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A Brief New Proposal to a new MMR System

Proposal for a new MMR formula for Dead by Daylight

Hello to whoever takes the time to read this. Let’s start with an introduction of myself and then move onto how I think Dead By Daylight could have a better MMR/SBMM system implemented.

My name is Jon (AKA Seal or Seal_Massacre on twitch) and I am a 6k+ hour killer main on Dead By Daylight. Roughly 70% of that playtime is on the killer side and around 30% of that is on the survivor side. I have done pretty much every build you can think of for both sides. I have been playing MMR based games for nearly 15 years. Games such as Smite, Gears of War, Call of Duty, World of Warcraft just to name a few. With that being said I have and currently do play every single killer in the game including the newest release The Singularity as I am writing this. I also do monthly challenges where I take a killer each month individually from Ash 4 to Iridescent 1 going in order of release. As I do those I record all of my kills. I consider a fair win condition to be a 3k+ with a minimum of 9 individual hooks on the killer side of things. As survivor win rates go I consider at least 3 survivors escaping regardless of hook stages. 2k’s being a draw for both sides if the killer has hooked at least everyone once. Let’s move on to the more in depth calculations of my thought process and possible better ways to tweak this system we currently have in the game.

Now all I would like to say is that most if not all of the community agrees that if a killer gets a ton of actual hooks instead of forcing stages by camping and also ends chases quickly makes them a better killer. I get that camping and tunneling is a strategy but it’s the easy way out if done properly. With that being said it also makes the game stale for both sides. Survivor on the other hand I want to talk about chase time and altruistic plays such as pallet saves, flashlight saves etc. As a killer main I will actually compliment survivors if they run me for a longer chase than I want. Now the people that hide all match long and still escape but didn’t go for any chase time to prevent their teammates from dying early. Did they actually do anything skillful? I feel like everyone could just hide all match and escape if done correctly. Also makes it frustrating for both sides. The main take here is that Killers should be rewarded for actual hook actions, ending chases fast and spreading pressure as efficiently as possible. Survivors should be rewarded for having long chases and being altruistic and interacting with the killer. This whole MMR system being solely based off of kills and escapes is not good for the game.

             

Everything we need for this formula is already being recorded in game. The MMR should be visible to everyone when you’re in a lobby and at the end of the match near the scoreboard somewhere. All survivors should have the same MMR meaning no matter which survivor you play you will have the same MMR regardless. Since Killers have different powers and are played differently for the most part they should have their own MMR rating and not being influenced by other killers in the game. I do understand that if this gets taken seriously and someday goes into effect that there will be some matchmaking issues but it will be resolved by playing the game. What I mean by that is, let’s say a new killer comes out and it starts off at the base starting MMR which is 1000 for the sake of this discussion. Then Veteran’s such as myself won’t get thrown into a lobby full of extremely good survivors while I’m trying to learn a killer. I know that bot matches exist now but it’s a much better experience to play against real people to learn because bots play way different than actual people.

Let’s talk about the MMR brackets now which I think should have a tiny range adjustments. This formula I am proposing to BHVR is going to need a complete reset of all players. So please bare with me and keep this in mind. Only time will make this work way better than the system we have now. I understand that once this goes into effect there will be bumps early on but it will fix itself over time.

Bracket 1 : Ash: 0-650 MMR – Everyone would start here once this would go into effect. Starting at 0 and working upwards. Brand new players will stay here until they get a hole od the game and move into the Bronze bracket,

Bracket 2 : Bronze: 651-1000 This is for the fairly new players that kind of know how the game works for both sides but still need improvement or the people that play the game very casually.

Bracket 3 : Silver 1001-1600 This bracket is for the more experienced player that have some time in game. They aren’t super efficient but they know what to do to get the job done. A good chunk of the player base would be in this bracket or the next bracket.

Bracket 4 : Gold 1600–2200 This would be for the players that are experienced enough to be considered average and where most of the player base would sit around.

Bracket 5 : Iridescent 2201-2800 This bracket is for the really good players that have a ton of knowledge of the game for both sides. I would call this bracket the comfort zone where you don’t feel like you’re going to win or lose every match but there would be a good balance of really good players.

Bracket 6 : Grandmaster Iridescent 2800-3000 These are the absolute best players in DBD for both sides. Killers that are extremely efficient at getting a lot of hooks every game and ending chases fast. While Survivors being the ones that can have a long chase almost every time the occasion rises up. This will be where all the competitive players will be once and if this system becomes a reality.

So finally getting into the deeper math part of this formula. These will both be brief explanation of how I think and many others think it should work. Starting with Survivors. I think this should be split up into 3 categories. Altruism, Chase, and finally Objectives.

Altruism points would be revolved around taking protection hits, unhooks, healing others, sabotaging hooks, flashlight saves, pallet saves, and locker saves. The more you interact with the killer the higher this rewards. Causing Distractions and wasting the killer’s time in the best way to get the final objective done which is getting those generators done and escaping.

