Ranked mode?
Why hasn't dbd inacted a ranked mode yet? I think it would solve a lot of common problems that players commonly run into such as people queueing into a survivor team with meta perks and all that that's trying way harder than you are to win, or vice versa queueing against a killer that it doing everything in their power to win with meta perks and all that stuff. Give us a ranked mode so that people playing to win can play against others playing to win and the people playing chill can play chill. All of the critiques I've heard about this seem really dismissive, and I think a ranked mode would open a lot of opportunities for Dbd to grow and expand even bigger than it already is. I think it's crazy nobody's talking about this more considering how many things I think it would fix about the game. Thoughts?
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DBD used to have ranks in the past.
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I´m against it. If hidden MMR is important to you (a number you can't see anyway) and you really want to sweat and win, then play to win. There is also a small active comp scene with tournaments. Feel free to take a look around the internet. Besides, a ranking system only leads to toxicity. Pe*** comparisons that nobody needs. Just my opinion
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We already have the game being killed by overly toxic competitive players anyway. Remember fog vials? Casual players are leaving the game a quite a fast rate, the players brought in by FNAF are already gone and the player numbers show. Avg 40k players at 7pm EST isn't a good look, especially when killers have been given the A-OK to tunnel and slug to no end so we can most likely expect the number to be dropping more. If BHVR is not going to do anything about toxic strats existing they need to do something about splitting the competitive playerbase and the casual playerbase, because both cannot coexist at the same time.
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I'm not talking about the old rank system they had, that's exactly what I'm against. The old system was more of just a measure of how much you played each side rather than a dedicated ranked mode where players can play competitively against other players who want to play the same way. I think it was lazy and boring and i'm imagining a much more dedicated system, similar to other popular games that have an emphasis on ranked. I see a lot of people point to toxicity being a problem but I think the game already has that, and what I'm saying is that by separating the playerbase into two sides, one for all the players who are ok with the toxicity and the playing to win and meta and all of that, and the other side where more causal gameplay would help reduce that toxicity. Let those players that would normally spend their nights doing toxic strategies instead spend their nights grinding ranked, playing against similarly skilled players who are also trying to win. That being said, they need to give us a dedicated system with incentives for grinding, maybe special charms or skins that you get for reaching a certain rank so that people can spend their time playing ranked instead of exploring more toxic strategies against players just trying to have a fun time. It would attract people who are bored with the same old dbd, giving people a reason to come back and care about the game, and to also give the people just playing after work for a few hours or just chilling with their friends a better casual experience.
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Because the ranked mode would need to be 50/50 survivor killer win and that balance is hard as hell to get . But also some killers just couldn't be in matches whether they are to strong or to weak. And it sounds like a nightmare for both sides with complaints
its like trying to make competitive Mario party it really starts to fall apart at comp levels
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i rly think dbd isnt that big because there is no ranked mode, imagine league has no ranked mode, it would be so much smaller than what it is, there is many people like me who arent interested in normal mode, so when im back for dbd its just for few weeks when new content drops, and before people say oh no people here are so toxic ranked will make it worse… you clearly havent played leauge in past and seen how toxic it was, now its much better because if u are toxic ur gonna get banned, teabagging survivors or killer tunneling is not toxic… you cant even interect with enemies here untill end of lobby, its just so bad this game has no clear ranks. Sadge
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I actually think it would make balancing a lot easier. Nurse is a good example of a something that's hard to balance because of the vast difference between player skill, and how good players use her vs bad players. Ranked would let behavior get better data on situations like these, since it would be people all trying to win rather than what we have currently, mixing people learning her, people using meme builds on her, people who actually know how to play her, etc. You get the idea. Giving bhvr this new data would allow them to actually have the data to back up changing certain perks/addons/killers/maps since it won't be combining all of that data among all skill levels like it does now. Let it be obvious to bhvr when a killer is underpowered and when a killer is blatantly overpowered and deserves a nerf. That being said I think that making it harder for some killers to rank up is a good thing, letting people have the ability to change the strength of the killer they play will always for really interesting matchmaking, an example I have in my head is that in the high but not top level ranks you may either queue against an average top tier killer like nurse or blight, or against a really good player playing a weaker killer, since they won't be able to normally climb the ranks compared to the people playing the super strong killers. Overtime ranked will become the more dominant role as far as how the devs do balance changes (think your average game that has ranked, Overwatch, Apex, R6 to name a few) and let casual be its own thing. Throw in the ability to give people a reason to play, such as a charm to grind for if you play survivor or an exclusive weapon skin for killer or whatever (depending on what rank you reach) to ensure ranked is a place where people are actually trying and you will have a really good way to really see what in the game is strong or not. As far as complaints go I think that's an impossible thing to solve (people will always find something to complain about) but with ranked I think you will see people complaining less about the things that don't matter (things that normally resolve with simply getting better at the game such as tunneling or genrushing) since both sides who want to win will be forced to learn counterplay (or accepting that their lart of the game when it comes to playing to win). If players dont want to deal with that they can play casual, where there should be less pressure to try and win by any means necessary. Then we can all start complaining about specific things and bhvr can better focus on what the players actually think needs to be changed!
