http://dbd.game/killswitch
A Community Suggestion for Improving Matchmaking, Reducing Burnout, and Supporting Both Casual and C
I wanted to share an idea I’ve been thinking about for a while. This isn’t a pitch or anything I expect compensation for — just a suggestion from a long‑time player who loves the game and wants to see it become healthier for everyone.
Right now, DBD tries to serve two very different groups with one system: players who want relaxed, experimental, or challenge‑focused matches, and players who want high‑intent, competitive matches. Because both groups are mixed together, we get a lot of issues: burnout, smurfing, mixed‑intent lobbies, inconsistent match quality, difficulty experimenting with killers, SWF and solo queue being impossible to analyse separately, and returning players being punished by high MMR.
Here’s a system that could address all of these problems at once.
- Two Game Modes: Casual and Competitive (Optional)
Casual Mode
• Uses the old rank system
• MMR cannot drop
• MMR barely increases
• MMR is not used for matchmaking
• Fully mixed playerbase
• No pressure or punishment
• Ideal for challenges, memes, learning killers, or playing with friends
Casual mode becomes the “play how you want” environment. It’s also the place where players can unlock or re‑unlock competitive mode by performing consistently over time.
Competitive Mode (Optional)
• Unlocks only after reaching a certain MMR threshold in casual
• Locks again if you fall below that threshold
• Uses a 10‑tier ranked ladder instead of the old 20
• Competitive MMR resets monthly
• Visible ranks
• BP multipliers
• Leaderboards
• High‑intent matchmaking
• Anti‑troll penalties
• One‑time cosmetic rewards for reaching Rank 1 as killer and survivor
Competitive mode becomes a true ranked environment — but only for players who choose to be there.
2. Monthly Competitive MMR Reset
Players don’t play the same amount every month. If someone takes a break, they shouldn’t return to sweaty, high‑MMR lobbies. A monthly reset lets players ease back into the game instead of being punished for taking time off. It also creates natural seasons, fresh starts, and better tournament cycles.
3. Killer‑Specific MMR Weighting
Not all killers have the same power ceiling. A system that treats Nurse and Trapper identically will always feel unfair. Competitive mode could use killer‑specific MMR weighting based on average kill rate, killer difficulty, and performance at high ranks. This means S‑tier killers gain and lose more MMR, mid‑tier killers gain and lose moderate amounts, and low‑tier killers gain and lose less. This encourages killer diversity and makes progression fair across the roster.
4. SWF and Solo Queue MMR Analysed Separately
Competitive mode finally gives Behaviour clean data. SWF groups could have their own MMR curve, faster MMR increases, and group‑based MMR. Solo queue gets its own MMR, more accurate matchmaking, and better balance data. Killers get fairer matchmaking and separate performance data against SWF and solo. This is the first time SWF and solo could be balanced properly.
5. A Healthier Experience for Everyone
This system would reduce burnout, reduce smurfing, fix mixed‑intent lobbies, make experimentation safe, make returning to the game easier, improve match quality, support tournaments, give players meaningful goals, and provide Behaviour with clean balance data. And because competitive mode is optional, no one is forced into a playstyle they don’t enjoy.
Closing Thoughts
This is just a community suggestion — something I’d love to see explored because I think it could genuinely improve the experience for both casual and competitive players. I’m sharing it in good faith, and I’m open to feedback or discussion from other players and the dev team.
Thanks for reading.
Comments
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Well and when all the sweats are in Ranked mode, the tryhards can go in public mode and stomp the casuals.
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They kinda doing it already without any limitations, because in current game there are no barriers for this.
Isn't it better looking it from perspective that at least some portion of “not funny” players will move to other q, so at least there are slightly lesser chance to encounter them?
Q time is different story I find problematic in this game. But making ranked matches time limited and opened only for 4 hours every day during peak can help with it. The only issue is a need do a whole rebalance for ranked mod. That's why BHVR not interested in commiting to proper sportsmanship style in game.
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if they remove or reduce the dc penalty in casual queue so that casuals can dc if they get such tryhards, then this shouldn’t be a problem and would give casual queue meaning.
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This game simply doesn't have the overall playerbase size to support two permanent queues.
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I believe just improving how the MMR system works might remove the need for a second queue.