             Chase points would be how long you can last in a chase. Now some may say just pre-drop pallets to make this easier to get. Yes so here’s the solution. Chase time is the BEST thing a survivor can do to show personal skill. So stunning the killer with a pallet will reward you more points as it already does in game in this category. The longer the chase the more points you get in this category. Every 10 seconds of chase would give a certain amount of points in this category. We will need a little bit of an adjustment to when the chase ends in game because most of the time if the killer breaks a pallet the chase ends. On a side note generator progress that is being done during chase will be implemented into the objective category for yourself.


             Objective categories will be the smallest factor in this equation but still punishable if you don’t do anything objective wise. I think the first two brackets are more important than this one. Anyone can sit on a generator and hit skill checks. But this needs to be done for the final objective. So in order for this to change the outcome of this not reducing the MMR granted in this category a survivor must do at least 1 generator and 1 totem. Gens have to be completed and totems can be done but it’s optional for the most part but Hex perks do exist. Reminder this will be the least focused on category but still looked at like a bonus category.


             Onto the killer side of things. Most people will say that good killers will get 8+ hooks a game and end chases quickly. I want to split this up into 4 categories instead of the 3 for survivor. The reason for 4 is that there’s way more to do as a killer than a survivor has to do. Categories being Chase, Sacrifice, Gatekeeper (Gen defense), and Brutality (keeping health states and getting a lot of hits)


             First up is Chase. The faster you end a chase is going to make your games go smoother. You’ll lose most of your games if you chase too long and a good killer knows that. So what you want to calculate here is how fast you can end chases. Now I know there are instant down killers such as Bubba, Billy, Ghost Face, Myers and a few others with the right addons. So once a chase starts the points will start at a maximum for any given chase. For example, not real numbers…Let’s say once a chase starts you start with a total of 20 points every 15 seconds you’re in a chase you lose 1 point. If it’s an instant down you double the points lost because you take two health states if they are healthy. But let’s say you use your chainsaw to get the down on the injured survivor. You’d still get the normal points deducted if any. This would be the second most important ingredient to this formula.


             Next up Sacrifice. The most important one. 12 hooks (3 individual hooks on each survivor) is a perfect game. Accomplishing this is would make you get the most amount of points in this category. Let’s say you get 2 points per individual hook. Which would make for a total of 24 points in this category. In order for you to get points for a hook stage due to another survivor not saving them would only require you to be more than 24m away from the hook when they go to 2nd chase or death. This would prevent camping and securing stages because I know that’s an issue currently. Everyone does. If you hook every survivor at least once you’d get another 2 points if you hook everyone at least twice that’s additional 2 points. That would help with the tunneling issue if you wanted to increase your MMR to the max. This would encourage to go after everybody in the trial. It wouldn’t solve camping and tunneling 100% but I think having the mindset to get a ton of hooks and chases with different survivors would make it fun for everyone in the trail.


             Moving on to Gatekeeper. This is your ability to YOU GUESSED IT protect your generators. Most of the time the first 2 generators are free for survivors and they are usually gone by the 2-3 minute mark of the match so losing those first two won’t make you lose many points in this category it’s the final 3 remaining generators to complete that we will be talking about. So let’s say that you start the match with 25 points. Losing the 1st generator is -2 points, losing the second generator is -3 points, losing the 3rd generator is -4,   losing the 4th generator is -7, losing the 5th generator is -9. Now even as a veteran player I do lose all 5 gens so we are going to have to equate how long these gens stay up as well so you don’t lose all the points in this category. Every 120 seconds you will be rewarded a point back. If the gates are not opened you get an additional 2 points. If all gens are still not repaired you get an additional 5 points.


             The fun category. Brutality. Chasing survivors is the most fun you can have and getting those nice cross map hatchets or those chainsaw curves with Billy feels amazing. Enough of the fangirling for Billy though. To get points in this category you will have to get a lot of hits on survivors and will get bonus points for using your killer’s power. As a killer you want multiple people injured at any given time. This will make chases easier and force survivors to heal if they don’t want to go down fast. Last thing you want are those survivors working on gens. It’s your job to protect them. So getting points for injuring survivors and bonus points for using your power. It will make it a little more challenging for killers to get those bonus points since I’ve seen it numerous times where Wesker will only M1 you and never use his power instead of using it for distance. Just an example. USE YOUR POWER GUYS!


             Thanks to anyone that took the time out of their day to read this and maybe consider reposting this to get it to BHVR’s attention. I didn’t want to go into too much detail but I can actually write up actual numbers of what I think would be good. These numbers I used were just for examples. But I just wanted to get BHVR to maybe take a second look at the current formula. Because in in my eyes this would be a much healthier system even though it’ll be rough in the start once everyone got reset to 0 MMR. It would balance out over time but it would only take maybe a month to get resolved and working to the best of it’s ability. If you want to contact me with any discussion or changes to this or just to give me your thoughts on this you can find me on twitch @ twitch.tv/seal_massacre. I stream late nights Central time anywhere from 8pm-9am. Thank you again for reading my suggestion. I hope BHVR sees this some day and takes it into consideration. 



             

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Comments

  • mikewelk
    mikewelk Member Posts: 1,669

    Devs think MMR is perfect when, in fact, it is the worst matchmaking experience I have ever witnessed compared to so many other games.