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Those weren't really ranks though were they?
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My post here is why I've started to advocate for a ranked mode. This game isn't mario party level of unbalancable, there are not that many rng factors in comparison. Each killer would have their own mmr just like the game does rn, and the devs could get real stats to make changes to the game.
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y.. ranked mode. yes, please. I would be full in.
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When has a ranked mode ever solved anything?
I’m sure people would love it, but it wouldn’t solve anything
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People don't generally queue ranked to mess around, thus leading to more consistent games.
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A problem with that is the ranked mode ones would be using any "casual" que as their own personal stomping grounds. This would be what we have now (win at all costs sweats, toxic players who just want to make others miserable, random casuals who want to play, newbies all mixed in) aka the "casual" que and a 99% full sweat mode aka the "ranked" que. Nothing would stop people from running full meta sweat vs "casuals" and adding limits to the "casual" que…doesnt really make it "casual" then does it? Just a que with different rule sets. All the while the player base would be split and que times extended on both ends.
It wouldn't really help much overall.
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I think both the sweats and the chills can agree on this one.
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So nothing would change for the normal queue and the ranked queue if mmr was tight would lead to better games for at least some players. Sounds like there only be the negative a queue split and higher quality games for others if done right.
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The introduction of ranked modes only serves to make the game a dedicated comp game. Sweaty comp kids whose ego hinges on a win will swarm into DBD, all the while the casual players will leave in mass. 2v8 is popular because of how casual it is, and how non competitive it is. There are small private tournaments…but they are small for a reason…the overall DBD community is not interested in the prestige of being "really good at a video game". The community wants to have fun, the comp kids want validation. Comp means rank and ranked means elitism and bragging rights. We already have "you don't have 3k hours in the game so your opinion is invalid", we don't need that worsened because of digital rank that means nothing in the real world. Go to valorant and if you arent radiant…well then youre not a real gamer. LoL, if you arent at least grandmaster then just uninstall noob (its repeatedly ranked the most toxic community for a reason). Marvel Rivals…same thing. Heck if you dont play the specific character and the specific meta strategy, expect to get flamed. Furthermore, people already complain about DBD cheaters….ranked comp games attract a significantly higher amount of cheaters.
Comp players are motivated by serious gameplay and a strong sense of validation for winning. Winning is all that matters. It is a festering ground for toxicity and cheaters.
Casual players are motivated by the desire to have fun and are less serious. Having fun is all that matters.
After working full-time, and going to college full-time….I would much rather the casual kids than a comp kid who will yell at me for not being meta or insult me for whatever reason. I think most gamers (not all) agree with me there.
So my question is this: Why does comp matter so much in a video game? Why do digital ranks and digital bragging rights matter that much? Is it simply a case of needing something visual as a badge of honor? Is it an ego thing? I don't get it, you can still win without ranked modes and digital trophies that reset every season…what's the point outside of ego?
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My thoughts on this as well. 💯
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I agree about the Ranked Mode. The problem with DBDL right now is that the devs are trying to please everyone. That might sound good, but it really isn’t. At the moment, the game puts casual players. who just want to have fun together with competitive players. who do everything they can to win in the same place.
That right there has always been the problem. Casual survivors usually see camping, slugging, and tunneling as something disgusting. But for players who enjoy competition and challenge (both survivors and killers), camping, slugging, and tunneling are not seen as disgusting at all both sides view them as strategies to outplay one another.
I understand that having a Ranked Mode might come with the downside that the devs are afraid it will cause comparisons or even toxicity between players. But at the very least, it’s better than what DBDL has right now throwing casual players and competitive players all together in one place.
