I dont understand this

So you said that you dont want to balance the game around high level play, yet you add skill based match making?

Have fun only seeing, nurse, spirt ,blight at red ranks, good devs, good job almo!

Comments

  • That is not necessarily a contradiction. There is no "gotcha" moment here. Yes, yes they wanted to add skill based matchmaking and yes they do not want to balance top down. Rofl.

  • No only the best survivors will play against only those three killers. Just because you’re in red ranks doesn’t make you one of the best. I know I certainly am not despite me being red ranks.

  • @ThiccBudhha said:

    That is not necessarily a contradiction. There is no "gotcha" moment here. Yes, yes they wanted to add skill based matchmaking and yes they do not want to balance top down. Rofl.

    That's not necessarily true anymore. They said in the announcement of it that they would be using the new data they get to help them make balancing decisions based on how things perform among the top players.


    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/UNHQEVG6RSDH/announcement.png

    We’re back with another Developer Update, a series of posts where we go into detail on some upcoming changes to Dead by Daylight.

    https://us.v-cdn.net/6030815/uploads/4F9G1UACUU7X/matchmaking.png

    Skill-Based Matchmaking

    For a while now, we’ve been running tests for the Skill-Based Matchmaking (SBMM) system—which uses ratings to match you with other players rather than ranks. Each Killer you play has a separate rating, allowing you to play each Killer at a level you're comfortable at. The most recent test exceeded our expectations, and we’ll be rolling the system out indefinitely with the 5.2.0 update.

    The most recent SBMM test resulted in fairer matches across the board for players of all skill levels, especially low-to-mid skilled players. High skill players would see the most variance in their matches due to the low number of players with high ratings (it’s lonely at the top!), though their matches would still be more consistent compared to Rank-Based Matchmaking.

    During peak hours, 99% of matches formed were what we consider reasonably balanced, with your odds of escaping or killing a Survivor varying within +/- 25% of the average. Better yet, 75% of matches fell within a +/- 5% chance. This is a huge step up from Rank-Based Matchmaking where 99% of matches saw a 45% variation, and 75% of matches saw a 25% variation.

    Additionally, while matches were fairer, matchmaking times remained the same.

    SBMM will also allow us to collect more detailed statistics for our design team to work with (e.g. seeing how a perk or power performs among the top 5% of players). This data will allow us to make more meaningful tweaks and balance decisions in the future.

    https://us.v-cdn.net/6030815/uploads/CCI4ZORSELMO/grades.png

    Rank Changes & Rewards

    You may be wondering: With Skill-Based Matchmaking enabled full-time, what will happen to ranks?

    Ranks will become Grades and feature all new icons, ranging from Ash to Iridescent. You can increase your grade by earning pips just like before, though there’s now a limit to how many pips you can lose.

    On the 13th of each month, grades reset to Ash IV (the lowest grade) and you’ll receive up to 250,000 Bloodpoints depending on how far you’ve managed to climb. You’ll be rewarded for each role separately, so playing both sides can reap double the rewards.

    https://us.v-cdn.net/6030815/uploads/PE5JCRZ8VW3G/cenobite.png

    The Cenobite

    We’re thrilled to see so much excitement for The Cenobite on the Player Test Build (PTB), and we’ve been watching (and reading) for feedback very closely. That said, we’ve made some changes between the PTB and the release. Please note that this is by no means final; we’ll continue to monitor his performance as we do with all new Killers and do some fine tuning once everything has settled.

    First, we’ve polished the way chains spawn to make them perform more consistently. We’ve fixed an issue which could cause chains to spawn behind obstacles and corners and immediately break as soon as they would connect. Additionally, if a chain fails to spawn (i.e., there is no suitable place to spawn the chain), the system will now attempt to spawn another chain much sooner. Finally, if a chain is broken by the environment or The Cenobite himself, a new chain will spawn considerably faster than before. These changes will make chains much more effective in tight areas with lots of obstacles.

    We’ve also simplified the way the chain hunt works. On the PTB, the number of chains that spawn during the hunt would depend on the number of Survivors remaining. Instead, the hunt will now always spawn a cluster of 3 chains (with each chain appearing 3 seconds apart) with an increasing interval between clusters based on the remaining Survivors. This will keep the hunt feeling meaningful without getting out of hand as Survivors die.

