SBMM and the Grade System will not work until RNG goes away
Billy Main here who forgot to put on Perks... (Came out straight from a 1v1 no perks tournament)
So even in high SBMM Brackets, People can get absolutely destroyed. Spawned in a Suffocation Pit Map with like a bunch just T L Loops and Dead Zones with no pallets for IN SIGHT. It was like RNGesus said, "F*ck them survivors."
What's the point of Skill to a Survivor if you can't use them because RNG. What the point of Skill as a Killer, if you are handed the kills in a silver platter?

Comments
We must have some RNG in map generation or else the game gets stale. But the devs need to know which tiles are broken and which ones aren't.
Those long wall pallet loops that appear on certain Macmillan and Coldwind maps become god loops that the killer can't catch the survivor at, even with bloodlust 3, once the pallet is dropped. Why can so many spawn in one map? Better yet, why do they exist?
Long wall jungle gyms are almost as ridiculous. Just the window is op. You don't even need the pallet. The killer has to commit to walking left, right, or vaulting the window, and the survivor can just wait at the window and react.
Killer shack is the classic. It's notorious in its survivor-sidedness. The same thing as a long wall jungle gym. The survivor can just wait at a position, see and react to the killer, and then loop around an additional time. Why doesn't this tile have a breakable wall full-time, like Dead Dawg's shack has? The shack on Father Campbell's Chapel usually has a jungle gym looping right into it!
The stronger tiles should be a certain distance away from other strong tiles, otherwise the survivor can theoretically loop the killer forever. 2 weak tiles together? That's fine. But I'm tired of seeing crazy map RNG from god loops spawning next to god loops.