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you can build “casual mode” so that people like me (all-in, like tunnel/camp) won’t touch it—while casuals still have fun.
- season-lock: pick your mode at season start (casual or ranked) and stick with it. no “quick warm-up, stomp casuals.” max 1–2 swaps with a cooldown, done.
- ranked gets the carrot: small extra rewards at rank X (cosmetics/BP/title). if you wanna sweat, go there.
- dial casual down: curb the meta, soft anti-tunnel/anti-camp, a bit of anti-3-gen. fewer perks/add-ons/items = less sweat value. goal: chill, not esports.
- maps, casual-flavored: fewer god-chain loops, more line-of-sight cuts. SWF loop value drops; casuals who don’t squeeze every tile barely notice.
- more stealth love: a bit more sight blockers, slightly shorter scratch marks, slightly quieter grunts (casual-only). more rotation/sneak, less endless looping.
- rubberbanding light (casual-only): killer rolls too early → mini haste after unhook. survivors rush too early → short gen throttle. once per match, small, predictable. (for folks who like skill expression, this mode becomes super uninteresting—the moment you’re ahead and in the stronger position, the game dials you down to make it “fairer” for both sides).
- no both side grind in casual: you don´t have to play both roles. ranked:
- 20/80 over the season window: By season end, at least 20% of your ranked games must be on your off-role (Killer ↔ Survivor). No “right now” requirement—just spread across the season.
- maybe no post game chat in casual → zero prestige for stomping.
- Perk limitations: you can’t stack four aggro, killer-punish perks per survivor—let alone sixteen in a 4-stack SWF. Makes the mode unattractive for "bully" SWFs.
- With extra stealth, more line-of-sight blockers, and soft anti-tunnel/anti-slug, casual becomes unattractive for killers aiming to control hard and punish every surv misplay.
alone : “Rubberbanding light” that slows the dominating side is a dealbreaker for comp-oriented survivors and killers: it may look more “balanced”/“fair,” but it comes at the expense of skill expression because weaker players get artificially propped up — for a comp mindset, that’s simply unsatisfying.
casual gets more relaxed & fair, but maximally unsexy for sweats. me? wouldn’t go there. i’d stay ranked—that’s the whole point.
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Queue times would be horrible if you split it
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- Thats defiantly going to cause ques to spike as depending on what "ranked" offers most are going to flock to one or the other.
- As above, offer the carrot to one side more are going to flock that way just for the carrot and basically turn it into the mode we currently have.
- Then it basically is just a different type of game mode as we previously said: "Just a que with different rule sets."
- Same as above except replace "rule sets" with map.
- Personal thoughts on needing more stealth aside, you dont think that someone on the competitive side would want things like that? Also people would just bring more aura reading.
- More than willing to bet that alot of the "competitive midset" would want every buff they can get for their side. Also this doesn't really affect skill expression, just time in trial.
- We believe your sentence is cut and we also don't know what exactly you mean by "no both side grind".
- Why?
- Thats gonna ruffle feathers, but aside from that why would there be a chat in "ranked" then? We don't care either way but why have it in one but not the other?
- Back to bullet 3.
- Ignoring how the killer would still be able to stack, how would this make the "casual" mode better for casuals? You realize that the tunneling is a problem currently and these help, even if only a little, against it. "Causal" killers who tunnel have free reign and now theres less to help survivors with it. It also loops to bullet 3.
- …we're going to go with a "no it wont". Especially since it would apparently have less looping. Less looping means once a survior is found their going to be easy to catch.
- Really doutful that its a dealbreaker for a majority of comp minded because again, it does not come at the expense of skill expression. Its a balance discussion? Don't actually know what the proper word is but [Skill expression: the demonstration of one's acquired abilities, often seen in creative endeavors or in video games as the ability to use complex skills to make a noticeable impact.] Would say it demonstrates your skill by being able to handily win through it.
Basically you'd be making a who separate game mode in general with this. Its a completely different thing then and that shouldn't be the point of a "ranked" and "casual" que. Some differences wouldn't matter but these are enough that we would call it.
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Quick summary up front: This isn’t a “second game,” it’s the same core mechanics with different incentives and a few soft limits in casual. If you want to sweat, you’ll go ranked; if you want to chill, you’ll see fewer stomps. Queues can stay stable with a season-lock plus mild rewards.