  • Neoaxion
    Neoaxion Member Posts: 1
    edited June 2023

    I honestly feel this MMR system would greatly benefit the game. I am a survivor main and have gotten frustrated with how both killers and survivors act with the current MMR system. This one would address most of the things I find need improvement.

    Aslo borrowing from SlowLoris:

    "Lastly, I'd say there needs to be a fail safe in place that grade based matchmaking never added. If the killer Face camps someone from the start (i.e bubba), which robs other survivors of killer interaction, etc. Or they're just afk farming. The game should recognize they didn't hit a threshold of points that would be required, so survivors don't lose MMR over the match. They don't gain any, but aren't punished. The same for if a survivor is being face camped, it should be rewarded if they HOLD ON. So, if the killer is within a certain radius and not leaving, a percentage of all of these categories from other survivors should be rewarded to the person on hook, since they chose to be a team player and not just d/c / leave the match."

    I agree with this 100%!! if i am being face camped, currently there is no real reason for me to stay in the match. If i were getting a portion of the progress the others are making as a result of being camp bait, I would not 'attempt to 4 percent' as i am still getting points instead of depipping from the facecamp.

    Post edited by EQWashu on
  • ReikoMori
    ReikoMori Member Posts: 3,333

    They don't think it's perfect and they admitted that upfront.

    This goes over how the current MMR works in detail.

    My question for you is how exactly do you intend to differentiate between common problematic scenarios that happen in the game that effect MMR such as farming, sandbagging, subtle hacking and people getting carried to higher ranks, but as a result being permanently trapped there due to MMR loss protection. Another thing I would ask is how you would deal with the fact that high concentration of hyper efficient players lead to worse overall reported game feel and more stale gameplay. Like it's a very well known concern that players in high MMR don't actually like constantly playing against other high MMR players. The people who do enjoy that level of constant competition tend to not even play regular dbd matchmaking in favor for scrimming with other comp players in customs.

    If the calculations are going to be opened up to such a degree a lot of players are going to be shifted into places they actually can't handle or stuck in high MMR hell. How does your system account for and correct these issues

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    There is a point reward system that has "Reunited" and "Distraction". If both are met while in a chase then points wouldn't be affected as much. Mistakes happen but you can tell when someone is intentionally sandbagging vs an accident. 15% of players would be placed into brackets 1+2, 65% of players would be placed in brackets 3+4, and only the top 20% of players would be placed into brackets 5+6. Fail safe for camping would be implemented as well as long as the survivor is hanging and struggling on the hook giving the other survivors time to do objectives they won't take a massive hit to their points. Higher brackets require more points in each category to progress. And you can't just go from Bracket 3 to bracket 4 in a couple games. They would have to require a minimum of 5 games well played for each bracket progression. Each bracket would also have tiers such as Bronze 5 - Bronze 1. And I think having 5 qualifying games would be an important tool to place someone right out of the gate. So once you get those 5 games done you're not immediately stuck in bracket 2 when you should be in 3 or 4. that would help out with the mass reset of everyone if this goes live.

  • Evan_
    Evan_ Member Posts: 547
    edited June 2023

    I wouldn't like to face better survivors and coordinated teams just because I don't camp and try not to tunnel.

    Not sure where the notion of higher killer mmr being some sort of reward comes from. I only see downsides of it.

  • mikewelk
    mikewelk Member Posts: 1,669

    @ReikoMori

    Nothing is perfect and that'll never change. By perfect I mean the developers think it's the best thing to do to suit the wide range of skill in the playerbase. The number one thing you should worry about in a multiplayer game is matchmaking, otherwise you'll lose a ton of players. Fortnite had that issue when people started building bases whenever they got shot and it became unfun standing no chance against opponents. MMR is at such a bad stage that I only play whenever my friend plays because my solo queue teammates lack any game sense whatsoever.


  • The_Villain_JackTTV
    The_Villain_JackTTV Member Posts: 8

    This was a refreshing post to read. It would be nice to see killers rewarded for getting hooks and closing chases rather than camping people through hooks states. If you get 10 individual hooks and a 2 or 3K instead of camping people through hook states (Especially with instant down killers). The one who could actually closes more chases should be rewarded more. I do think MMR should be showed so player understand that tunneling doesn't make them a high MMR killer. It just makes your MMR slightly higher than it should be.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @Evan_ I don't think that would be an issue with this formula. You can ask anyone that watches me play on Twitch that I try to get 12 hooks every game without camping and tunneling. You'll only see me tunnel if I'm having a bad game or if I'm dealing with Sabotaging goblins. I play fair as you possibly can and I still win 70-80% of my matches. I like getting survivors better than me. Makes me a better killer.

  • Evan_
    Evan_ Member Posts: 547

    I'm also aiming for 12 hook games. That results in a considerably lower mmr than if I tried to get 4k with 0-4 hooks. Currently my casual approach is rewarded by facing similarly casual teams who present a challenge even with my nice and fair playstyle.

