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"SBMM"

NeonFlowerPower
NeonFlowerPower Member Posts: 135
edited October 2021 in Feedback and Suggestions

I am once again asking you to fix this broken system. I am still getting horrific team mates against Killers stacking 3-4 slowdown perks. It'd be fine if I wasn't getting killers who stack every slowdown perk they can get, but I'm not. I'm still getting 1k hour Andys who think the game is competitive.

Works when I play killer though unfortunately. Can't even play Pig without geting 3 dead hard users and a sprint burst sweat group.

Comments

  • Dino7281
    Dino7281 Member Posts: 3,294
    edited October 2021

    It's not about competitive, it's just that this game sucks without slow-down perk.

    I have tried to switch to deadlock only and it's terrible. Sorry, I am not happy with 4 escapes everygame. 3, if you camp...

    I never use more than 2 slow-down perks tho.

  • NeonFlowerPower
    NeonFlowerPower Member Posts: 135

    Its really not about me seeing 1 slowdown perk. Its more about me getting a killer who is clearly sweating every match out and me not getting any team mates to help with anything. I just got done playing against a Deathslinger with ruin(Idk what else he had), and he chased me for about a minute or two, and guess what my team mates were doing when I got down'd? Crouched next to the chase, waiting for me to go down so they could unhook me infront of the killer with BT.

    This scenario happens FAR too often in solo Q where nobody but me is trying to do gens or escape. Its incredibly annoying and unfun.

  • Dino7281
    Dino7281 Member Posts: 3,294

    That seems like survivors are problem, not a killer.

    I would suggest get a SWF. It's nothing new that soloQ sucks.

    Everyone kinda forgots that SWF completely skip match-making and they chose whoever they want to play with...

  • 비헤브
    비헤브 Member Posts: 44

    Balancing the balance in a fighting game is a very sensitive factor.

    There were many complaints about matching in the existing rank system,

    Now I have fewer issues than after the MMR patch.

    Previously, if 2 out of 10 were a problem

    Now 7 out of 10 is a problem.

    We paid to buy the game,

    MMR patched for balance matching

    I am working as a tester.

    In the meantime, we will be under a lot of stress.

  • NeonFlowerPower
    NeonFlowerPower Member Posts: 135

    Still waiting on a fix for "Skill Based" match making. Still getting team mates who have less than 50 hours or refuse to sit on generators while I have over 7k hours. Sometime this decade would be nice.

  • coley_219
    coley_219 Member Posts: 325

    I would like to see the formula used for sbmm not be based on survivors escaping near 50% of the time. Escaping about 50% is not equivalent to having fun - there have been plenty more games where I died but damn it was riveting and intense! I would also like to see that if the formula is based on a survivor escaping half the time, that it is also based on a killer getting at least 3 kills half the time. 2 kills is like a draw imo. 3k-4k a win. 0-1 kill is a loss - again imo. I also think there should be a handicap incorporated into the formula. For example, if I just prestiged a killer and have little to no perks or add ons I should have a small handicap - similarly a swf would have a small handicap based on how many are in the group. i'd like to see hatch count as an escape. you guys said it was a null - not a win or a loss but it's things like this that i believe are skewing your data - making player sbmm inaccurate. the only time an escape should not count is when the killer dc's - that is a true null since the trial was not able to be played. i would like to know how sbmm is treating matches for a killer where 1-4 survivors dc. do those count as kills - because imo those are also null.

  • Rogue11
    Rogue11 Member Posts: 1,485

    I've had to start playing more selfishly in solo queue just to try and escape the horrible teammates I get matched with.

    I usually make an effort to save everyone during endgame, take aggro when I haven't been hooked by midgame, etc. But the system punishes you with lower mmr for doing those things, and gives me teammates that won't go near a hook even when I have Kindred.

    Even as I'm climbing higher in mmr, judging by the skilled killers I'm getting, I often get 1-2 teammates running Left Behind and hiding for hatch from the start of the match.

    This mmr system is worse than the old emblems at measuring skill. Kills/escapes aren't good metrics.

  • Seraphor
    Seraphor Member Posts: 9,429
    edited November 2021

    I could see a "MMR handicap" based on killer level working out. Maybe every level below 50 = -1 MMR point, so at level 1 your MMR is decreased by 49 points, which would be roughly the equivalent of one rank (or a little bit more than one rank) under the old system.