- “Queues will spike because of the carrot”
Yes, incentives move players. Hence: season-lock (1–2 swaps with cooldown), cosmetics/small BP bonuses in ranked (no power gap), wide SBMM buckets in casual. Result: less migration, both queues stay populated. - “Just a queue with different rules = what we have now”
Exactly: same core, different friction. Casual removes meta spikes and prestige pressure; ranked leaves everything open. That’s the whole point of two queues without inventing a new game. - “Stealth? Comp wants that too — they’ll just bring more aura reading”
In casual you can cap/whitelist aura spam and add light LoS cuts/blockers so rotation/sneak has value again. In ranked, min-max is unrestricted. Two audiences, two frictions. - “Comp wants every buff — skill expression stays untouched”
Skill expression = chases, reads, macro. No rubberbanding. Casual only trims extreme stomp tools (meta stacks, slug/tunnel/proxy value) and prestige motivation. If you want max expression, go ranked. - “‘no both side grind’ is unclear”
Meaning: in casual there’s no hard MMR/grade/ and reduced BP — for both roles. No grind incentive, no “warm-up farming.” - “Why chat in one mode?”
Optional lever. (only a idea) .. Idea: casual without post-game chat/stat wall (less toxic/prestige), ranked with (review/accountability). Could be symmetric if preferred; it’s a toggle, not dogma. - “Killer can still stack — doesn’t help casuals / tunneling stays”
Not in casual: perk cap (e.g., max 2 per player + team budget), low-tier add-ons/items only, max 1 slowdown. Plus soft anti-tunnel, hook-pause in facecamp radius, and Kindred-light. And the anti-tunnel-anti slug stuff from the ptb in any rworked form for the casual modus. Hard abuse loses value; punishing misplays remains legit. - “Fewer loops = easy downs”
It’s not fewer loops; it’s fewer god-chain loops. Total count stays; distribution/LoS is fairer. More wshift-panic run value, fewer endless chains. Casuals don’t squeeze optimal value out of the OP spawns anyway. - “Not a dealbreaker for a comp mindset”
For many it is: no progress, no stats/chat prestige, meta caps = low incentive. That’s how groups self-sort without force: Comp → Ranked, Chill → Casual. — especially with anti-tunnel measures and fewer strong/-chain loops in casual. - “That’s a totally different mode”
No. It’s DBD with different parameters — like events/mutators. If you want “pure,” that’s ranked; casual is the de-spiked sandbox
Casual trims meta spikes/prestige pressure and adds soft guards against hard abuse; ranked keeps full freedom/rewards. No skill nerf, no second game — just clear friction for two playstyles so both queues work better.
0 - “Queues will spike because of the carrot”
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First its "different game mode" similar to say chaos shuffle modifier. The core mechanics have no limits on any perks, items, etc while your affecting what each player can do with some of the list. You even have something that affects core mechanics (specifically in one half aka making them alot more different from each other) in your list which is "rubberbanding light (casual-only)". If one half has this mechanic and the other doesn't what do you call that?
- First is that if your able to swap how does that solve keeping super sweating out of the other que? Second if theres only limited cosmetics in one side (in this case "ranked") wouldnt everyone just go to that que to get said cosmetic (in this case every "casual" who wants that fancy cosmetic would go to "ranked")?
- Again that makes it a "game mode". One side having more drastic alters makes it effectively a different mode instead of a "casual" que. There'd still be meta spikes, just different directions as humans tend to try and optimize. A "casual" mode should have all the bells and whistles as you'd find in a ranked game just without any of the "stakes" involved.
- What we're seeing is your version of "casual" is to just limit…well a lot in how people can play.
- If offered a choice we're willing to bet good BP that theres going to be a decent amount of takers in the "competitive" player group as since they'd use anything they can to win, if this was thrown in then they wouldn't mind. Sure some wouldn't want it but we're not willing to bet that a majority wouldn't want it. Extreme stomp tools are not set in stone. For example, durring lights out people would play things like doc or gf to get a edge. They could easily nullify the disadvantage both sides had.
- …So why would reduced bp and outta wack mmr stop people jumping into "causal" to warm up? Quite frankly we'd expect competitives to hop into a casual match to warm up for their ranked ones (aka the ones that actually mater to them). In fact you'd also send more casuals to ranked if the bps were better there…which would anger the comp people, drive away players, maybe both if we're going the doom route…kinda lost on how this is suppose to work.
