby Survivors or a baby Killer every other game.
But don't worry, it's fair. The sweat to stomp ratio is 50% so it's balanced.
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In a strange way I actually miss the bullshit stuff like old insta heals
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Well...at least it is no surprise. I mean, its "test" sessions were so awful that most people knew it would create sweaty games.
So do I. But then again, you know me. There are very few things that I do not miss.
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I hope you find your way back to the game sometime.
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I miss how people acted with them.
When someone got picked up from being slugged to healthy I thought "Oh great, another 60 second chase where I need to break 7 pallets." Now if someone get picked up from being slugged to injured I think "Oh great, another 30 second chase where two gens will pop."
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Thank you, my friend.
If DBD somehow returns to be the same game that I fell in love with back in 2018, I will gladly return to the Fog.
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