InsatiableMop
InsatiableMop
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2799870#Comment_2799870
Survivors waiting out the 2 minute egc to everyone being slugged for four minutes is a poor comparison.
The real equivalent is when survivors go full immersed and refuse to end the game. While technically it's possible for the killer to find them, if the survivors are remotely intelligent they can essentially make a game take forever.
This used to be extremely common before egc, with some survivors making a point to not leave for over an hour. While now it's less frequent since all four survivors need to be in on it, I've still found myself being that one survivor finishing gens because the other three are to busy having a tickle party on the other side of the map.
This also happens when you are down to 2 survivors and both are trying to wait out the other one.
And I would consider that toxic...
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2799797#Comment_2799797
I actually wouldn't. Take flashlight clicking - using it to get the killers attention, to chase you - because you know you're good at looping for example, that can be seen as gameplay. The killer has a choice to ignore it of course (which I usually do cos you tend to find these players don't often go sit on gens, so it's one less person to worry about completing the objective). Yes some players will find this frustrating - but in essence these things are pretty much part of the game.
convenient one to pick because of how innocuous it is. Not saying I agree with everything on the list but slugging an entire team(or whats left of a team) for 4 minutes and going afk is definitely being a jerk for no reason, especially since you yourself said DCing is toxic so are the people on the ground just supposed to light up a smoke and be like ah yes this is good gameplay. to contrast it with waiting at the gate for the killer to force you out, in that case the killer can at least do something to end it(end even in some cases nab a cheeky kill from an overly confident survivor). in the case of bleeding out your entire durations there's nothing you can do to end it.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2450284#Comment_2450284
It's a mentality I honestly just don't understand. Yeah, sure, everyone likes to have bragging rights or whatever. But if you know that you got your success by cheating, why even bother? Where's the pride? Where's the sense of accomplishment? What is the actual point?
(*Shrug*) I guess I'll just never get some people.
Because winning in competitive games is fun and so is stomping the other team most of the time same in anything competitive. In sports if a team is up by a lot they tend to start trying things they normally wouldn't and just having a good time. Not saying cheating is the right thing to do at all but it is easier than grinding to get good when they can just download a program that gives them an edge. There's probably loads of cheaters in this game that use more subtle cheats like killers going 4.8 to survivors gaining a slight bloodlust.
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This game is basically unplayable for me anymore, the games have no interaction between the killers and survivors anymore and have the exact same result every time and take 5 minutes top.
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@darren420187 said:
People who need over powered killers to win as a killer only think he's not.....How isn't he ? Let's see you can't outrun him he can just throw chains at you eventually injuring you.....you have to keep finding his box which he can teleport to. That's if he doesn't have bbq and chilli and ruin and you have to chase a totem specific to you for his perk. . On top of gens healing and enerything else. Your opinion doesn't count if you're playing losey bronze or silver grade I'm talking about level 1 red grades.
Is this bait?
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Doesnt make them harder just makes them unbearable. Highest level of this game has zero interaction
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2472653#Comment_2472653
It may be simple to derank, but before you would know when you're at the lowest level you want to be at before swatting the newer or lesser of players. Now, without the ranking and only able to derank by a set number of pips, the line is far less clear. Without a real visual aid, how does someone know when you're at the right level of novices to exploit them? How many games will they have to go through until they can only "guess" that it may be easy street?
It's more complex than running into a killer. Besides, knowing how it works or knowing how it doesn't, just play the game. But if it turns out it's not as easy as it was, then whether someone wants to blame the system rather than themselves, it's down on them.
my dude they dont need to get to the lowest of the low to stomp and be jerks. We are also talking about a very small portion of the community here in general. And its absolutely not more complex than running into the killer do so will get you zero points in any sort of system possible. And I would like to lay the game with some vector of how I'm doing there is zero progression system with the planned MMR.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2472777#Comment_2472777
Lol that's one way to look at it, but as far as I know the MMR also doesn't take into account perks/addons. I've seen really good survivors and killers who run no perks and still dominate. Shouldn't that be taken into account? Those players are much better than the hag main who only runs rusty shackles every match imo... :^)
Perks arent gonna matter with MMR. the complaining about the stale perks is going to get worse because thats what everyone is going to be forced to use. Even people that arent great will use them because they will be emulating the highest tier. WOW just had the same issue with covenants. devs thought casual players wouldnt care about worse performance and would play the one that appealed to them but then 99% of players all chose the same covenants.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2472767#Comment_2472767
If your casual is so good that it automatically puts you against the best of the best (which Blights apparently are, according to some threads I've read), you are a video game god.