- Well, chat is currently toggleable sooo…grats you got it?
- See now your adding on. We'd assume (based on us so we maybe wrong here) that many casuals like to be able to make funny combinations. As we said your just sorta making "casual" into "restricted mode" and not necessarily just a "chill" DbD (thats probably not the best word but basically "not super sweat enough to make the other side miserable").
- So first we'll ask what a "god-chain loop" is to you as while theres a good amount of chains on certain maps, none are what we'd describe as a "god-chain loop". Our standards for those come from 2017 and not really many we can think of that exist off the top of our head.
- "no progress, no stats/chat prestige, meta caps = low incentive." is fair but there becomes the problem of people like we Rulebreakers who will end up having low incentive to go to "casual" cause of the carrots being offered in ranked and the limits put on casual. You'll have what we have now in the ranked que instead of the casual. We'd find it kinda funny but it probably wouldn't be a good thing.
It’s DBD with
different parameters— like events/mutators.…mate…do ya see what we see here? What is chaos shuffle? What is Lights out? What was the freaking anniversary event? Dbd with "mutators". Meaning "game mode" yea? Your effectively calling it a different game mode here and not even seeing it.
Casual trims meta spikes/prestige pressure and adds soft guards against hard abuse;
And we cant cut down hard abuse on both ends because of why? We are genuinely curious about this answer.
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uwhm..
just a quick upfront note: I don’t call it a “second game,” but two queues with the same core rules and different friction/incentives. Win condition, chase physics, perks, and add-ons stay the same—only the surrounding parameters are set differently.
and..
1) “Isn’t that just another mode (Chaos Shuffle / Mutators)?”
No. Shuffle/Lights-Out tweak the core (random builds, heavy vision/info cuts). My proposal is a preset: light LoS (line-of-sight) blockers, a perk/item budget, fewer meta stacks—tuning knobs BHVR already adjusts regularly. Ranked = everything goes. Casual = sandbox with guardrails.
And yes, casuals can jump into Ranked anytime—but then they accept DBD without limitations: faster gen speed with no counter-buffer, “bully squad” loadouts, hard slugging, proxy camping, and tunneling—in short, all the one-sided spikes casuals specifically don’t want.2)I think we’re talking past each other. A mode, to me, would be Shuffle/Mutators—that changes the core (random builds, heavy info/vision cuts). I’m talking about a preset: same rules, same powers, same perks/add-ons—just caps/guardrails on the extreme combos and light LoS tweaks. Call it a “Restricted Queue” if you want. It’s not a different game mode; it’s the same sandbox with bumpers.
Yes, people will always optimize. The goal isn’t “no meta,” but smaller amplitudes: fewer 2-hook snowballs, fewer 2:30 gen rushes. DBD stays DBD—just with fewer high rolls in Casual. If you want full expression (bully loads, proxy, tunnel, everything goes), you can always play Ranked.
“Casual = all the features, zero stakes” sounds nice, but in practice it’s a warm-up magnet for sweats: same tools, zero risk. That’s why you need a combo of incentives and guardrails: in Casual, fewer BP/no pips/no public stats, small anti-camp/anti-tunnel helpers (which BHVR is testing anyway). Plus a season lock/limited swaps → Casual stops being useful as a warm-up farm.
If it’s about wording—fine. I care about the outcome: Casual should feel like DBD, just without the one-sided spikes; Ranked remains the stage for “anything goes.” Run a BHVR A/B test over it (stomp rate, match length, quit rate). If it works, keep it. If it doesn’t, scrap it.
3.) Casual allows creative builds, but under a budget/whitelist. Meaning: fun experiments yes, meta stacks no. Ranked stays uncapped for maximum expression.
Why this actually means more variety: with dampers against one-sided stomps (early snowball, info/gen high-rolls) and small buffers on both sides, off-meta perks become more playable. Not “no meta,” but smaller amplitudes → more viable paths, fewer “hard-lose/hard-win” high-rolls.
The only hard limit in Casual: a full meta stack. Solution: a loadout check that transparently sends you to Ranked if you’re exactly running that … like:
Your current loadout matches the Ranked parameters.
Switch to Ranked?Note: Switching = season lock until the end of the season (1 planned switch back with cooldown).