    Finally, deciding when to solve the Lament Configuration is something we want to leave up to you, but keeping it forever shouldn’t be ideal. In the PTB, the Survivor carrying the box would have a chain spawn and attempt to latch onto them every few seconds while they were interacting with something. This would slow your progress down, but could be a worthwhile tradeoff for preventing chain hunts entirely. We’re changing the Lament Configuration to only pause the timers of the other Survivors, but not the carrier. This means if the person holding the box neglects it for too long, a chain hunt will start for them only. This chain hunt is in addition to the occasional chains that spawn while interacting with something, making it very difficult to ignore.

    We’ve got a few more changes to get through, so lightning round:

    • Tweaked gateway placement to be easier on maps with multiple floors – This’ll prevent cases where you look ever so slightly down and end up accidentally placing your gateway on the floor below
    • Added a brief immunity period to chains after being unhooked (3 seconds) – This will prevent a Survivor who was just unhooked from being chained before they can move
    • Added a maximum control time for gateways (6 seconds) – The Cenobite’s power is meant to be fast paced and used in a chase, not to be placed somewhere and wait
    • Added a brief cooldown to the solve interaction to prevent spamming (1 second) – Spamming the interaction would give the Killer way too many notifications
    • Increased Bloodpoints for The Cenobite’s scoring event across the board – Bloodpoint earnings were lower than anticipated in the PTB

    As always, we’ll continue to monitor The Cenobite’s performance over the next few months to determine if further changes are necessary.

    https://us.v-cdn.net/6030815/uploads/CSYQOG9G6OS7/performance.png

    Performance

    Before we sign off, we wanted to take a moment to reassure you that the team is still actively working on various performance issues affecting some platforms. Each bug needs to be investigated and fixed separately, but we are aiming to have fixes for some of the remaining issues over the next few updates. The first of these fixes will appear in the 5.2.0 update, which will address hitches when using Dead Hard, powering a generator, or healing a Survivor. Rest assured that we have not forgotten or moved on, smooth performance is still a priority for us.

     

    With that, we’ve reached the end of the Developer Update. We look forward to hearing what you think of these changes.

    The Dead by Daylight team


    SBMM will also allow us to collect more detailed statistics for our design team to work with (e.g. seeing how a perk or power performs among the top 5% of players). This data will allow us to make more meaningful tweaks and balance decisions in the future.

  • I guess I'll be one of the few killer mains playing non meta killers...

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478559#Comment_2478559

    That's not necessarily true anymore. They said in the announcement of it that they would be using the new data they get to help them make balancing decisions based on how things perform among the top players.

    https://forum.deadbydaylight.com/en/discussion/276774/developer-update-september-2021

    SBMM will also allow us to collect more detailed statistics for our design team to work with (e.g. seeing how a perk or power performs among the top 5% of players). This data will allow us to make more meaningful tweaks and balance decisions in the future.

    I will believe it when I see it, personally. But I have no issue with it. I prefer top down balancing.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478578#Comment_2478578

    I will believe it when I see it, personally. But I have no issue with it. I prefer top down balancing.

    True, but it does go directly against what they have said in the past. The reality is SBMM will force them to do it, or the game will eventually die. Top tier players will get tired of playing as and against nurse every game eventually.

  • "just balance every killer to nurse tier bruh"

  • Anyway bhvr was never fast with balance issue so you can expect the first high level nerf to see the day in 2026

  • It's not only balanced around high level. But they do keep high level in mind as well when balancing the game.

    And SBMM will help them gather more accurate data on what changes the game might need that could also help high level balance.

  • @ad19970 said:

    It's not only balanced around high level. But they do keep high level in mind as well when balancing the game.

    And SBMM will help them gather more accurate data on what changes the game might need that could also help high level balance.

    Why are you blatantly making up stuff? they have gone on record saying they dont want to balance this game around high level play

  • @Triadequinaxor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2478626#Comment_2478626

    Why are you blatantly making up stuff? they have gone on record saying they dont want to balance this game around high level play

    Where is this official statement?

  • Red ranks (grades) will mean less once active. The match making is base on a hidden number. Iri-1 can be reached by someone with a low MMR and won't reflect the skill of the player.