How does the MMR work?

Hi guys, im a survivor main never played killer at all really bar a few dailys here and there.


Doing killer at the moment to do rift challenges now im not a great killer as i have no experiance at all bar as said above but i keep getting matched with very clearly high mmr survivors and they are destroying me I can hardly get a start.

I know its a get gud situation but surely i shouldnt be getting matched with teams like this? Its very frustrating. Surely a few 2 and 3 k's arent enough to throw my mmr into the stratosphere.

Comments

  • It's unlikely your playing against high MMR right off the bat.

  • Well i mean some of the players im coming across are like lvl 40 odd prestige and that. Just had a game with a lvl 40 dwight and lvl 46 jill. I know prestige doesnt mean how good they are but Theyve very clearly put there time in and they were making very good survivor moves good body blocks, looping was exceptional that was the whole team too.

  • MMR doesn't work that's the best part lol jk but it's never worked properly even though some people will point to it when they have troubles it really doesn't work because of the metrics they use to determine "skill"

  • Oh lovely. So im going to have a real hard time learning killer then. Thats good to hear lol. Is mmr based on player or killer?

    So ive used trapper and the executioner the most as for whatever reason them and the pig gives me the most dailys. Would i maybe have a better chance trying someone new?

  • @Dwightslocker said:

    Well i mean some of the players im coming across are like lvl 40 odd prestige and that. Just had a game with a lvl 40 dwight and lvl 46 jill. I know prestige doesnt mean how good they are but Theyve very clearly put there time in and they were making very good survivor moves good body blocks, looping was exceptional that was the whole team too.

    Prestige dosnt equal skill.....all it shows is time played or the lack of life said person has. I beat a prestige 100 Killer and I'm only prestige 4 with my highest survivor

  • Just to break it down, when you first play a new killer character you start at a below average rating (I don’t know the number but something like 600-800 where the average is 1000 I think). If you kill someone your rating goes up, and if they escape out the gate it goes down. (I think hatches are neutral but I’m not 100% positive.) The higher the rating of the person you kill the more your rating goes up, and the higher the rating of someone who escapes the more your rating goes down. Also the devs said something about the first kill being worth more than the second and third because the system assumes that once one survivor dies it’s easier to kill others. Finally initially your rating goes up or down more to try and get you closer to your approximate accurate bracket quickly and then after a few games it settles down to smaller fluctuations.

    The devs also announced this month that they’re adjusting that system so rather than your MMR going up or down every kill and escape it will go up or down based on how many survivors escape as a whole. That way if one survivor runs a killer all game and helps everybody else get out then all the survivors go up in ratings including the runner. It’s a step toward treating the survivors as an actual team for purposes of winning or losing (which is good in my opinion!)

    Note that the rating systems is pretty decent, if everybody’s MMR is close the game tends to be close. But the matchmaking algorithm sometimes ignores MMR altogether in the interest of time when there’s nobody available in a given player’s range for a match or when someone dodges a lobby in progress. A lot of mismatches have to do with that time constraint as well as swfs whose members are widely disparate ratings.

  • Some good answers here but I'd stress a couple already mentioned. Even if you haven't played killer before, you have a starting MMR around 800 i think based on dev feedback. If you're playing during high survivor que times, your more likely to get matched with higher MMR survivors too. It never takes long as a killer to get matched against good survivors.

  • @dugman said:

    Just to break it down, when you first play a new killer character you start at a below average rating (I don’t know the number but something like 600-800 where the average is 1000 I think). If you kill someone your rating goes up, and if they escape out the gate it goes down. (I think hatches are neutral but I’m not 100% positive.) The higher the rating of the person you kill the more your rating goes up, and the higher the rating of someone who escapes the more your rating goes down. Also the devs said something about the first kill being worth more than the second and third because the system assumes that once one survivor dies it’s easier to kill others. Finally initially your rating goes up or down more to try and get you closer to your approximate accurate bracket quickly and then after a few games it settles down to smaller fluctuations.

    The devs also announced this month that they’re adjusting that system so rather than your MMR going up or down every kill and escape it will go up or down based on how many survivors escape as a whole. That way if one survivor runs a killer all game and helps everybody else get out then all the survivors go up in ratings including the runner. It’s a step toward treating the survivors as an actual team for purposes of winning or losing (which is good in my opinion!)

    Note that the rating systems is pretty decent, if everybody’s MMR is close the game tends to be close. But the matchmaking algorithm sometimes ignores MMR altogether in the interest of time when there’s nobody available in a given player’s range for a match or when someone dodges a lobby in progress. A lot of mismatches have to do with that time constraint as well as swfs whose members are widely disparate ratings.

    Interesting. Just had 3 games as deathslinger and got 3 very hard fought 4ks so im lost. My first few games today i was getting destroyed not even close and that last 3 were very difficult but i managed the 4k.

    So im not sure where that puts me.


    Thanks for the answers guys

  • We actually just posted a blogpost that covers the basics (and some of the upcoming changes):

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/MGGCIVOEKY4M/matchmaking.png

    Dead by Daylight is constantly changing, so it only makes sense for the matchmaking system to follow suit and continually evolve. We often make small tweaks behind the scenes to strike the right balance between wait times and match quality, but we’ve also been working on some bigger improvements to the matchmaking system thanks to your feedback. In this post, we’ll discuss two changes we’ll be making to the matchmaking system in the 6.4.0 update. These are:

    • Team Based Ratings: Adjusting Survivor ratings based on the team’s performance as well as your own.
    • Extended Breaks: Better handling for players who are coming back from a break.