[Switch to Ranked] [Cancel & adjust loadout]This way Casual stays the sandbox with bumpers (creative, laid-back, fewer stomps), and Ranked remains the stage for “anything goes” — including full meta, bully loads, etc.
4.) “Comps will warm up in Casual anyway.”
Make Casual intentionally bad for warm-ups: season-lock (1–2 swaps max + cooldown), reduced BP, no visible grade/MMR/prestige in Casual. The carrot lives in Ranked (cosmetics/stats/prestige). If you want to sweat, you go there. Also add SBMM buckets in both queues so migrations don’t wreck match quality.Or you could also give people titles that can only be earned in Ranked. The highest titles are only available if you complete the entire season (or the month) without a queue swap—purely cosmetic but clearly visible (lobby/end screen).
and yup: some people will always min-max and try to sweat in casual—you won’t stop that 100%. that’s exactly why you ship it as a bundle: season-lock + split SBMM + no public clout, and most importantly the casual-side bumpers against one-sided stomps. those bumpers basically steal the cherry off the cake for sweats—their little edges get blunted, bully stacks hit a loadout gate, early snowball gets dampened. so sure, they can try, but it’s worse reps, less payoff, more friction. if you wanna sweat, go Ranked; Casual stays the chill playground.
5.)Not “less BP” alone — the bundle kills warm-ups in Casual. Casual becomes unsexy for sweating and imprecise for practice.
- season-lock: 1–2 swaps max + cooldown. quick warm-up? meh.
- no clout: no public grade/MMR/prestige, fewer BP → nothing to flex.
- SBMM split: separate MMR per queue → comps don’t farm newbies.
- loadout gate: full meta? prompt: “move to Ranked” or tone the loadout down.
- light guardrails: small anti-camp/tunnel/snowball dampeners in Casual; core stays the same.
- BP fine-tuning: base BP equal; Ranked gets a small streak/title bonus → pulls sweats there, not everyone.
- mode lock: being locked to one mode for the season (with limited exceptions) already stops warm-up hopping.
6.) who’s “you” here? the chat toggle was just a side idea to make casual a bit softer — not core to the proposal. the core is still the two-queue + bumpers bundle.
7.) I’m not “adding on” — the bundle is the proposal. Same DbD core (win con, powers, perks/add-ons). Casual is the same sandbox with bumpers, not a new mode.
“Funny combos” aren’t dead; they’re protected. You can still meme and experiment under a budget/whitelist. What gets checked is only the full meta stacks (e.g., multiple slowdowns/info-aura megastacks) that turn lobbies into stomps or full “bully squad” loadouts. With no caps, optimization compresses the meta; with light caps, off-meta stays viable and actually shows up in matches.
It’s “chill,” not “restricted”: soft anti-tunnel, a small hook pause in proxy-camp radius, Kindred-light, and toned-down versions of the PTB’s anti-tunnel/anti-slug ideas. Hard abuse loses value; punishing misplays stays legit. If you want full expression (bully loads, uncapped stacks, max stakes), Ranked is right there. Casual just trims the spike edges so people can try stuff without ruining someone else’s night.
(What the right dial is, you figure out by testing — just like the last PTB. Those were tweaks they tried to cut casual-player frustration from like tunneling/slugging.)
And beyond that: those bumpers and anti-snowball dampeners that kick in when a side starts tipping cut the frustration and open up way more space in Casual for perk variety, off-meta picks, and real meme builds.
8.) when I say “god-chain loops,” I mean those strong structures that can still spawn and, in good hands, buy a ton of time (MacMillan sometimes spits great survivor RNG, Autoheaven too, etc.). I know how to run and chain them; a typical casual killer usually doesn’t (zoning, denying fast vaults, whatever). and I’m not a casual player — as killer I know how to end chases fast; casual killers often don’t. on the flip side, casual survivors rarely squeeze max value from good RNG — they panic and don’t connect loops cleanly.
that’s why Casual benefits from more, smaller/softer loops and more LoS blockers: survivors get play without perfect chaining, killers aren’t forced to deal with giga-RNG chains. both sides can just play how they play, no homework, and still have a good time. that’s the whole “Casual mode” idea.
end of the day, this is a mode for people who just want to hop in and play — no perfecting, no homework — the same folks who vent about slugging/tunneling, “killer too OP,” or “genrush.” and yeah, for killers who don’t want to learn specific structures, some loops are basically hard to crack. Casual trims the spike edges so you can just queue up and have fun. Without learning.
wouldn’t be my mode. but that’s the point: opt-in. let the “chill game” crowd queue into a lane with bumpers, and keep Ranked clean for skill/expression/sweat. different intents, different lanes. fewer stomps, fewer salt posts, clearer expectations. nobody’s taking anything from anyone: if you wanna grind and improve, go Ranked; if you just wanna vibe after work, go Casual.
