I don't think killers are the problem, I think it's the survivors.
With MMR in the game, it seems skilled players are going against other skilled players. That's good, but I think the problem right now is a skilled survivor with strong perks outclasses a skilled killer that happens to be playing ghostface, or trapper, wriath, etc. The killers were designed 5 years ago, and in 5 years the playerbase knows how to counter those killers, and now with MMR, you will always see those players. Even as a nurse main, every game I have survivors that perfectly coordinate gen pressure to finish all gens in 4 -5 minutes.
Another thing to consider: the map has pallets and windows designed for all the players, meaning let's say 1 chase is esitamted to use maybe 2 pallets and running at a jungle gym. But players that know every map that has dense pallets will just use every pallet in the map, and there wwon't be anything the killer can do because even if they camp in the endgame survivors have dozens of extra health state perks to save themselves.
What do you guys think? Do I have a point, or am I spouting hearsay as a snotty killer main
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It's not the players; it's game balance, map design and other factors. When I solo queue and hit three pips on an Iri grade I play map offerings. Why? Because it's much easier to do better on certain maps than it is on others.
MMR just brings all of the imbalances in the game to light. It's why camping and tunneling has hit new heights of popularity since it's so effective. It's also why killers were getting so stressed out. There's a lot to keep track of and, if every match is against the highest MMR you can handle, then it's a lot more mentally fatiguing to keep track of 4 opponents than 1 opponent.
Players can't change it though; it's up to BHVR to change the mechanics so a more fun playstyle such as 12 hooking is incentivized.
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Wellin my eyes that was the point of bringing a working MMR, showing that when you put equal skilled players against each other, how the balance really is.
If you want to balance something then you have to keep some variables fixed so you can focus on some fixed point to balance around.
But until SBMMR, ranks where at a point where everybody with enough time could reach red ranks and the matchmaking became muddled and all ranks would be matched with each other aka the old rainbow rank lobbies.
But the problem is exactly as you say that the top, with the balance at the moment, isn't having a good time and bhvr is once again way too sloooooow to update/improve upon it and instead used the easy way and made matchmaking muddled again by widening the criteria.
They implemented a new system only to change it instead of balance so that we are back to the old times. Except that now we don't even have a colored rank or anything that can give you a hint anymore, that you might have been screwed over by matchmaking or what your personal skill level really is.
Everybody thinks they are "the best" or rather at "high MMR" but no one really knows and for all that we see on the forum we might just be back at a point where the difference between high ELO and everything else might not even be there matchmakingwise.
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What do you mean?
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Many intermediate level killers end up at high MMR because of how it works. They tend to win a bit more often than beginners. If MMR works based off of kills/escapes and it is individual, then killer MMR goes up way faster than Survivor MMR. If the killer wins for 2 or 3 games in a row, they'd be going against survivors who won 4 or 6 games in a row (in the case they win with 3ks) or 8 - 12 games in a row (in the case the killer gets a 4k). Survivor MMR is individual, from what we've seen. MMR should take into account SWFs and proper teamwork. Survivors who escape with more people living should get more MMR to better reflect their real skill. You can very well use the most "rat" build in the world and escape without the killer ever learning of your presence in the game. Are you as deserving of the MMR your friends got when they were being chased, hooked, looping, doing gens, healing, cleansing totems...? It's a tricky situation to deal with. At low MMR, killers and survivors are evenly matched, but at medium and high MMR, they're really not too well balanced.
And we do have the issue of the net loss of players over the last few months. Those who stuck around are probably more seasoned players. So we end up back at a situation where Rank doesn't matter, because most people play the same way. I'm probably in that medium MMR hell, which makes me wonder - why do most of the players I face path optimally? Why do they all loop the same way? The game's balance has to be addressed before we can talk about MMR. It's like OP said, killers made years ago don't work well against newer killers. Why do you think most recent killers have antiloop and before that we got basically no antiloop killers? The answer's looping was discovered. It's the most powerful thing survivors can do to win and the killer needs to be able to counter it.
From the trailers we got for DBD at launch, game felt more like a hide and seek game. But the players discovered how to optimize the game bit by bit. Currently, every possible counter to every current strategy is known on both sides, optimal looping is known by both survivors and killers, all you gotta do is look it up or ask someone who's played for a bit. Hell, there's even tutorials on how to loop against specific killers. How do you balance this without a total rework of the game? It either goes back to focusing more on the psychological pressure a killer can create and becomes more like hide and seek or it hard focuses on looping (which I find boring, but I can understand the appeal to others) and adjusts everything from there. Currently, the game has too many variables to narrow it down to kills/escapes.
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i stopped caring about wins recently. ive just been having fun with new legion, trying to get as many 5 hit downs as i can, trying to win from that alone. Nearly impossible, but very fun to me.
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I wouldn't just say Survivors. I would say Players attitude. I meet a lot of Killer players that are toxic when they play Survivor, because it's fun to bully Killers. That's just fact. Nothing is funnier than the fact that you can completely stop a 9 foot hulking brute with eldritch enhanced power by clicking a flashlight at them.
Then there is that the game is balanced around the if Survivors have fun, and if the Killer is "too strong". Not about if the Killer has fun or if the Survivors are too strong. Survivors takes mechanics to get second chances, or grant/enhance abilities. Killers have to take game mechanics to try and balance the game to an extent, and the best of their ability.
Maps were being designed that it was assumed Survivors should have everything they need in the Trial, but not considering the fact the Killer needs to have the ability to catch Survivors at some point. The updated Haddonfield map appears that the Dev's have figured out the Killer needs to be able to catch the Survivors at some point especially if and when they run out of resources in one area.
Players + Balancing + Maps = The Problem.
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Still up with this nonsense of a survivorsided game? Its getting sooo old.
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I think the effect builds have on killer lethality is a big problem too. Can you buff Clown to be an effective killer basekit? Yes. But along with that every addon/perk combo needs to be reevaluated to make sure Clown isn't too strong.
Likewise if you have 25 Pinkie Fingers and Gin Bottles saved up for Clown and you decide to just have some fun burning those addons with some strong perks your MMR will soar, and you will have a very rough time trying to play a fun/meme build once you finish with the strong stuff.
Unless MMR is somehow offset from the base skill of the killer/survivor with confounding factors like build strength/playstyle/SWF you will always have messed up matchmaking.
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