    In your system trying to get 12 hooks would be punished by going against the most efficient and coordinated teams out there. This makes me glad that bhvr is in charge of matchmaking and not you.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @Evan_ That's literally what MMR is. It's meant to put players that are equal skill or as close as possible against you. Any other game you think it's fun to beat up up on bronze players when you're diamond? No.

  • Evan_
    Evan_ Member Posts: 547

    Nope, you misunderstood. I think if I play in a less efficient (but more enjoyable) manner, I should be playing against similarly inefficient groups (as it happens now).

    If I would receive a higher mmr for getting 4k with 12 hooks instead of 4k with 4 hooks, my bad but fun playstyle would be punished by facing more efficient survivors. Op's proposed system aims to reward easier playstyles (like facecamping) with weaker teams, and punish a harder but casual approach (12 hooking) by gruping them with the most coordinated swfs out there.

  • Evan_
    Evan_ Member Posts: 547

    Nope, you misunderstood.

    Since getting a 4k with 12 hooks is considerably harder than getting a 4k with 4 hooks, a player who aims for 12 will reach a lower mmr rating than if he'd simply win with 0-4 hooks. In other words, a fair and chill killer player gets easier trials in the current system.

    Op's proposition would turn this the other way around. The best facecampers and sluggers would get a low mmr as they wouldn't get many hooks, therefore they'd face new players. A fair killer who sacrifices efficiency for 12 hook trials would get a high mmr, thus he'd face the most experienced and coordinated swfs. It doesn't make the slightest sense, and I can't imagine who'd enjoy that.

  • The_Villain_JackTTV
    The_Villain_JackTTV Member Posts: 8

    While it is harder to get a 12 hook 4K game than a 4 hook 4K game That's what MMR should be based around. If you play well then you should face better and better teams. That's what MMR is. Let's say you have a game with 9 hooks and a 1K. Lots of back and forth between all the players, and then 3 manage to barely escape. Do you think that killer should get rewarded the same amount grade-wise as a Bubba with Deadlock, Corrupt, No way out and Noed who got 4 hooks and 4 kills? The current grade system is a joke in my opinion since it's purely based on playtime and not skill. They have a rank system in the game that's only purpose is to give you some points at the end of each month. Why even have a grade system if it has no connection to skill? The OP is saying that MMR should be based off of hooks and not kills, which I agree with. Is it a perfect system? No, but there will never be one until MMR is visible. People will constantly complain about how they're high MMR and get only sweaty matches when they're not High MMR to begin with. I feel like if people could see their MMR it would solve a LOT of problems and complaints in the community. That's my take at least which OP also said

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
    edited June 2023

    This is rather selfish of me, but I like the current MMR because it's very easy to game. When I start going up against super tough teams I put on a chill build, two hook everyone and tank my MMR. I don't want to have to struggle every game with no recourse.

  • Evan_
    Evan_ Member Posts: 547

    We are talking about matchmaking, and not grades. Grades actually already reward hooks real well. Getting to Iri 1 is a breeze if you are aiming for 12 hook games, and I'm pretty sure it's literally impossible if you bleed everyone out with 0 hooks.

    A higher mmr rating is only a "reward" if you like to struggle. What you are proposing is punishing the many hooks by harder matches, and "rewarding" the 4 hook - 4 kill Bubba with easier groups of survivors.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @Evan_

    So camping and slugging isn't going to be punished enough in this formula to make you drop MMR to get easier players. You're overthinking it. Since it's still a strategy you won't be rewarded as many points as a player that tries to 12 hook. With that being said most people that camp and slug and get 6 or less hooks would stay in whatever bracket they would be in and gain little to no MMR during the trial. Would make it extremely hard to climb having that playstyle. Now there would be huge incentives on your placement. Like Auric Cells, Iri Shards, and BP. Hell could even just do limited cosmetics per season. So it would not be smart to camp and tunnel with this new system.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    And same goes to survivors that sat on gens all game. Gaining little to no MMR for just doing gens and leaving. The point of this is for survivors want to interact with the killer more. Making the game more fun for everyone. If people wanted to raise their MMR for themselves they better go take a chase or two. So in turn getting 12 hooks would be be an easier feat since some killers want that. So higher MMR would imply more survivor interaction.

  • SlowLoris
    SlowLoris Member Posts: 288

    I feel this on another level. I primarily solo queue when I play survivor. I've always enjoyed the challenge. However, it's no longer a challenge and it's just rage inducing. I find myself getting angry at my teammates when I'm normally such a very chill person, but I stop myself, because I know, like your screen shots, they probably have a couple hundred hours and are doing their best. It's not that they're bad, they're inexperienced, but I am TIRED of having those as my teammates. I shouldn't feel required to play with friends to actually enjoy the game. Even without comms, just having 1 or 2 good teammates that I know who join me sometimes is a night and day difference. Just knowing I have teammates on the same skill level. I used to get this so often with grade based match making, but I rarely do now. It often leads to someone getting hard tunneled at 5 gens, then I live in a 3 v 1 for the rest of the match. Since this scenario is so common, survivors tend to hard predrop pallets and push gens as quick as possible, so when I play chill as killer to give them a fun match, I'm often blown away how little interaction they want with the killer. They're unbelievably happy to never even make contact with me and can't understand why that is so unenjoyable. I miss versing good survivors when I played killer that wanted interaction. Did I get wrecked a lot? Sure, but you know what? I had fun chases and I GOT BETTER.

