MMR Is A Failure
Behavior when Killers use a single meta perk frequently:
- We must nerf this perk it's used too much
Behavior when 100% of Survivors use 4 meta perks consistently every game
- We have to buff Deadhard to go from being the best Exhaustion perk to the best perk in the game
- We have to make more meta perks, maybe an aoe healing totem that cannot be removed from the game permanently
You know what I FEEL is frustrating BHVR? Me and every other killer main? Playing against Deadhard, Decisive Strike, Unbreakable, and ######### Borrowed Time EVERY SINGLE GAME.
Oh man the survivor made a mistake and won't make it to the pallet!
*deadhard*
Oh the survivors all rushed the hook and all got downed, I win now right?
*3 unbreakable*
Oh the survivors are trolling, they are running straight into me after being unhooked
*borrowed time* *Decisive Strike*
I have no choice but to camp this hook because it's EGC and doors are opened
*borrowed time* *Decisive Strike*
I have no choice but to tunnel this survivor because I have no pressure
*decisive strike*


Comments
sick.
Can we for once stop to pretend that the high usage of Ruin was the only reason why they nerfed it?
Dead hard wasn’t meant to be buffed. It was fixed which subsequently buffed it due to the validation system being horrible
Also COH isn’t “uncounterable”. You can find the totem or run add ons/perks that give broken or even perks like coulophobia
Can we stop pretending that the devs have any other reason for nerfing it other than "new players find it annoying" and "It's used too much"
"Its punishment of new players or those who can't hit Great Skill Checks."
"The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer." < This never got changed it's still little effort and passive
"Its inconsistency due to the random nature of the appearance interval of skill checks." < Valid but not the actual reason they changed it
"Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. " < It's used too much is their reason
Their reason for nerfing it was pretty simple. It gave passive value that the killer had no control over and it relied on skill checks which are completely random. The perks was oppressive as hell against new players while being terrible against good ones to a point where some just didn’t bother cleansing it. It’s a better perk for both sides now
Fact: It still gives passive value and still takes no actual input from the killer. You have to keep them off gens in general
Fact: It's still oppressive
Fact: They started off by saying that it's used in 80% of games and that new players find it hard to play against.
They do not care about veteran players, they do not care if what they did was correct.
Grades just mean those players have played more often than you. If you DC often it makes sense you'd have lower grade because you're losing pips rather than playing out the match to atleast safety pip so you're not moving up in grade like you probably should.
Devs have also said DCs are considered a Null so by you quitting you aren't even dropping your MMR because the game doesn't consider a DC a loss - those survivors need to escape through the door for your MMR to drop to get easier team to go against.
They've said before that high usage rates have them look into perks to see why they're used. They've done it for both sides.
DS was a survivor perk with high usage rate, they looked into it, saw issues with how it was being used and nerfed it.
OoO didn't have high usage rate, stats showed person using it died more than escaped, they still nerfed it because killers were unhappy playing against it.
Sorry, what does any of this post have to do with MMR?
I'm not talking about grades I'm talking about their high density of meta perks.
I dc'd because I'm not playing against 4 deadhards as Huntress
Survivors use Deadhard because it's a free second chance that is now literally so consistent it's broken
DS still has a very high usage rate regardless of the nerf
OoO did not get mentioned but as long as you have, the change was not a nerf. If anything it was a buff. Killers were unhappy because it literally invalidated Trapper. Only new killers hated it, any experienced killer would know that OoO was just free information on where they were.
But it isn't based solely off of random chance (skill checks), the killer must put in effort to get value (chase survivors from gens), and has a more equal effect on both types of players.
MMR system is broken = true statement.
Pretty much everything else..... bias or just flat out untrue.
Dead is not the best perk. CoH can be stepped on in a second and snuffed out, not to mention countered by Thrill of the Hunt, any perk or killer that leaves you Broken, etc.
Borrowed is fine. Decisive got nerfed into the ground, all these things you mentioned are fine if you don't play like a jerk
Is it not obvious..?
High mmr survivors bring nothing but meta perks. Hence the 15 (16 if swf) meta perks.
What I meant was old ruin just slowed down gen progression so long as survivors couldn’t hit greats. New ruin on,y slows gens if the killer is active by forcing survivors off of them.
It’s only oppressive on specific killers such as blight or nurse. Otherwise it isn’t
What they did was correct though. They reworked a badly designed perk into a better more healthy one
It went from being passive from random skillchekcks
to being passive from doing your job as you normally would do it
Being active is a part of your job, it still influences the gens passively.
… and? Sounds more like you don’t like the perks than anything to do with MMR.
Yes but one did it through Rng (bad design) and the other does it by rewarding your normal gameplay(good design) pretty simple
It's not really what they did with it it's the reason why they did it.
They started off by saying
Then remembered" wait we can't show them we're biased"
They removed the random aspect of it, which imho made the perk feel a lot more consistent.
(for the record I completely agree with your post title, just not the whole thing)
I thought your post title "mmr is a failure" was about grades since perks have nothing to do with MMR being a failure or not. Unless everyone gets locked into their perks when they start looking for a match perks will never be used as part of match making.
Doesn't matter why you DC'd, you quit and that doesn't drop your MMR. If you want "easier" games where you're less likely to run into a 4 meta load outs you need to suck it up and play through the match. Have the survivors escape so your MMR drops and you're more likely to get a team without a meta load out and they get a killer that can handle them running DH.
Ruin also still has a high usage rate even though it was nerfed. Weird that both our examples of perks that were nerfed after being looked at for high usage rates are still used alot. It's like the nerfs weren't actually that bad.
OoO is no longer complained about by killers because it got the nerf they wanted. If it was buffed killers would still be complaining.
It was ONE of their reasons. Not the only reason. If it was the only reason, why didnt they nerf BBQ? This is used as least as much as old Ruin...
And while I agree that the effort to have value from Ruin is still not high (especially with Tinkerer), it is at least more than "Just use this Perk for free Slowdown" as it was before. IMO new Ruin is more annoying to deal with as Survivor.
But as a newer player, especially when going against a Killer with multiple Slowdowns, I can completely understand why Ruin was changed. Imagine you are quite new to the game and have troubles hitting great Skill Checks and then the Killer comes around and kicks 25% progression away from your Gen, because they also have PGTW.
Funny in your OP btw - you complain about Survivors running the same Perks all the time AND complain about them getting a new Perk which became Meta. So basically once again a confirmation that some Killer players really dont want to have Survivors have strong Perks at all.
Because you have 1 game that is bad means absolutely nothing. You do understand that don't you.
You have no evidence of anything here.
old OoO was also a hard counter to Freddy and completely removed mind games at tiles with high walls