https://forum.deadbydaylight.com/en/discussion/comment/2472768#Comment_2472768
The current ranking system isn't a good predictor of what will happen with SBMM. Relax.
you dont have to be a video game god to be good at this game holding m1 is easy so is holding w.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2472758#Comment_2472758
A consequence of playing competitively.
https://forum.deadbydaylight.com/en/discussion/comment/2472760#Comment_2472760
Sorry, I completely missed that word. However, if you play casually as survivor, you shouldn't get to that point.
You don't have to play competitively to play well. You can be good at the game and be casual just as you can try really hard at the game and suck.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2472691#Comment_2472691
Nobody's forcing you to do that, that's a conscious choice you make.
a consequence of doing the game's objective?
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There's also the point of without seeing the mmr gains or the factors, who does the game see as more skilled, the claud that hid the whole game and managed to escape out the hatch, or the guy that ran the killer 80% of the game but dies. most of the devs themselves struggle to get out of the current green ranks so I don't exactly trust them to make the judgement of what makes a survivor skilled or not.
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Has nothing to do with having it easy or not. This game doesn't have defined win conditions and at the peak of the mmr the games last 3.5 minutes, killer get one kill, 2 if survivors throw, and if people complained about seeing the same perks over and over before, wait till there's an actual meta because now its got MMR. While I agree something should be done to keep <100 hour Andies out of games with people with 3k hours which honestly I think they do a decent job of already, nobody wants to play a game where everyone plays "optimally" for killer or survivor. killer playing optimally means someone spends 10 minutes waiting for a game only to not even get to play it, and survivors playing optimally means the gens pop before the killer gets any ground, especially at the highest levels. During the most recent test playing survivor there was 1 game i played where the killer got more than 1 kill and that was scott jund on blight and we struggled to do anything because we had those players that went down nearly instantly. Every other game the killer would eventually get a hook, and be reduced to camping it because to go chase someone else would be throwing and for the survivors to get the unhook would also be throwing so the remaining 3 did the gens and left while the person on the hook babysat the killer.
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@Marc_go_solo said:
When people find out how it works - and I believe it will happen in future, although BHVR will not reveal it themselves - the first thing those people will do is exploit it. There are a vast number of people who already manipulate it. Some may genuinely want to know how it works, but even then their subjective experience may cause them to find fault, even if there is no fault to be had.
I feel the current system wasn't great, but a sizeable reason for this was because of the dishonest players within. Derankers, smurfs and such would have caused problems as much as the odd matchmaking. In fact, was the system, in its virgin state, going to work, but the inconsistent data within caused by players damaged it? It won't solely be because of that, but it's not an entirely BHVR-made problem. But hey, goodness forbid that the player could be at fault, eh?
Maybe they could give an overall score, but to break down for all to see how it works would be a big mistake, and we'd only have the problem-makers amongst us to thank for the fact we shouldn't see this in full detail.
people that to "derank" dont need to figure out how it works to derank. They can just run at the killer and die. Having it public would only be exploitable to get into higher tier matches than you should and if people want to do that who cares.
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And because of the lack of trust in their ability to judge skill automatically, we don't know if the immersed claudettes that hide the second they hear a terror radius and urban evasions around the map but escapes is judged as more skilled or the player that managed to run the killer for 80% of the game enabling the actions of everybody on the team but ultimately died. That's why we need to be able to see the MMR.
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@Aneurysm said:
the worst affected by the SBMM will be the veteran players. On killer side they will have to constantly face strong survivors and on survivor side they will allways face nurse, blight, spirit.
This is how spoiled veteran players are by the current matchmaking system. What other game do you see people freak out at the idea of going against people at a similar level to them?