9.) totally fair take — but tbh that’s the point. if you’re a rulebreaker who plays for carrots/clout/full expression, you belong in ranked. casual is the chill lane with bumpers; it’s supposed to be low-incentive for more competitive players. casual is for folks who just want to hop in — killers who don’t know (or don’t want to learn) every tile/structure and ability line, and survivors who don’t want to study tunnel/slug counters, aura-perk interactions, or the whole perk/counter web. no perfecting tiles, no map min-max — just queue up and play.
10.) call it a “game mode” if you want — I don’t care about the label. it’s the same DbD core, just a parameter preset (caps, light LoS, incentives). events like Chaos Shuffle/Lights Out change the core temporarily for everyone; this would be a permanent lane with the same rules, just lower amplitude.
“why not cut hard abuse in both queues?”
because you need an uncapped pressure valve. ranked stays free so comp/tryhard players hang out there (carrots/clout), the SBMM/practice signal stays clean, devs get balance data from full-expression builds — and “warm up in casual” isn’t worth it.casual gets soft guardrails (anti-tunnel/slug light, small hook pause in proxy radius, Kindred-light, loadout budgets). that trims meta spikes & prestige pressure so low-intent matches don’t become stomp coinflips. the early bumpers kick in when one side starts to run away and blunt abuse by themselves. think bubble-wrap armor: lets people play poorly without instantly imploding and shields against quick one-sided stomps — abuse loses bite.
this isn’t an auto-win or hand-holding, more like shock absorbers: a tiny gen throttle, a brief unhook mini-haste, a bit of info via Kindred-light (or something else) — just enough so Doc/Ghosty edges or early snowball don’t flip the whole match. you can still punish misplays; the “press once and it’s over” stuff is just rarer. result: fewer coinflip lobbies, more room for off-meta and messing around — and if you want full freedom, you’re in ranked anyway.
and . .. because the snowball triggers are capped/blunted: no full slowdown/info stacks, and when proxy/tunnel/slug shows up the bumpers kick in (mini-haste, small hook pause, a bit of Kindred info) — the edge evaporates fast. plus mode-lock = no newbie farming, no lobby cherry-picking. so.. "abusing" just isn’t worth it anymore.
if it’s just the name, fine: call it “restricted queue.” outcome matters: fewer stomps, fewer rage-quits, clearer expectations. run an A/B: if stomp/quit rates drop and match length stabilizes → keep it; if not → bin it.
..
Sure—just rough ideas that’d need polish. But there are plenty of ways to make a casual mode unappealing to “all-in” players like me and give people who just want a quick, low-stress match their own lobbies.
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Good entity this is hard to read on a phone. You keep leaving out "mode" and we're feeling your doing so on purpose. Each time we're calling it a second game mode is because it's more like a game mode than just a casual dbd game. Think about chaos shuffle. It has all the basics of dbd except for one fact. You say yourself:
only the surrounding parameters are set differently.
Which is what a different game mode is. We state what a casual que would be the same without the "stakes" of ranked not a complete new thing with its own rulesets.
- What your calling the "core" is different than what we would call the core (gens and getting out for survivor and hooking and killing for the killer) but aside from that you're missing the point of the swapping from que to que. If you can swap from casual to ranked then logically we'd assume you're be able to go from ranked to casual, which would be the problem previously stated. If your locked into rank once swapped that kinda solves the problem but more on that below.
- Think we addressed this in our first paragraph (to be fair, we're reading and answering as we go as 2 of us are playing pass the phone when we get time). You are changing the core of the game even by your own set standard. You said 2 perk limited budget, that's not the full sandbox. You said rubberbanding (as an aside we'd think it needs a better name). Both those mess with the "core" in a similar way that shuffle does. If you think a new modifier just for casuals is needed then fine, whatever, but that's not what we think an casual que would actually be.