    That's the thing, though, the same can be done with this system if you want more relaxed games. Focus on going for 12 hooks, run a chill build with no slow down and just see how many you can get. If you don't get 12 hooks, you get easier groups, if you do, then you might have a match where you get harder survivors, but continue your relaxed philosophy and you will go back down easily. I play the same way. I like good survivors, and want a challenge, but unless they ultra rush gens, or hard body block with off the record, I focus on 12 hooks. Do you know what happens right now if I don't 4k? I go back into baby hell where I verse extremely inexperienced survivors and it's misery. I'm tired of the average game people people that just predrop ever pallet and don't look behind them. I want survivors who know how to play, and want to greed pallets, so we can mind game each other. I will still go for my 12 hooks, though and I"ll end up close to average survivors if I don't want to sweat at all, but at least they won't be golden Feng with 98 hrs, because I didn't 4k for one match.

    This right here. The people that do nothing but slug and bleed people out will stay in low brackets. Sure, newer people might face them every so often, but as they get better, they will leave them at the bottom of the MMR ladder, so they start going against better killers that actually know how to mind game, etc.

  • Verconissp
    Verconissp Member Posts: 1,589

    Not a bad idea tbf...

    just needa tweek some stuff and you'll be all set to release this tho,

    11/10 would vote up tho

  • jesterkind
    jesterkind Member Posts: 8,025

    So, the explanation given for an MMR system being based on winrate instead of measuring things within the match of whatever game it was made for is pretty sound and quite relevant here.

    The things you want the MMR system to track in your post here are, ostensibly, skilful actions. If players are doing these things, and doing them well, it stands to reason that they're better players and should be winning their games, meaning they need tougher opponents. Here's the snag, though- if doing those things means you're better, and being better means you're winning, isn't it simpler to just... look at how often they're winning? If doing those things means they're winning, it stands to reason that winning means they're doing those things, right?

    Winrate is one variable, it is much simpler and easier to keep track of with drastically fewer points of failure or elements that would need to be updated as the game changes. Again, if playing more skilfully means they're winning more, then winning more should theoretically mean they're playing more skilfully.

    There are two exceptions to that statement being true, and neither of them mean the MMR system should be built differently.

    1: Players abuse things that are too strong to get wins that they couldn't have gotten otherwise, artificially inflating their MMR. Things like old Dead Hard, for example; unambiguously OP and broken. The thing is, you can't build an MMR system around broken elements of the game, or it'd constantly need ground-up adjustments whenever you fix those things- and you do need to fix those things. A matchmaker, necessarily, has to assume that the game is balanced for players of equal skill, or the whole idea of matching people based on their skill level flies out of the window.

    2: Players use cheese strategies to win more often. For this game, tactics like tunnelling and camping, for instance. Now, part of the first reason applies here too, but to tackle cheese strats in general; those players should get matched with better players, because otherwise they just keep getting to win with cheese strats against lesser-skilled opponents. They should get matched with players that know how to deal with cheese strats, that's part of a matchmaker's job.

    It's just simpler and easily as effective to look at winrate, not track a thousand things happening in the game. An MMR system isn't instant feedback on how you played a match, it's something that looks at a large number of games to gauge how skilled you are, and uses that for matchmaking. That's why you don't see your MMR number unless it's also part of a ranked mode, in most games.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @jesterkind This would be in a ranked mode setting. It would be a mode to where all the people that wanted to play as best as they can. I think it should still be applied to base matchmaking just not as strict in the casual mode. I understand people want to just play for fun with their friends and such but something needs to be done. Killers using Alch Ring/Compound Blight for example. This would also introduce a new banning system pre lobby. Killer gets to ban 4 survivor perks. Survivors get to ban 4 killer perks 1 perk each. So let's say the killer wants to ban Sprint Burst, Prove Thyself, Adrenaline, Windows of Opportunity. Survivors would then pick 1 perk each. Let's say Corrupt, Pain Resonance, NOED, and Surge (Jolt). This would be voted on before you hit the Ready button. But dodging this would give you a penalty due to exiting the lobby similar to other games. This was a much shorter version of the original one I had written up. Things are a little too strong in the game for both sides. But that's why the balance team exist. They could also use this ranked mode to balance out casuals too. So every 2-4 weeks the balance team would make changes due to item/perk performance. If something is giving killers a dominant win rate % then it would get nerfed. And if a perk was being used and not getting good results it would result in a buff maybe depending on the statistics.

  • jesterkind
    jesterkind Member Posts: 8,025

    A ranked mode would also use the kind of MMR system we have, though. That's how MMR systems work, the theory works whether you want a regular game mode or a specific ranked mode.