Get big into siege or smite or something, then go on their forum, discord, reddit etc and explain how you have a right to go against players with a few hundred hours in most matches when you have several thousand. You'll be laughed at.
And before "those are comp games, dbd is a casual one" yeah well almost all of the people who make this argument don't treat dbd as a casual game at all.
Those games are symmetrical. The "sweatier" both sides get in this game the potential for wildly unfun games increases because of it being asymmetrical with no defined win condition. As a survivor if your goal is to escape you will now be nearly forced more than ever to use all scummy perks that killers complain about. And as a killer you'll be forced to play in all the scummy ways survivors complain about. And that's just trying to complete the objective in the game has nothing to do with being sweaty. During mmr my survivor matches all ended the same way, killer would finally manage to hook someone, and camp/tunnel and pray the survivors didn't just do the rest of the gens and leave. Nobody really had fun nobody got more than like 16k bps but there was nothing left to do in the game that wouldn't be totally throwing for either side. I think the one game a killer got more than a kill happened to be again Scott jund on blight and he got a 4k because being solo queue everyone threw themselves at the first hooked person and essentially threw the game.
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Head on and dead hard suffer heavily from latency. Dead hard doesn't have the validation like pallets do which is why it is used for distance since it can't reliably negate a hit. Head on is a mess, sometimes you can stun the killer 8ft away sometimes they are standing in front of the locker and nothing happens.
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2437354#Comment_2437354
Yeah, and THERES ALREADY A PENALTY FOR BOTH.
and the proximity penalty does almost nothing and will be couneracted by the fact that they can now get an easy faceroll game against the other 3 survs alone who will have to do more since the gens slow down.
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2437354#Comment_2437354
Yeah, and THERES ALREADY A PENALTY FOR BOTH.
maybe youre not getting it...if gens slow down, then the other survivors wont get the free escape because it will take longer for them to do the gens while the killer tunnels the one person, so there is no depip or penalty
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2437339#Comment_2437339
While i cant argue with the ds one, the thing is that the killer would be throwing the game by hardcore tunneling one survivor. So everyone else would escape and the killer would depip as such.
not if the gens slow down they wouldn't...which was the point of the thread, and why i said it would have to be paired with a hook camping/tunneling penalty for balance
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2437325#Comment_2437325
There ARE penalties qto tunneling and camping. For example you get a ranking penalty to proximity to hooked survivors, and tunneling can be countered with DS.
the proximity penalty is an absolute joke and DS doesnt stop someone who truly just wants to put someone back in queue. The argument for it being a viable strategy and against it being scummy is because of gen speeds so if gens slow down there needs to be a penalty to do it or an extremely greater incentive to leave the hook.
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any sort of thing like this would have to be paired with a penalty to killers for camping/ tunneling for there to be any balance in the force.
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MMR was pitiful. As survivor there's a 25% chance you just don't get to play because you get camped and tunneled out of the game back to the lobby, and as killer it maybe added 1 good player per team but was still quite easy to 4k on most occasions.
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@1miko said:
https://forum.deadbydaylight.com/en/discussion/comment/2431351#Comment_2431351
People with around 3000 hours, able to win most matches against average level killers just through experience shouldn't be matched against begginers that are still figuring out the game, which take a bunch of hours. MMR shouldn't measure playtime, but skill is related to experience and experience is related to playtime though?
I was being facetious. The the argument for mmr is that ranks don't matter because it's a measure of playtime not skill at the game. Therefore playtime doesn't matter and doesn't equate to skill. I think it's dumb and that ranks certainly do matter for every rank that isn't red.
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Hours in game don't matter though that's why we need MMR
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are you confused about trying to do a challenge that says escape 3 chases in a single trial? as in in the same game...
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usually when people post rework ideas they aren't so blatantly OP. Try to be more subtle with it.
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@dbdgamer123 said:
just be happy that you dont play against 3k-9k hour players basically every game.
