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Discussion: BHVR should make perks and things like healing speed scale with your MMR

Some of the recent and undone changes to healing speed and the nerfs to certain perks like pain resonance and call of brine, etc, are in my opinion pretty bad. These changes mostly affect one side of the MMR "spectrum" and a potential "fix" for this could be by scaling, either specific or all perks, with your MMR. This way a perk like call of brine could have faster regression in higher MMR matches and lower regression in lower MMR matches. I think this is fair because high MMR survivors are much better coordinated, even outside of SWF, and know what is expected of them to counter perks, etc. This way a faster regression will not hurt them as much as low MMR survivors. But if the low MMR survivors face a slower regression, it will be fairer. This could also be applied to healing speed where a coordinated group of high MMR survivors will face slower healing while lower MMR survivors will be able to heal faster when they feel safe enough to get out of the locker.


I don't know how this would be implemented and displayed but I thought the idea was interesting and would like to hear your opinion, so feel free to post it :)

Comments

  • ReikoMori
    ReikoMori Member Posts: 3,333

    You never want to tie your game balancing to a junk stat like player MMR.

    MMR in this game especially isn't really a good system outside of vaguely helping matchmaking to be a tad bit more even. It varies too much from player to player and game to game which if perks had a function tied to it would mean a ton variance between games for the wrong reason.

    Keep in mind that even the matchmaking aspect is just barely there and might as well not exist depending on where you live, what time you can play the game, etc. If you're MMR is really high and you're playing outside of peak hours for your region that means you're getting matched with people with lower MMR and vice versa. So your build will gain and lose power randomly just due to something completely outta your control like time of day. If someone on your team of survivors has a really high MMR but the rest of you are basically new to the game. Are you gonna get put into a "high" or "low" stat game?

    That's the sort of stuff you'd need to try and design a system to consider or design a system that completely ignores all of those scenarios and arbitrarily hands out scaled values on a perk. Perks are also already broken up into 3 tiers so you run into the issue of having the try and explain what values something has, but can't accurately do that due to everything being on a weird MMR based sliding scale. It make playing the game with perks very confusing and likely unrewarding.

  • devotedDBDenjoyer
    devotedDBDenjoyer Member Posts: 269
    edited April 2023

    imagine new players getting punished for losing by having higher* mmr and making their matches unwinnable lmao... anyone can bluff themselves to high mmr, just like how good players can manually lower their mmr to have easier matches

  • Science_Guy
    Science_Guy Member Posts: 2,034

    There are a lot mechanics/features in this game that you would think should scale to certain factors, but those factors should be something objective like the state of the match, not MMR.

  • Adjatha
    Adjatha Member Posts: 1,814

    I don't think perks or items should scale, but Generators definitely should.

    When you are brand new, getting all the skill challenges can be difficult. Between listening for cues, jump scares, looking around, and general pressure from the setting, it can actually be a challenge to hit ever check! And your failures mean the gen progress naturally slows down.

    After you've played a ton, the skill challenges lose ALL challenge. They never get harder, so there is no risk of failing, no distraction, no jump scare, no stress or pressure. And, when you've gotten good enough, the challenges actually speed up gens instead of slowing them down!

    Skill challenges should directly check YOUR MMR score (not your team's) and adjust the speed/size of the check accordingly. Make it easier for new players or bottom-MMR people. Make it way, Way, WAAAAAY harder for people at MMR cap. Failing checks should be a real threat at all skill levels, not a solved aspect of the game.

  • HugTheHag
    HugTheHag Member Posts: 3,140

    First off, I wouldn't tie anything to the old invisible number.

    Secondly, players, including killers, need consistency in speeds to calculate what plays they can afford to make. Healing being slower by "don't know how much" or gens regressing at the rate of "don't know how much" would be terrible.

    And showing mmr would not even solve this issue, because first, survivors don't even see killer in lobby so they wouldn't know, or if they did, might dodge. Killers would also dodge high mmr groups, and survivors might lower their mmr to escape nerfs, which would make a comically skewed balance with lots of lower mmrs survivors and lots of higher mmrs killers.

    I'm not convinced !

    But I like the idea of making the game more manageable without impairing low mmr survivors.

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    No. Just no. For like a million reasons but the biggest of which is it simply isn't fair. Good players shouldn't be punished for being good and bad players shouldn't be rewarded for being bad.

  • Shroompy
    Shroompy Member Posts: 6,831

    Hell no

    I dont want to be punished because Im experienced

  • Adjatha
    Adjatha Member Posts: 1,814

    Killers have a main goal which grows more difficult the better your matchmaking gets.

    All I'm saying is that the survivors' main goal should also get harder. Having the CORE task of the game get easier the longer you play it is bad game design. A challenge should be challenging, no matter what level you're playing at.

  • PowZapBamWoofMeow
    PowZapBamWoofMeow Member Posts: 195

    I posted an idea like this a few days ago for Killers.

    It’s my belief that each perk’s effects should scale based on killer. So more mobile higher tier killers have lower effects for a particular perk while lower tier mess mobile killers have a greater effect for certain perks.

    Each killer Perk has its seconds/percentage/etc scale based on the killer. Just a thought.

    I don’t think this “one size fits all” approach works.

    Maybe things should scale for survivors based on solo vs SWF.

    If solo then maybe you get speed boost. If SWF then maybe killer gets a boost.

    Never gonna happen though

  • NoPride
    NoPride Member Posts: 5

    My idea isn't for it to be a punishment. The increased values cause more of a challenge for players with higher MMR. It's not a reward or punishment system. However I did just realise that my proposed system makes low MMR survivors have it easier and high MMR killers have it easier since values scale. I don't have a full idea for how this would be implemented, since I'm not a game designer, but I thought it was an interesting idea.

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    ANY system you come up with that increases or decreases players effectiveness in game based on MMR would by definition be a system of rewards/punishments. If players can heal faster (or do anything more effectively) if they have a low MMR then there is an incentive to have a low MMR. Therefore players will attempt to keep their MMR low. How do players keep a low MMR? They do stupid crap to ruin the game for everyone. Do you see the problem now?

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    That shouldn't be a thing for (a lot of reasons)

    1) Coding it would be hard (especially BHVR)

    2) Can be avoided... by not running perks

  • crogers271
    crogers271 Member Posts: 1,945

    Lots of people list why this is a bad idea.

    I do think there should be customization options for custom games, either from friends playing together or for tournament play. In those games you know there are 4 person SWFs and you can adjust game elements as you feel necessary.