Because matching players with thousands of hours against/with players in the hundreds…
Multiple times I've seen Otz getting matched against +200 hours players. This is nonsense.1 -
Thank you for putting into words everything I’ve wanted to say. I wholeheartedly agree.
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Every time ranked mode is brought up, someone says this. I don’t understand why. Whether ranked mode exists or not, it makes no difference.
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Well let me give you an example…
Imagine you are a pro blight player and you try to archive a 2000+ Winstreak
Where would you go for the best chances?
In the ranked mode where most of the people tryhard and could beat you
Or in the Casual mode where you can slug and tunnel as much as you want against uncoordinated teams?
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Many skilled Apex players enjoy playing Ranked mode.
Many Apex professional players choose Ranked because they aim for the Predator title.
Similarly, many Valorant players who are confident in their skills enjoy Competitive mode.
Many Valorant professional players aim for Radiant in Competitive mode to prove their skill.
So, what about DBD?
With the introduction of Ranked mode, the top 500 Bright players are awarded the Iridescent (Bright) title.
Rather than meaningless records like a 2,000-win streak in Casual mode,
I choose to aim for Iridescent in Ranked mode.
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Yes you do and maybe many others.
And meanwhile others stomp the casual players.
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Tryhards don't want competitive. They want to steamroll the other side. They will take the path of least resistance and play against casuals. Casual mode will not be kumbaya everyone plays nicely, it will be competitive mode #2.
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And the tryhards are still stomping casual players.
Even now, when there’s no separate mode! I mean, even now!
Why do you think separating the modes would suddenly stop this from happening?
The point is, whether Casual and Ranked are separated or not, this has always been happening—and it still is.
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Now if you go full slowdown Nurse with full tunneling and slugging there is a chance you hit an SWF which is ready to try to bully the living hell out of the Killer.
But if one of these two either the nurse or the SWF is in ranked some casual survivors or Killer will have a horrible time.
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Pro Nurse
- If they go to Ranked mode (solo only), they’ll face four solo survivors with extremely high MMR.
- If they go to Casual mode, they’ll keep stomping players of various skill levels, just like now. (Since MMR isn’t working in the current mode, it’s effectively Casual.)
SWF
- If they go to Ranked mode (solo only), they’ll break up the group.
- If they go to Casual mode, they’ll keep bullying the Killer, just like now.
Casual and beginner players
- If they go to Ranked mode (solo only), both Survivors and Killers can face opponents of similar skill.
- If they go to Casual mode, they can experiment with minor builds, but they can also get bullied by Pro Nurses or SWF. This is no different from the current situation.
In other words, I believe that separating the modes has almost no downsides and mostly benefits. What about you?
Any “downsides” you can think of are already happening right now.
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new players get stomped in the current system yes, but having a ranked mode would not only not prevent it but it would also split the q times.
Why split the q and increase wait times for everyone and still have the same issue of try hards stomping casuals?
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There a number of problems with trying to introduce a ranked mode into DbD.
1: Time - usually people want some adjustments made to rank mode, this adds another thing for BHVR to spend time on and balance.
2: Asym nature - compared to other games, where the best can hit the best, DbD is inherently split into two groups. The best Nurse player can never face the second best Nurse player for example. So you're trying to rank unequal things, which is what the current MMR system already does.
3: Waiting - the thing that makes MMR not work normally is the rush to match people up. If you were willing to give MMR more time, you wouldn't need a separate ranked queue (it also would always take a long time to match the upper ends in DbD - which is better served by the structures that already exist).
4: Queue splitting - The game needs a roughly 80/20 split. If the ranked mode pulls more killers than survivors, you've unbalanced the queues for both sides.
Onto the OPs post
Right now, DBD tries to serve two very different groups with one system: players who want relaxed, experimental, or challenge‑focused matches, and players who want high‑intent, competitive matchesI'd argue that most players want something in the middle (i.e. a third group). Players who want to play seriously, but aren't worried about memorizing every map or having to bring meta into every game. Splitting into two groups actually leaves these people out, which, as I said, is my guess for being the majority of players.
Casual mode becomes the “play how you want” environment.DbD needs MMR because a weak survivor brings down the team far more than a strong one can uplift them. You're creating a mode where killers would have a tremendous advantage and, being this would be the mode all new players would start in, it would not be very desirable.
