MMR is not the issue, it's brought an existing issue the proper attention it needs: Game Balance.

Good players will be good no matter what you do, it does not matter the MMR, the time invested in the game, whatever.

Odds are you may sincerely play against someone who has simply adapted and gotten skilled at the game quicker than most, and as a result their MMR may be closer to yours and not higher as a result.

WITH THAT SAID, this does not change the fact that MMR has shined a spotlight on DBD and the issues it has had LONG before MMR was added, or even thought of being added.

The game is Survivor sided. Yes, it is, and if you think it's not, you have not played against good Survivors enough to feel it. This does not mean Killers don't have similar issues but that is a separate discussion. This is not JUST because of skilled Survivors however, there are several factors that are too often stacked against the Killers favor: Map sizes being too large, pallet and general loop spawns being too generous, Hex spawns being an absolute joke and your perk is destroyed or now Booned within the first 20 seconds of the game because it spawned next to a damn generator.

Survivors who play the game well will do generators. If one Survivor is being chased, the absolute best thing you can do easily is do generators. If you aren't doing generators, you are a huge monkey on the Killers back not pressuring them like you should. It is not the most engaging gameplay but it is the best gameplay to ensure you and your team escape.

Scenario: 4 Survivors spawn on different parts of the map near different generators, the Killer is an M1 Killer such as Wraith, Myers, Trapper, etc. They find a teammate and proceed to chase them, and the chase lasts for give or take 1 minute. If the other 3 Survivors are on generators working on them, by the time the Killer hooks the Survivor and begins patrolling, that is 3 generators popping easily without a single thing the Killer could have done to prevent it other than somehow be a golden God and down a good Survivor in record time.

Perks such as Deadlock, Corrupt, etc can help mitigate this but I digress, it does not change that if good competent Survivors are doing generators like they SHOULD be doing while you go on a completely reasonable chase, there is simply nothing you can do. You are one person against 4 and you cannot be in 4 places at once, not even the best Killers such as Nurse or Blight can do this. Make NO mistake, this is physically impossible, not up for any debate or discussion. The only possibly exception is Twins.

Have you noticed how I have not once mentioned any of the Survivors perks yet? EVERYTHING previously mentioned is 100% entirely possible without any perks equipped, now equip ALL the meta perks (and bring loaded toolboxes/medkits) and this issue gets magnified 10 fold. Borrowed, Decisive, Unbreakable, Dead Hard, Iron Will, these are the perks in particular that make Survivor strength FAR better than frankly it should have any right to be. They all provide second chances spread across potentially 16 perks, minus Iron Will which trades a second chance for negating an entire game mechanic.

Killers often feel forced to use unsavory and dissatisfying strategies to try and secure the game in their favor, which includes tunneling, proxy camping, slugging, etc. Killers HAVE to do this, they have to or else they get a few hooks and 4 escapes, which I do not care what YOUR definition of a win is, if 4 Survivors escaped, you lost. Just accept it.

THIS IS WHY EVERYONE WAS SO SCARED OF BOONS, the Killer (especially a lower tier Killer) does NOT have the time to worry about other things. They have to down a Survivor and they have to FAST, or else 3 other Survivors can work on 3 separate gens and there is literally nothing the Killer can do to stop it besides pray they, for whatever reason, are not doing gens.

If you want to make this game more bearable, you must consider adjusting these super meta perks that literally condition the Killer to play differently against EVERY Survivor, including the ones not using them, because the mere existence of these perks poses such a massive game changing threat against the Killer. This is insane. I would say Decisive is in a good spot, though it is still very powerful, the rest of the perks I mentioned need similar changes.

I am not sure what exactly the rumored Early Game Collapse was going to be, but please, PLEASE add something to the game at the beginning so the Killer does not have to worry so much about 4 Survivors with 16 second chance perks spawning next to 4 separate generators spread across a huge map like RPD, Forests, Farms, The Game which is not large but has 10,000 safe pallets, and probably many more.

You wanna know the biggest kicker out of all of this? I never once mentioned SWF. All of what I mentioned is simply entirely possible with solo Survivors who are good at the game. It's insane, why anyone would ever want to be high MMR is beyond me. I never want SWF removed, but what I previously mentioned and at least showing Killer in the post game chat the players who joined together would be a huge change.

I pray a Dev takes the time to read this, because I care about the game a lot and this recent PTB has shown me you are willing to make large changes to the game to make it more balanced. I adore the changes to hatch and the willingness to take weaker perks and make them better, if you could do this more often, the game could be in such a much better state. All I want is the meta second chance perks besides Decisive changed, and a new early game mechanic that takes the edge off of the Killer so they can at least go on a chase without 3 gens being completed because the Survivor dared to know how to loop.

If you read all of this, thank you and God bless, and I sincerely hope to see more positive changes come to this game so it can prosper even more.

Comments

  • Main changes that needs to be done imo is buff soloQ, so it is not that bad experience, buff weak killers, make it that survivors spawn always together (you can have offerings for different spawns) and create more / better totem spawns. Some maps are just terrible to use totems with multiple guaranteed spawns, or visible locations accross the map and survivors can spawn next to your hex. Totems spawn in pentagram system on most maps, so as long you find 1, you will find rest easily and don't even need to use any totem hunting perk atm.

    Problem is that you can have survivors spawn each on different gen and that is situation where you are going to lose 3 gens for 1 hook.

  • @Dino7281 said:

    Main changes that needs to be done imo is buff soloQ, so it is not that bad experience, buff weak killers, make it that survivors spawn always together (you can have offerings for different spawns) and create more / better totem spawns. Some maps are just terrible to use totems with multiple guaranteed spawns, or visible locations accross the map and survivors can spawn next to your hex.

    Problem is that you can have survivors spawn each on different gen and that is situation where you are going to lose 3 gens for 1 hook.

    Yes, I have always said that half of Kindred should be base kit, Survivors should be able to see each other when a teammate is hooked. This buffs SoloQ while barely changing high level play, and changes nothing about SWF.

    Frankly I think Corrupt is the best Killer perk in the game, the early game is the most important and a Survivor who spawns next to a gen is going to do the gen, period. So Survivors spawning together always would be a very welcome change.

  • I will just copy-paste from my post as for buff SoloQ:

    Changes I would like to see:

    -Survivors can see each other when someone is on hook.

    Simple change of something in this game already, just kindred without killer aura and would probably help most. It would prevent multiple survivors / 0 survivors running to unhook and wasting a lot of time.

    -Show who is in chase.

    They wouldn't really need to create anything special for this to work. Just give everyone the obssesion symbol, which already shows when that survivor is in a chase. Actual obsession could be highlighted in red, which is also a thing already.

    -Show each survivor's perks in lobby.

    This one would be probably hardest to implement, but would help to prepare for game a lot, because you might fill roles with perks, when noone uses them. You could bring totem detection perks or BT, when you see noone uses them. On other hand when you see that 2 players are already using Inner Strenght, then it would be good idea not to use that too.


    As for Corrupt, it is little random, because of spawns. Survivors can spawn next to an open gen and in that case it is useless. That would be fixed, if survivors spawned together.

    I use it only as Trapper. Otherwise I think Ruin is better as early slow-down.