    Also, if the pick-ban thing only applies to ranked, that just means the people who want to use those things would go to the regular queue, which would defeat the purpose of trying to section them off into ranked.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @jesterkind Not if rewards come from it. Like limited ranked skins, BP, Iri shards are rewards for placements.

  • Emeal
    Emeal Member Posts: 5,383

    Next up Sacrifice. The most important one. 12 hooks (3 individual hooks on each survivor) is a perfect game. Accomplishing this is would make you get the most amount of points in this category. Let’s say you get 2 points per individual hook. Which would make for a total of 24 points in this category. In order for you to get points for a hook stage due to another survivor not saving them would only require you to be more than 24m away from the hook when they go to 2nd chase or death. This would prevent camping and securing stages because I know that’s an issue currently. Everyone does. If you hook every survivor at least once you’d get another 2 points if you hook everyone at least twice that’s additional 2 points. That would help with the tunneling issue if you wanted to increase your MMR to the max. This would encourage to go after everybody in the trial. It wouldn’t solve camping and tunneling 100% but I think having the mindset to get a ton of hooks and chases with different survivors would make it fun for everyone in the trail.

    Except it isnt, its a perfect valid strategy to force hook stages. Who are you to say that does not require skill? Nobody I ever heard.

    It isnt exactly easy to master spatial awareness to make sure you can keep a person from being unhooked or get a trade. Luckily bHVR isn't so sour grapes with what strategies are skilled or not, they keep things open and let us express our different skills. The reason bHVR reduced their mmr system down is because they are open to how players make a choice to play and express themselves, unlike your system which forces a certain playstyle to uphold as the "objective" good one.

    Except its not objective and it just alienate others types of players. No thanks.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @Emeal Forcing hook stages is easy to do. Especially instadown killers or huntress or even Trickster or anyone running STBFL. Some scenarios require it. I get that. Mainly if everyone is injured or around the hook. But if you're just facecamping every hook to second, sorry to tell you but you're not good in anyone's book besides your own.

  • Emeal
    Emeal Member Posts: 5,383

    Your response don't address much. You skirt around the part of my response that says you have no place pretending what is good or bad skill and that instead of forcing players into arbitrary playstyle boxes, leaving the nature of play and skill up to the individual is better cause it does not enforce a particular player as the correct one.

    That is probably why bHVR settled on their system, its the simplest and most nonjudgemental.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22
    edited June 2023

    @Emeal Staying by the hook. Not moving and waiting for an unhook which survivors have to do. Yup. You're right. Sure beats wanting to find and chase survivors and spread pressure. A lot of the times if you do that multiple survivors will have to come for the save making your job easier than a cashier at a Walmart.

    Post edited by Seal_Massacre on
  • Emeal
    Emeal Member Posts: 5,383
    edited June 2023

    You are dodging questions at a rate that makes you have prospects for a career in politics. But an effective evangelist for a new mmr system that does not make, its easy when you are not required to answer any concerns. Your replies are unclear if anything.

    I asked you to address:

    • What makes your system of what good skill is more valid than others?
    • What about players that express skills in different ways than you? what choice do they have?

    Im trying my best to make that clear to you now, and "Face-camping is bad" is not a response to any of those

    Also trash talking Walmart employees in responses on a videogame forum??? even as a quip that is just weird.

    Post edited by Emeal on
  • Seal_Massacre
    Seal_Massacre Member Posts: 22
    • @Emeal What makes your system of what good skill is more valid than others? Simple. Being able to 4k with 10+ hooks without camping and tunneling is much harder than Getting a 4k with 0-4 Hooks. It's literal statistics.
    • What about players that express skills in different ways than you? what choice do they have? Also Simple. Expressing yourself by making yourself look like a jerk and taking someone out of the game at 5 gens to take the easy way out just isn't fun no skillful. Especially if you find the weak link at the start of the match. Literally anyone can do that. If I did that I'd win 95% of my matches. Think BHVR wants that? Slapping on 4 slowdowns and focusing one survivor and one survivor out of the match is not skill whatsoever. It's expressing that you're just a jerk that had a rough day that needs to ruin it for someone else that just wants to play the game to relax after a hard day's work. People don't just play DBD. Not everyone needs to win every single match. Too much RNG in the match to make that possible. Also love that BHVR is actually doing some map balance changes.
  • Emeal
    Emeal Member Posts: 5,383

    You keep doing it mate.

    Your question was, "What makes your system of what good skill is more valid than others?"

    Simple. Being able to 4k with 10+ hooks without camping and tunneling is much harder than Getting a 4k with 0-4 Hooks

    You ending the game as a certain score has no bearing on why that would make it better. If you want to say more hooks = better than you need to argue that point. So far all I have been told from what you said, is that you just assume you are correct without argument or proof, which is just not rational.

    Your second answer is just calling people who don't play like you a jerk. This is the most barebones argument in a while.

  • The_Villain_JackTTV
    The_Villain_JackTTV Member Posts: 8

    So I would like to ask you the same question you presented. What makes you think the camp/tunnel/slug playstyle is more valid than the one that is in the proposed MMR rework? It's not about which playstyle is more valid. It's about what would be best for the game's health.

