Proof MMR does not work
I am posting this game b/c this honestly pissed me off. So I start off- in about 10 secs ish I am immediately in chase, during this chase a solid 1 minute passes (poor chase I am aware) before the survivor goes down. As I move to carry them to a scourge hook- 3 separate generators pop. Im like :ok, guess imma just camp hook. Before they even reach 2nd stage - another generator pops (I believe it was a double stack, maybe a tripple but I cannot say so for sure). A fraction of a second before they reach 2nd stage theyre unhooked + forces their endurance free hit then to prevent me from going after unhooker, unhooker then takes hit to prevent me from downing the unhooked. After a solid 30 seconds I managed to down the unhooker but by this point - the last generator popped about 10ish seconds after I hooked. Unfortunately I did not have good hook spawns + body blocking forced me to hook near a gate - and then all 3 survivors body blocked + unhooked + t-bagged at gate and made me force them out.
All of this in 5 minutes…. there was not even a toolbox- it was all medkits. I'm wondering simply 1. how that was possible and 2. why the heck am I in lobbies like this, maybe it was an autofill but idk. OFC there was some typical survivor toxicity as can be seen below:
Comments
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Edit: the image below was originally in OG post I made a moment ago but I didn;t think I scribbled out ppl's names enough so I took it down, scribbled some crap to hide folks identity better
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Oh no Doctor_Xenomorph had one bad game. It has been proven utterly that MMR does not work. Woe betide.
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Its not the MMR its the fact we just got a comm wheel. I have noticed a big increase in team efficiency since the comm wheel dropped.
Not all teams but alot of my soloq matches are more efficient.-4 -
erm 🤓thats an ad hominum logical fallacy - therefore your assertion is invalid. lol
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Is this an actual screenshot? Or fakes again?
Plus, you are showing exactly one game. You could have dominated 100 games before that…
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if you want i could send a screenshot of my games today- or a phone recording if youd prefer (I dont have any softwware to record on my laptop)
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UM ACSHUALLY 🤓 You admitted to having a bad game and titled the post. I just summarized it in one line. No ad hominem, no logical fallacy. 🤪
But yeah, I've been playing today and it's either stomp or get stomped with nothing in between, so I don't think MMR is working as intended.
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its nice to see some1 else has some humor :D
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I do believe that the MMR got way better. The main problem imho is still the backfill Lobbies. If I load into a Lobby with 4 Survivors already in it can go either way. Same if I play Survivor and the mates or the Killer keeps dodging.
Matches where everyone who joins at the start stays are actually pretty good on both sides - at least for me.
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New excuse for tunnelling: Comm wheel 🙌
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Did you not have time to photoshop the survivor perks?
Your colleague here managed this and it took just 6 seconds longer:
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The game needs some baskit changes, I'd wish those:
→ Revert pallet density (make maps less safe and open window for looping rather than chaining pallets).
→ Reduce oppressivness of unhealthy perks: Decisive Strike, Dead Hard, Resurgence, Lithe, Babysitter, Dramaturgy, Finesse, Deja Vu
Decisive Strike - heavily punishes players for progressing their objective even when not purposely tunneling. DC should deactivate when another survivor is hooked, even if you are still on hook.
Dead Hard - rework: When recovered or being healed from dying state you gain 2s elusive
Resurgence - reduce the off hook progress to 35 % giving headstart to healing rather than finishing healing
Lithe - 2s, just like SB
Dramaturgy - personally I have no idea, haste on command is fundamentaly bad design to point where I have no idea how to balance this perk
Finesse - punishes good ping, has no impact on high ping
Deja Vu - autopilot into gen and removing the risk of 3 genning on top of faster gen, too much for a single perk
Babysitter - same as DS, makes doing objective significantly harder
→ Increase gen time from 90s to 110s this alone would "give" killer more time to go for chase with overall 100s more time to complete survivor objectives.
→ Reduce gen progress perks: Bardic Inspiration, 1-2-3-4
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Yeah, I've been noticing this do. At least gen efficiency have been up with coordinated saves. Which is not bad in any way. SoloQ deserves some care.
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Nothing about this seems particularly shocking or necessarily high MMRish, just a group of survivors who stayed on gens and weren't pressured off by the killer. Your times don't really line up and it wouldn't have been that much harder to give us the perks, but here goes.
You say you had a bad first chase and they popped three gens. That happens. You then camp the hook. This is the wrong play unless they make a mistake. They do exactly what they are supposed to and just keep doing gens (a double can easily finish the gen before 2nd hook stage is reached) and come in for the save at the end (not sure how the unhooked survivor is able to bodyblock you if you are camping hook). Likely someone from the double came in for the save and the unaccounted for survivor is doing a gen (and can be helped by the other survivors as well).
You also say they pop the last gen 10ish seconds after the hook, so you didn't get a pain res in. You also say you had to hook near a gate, but you got the hook before the gate was opened, meaning you should have been able to defend from it being opened, unless you really overcommitted to defending the hook (which would be a mistake with a gate that close as an escape is guaranteed at that point).
On the timing
You say the first chase took a minute and that they popped the fourth gen before the the 2nd hook stage. That still leaves around four minutes of game time unaccounted for.
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Hey remember when you posted this:
So was this your coworker too? Or are you really posting about one bad match? And do you have the KR of someone who shouldn't be in skilled lobbies?
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I am a surviour main I am just pointing out my matches have been way more efficient for the most part since we got the comm wheel.
Majority of games now there are always 2 or 3 gens actively being worked on where before there was a lot in inefficiently around soloq esspically once someone had been hooked and who goes for save.
3 gens popping after first chase has been very common in my survivor matches since comm wheel update.
but imo its not bad. the survivors will go up in MMR because they are doing better then before due to comm wheel and killers who are struggling will go down and verse weaker people.
here is example match of yesterday afternoon where team was just hella efficient. "repair, thanks" was commonly spamming in that match.-1 -
Yeah, it's pretty well known MMR doesn't work well. People that have been playing since the "fix" a week or so ago are saying they're still getting new players in their lobbies. At best it CAN pair you with survivors/killers of equal skill but most of the time it's just the killers' strength/perks you're facing gets better. Also, the fact the game prioritizes queue times after a while but even then queue times are never really reaching 5 minutes outside of modifiers being active.
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You complain about survivors not falling for your hook play, they stay on gens, and blame MMR?
Maybe you killed enough survivors that now you are queing with players that know what they are doing.
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It clearly still doesn't work at all. I don't really understand the point of an MMR rework to begin with if the range is so wide. I played a match yesterday against the best Lich I have ever seen. He had 8,000 hours and was doing things I didn't even know were possible. Then the next match was a 200 hour Legion with green perks. Make it make sense.
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While I agree that MMR is a joke at the best of times, your situation sounds a heck of a lot like you just left 3/4 survivors to their own devices and then was surprised by the inevitable outcome
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