Why does time played matter
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@VaJaybles said:
https://forum.deadbydaylight.com/en/discussion/comment/2429385#Comment_2429385
This! Everyone thinks swf is a boogyman. Me and my friends will gladly throw just to save eachother usually saying "I'll die with youuuuu!!" Or when we do get stomped "first game doesn't count" even if it's the 12th game. And whoever dies first can't have perks the next round. So handicap
Yeah, a lot of other killers on here have been emotionally hurt by a hyper competitive team once and the scars still haunt them. Even though those teams are like 1/30. Most SWFs end up throwing just as hard as solo players self caring in corners.
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@Kyxlect said:
https://forum.deadbydaylight.com/en/discussion/comment/2429215#Comment_2429215
The fact that you mentioned your friends throughout your original post implies that you are SWF's. Why even mention them if you're not? Are you not able to comprehend how that could easily be misconstrued?
Even if they are a SWF it doesn't mean collectively they are any good, most SWFs aren't.
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they also still makes grass noise and have footstep sounds
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I think it still falls to the fact they have to be injured for it to have value, which means they are one hit from death, so its a gamble to rely on it,
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2428872#Comment_2428872
estimating someone to be green or yellow rank= they played at a much lower level than how a teammate should
No, it just means they're estimated to be at green or yellow rank. If someone wants to say that their teammates were worse than they believe would be fair, then they should say that; otherwise, it just looks like they're still obsessing over irrelevant ranks.
People associate the ranks to a certain skill level I mean it is what it is, if someone thinks their team played poorly they are probably going to associate that with a visible means of valuation. MMR or whatever it is isn't visible. Its infinitely easier to say my team played like a bunch of green ranks than it is to spell out everything they did wrong when many of the things they did wrong are just commonly associated with green ranked people. Same as if in game I'm thinking wow this team is trash, then after the game you see a bunch of green and yellow, you're just gonna say well yepp that makes sense. I think the argument for rank doesn't matter only applies to red rank. Inside red ranks there is a wide variation of skill. That variance doesn't exist at other ranks because believe it or not some people are just stuck in those ranks. You cant say you've never stomped a group of survivors then looked at their ranks and been like well ######### now I feel bad they were a bunch of babies. Or a killer couldn't get any traction in a game and after you see hes a rank 9 and say well shoot no wonder now I feel bad.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2428809#Comment_2428809
This is what I'm talking about.
They don't want you to try to estimate your teammates or opponents' ranks, they just want you to tell them if the trials seem fair or not, and if not, why.
estimating someone to be green or yellow rank= they played at a much lower level than how a teammate should =not fair
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2428793#Comment_2428793
I mean, they dont take away bloodpoints from your account and ranks mean literally nothing, so there is no penalty.
when all this mmr stuff rolls around they said bp bonuses on resets are going to be rank based so they will mean something
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@Mat_Sella said:
This is why 10% of Unhook score should be for the act, and the 90% should be for successfully completing a safe hook.
Safe hook score should be held off if BT activates on the survivor, up until they escape the chase, if they dont, the sandbagger gets scraps for BP.
Endgame unhooks stay the same tho, there's not much to be done at that point of the match.
you get huge penalties for unsafe unhooks
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@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/2427254#Comment_2427254
Oh okay. I'm on xbox. I just figured I'd ask because it feels a lot different.
max throw rate is lower than release, knives decay faster, and he only has 44 and even with double bags can only get to 55. he originally had an addon that made it 6 knives to down anyway and catching survivors in the open or low loops it didnt matter how many knives it took to down because there was nowhere for them to hide anyway. a "buff" to him would be helping him wheres hes weak, the she sheer fact that knives decay faster and he has fewer of them means in areas he wasnt strong ie high walled loops he has an even increased chance to run out of knives and be totally out of the picture, or even to get one health state but the survivor gets away anyway because again, out of knives.
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@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/2427246#Comment_2427246
What system do you play on?
pc
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@Magicmaster0702 said:
https://forum.deadbydaylight.com/en/discussion/comment/2427219#Comment_2427219
I played only him for the first two weeks after his release.
what he was already good at got better, hes worse where he was weak and numerically overall
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@Magicmaster0702 said:
I honestly really like him now. He seems oppressive, but not too oppressive.
how often did you play him before the changes?
