MMR Is A Failure

Screenshot 2021-12-30 094539.jpg Screenshot 2021-12-30 094932.jpg


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

  • 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

  • @Aven_Fallen said:

    Can we for once stop to pretend that the high usage of Ruin was the only reason why they nerfed it?

    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"

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png

    Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin. 

    DOCTOR UPDATE 

    In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass. 

    We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability. 

    The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual. 

    While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use. 

    As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability. 

    One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt. 

    HEX: RUIN AND GATEKEEPER UPDATE  

    The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. 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. 

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. 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. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible. 

    Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem. 

    Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match. 

    The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper. 

    The new Hex: Ruin is simple: 

    All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate. 

    The Hex effect persists as long as the related Hex Totem is standing. 

    This version of the perk has many benefits: 

    • Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks. 
    • Killers must be active in pushing Survivors off generators to get value from it. 
    • It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem. 

     

    The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out! 

    "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

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721680#Comment_2721680

    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"

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    "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

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721682#Comment_2721682

    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?

  • @bm33 said:

    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.

    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.

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721686#Comment_2721686

    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.

    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

  • @dugman said:

    Sorry, what does any of this post have to do with MMR?

    Is it not obvious..?

    High mmr survivors bring nothing but meta perks. Hence the 15 (16 if swf) meta perks.

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721686#Comment_2721686

    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.

    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

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721688#Comment_2721688

    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.

    It went from being passive from random skillchekcks

    to being passive from doing your job as you normally would do it

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721688#Comment_2721688

    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

    Being active is a part of your job, it still influences the gens passively.

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721692#Comment_2721692

    Is it not obvious..?

    High mmr survivors bring nothing but meta perks. Hence the 15 (16 if swf) meta perks.

    … and? Sounds more like you don’t like the perks than anything to do with MMR.

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721700#Comment_2721700

    Being active is a part of your job, it still influences the gens passively.

    Yes but one did it through Rng (bad design) and the other does it by rewarding your normal gameplay(good design) pretty simple

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721688#Comment_2721688

    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's not really what they did with it it's the reason why they did it.

    They started off by saying

    • It's used too much
    • It's too hard for new players to play against
    • It takes too little effort

    Then remembered" wait we can't show them we're biased"

    • THINK ABOUT THE VETERANS!!
  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721696#Comment_2721696

    It went from being passive from random skillchekcks

    to being passive from doing your job as you normally would do it

    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)

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721689#Comment_2721689

    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.

    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.

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721680#Comment_2721680

    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"

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    "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

    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.

  • @BaconyToast said:

    https://us.v-cdn.net/6030815/uploads/9AO7O6N0636Y/screenshot-2021-12-30-094539.jpg

    https://us.v-cdn.net/6030815/uploads/NA451ZIF4KV0/screenshot-2021-12-30-094932.jpg

    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*

    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.

  • @BaconyToast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2721689#Comment_2721689

    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.

    old OoO was also a hard counter to Freddy and completely removed mind games at tiles with high walls