    We’ll dive into each in more detail later in this post, but first we want to give some context for how the matchmaking system currently works.

    How Matchmaking Works

    The matchmaking system’s job is to pair you against opponents where your strategy works roughly half of the time. To do this, we give each player a hidden rating that evaluates their performance. The matchmaker then uses this rating to pair you with players of a similar rating.

    In order for this to work, the matchmaking system needs a win condition to determine if your rating should increase or decrease. In our case, the win condition for Survivors is escaping the trial, while a Killer’s win condition is killing Survivors. Since the game is asymmetrical, each Survivors is treated like a separate one-on-one match for the Killer. How much rating you gain or lose also depends on the ratings of your opponent: You’ll gain more rating by beating someone who’s rated higher than you and lose more by losing to someone who’s rated lower than you.

    It’s impossible for a matchmaking system to accurately assess your ability from a single match due to the sheer number of factors at play. Instead, the matchmaker works over the course of many matches to gradually settle you into a place where you are comfortable. To give an example, if you lose a match, the game doesn’t think you suddenly got worse- it expects you to lose some matches! If your rating is currently lower than it should be, you’ll end up winning more matches than you lose, and that loss will quickly be offset. Or if you’re already where you should be, you’ll win a roughly equal number of matches and hover around the same place.

    To be very clear, kills and escapes on their own are not a direct indicator of skill, but rather a proxy to skill, meaning playing well will improve your odds of winning. Ultimately, the matchmaker isn’t trying to judge whether or not you are the best player in the world, but rather find a place where your strategy works about half the time, regardless of how skillful it is.

    Team Based Ratings

    One challenge unique to asymmetrical games like Dead by Daylight is how we handle teams. Most games can check which team won a match and adjust their ratings accordingly. But this isn’t possible in an asymmetrical game like ours since Killers are playing solo. To get around this, we treat each Survivor as a separate one-on-one match. This way, the Killer can gain rating by killing three Survivors without the Survivor that escaped losing any rating.

    While this works for an “everyone for themselves” mindset, team-oriented Survivors would often find it punishing to die heroically to save their team as this would be treated like a loss. This was the most common feedback we’ve received since the introduction of this matchmaking system, and we’re pleased to say that we have a solution incoming.

    Starting with 6.4.0, Survivors ratings will be based both on individual & team performance. Whether you gain or lose rating will still be determined by whether or not you escape, but how much your rating is adjusted will be affected by how many Survivors escape the trial.

    • For each teammate that escapes:
      • You gain more rating if you escape.
      • You lose less rating if you die.
    • For each teammate that dies:
      • You gain less rating if you escape.
      • You lose more rating if you die.

    For example, if you die but every other Survivor escapes, your rating will hardly drop at all. In other words, keep your team alive for best results! With this change, we aim to put a bit more emphasis on teamplay without removing the lone wolf playstyle.

    Extended Breaks

    Whether something important came up in your life or another game caught your attention for a while, we all take breaks from time to time. At the moment, coming back from an extended break can be a little rough as you’re trying to shake off the rust while playing against the same opponents. It can take a while for your rating to slowly drops to a place where you’re more comfortable. To make returns as smooth as possible, we’ll be improving the way the matchmaking system handles players who haven’t played in a while.

    The matchmaking system has a confidence level. When you first play the game, the matchmaking system knows nothing about you, so it cannot confidently determine where you should be. As you play, your rating will shift far more than usual while it tries to figure out roughly where you belong. Over time, it learns more about you and its confidence increases, causing your rating to change less after each match.

    Simply put, after long break, the matchmaking system will lower this confidence level until you’ve played a certain number of matches. This way if you’re feeling rusty, your rating will drop much quicker than before, letting you face easier opponents much sooner. Meanwhile if you play as well as when you left- say if for example you’ve been playing similar games while you were away- you’ll stay more or less around the same place.

    Like Team Based Ratings, this feature will go live with the 6.4.0 update. We hope this makes the experience much smoother for returning players.

    As always, matchmaking is an ongoing process. We’ll keep an eye on things behind the scenes to make sure that everything is working as intended, and we’ll continue to make small adjustments as needed. Most importantly, please keep the feedback coming!

    Until next time…

    The Dead by Daylight team

    More specifically, when you're just starting out- including playing one of the roles for the first time- the game has no idea where you should be. The matchmaking system has a "confidence level" to represent how sure your rating is what it needs to be. When you first start playing a new role, it's low, and as a result your rating will adjust much faster than normal (your wins raise your rating more, your losses lower it more). Over time, the matchmaking system gets a better understanding of where you should be and the confidence level starts to increase and your rating adjusts less after each match.

    It's possible you won a few matches and your rating increased quickly, but it should adjust to a place where you're averaging 2 kills per match pretty soon.

  • @Peanits said:

    We actually just posted a blogpost that covers the basics (and some of the upcoming changes):

    https://forum.deadbydaylight.com/en/discussion/353291/news-upcoming-matchmaking-improvements

    More specifically, when you're just starting out- including playing one of the roles for the first time- the game has no idea where you should be. The matchmaking system has a "confidence level" to represent how sure your rating is what it needs to be. When you first start playing a new role, it's low, and as a result your rating will adjust much faster than normal (your wins raise your rating more, your losses lower it more). Over time, the matchmaking system gets a better understanding of where you should be and the confidence level starts to increase and your rating adjusts less after each match.

    It's possible you won a few matches and your rating increased quickly, but it should adjust to a place where you're averaging 2 kills per match pretty soon.

    Thanks for the info