http://dbd.game/killswitch
When are we going to get a update about the MMR rework?
The rework was delayed that i know, but ever since its delay BHVR has been pretty much radio silent about it and its making me nervous. I dont have much hope for it but at least tell us more about it.
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After my games today… Yeah, it can't come soon enough.
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Probably being scraped as everything that could make this game better.
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They're currently planning on "investigating" how an MMR rework would change things.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057829#Comment_4057829
So in other words, scrapped.
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Can one thing go right for us players?
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I wish they would bring back Ranks and the way that MMR worked IN A SEPARATE GAME MODE. Just stop people from smurfing like they used to.
I remember when some streamers (always survivor mains I've seen tbh, just sayin) would cry that "Rank Doesn't Matter"
That was a lie to me as someone that played Rank 1 Survivor and Rank 1 Killer. You could see the literal difference. Whenever rank reset came, you could tell who was not in the brown ranks. You could even guess who was purple ranks vs who was red ranks with ease. Purple was basically intermediate and Red was solid. But by design (iirc) it was "green" ranks that were meant to be the intermediates. But to higher rank players green and brown were basically the same thing. Just one did gens slightly more than the others.
I remember the most common complaint these survivor-main streamers would make was that "Anyone could have no skill and become Rank 1"…complaining about their SoloQ red 1 teammates selling them. What they NEVER said was that if someone was a lower rank, played SWF with Rank 1s, got to rank 1 with swf, then played soloQ for some time. They would by natural order of things get beaten back down to their starting rank before the swf boosted them.
I played SoloQ rank 1 survivor, I would have teammates that I couldn't believe were rank 1, but you could tell they were boosted by swf, cause how they played vs how rank 1 survivors play was very different. Killers could not even be boosted up there, they had to play the game the hard way alone, that's why a lot of them would smurf on purpose to lower ranks so they can bully intermediate-beginner players for cool-down matches.
I think the devs remember what that was like. When you're playing low-rank survivor, load in with a pumpkin head nurse and it turns out she's a rank 1 demon but lets you all escape anyway because she doesn't want to pip back up to Rank 1.
Also it helps build player Morale when they see they're boosted and beating up players with more experience that are playing casually.
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i don't even wnvy them . Figuring out how and what gives an mmr increase in this game is not easy . Kills and escapes don't show the entire picture .
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In context, I think what Mandy is saying is that they want to see if better matchmaking helps with tunneling and slugging, since this was a response to a question about anti-tunnel and anti-slug. Those things are what's been shelved (sadly).
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Which is why the whole MMR was a big fail and should have never come through. It is impossible to make an accurate MMR-System.
First of all, Kills and Escapes are not a good measure. I can do 3 Gens alone, unhook multiple people and give good chases, just do die to NOED in the Endgame and get left behind, which means that I was the worst player MMR-wise, while my teammates did less and escaped.
I can also go for Hooks as Killer, end the game with a 1K and 9 Hooks and I would still be considered worse than the Killer who camped the first Survivor to death and got the second one with NOED and camped them as well. 2 Hooks, 2 Kills, obviously the better player. /s
And the issue is that this is not really easy to calculate. Because if you want an accurate system, you would need to factor in many things. The Killer played, the Perks used in the game, Add Ons and Items used and even the map itself. E.g. Blight with Double Speed and 4 Slowdowns should get less MMR when winning than a Blight with 1 Perk and no Add Ons. A Killer who won against 4 Survivors with Meme Builds should gain less MMR than a Killer who won against 4 Survivors with full Meta Builds and Items.
But for the MMR all those scenarios would be equal if every of those matches would result in a 2K. While in reality, a Blight with 1 Perk and no Add Ons against a team with full meta would be considered way better than a Double Speed full Slowdown Blight against 4 memeing Survivors. Nobody would argue against that, except that the MMR says so.
Furthermore I feel that the MMR also made the playerbase way more toxic. Because now people think that MMR gain is the goal of the game while MMR is only used for Matchmaking purposes. And so they get offended when they lose, because then they would lose MMR, even if it does not really matter. Especially because at some point MMR is meaningless when you reach the Softcap which is not even that high. Watching Streamers who play the game for a living is the proof for that, they go against bad opponents the whole time despite being at the highest MMR.