- First you'd still have "meta" stacks, it's just stacks of 2 instead of 4. Second "meta" isn't the full problem, it's meta plus playing like lives are on the line using the game's equivalent of sucker punches and hitting below the belt which then becomes the problem. Third it leads to less variety, just in a different form. People will still go and optimize, it's just limited and you also limit any creativity by only having 2 perks in one more as basic logic dictates there's more combinations using 4 perks than 2. Fourth we're confused on what you mean by "viable paths". Fifth"
Your current loadout matches the Ranked parameters.
Switch to Ranked?
If given an option (wouldn't know how it would accurately fit parameters with just 2 perks but chugging along) then that doesn't really help since they'd say obviously no if it's the kind of people we've been talking about.
4. Bp, grade, and all that doesn't detract from using it as a warm up. You know, a match to get the blood going so your prepped for the main event as it were? Why you'd think these mater for a warm up is beyond us. The carrots (mostly bp and cosmetics) attracts the casuals also which brings the problem of making the "ranked" que like what we already have instead of the other way around. Those "bumpers" also make the "casual" side more unappealing but that's us arguing with opinions.
5. As we said above the bps and most the other wouldn't matter for the warm up. The best (kinda like only as we see it) would be the locks and we see that as unappealing to be forced into restricted mode or sweat mode. Granted we're not sure how a majority would react to that either way so maybe personal tastes are coloring that.
6. You is you, oecrophy. Theres a button to turn off chat already. As far as we know it keeps it off till flipped on. Your also going off on some kind of tangent that somehow came from that one sentence... So this is going to sound mean but chill. All we said was you have that option already. That's it, no hidden bear trap we swear.
7. You did since you didn't mention any perk limit at your first post. Your adding details specifically but adding is adding and we're going to call you on it. The funny combos are protected and restricted. It's not mutually exclusive. We also want to point out that we never said dead. It's not important but it bugged us.
It's restricted mode. You can call salt pepper but it's still salty. So what if we wanted the full expression without the bullying? Expression without stakes? If we were to go to the restricted mode we're limited in what we can do and things we can use (specifically looking at 2 instead of 4). If we go into ranked we get the drits we see often enough now and more and THATS going to be "fun" (sarcasm alert).
We think we already covered the "bumpers" (better name).
8. …in good hands anything is a weapon you realize? Once bought a tone of time with a simple car loop cause the guy kept trying to mind game (to be fair it was a Chucky). Bought time with junk against an artist cause we know the killer. Those "strong structures" are vague enough we could interpret it as "anything mildly inconvenient".…
as a side note:
"end of the day, this is a mode for people who just want to hop in and play"
You admit its a different mode. (this is us being a prick)
9. Hahahahahhaha
We Rulebreakers play for kicks and giggles. We may like to express ourselves but not a single one of us cares about clout or even winning. For example my Springtrap has overcharge, oppression, machine learning, and help wanted where the "game" is "don't finish the gen last kicked otherwise ima f you up" where smart cookies actually figure it out (usually at the end but had atleast 5 that figured it out in trial). As survivor we go go with themes as well, I have a Cybil whos as close to silent hill's Cybil as I could manage. What we want is a fun game, and usually thats just a non-dull, not predictable trial. Things like THAT belongs in ranked?
10. We've been pointing out that some of these changes change the core. Its not a "standard" dbd at that point unless both are similar to a close enough extent (yes, we could debate whats "close enough" but throwing it out now that since some of these do change the core of the game like modifiers aka game modes, its not to us)
because you need an
uncapped pressure valverankedstays free so comp/tryhard players hang out there (carrots/clout), theSBMM/practice signalstays clean, devs getbalance datafrom full-expression builds — and “warm up in casual” isn’t worth it.So your telling us that people like being abused in such ways that they will barely get to play on…a lot of occasions? In addition these would come with a smidgen of bp, a probably visual degrading in ranks, and likely mocking. Not counting the likely lack of verity. And they wouldn't want to cut those things down? At all? Cause that really makes us lose sympathy here.
We also think some things are…off. like:
mode-lock= no newbie farming, no lobby cherry-picking…Like isnt that for switching between ranked and unranked? Nothing here involves cherry picking or farming. And you said previously:
Meaning: in
casualthere’sno hard MMR/grade/andreduced BPSo how would they actively farm newbies? Would it even mater since apparently MMR would throw them to whomever? Newbies could match a guppy and veteran sharks together like this correct? Theres alot of text here on this phone so we might miss somethin but theres pieces that seem like your just trying to hammer in.
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