    The other thing I'd like to respond to is that if you wish to play in a camp/tunnel/slug playstyle you surely can. You just won't be as rewarded as the killer who played for 12 individual hooks. The player who played for more hooks ranked up more. Simple as that.

  • Emeal
    Emeal Member Posts: 5,383

    So I would like to ask you the same question you presented. What makes you think the camp/tunnel/slug playstyle is more valid than the one that is in the proposed MMR rework? It's not about which playstyle is more valid. It's about what would be best for the game's health.

    I don't make the distinction that any playstyle is more valid than others. I know what the rules of the game are and I know the outcomes and I know the types of play that can happen, but I don't make a judgement on which ones makes you a jerk or not.

    What is best for the Game's Health is determined by the Rules of the Game, not the MMR system or arbitary whims of judgemental people who say who is good and who is bad.

    The other thing I'd like to respond to is that if you wish to play in a camp/tunnel/slug playstyle you surely can. You just won't be as rewarded as the killer who played for 12 individual hooks. The player who played for more hooks ranked up more. Simple as that.

    Aha, there is no objective reason given why your playstyle should be causing more ranking other than you say so, and that isn't a good reason to do it. This is probably why bHVR went simple and said, Killers must Kill & Survivors must Survive, and all that does matter is that it happens according to the game's rules-

    Does this answer your questions?

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    Am I wrong though? This whole argument has been for the health of the game and a better matchmaking experience. And for what I said about Walmart employees wasn't a bash towards them. Just saying it's easier than any hard physical labor job out there. It was a comparison. I'd love to see your win rate %'s on playing 2 types of playstyles. Play 100 matches of trying to not camp and tunnel. And play 100 matches where you do nothing but camp and tunnel and see which win rate is higher. I'll wait. I have a average 75% win rate during my monthly challenges across the 14 killers I have completed so far, without needing to tunnel someone out every match. Some matches call for it. I get that. if you don't believe me here's the link to the statistics of my monthly challenge. Every game I played was played live on twitch for proof. https://docs.google.com/spreadsheets/d/1peC_6lHArg5YwjWtkLg6e9Zen0OtixQLj2d13JIZIMU/edit#gid=0

    I'd love to see how much higher a competent killer's win rate would be if they just forced stages and tunneled people out. My guess would be around 85% average win rate.

  • The_Villain_JackTTV
    The_Villain_JackTTV Member Posts: 8


    You misunderstand me. Grades should not reward bloodpoints at all imo. The ranks used to have a connection to matchmaking. When they added the new MMR system they just kept the grades as a reward for playtime. 12 hook games should not reward for grades. It should reward MMR instead. Giving 1 million points just because you played around 70 games a month is like a participation trophy that is unnecessary. They should ditch the bp for grades and have them be connected to MMR instead.

  • Evan_
    Evan_ Member Posts: 547

    We're back to square one. You'd want to reward my casual playstyle by giving me tryhard survivors instead of a million monthly bp. If I only look at the killer-side of this proposal, I could only stay in the casual mmr by playing in a nasty manner, and trying to kill with as few hooks as I can.

    But I admit, one of Seal's post made me realize that I'm only able to evaluate one half of this proposal, as I don't play survivor. If I assume he's right and his system also encourages survivors to interact with the killer instead of efficiently pushing gens, I could imagine it being not terrible. Thus, my stance on the matter changed from 'definite no' into a 'hopeful maybe'. Hell, at this point I'd even be supportive if I had any problem with the current matchmaking. But I feel the current system rewards my casual approach nicely, and it's mainly sweaty tryhards who complain about it.

  • The_Villain_JackTTV
    The_Villain_JackTTV Member Posts: 8

    To your response of "there is no objective reason given why your playstyle should be causing more ranking other than you say so, and that isn't a good reason to do it." The reason you earned more ranking isn't because "I said so" but because that player did more in general than a player who stood still by a hooked survivor all match. Pro-active playstyles reward more than inactive ones. If you think a player who stood in front of a hooked survivor with An instadown killer and forced people to death and closed a total of 4 chases for 4 kills should rank up more than a Killer who managed to close 12 chases and get 4 kills is a problem. The killer who closed 4 chases closed 66% less chases than the other player who closed 12 in the same amount of time. They receive the same amount of MMR even though one player was able to close only 1/3rd of the chases of the other player in the same amount of time. That is by definition a more skillful player and not  arbitary whims of judgemental people who say who is good and who is bad as you put it.

