Iridescent Candle
A glass-like candle moulded from the fog itself. The guttering flame calls to the strongest opponents.
Grants +200 MMR for the trial in which it is offered, regardless of outcome.
This is an iridescent offering for survivor and killer. It grants +MMR regardless of the match outcome so that folks can adjust to their perceived skill level. It's not tied to wins so that killer players don't feel the need to camp and tunnel to secure the additional MMR. Basically I think it's moronic to have an invisible MMR system that we cannot interact with that we're roped into participating in. It would also be nice if behavior would stop being cute and would just show us the number.
Comments
I wouldn't really call hidden MMR "cute". Maybe I'm just missing a few key examples, but I can't think of any game that shows you your matchmaking MMR when it isn't tied to a ranked mode?
Anyway, I think it's obvious that this isn't a great idea for an offering. The system should just work, there shouldn't be a need for self-correcting like this- and something like this will just lead to a bunch of boosted people who are convinced their skill is higher than it actually is, it'd throw matchmaking even more out of whack.
You are aware that we do play in ranked mode, yes? Obfuscating the functionality of the thing does not change the underpinnings of it.
What's the worst case scenario with the offering? Someone boosts themselves and learns they're not at good at the game as they'd like. It's not like they have the capacity to make their opponents miserable with it. It's just a fun thing to play with.
...No we don't? There's no ranked ladder associated with the matchmaking, so it's just a matchmaking system. There is a progression system in this game, but it's not tied to the MMR number, it's separate.
The functionality and underpinnings of MMR are also present in the quick play modes of games that do have a ranked mode, after all, so clearly there has to be more than just that.
As for the worst case scenario, maybe they can't make their opponents miserable but they can sure as hell make their teammates miserable. If unbalanced games are a problem, allowing people to push themselves into unbalanced games is clearly also a problem.
Okay. Imagine this: the game just as it is now, but you have a number assigned to your account from say, 1-20 based off your MMR rating. The higher number correlates to a higher rank. This is ranked mode, yes? Now imagine if the number that showed your rank was hidden. You are still playing what is essentially ranked mode but without any feedback about your rank.
This is the system we currently have. There is no quick play equivalent which uses the MMR rating in a looser fashion than the actual ranked mode. It's all the same thing.
Anyway you've got a good point about it sandbagging better survivors. There's not really any reason to compound folks bemoaning solo queue.
That wouldn't be ranked mode, no. You'd also have to have defined ranks (which in DBD's case would have to be separate from the grade system's ranks), you'd have to have those ranks reset in seasons at set intervals, you'd have to have stricter rules than the quick play queue, and you'd also have to have a quick play queue.
MMR is not synonymous with ranked mode, and it isn't being used the way ranked modes are used here, either. It's just a standard matchmaking queue, and that's why you don't see your MMR; you have no reason to because your MMR number is useless to you. The standards of play set out via incentives are governed by emblems, not by MMR.