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2427117#Comment_2427117
https://forum.deadbydaylight.com/en/discussion/comment/2427121#Comment_2427121
I play Trickster at Rank 1 on PC more than any other Killer at this point. No bait, no joke. He's pretty hecking good a lot of the Survivors in my games rage DC
Watched from 5 minutes on because for some reason. Thats where it started. Every si goes chase the survivors decided to try to run you in a low wall area, and even more in some cases, just out in the open and making no effort to get around a corner. He was always strong in a situation like those.
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Numerically he is worse than initial release so...
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2426756#Comment_2426756
You are already assuming they have DH every first chase now, the Dash is just visual confirmation. It's the same scenario except there's no visual indication outside of you not getting the hit. The practical aplication is the same, you'll be waiting for a time where you're close enough to hit but wait and bait them to use DH but since there's no Dash DH being baited is stronger cause you baited it and they got absolutly nothing out of it. The most use they can get out of DH will be while they are injured and they go for a vault or a pallet. They activate DH right before the vault or pallet to nulify your hit but that's a risk since until they reach that point they can get stabbed and not make use of DH.
DH stays strong because baiting it will be harder but once baited it's game over and you're eliminating E for Distance. SO it's a fair trade, harder to bait out but the bait is stronger and it eliminates the weaponization of the perk. How manny times have Survivors purpusefully gotten hit and be injured so they could use the speed boost and Dead Hard to reach an extremely safe spot? Trading a health state for extreme safety and time wasted by killer is definetly worth a health state. With this change you're eliminating that.
Practical example of killer baiting DH: Ghostface using crouch animation. It still works, you can still bait DH out like this but you'll only know if it works when you swing. There's three scenarios, there's DH and you baited, there's DH and survivor time it right, meaning not baited, and there's no dead hard. Either way you'll know. YOu either hit or you miss. The big difference here becomes Killers can decidide their timming for baiting and swining.
Let's say DH gave 2 seconds of imunity, by timming alone you can know wether a survivor has or doesnt have DH. And if they have it you as killer can change the timings and mind game them. If they know you want to bait it then don't bait it, they'll be looking for the animation, if instead of crouching as Gf you just get closer then you've changed your aproach you changed the timing of your attack thus timing DH gets harder for Survivor. IF everytime you're in range for a swing they activate DH then you just keep going for how long DH is active for. In this scenario the only way Survivors can make effective use out of it is like i said when they are near a vault or pallet, they can use DH when they are close to those locations.
Now killers get a new off meta perk. Unrelenting now has a place, recover faster from failing swings, meaning you can take more risks with swings and reduce the penalty for missing.
If dh didn't also have a press e to die connotation I would be more inclined to this. But with how terrible the synch issues the servers have I just don't see it being an acceptable change.
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@lemonsway said:
DH rework EZ mode. Give the Survivor the invulnerability for a time period instead of the Dash. Rip E for Distance.
This way Survivor can have DH do exactly the same, avoid a hit, and killer will only know when the swing doesn't work but at least killer can attempt swings any time and not worry about E artificially making chases longer than they should be.
Alot of people complain about gen speeds but they fail to realize the killer objective process and the maps is why gens seem fast. Maps are too big and chasing someone takes too long because of perks like DH which have been weaponized instead of being a defensive mechanic, same as pre change DS, doing gens in killers breath range and being protected by DS was weaponizing imunity.
I think this will make the killers thought game of does this person have dead hard 10x worse. way it is now you can at least bait it and see it being used, its even more entirely a guess by what you are suggesting. I think it just remove the I frame entirely, and make extend the lunge a few feet, then it cant be used to much of a panic button face a wall to negate a hit and can only be used for a slight lunge forward.