  • Emeal
    Emeal Member Posts: 5,383

    Yeah, you favouring active playstyles isn't objective either. You don't seem to understand you cant make a subjective reason objective by favouring it or judging by it. Its just normal bias.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @Evan_ Yes I do play both sides. More killer than survivor around a 70%-30% ratio in between the two. The best part about this game is the chase. My opinion but I'd say around 75% of the community loves being chased or doing the chasing. It's the core aspect of the game. Meaning no matter what side you play this should be your main focus instead of slamming gens cuz the killer is tunneling and securing hook stages with proxy camping. You would be rewarded much more for interacting with the killer. Best part is, is that it BENEFITS BOTH SIDES! Overall would make the game healthier in my honest opinion. A lot of people are dreading how killers and survivors play which is understandable. Camping, Tunneling, Slugging someone to death isn't enjoyable for anyone unless you're just out there farming salt. This system would make a healthier game for all. The whole point of me writing this up in the first place. Means a lot that you first said this is NO from me to a hopeful maybe. I think a lot of players would return to DBD if this goes into effect as well. I have many others to back me up. I talk about it all the time on stream and nearly everyone agrees with me so I figured I'd make a post about it to get some new eyes on it.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22
    edited June 2023

    @Emeal Also serious question. I'm not gunna bash you no matter your answer. I want this discussion to be as civil as possible because I love debating and conversing with others. But do you have the camp and tunnel every game playstyle? I'm just assuming you do due to your answers. If so take a week and try to play for 12 hooks without securing stages and all that jazz and get back to me. And tell me what games went easier for you. I personally don't care how people play, but it's just beneficial for the game's health if people want to chase and get a ton of hooks without camping, tunneling, and excessive slugging.


    This whole proposal would make it so killer's wouldn't have to do what you're saying is fine. Because they would be interacting with you more than ever giving you a chance to get more hooks and not worried about losing 2 gens in the first chase. Survivors will still do it but this discourages it. More interaction with you is less stress so the need of tunneling and camping isn't needed as much.

  • The_Villain_JackTTV
    The_Villain_JackTTV Member Posts: 8

    How is it biased thinking that a player doing more should be rewarded more? It's also not biased since we're talking in hypotheticals. The player who receives equal reward as a player doing more than them is absurd since one player in this scenario is doing more.

  • Emeal
    Emeal Member Posts: 5,383

    To your question. No I don't usually face-camp, its very rare. Tunneling? yeah, if I can get away with doing it. But I don't stay by the hook that is far too boring, but if they unhook next to me. Ill delete the unhooked zero problem. A Free kill for me.

    Im not going to make it the aim to get 12hooks, I see that as being the Survivor's playdog. Nah Im ending it when I can. Sorry.

    And, to you second point. You might want to rephrase it if you think Im this dyed hard face-camper every game.

    Its biased thinking cause you are using a value system to say which playstyles are good/bad, you even told me that yourself.

    Its isn't unfair either, its basic work smarter not harder. But you can make a choice and play either way here. whatever you want.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @Emeal I'm not saying I tunnel very often. If the survivors give it to you that's on them. But even if they unhook in front of my face immediately I'll at least hit them and make them mend. But I'll still go after the person that did the unhook. Also that's on a case by case basis. Depending on what map I got as killer and how the match is going. If I feel the need to tunnel someone out I will. But i won't go out of my way to make someone else's game miserable. especially at 5 gens.

  • The_Villain_JackTTV
    The_Villain_JackTTV Member Posts: 8


    When did I say a value system saying good or bad? All playstyles are valid. I agree with that. However, if a player has enough skill to close 3 times as many chases as another player in the same time it's a clear sign of skill difference. That player should rank up more since they did more in the match.

    Also how is it not unfair? The player who did more in the same time makes the same as a player who did 1/3rd of the work. That's belittling the player who actually played in a proactive manner during the match.

  • tubalcane
    tubalcane Member Posts: 179

    Interesting proposals, but dont you worry about queue times here? Maybe you mentioned something about it and I missed it.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @tubalcane I'm sure the queue times wouldn't be quite bad actually besides the top Bracket. But numbers let into that bracket aren't final. It's just an estimate right now.

  • SlowLoris
    SlowLoris Member Posts: 288

    As someone that plays a lot of both sides.....I already like interacting with the killer more, but this would make me REALLY want more interaction. Even on days where I'm just kinda chilling and doing gens, I'd actively seek them out for chase and go for more altruistic plays to protect my teammates.

    As for your reward of harder players. Whether Seal has said it or not, I would assume based on previous conversations we've had that rewards would be adjusted. Perhaps you have a monthly LEVEL you have to reach to get the monthly reward of 1mil BP and that's tracked kind of like your Devotion level. Every match you get a certain amount of hooks, you'd continue to increase this level until you hit the cap for 1 mil. Kind of like how we used to have rank 20-1, it'd be like that, but the numbers would just be an indicator of what RANKS are right now. Currently based on how well you do in the match you either safety pip, +1, +2 and this system could still easily do that with a much more relaxed "score card" in the background to assure that even if you're not the ABSOLUTE BEST TOP TIER gamer, you hit rank 1 the way you're supposed to for your reward.

  • Seal_Massacre
    Seal_Massacre Member Posts: 22

    @SlowLoris Leave grades and grade rewards how they are now. But this would introduce a new ranked reward on how well you do each month for both sides. Could put it into a school grading system. A, B, C, D, F. A and B would get both BP and Iri Shards and maybe like a limited Charm or something small. Maybe one of those new scoreboard player frames they are adding. Like for example. Get 25 B ratings from Killer games. Get this frame. Make it like an achievement in game not related to the console you are on. Do more Get more. I wish everyone had this mentality in the game.