A game that is something like a 5v5 doesn't have this concern as much because if you just randomly assign players you have a decent shot of getting a balance randomly, it doesn't work that way for DbD.
Players don’t play the same amount every month. If someone takes a break, they shouldn’t return to sweaty, high‑MMR lobbies.They also don't lose all their skills just because they took a break and showing up and dominating lobbies below there skill is the same issue, just in a different direction.
Killer‑Specific MMR WeightingA number of concerns with this
1: If we can't trust BHVR to balance each killer, how are they going to implement this system?
2: You create unsatisfactory experiences for the survivors - oh, we hit a Trapper, we're going to win but the game doesn't actually mean anything.
You could do the same thing on the survivor side, where they could run off meta perks but then have a loss count for less. But you're now adding in player selected handicaps which allows people to game the system.
SWF and Solo Queue MMR Analysed SeparatelyCompetitive mode finally gives Behaviour clean data.I don't know why you think they currently lack this.
SWF groups could have their own MMR curve, faster MMR increases, and group‑based MMR.If a group plays together, consistently, they already have this.
If a group does not play together consistently, the above change wouldn't do anything.
This system would reduce burnout, reduce smurfing, fix mixed‑intent lobbies, make experimentation safe, make returning to the game easier, improve match quality, support tournaments, give players meaningful goals, and provide Behaviour with clean balance dataBurnout - don't see how.
Smurfing - well, in the sense that you have an approved smurfing queue I guess it does.
Mixed intent - no, you still have this very much in both queues, there's lots of gradations on how seriously people treat the game.
Experimentation - you're presuming that the casual queue won't care about winning at all. People would still get angry at each other.
Returning easier - that's always going to be a difficult issue.
Match Quality - Arguable on the ranked queue, but worse for the casual queue.
Tournaments - that's a different thing
Goals - Yes, but its arguable whether this is something a game should have. You're now catering to one section of the player base at the expense of others.
Data - they have this, people just don't like the way they use it.
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at this point i think i would prefer a ranked mode than continuously playing in the pubs we have now. i want to take my experience to the next level. it would be a good change of pace.
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I also agree, that many player would use it to get free wins, but the winstreak guys would probably stop. They want to show their achievements and then everyone would mock them for choosing easy mode over the comp. mode.
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I played apex a lot and things are a bit different. They have or had very strict mmr. That meant that my team got harder lobbies in the "casual" mode than in ranked. (Only until the Diamond rank)
It was more relaxed to play ranked than casual. The best experience for new players was too play in Bronze or Silver. But to be fair they probably would have been fine in the casual mode bc they had low mmr. They just couldnt play the casual mode together with a friend who had high mmr.
Sadly the best way for a real casual que is how Cod Warzone does it. They have playlists with bots. They say some bots, but there are a lot of bots and a few real players. But you can level your account normally in those modes.
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I think the best way to keep sweats out of a casual queue would be to design the mode to be totally unappealing to them. I mean, BHVR just spent 6 months developing a bunch of tunnelling and camping mitigations that the sweatier players absolutely HATED. Why not use those in a new mode?
Heck, I think if they were to create a fully randomised Chaos Shuffle with most of those anti-tunnel and anti-slug mitigations in place, it could be a good first effort at creating a DBD "casual" mode. They could also add stronger base-kit gen slow down and regression for rewarding the spreading of hooks (say a stackable pain res or pop effect that gets stronger with each unique hook or a grim embrace effect to block all gens for getting your first 4 hooks on 4 different Survivors).
If they didn't want to go the Chaos Shuffle route, they could limit perks slots for specific classes of perks (only 1 slot reserved for slowdown on the Killer side and 1 gen perk on the Survivor side) or make SWFs play with more randomised perk slots the bigger their party happens to be (Solos have no restrictions, duos get 2 randomised perks slots, trios get 3 and a full team plays with fully randomised slots). And a cool down in place for Killer blinds, so you can't keep blinding the Killer repeatedly in quick succession.
These are just ideas, of course. I admit some of them are a little artificial and might make DBD feel a bit too video gamey to some players. But I'm sure they could come up with a mode that retains the essence of DBD, while still limiting the more frustrating parts of the game (and doesn't obliterate queue times or get old fast in the way that 2V8 does).
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