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I say take the i frames out which will handle when survivors make a mistake and dead hard to not get hit, and add 3ft to the forward lunge.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2424448#Comment_2424448
you reiterated what i was saying about red ranks, i said it has bad and good players but as you get to purple green yellow, the bad players becoem mreo and mreo the majority
more and more
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2424012#Comment_2424012
You don't consider yourself on their level (or above) because you "envy" them. A quick story..Before i came a "top player" in fighting games there were other players that i played and "beat" and i didn't really know who they were until after when the people at the arcade told me. I honestly didnt care who they were, i knew how good i was and i wanted to win so "names" didnt mean much to me because in order to be a top player i first had to beat these high level fighting game players and eventually became a top name myself. Otz and Dowsey (not disrespect to them) are not special! They along with all of us who play at rank 1 are the same as everyone else. Theres no way you can measure how good you are as a killer vs other killers in this game because theres no stats, leaderboards etc and theres no challenge aspect to DBD to find this out so your just downplaying yourself. Yeah you can say x person is better than me but that doesnt really apply to DBD because there are way too many variables to determine this.
https://forum.deadbydaylight.com/en/discussion/comment/2424025#Comment_2424025
I know all this but this is NOT creating balance. A balance matchmaking is having all red ranks go against a rank 1 or 2 killer and vice versa with no in between. I'm not going to accept that because that's not what i believe/feel. Ranks very much do matter and the 3 years that i've played this game i've seen why.
https://forum.deadbydaylight.com/en/discussion/comment/2424051#Comment_2424051
Its easy to get to rank 1 with killer because the matchmaking has always been bad.
https://forum.deadbydaylight.com/en/discussion/comment/2424069#Comment_2424069
Thats not the majority, its the minority. The weaker or bad players are the purple ranks and below again for different reasons. If your paired with other red ranks 100% of the time one out of the other three of the survivors may not be up to par but this is every other game..Your saying it like the majority of red ranks play bad most of the time and this simply is not the case. Its not rare to see these players because even if they are not playing so well they're still better than 90% of the purple and green ranks you'll get paired up with. Check this scenerio out. Two ppl are hooked myself included, the third survivor gets downed, the fourth survivor is full map away doing a gen AND I have Kindred...lol You know w hy we all died that game? Because at the end of the match i checked the ranks and the player (It was a Meg) was a rank 9 and THATS why i lost. I lost that game because BHVR decided it was a good idea to pair me up with this green rank resulting in my loss. Now of course there was no way for me to know this until post game which brings me back to my original point. They're efforts to create "balance" with this new MMR system is bad and a terrible one because they're matchmaking is very flawed. Now post game i cant even see if a killer (when im playing survivor) depiped or not because i have no stats/information on they're rank and thus i DONT know why i lost that game (or won)
I really dont think people are understanding this or comprehending why this is such a horrible idea!!
you reiterated what i was saying about red ranks, i said it has bad and good players but as you get to purple green yellow, the bad players becoem mreo and mreo the majority
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numerically he is worse now than at release
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@DarkMagik said:
It Happened to me Today,it was Endgame & i 99'd the Gate.My One of my Teammate was Downed & the other was at the other Gate.The Downed one was on Death Hook,what Happens Next is that the Downed Guy gets Picked up,& Hooked but before he was Hooked,the other Survivor opened the Gate,& the Killer had Bloodwarden & i was like Bruh this is Red Ranks i at least expected them to wait for the Survivor to be hooked.
Solo queue with bond, had a legion chase me entirely around midwich for 5 laps and I kept running past my teammates, never moving, crouched behind stuff...not a single gen moved progress.
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@Crowman said:
The problem you have is that you are trying to tie a value to ranks when there is no real value to them. It's really easy to stay in purple/red ranks if you ever hit them once since you don't reset very far. Not to mention if you ever take an extended break from the game you'll get reset down to low ranks, but you'll still stomp players at those rank because you are still better than them.
The rank system fails at judging actual skill at the game and the devs want a matchmaking system that tries to create more balance games. You just need to accept that ranks don't really mean much.
Rank doesn't mean much...at red rank. There can be some bad red ranks and there are some really good red ranks. However the ratio of bad players to good players skews further and further toward bad the worse rank they are. That's not to say there aren't some great players at the lower ranks that don't play often, but they are exceedingly rare and will very rapidly rank up in the sparing time they do have. Only need a pip in like 12 games to move an entire rank color and it resets once a month so odds are they won't be very low even with little gametime.