I think overall the Emblem-System was way better. Because it factored into account more things, not only how many Survivors you killed, but also how long you took to down them, how often you hooked them or how well you defended Gens. All things which contribute to winning. Same for Survivor, a Survivor who has good chases, makes smart saves and is efficient on Gens is also valuable for the team, even if they might not escape. They should have tweaked the Emblem-System instead of starting with the MMR-Mess. Nobody can deny that it really dealt a lot of damage to the game.
@Topic:
After my rant - it is 100% scrapped. There is no doubt about it, we will not see a MMR Rework. They just gave up. If anything changes, it will just be the fact that Team Escapes count instead of Individual escapes, so if you die as Survivor but 3 people made it out, you will gain MMR instead of losing it. This is the maximum they will change.
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Queue times matter, sure, but I think the bigger reason we keep getting vague “MMR update soon” answers is simple prioritization. A real MMR rework is expensive, risky, and it does not directly sell anything, so it will always compete with work that does.
On top of that, tighter matchmaking would make cheating and “impossible” plays stand out far more, which then forces even more investment into systems that do not generate revenue directly and the game still struggles with. That is a visibility problem BHVR probably does not want to amplify.
And for the OG players: the old pip and emblem based ranks were not perfect, but at higher ranks the matches felt more consistently competitive than what we have now. Right now Grades are basically activity, while matchmaking still feels off for the most part.I would love an update, but I want something concrete: what is actually being changed, what is not, and what tradeoffs BHVR is willing to accept. Otherwise this stays in the “nice to have, low priority” bucket forever.
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It probably hasn't been forgotten but this "massive mmr rework" that people have in their minds isnt likely to happen. It likely would be minor changes, but still outcome based.
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thank you for providing the context, yes that's exactly what I was saying.
As for MMR update, no it's not been shelved, we'd have said if it was! It is going to take some time before we have more information that we can discuss on it though, but as soon as we have enough information to share I'll organise something that makes it more known to players.
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This is why people are always complaining about the "stats" devs use to balance this game overall.
BUT I always remember what old emblem DBD was like when Rank 1 Killers smurfed themselves because they got tired of every match being more sweaty for them than the good survivors they'd keep going against. I don't want Killers to feel helpless and not be able to get easier matches when they get tired of everything being a sweat fest. And I remember survivors would smurf themselves just to be able to see killers that weren't Nurse, Billy, Blight or Spirit every darn game.
Leaving the "MMR" as it is right now is healthier for everyone imo because it:
A) Boosts morale of casual players when they are running meta builds and going against more experienced players who are built for casual games. It means that more experienced players will struggle to bully casual players if they aren't built with decent enough win odds, and as survivor, if your teammates aren't of a high skill, you're less likely to get away with bullying.
B) Boosts morale of experienced players to explore less meta builds and not have to worry about a straight meta gaming experienced player showing up in majority of matches.
What I DON'T like about the current state of things is how some killer's abilities + builds combined make doing gens basically impossible unless the survivors have AT LEAST 2 people with genrush builds that are able to hold onto gens. I have considered changing my survivor build to be genrush meta because I'm tired of facing Baby Ghoul, Baby Knight, Baby Wesker players with 4 gen control perks to make up for their lack of experience playing the actual killer. The kind of players that are horrible in chase with 1-2 survivors but if they go for the lesser-experienced survivors to down quickly over and over, they can keep the gens locked-down and regressed from 90-0 constantly. As much as I HATE to say it, either we need to rework some of these killers, or rework cooldowns on gen defense builds because I have genlocked games, and I've had games as survivor where we had the gens locked because Pain Res + Surge + Eruption + Pop or Turn The Clock spams when the Killers realize who the weak-links are and keep quickly downing them. Then the game quickly becomes a 1v1 or 2v1. It happens too much for my liking and forces you to run Gen Speed as survivor to deal with. Which FUNNILY ENOUGH the best perks for that are locked behind paywalls or waiting who knows how long for them to show up on the shrine.
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