dugman
dugman
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@Xendritch said:
https://forum.deadbydaylight.com/en/discussion/comment/2762601#Comment_2762601
For me it was way worse before sbmm when I was starting killer I would get red rank games and when I got better I got everything from rainbow lobbies to just yellow/green teams while meanwhile I'd be purple or red. There seems to usually be less weak links in my games so it seems to be doing something.
Right. Also just this week, for instance, I can tell that my rating is probably about where it should be since most of my matches are in the 1-3 kill range. I normally don’t even think about my Grade but for the heck of it I’m trying to gain about a Grade a night and I’m hitting the point where 2 kills is sometimes a pip and sometimes nothing so it’s taking longer, which is how I can tell my results are usually around that 1-3 range. (Couldn’t quite get it last night on Wraith that I just Prestiged, settled for +2 pips).
Which by the way is another reason not to trust Grades. To get a Grade I can just play over and over until I get lucky and get a couple of two pip games in a row. Do that once a night or so and you’re Iri 1 by the end, even if your acccurate rating would be average.
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Maybe? Behind the scenes drama aside I certainly think he’d be a fun killer to have in the game if they could get the license.
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@fogdonkey said:
According to the Q&A the MMR and predicting match results is working correctly.
What is not working is creating balanced matches e.g. because time constraints.
So what happens? The matchmaking will take 4 survivors with e.g. MMR 100 and match up against a killer with MMR 1000 and say: sorry guys, the killer will most likely 4k. And the actual result: 4k.
Right, I think a lot of people assume incorrectly that mismatches are because the ratings are inaccurate, when what’s probably happening is the ratings are right but the way the system times people out into “first available slots” is what causes a lot of these. Which is tricky because the only obvious way to adjust that is to make people wait longer for closer matches. But if people wait too long then that’s as bad or worse than getting lopsided match ups.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2762821#Comment_2762821
Maybe some basekit gen slowdown, 1% per hook, could do the trick.
Yeah, if they do make Borrowed Time basekit then I would think just slightly slowing the gens down would be enough to maintain the balance.
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@The_C12H15NO2 said:
So sad. the devs are entertaining the idea of BT being basekit after creating conditions in the game which encourage more camping by killers, particularly at high level mmr. For years I've seen posts from the devs saying camping/tunneling is a legit strategy. Suddenly it's a problem?
The devs have said previously they want to discourage actual facecamping but haven’t found a solution they like. They don’t think tunneling someone right off a hook is unsportsmanlike or anything like that but they do probably want to incentivize spreading out the downs a bit so all the players stay in the game as long as possible.
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https://youtu.be/WMRk4zx1vY8
Pizza delivery….
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@El_Gingero said:
This is very easy to refute and there’s no need to overcomplicate things.
How do we define skill? Does it not depend on your objective? Looping a good killer for 5 gens undoubtedly takes skill, however if your goal is to simply escape, and matchmaking is based on escapes, then isn’t it technically more skilful to hide while your less competent teammates do all the busy work?
No. It is not. Don’t be ridiculous.
Hiding all game though is actually detrimental to your chances to escape if it means the gens don’t get done. The optimal strategy is a combination of hiding, doing gens and rescuing someone else if needed, and being able to delay being hit as long as possible while being chased.
The notion that on average people who try and hide all game have high MmR on average is a fallcy.
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@Akumakaji said:
So remind me again, what happens if you dont have any system in place, at all? Everyone gets mixed in with everyone else, even 3k+ hours and baby players, right? But are there that many high end players? I know that the game is 6ys old by now and has a big playerbase (some would say it had), but are there that many thousands of hour players in relation to mid- and low-level players?
For reference the median playtime for DbD is 192 hours, the top 10% is 1064 hours. So anybody with a little over 1000 hours is in the top 10% in terms of playtime. (Among Steam players at least.)
The average time played for Dead by Daylight is 415 hours. While the median playtime is: 192 hours. -
@egg_ said:
The only thing I want to point out about the video is Thale argument that we don't *see* our MMR. I see A LOT of people in the forums saying "as a high MMR player" just because they have... Difficult matches? But assuming the match making works, that means they're match with and against similar skill level players, which balances it and doesn't hand out a free victory around that level of play. People having meta perks unlocked doesn't mean they are "high mmr" on either side.
And if we assume that MMR doesn't work then the whole "difficult matches" argument isn't valid either, because those players will be matched with and against random players, giving them imbalanced and extremely random results.
I just wish forum killers (sorry, I meant, users) would stop using the high MMR argument as a poor excuse for their loss, because they DON'T KNOW their actual value, nor the one of the players they were matched with
Right, the devs say they want to avoid people being toxic bragging about their own high MMR, but a lot of posters already assume they are high or at least above average MMR and brag about it. I’m not sure hiding the MMR actually lessens that at all.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2761123#Comment_2761123
Of course the Canadians talked about hockey... 😂
That aside, the problem is quite simple: they set the win conditions. You don't get to make analogies to professional sports when you're the ones deciding what a win is. You also don't get to make analogies to professional sports and ignore that most team-based sports, when you have identical scores, will fall back on some other way to sort teams rather than considering just a win/loss metric.
And the problem is that their notion that kills/escapes work as proxies is false. If they want them to be proxies, then it shouldn't be the case that the most efficient way for either side to get their actual goal is to minimise the number of hooks/chases they get into. Either the entire game needs to be heavily restructured and hope that the correct behaviour is emergent, or at least for now you need some sort of two-factor step in MMR adjustments.
That, and if you want to make analogies to games with total scores, start making MMR based on the overall match results and treat it as a 1v4, rather than making it into "we will give you a win for every goal you score as an individual".
Actually it sounds like you're the one trying to redefine the win conditions, not the devs. I get that in your opinion you want the players who do the best in chases and get the most hooks to be considered the winners, but they're not. It's the people who escape or gets the kills. If the devs wanted chases and hooks and such to determine the winner then everybody would just be going by the endgame scoring screen since that's exactly how Bloodpoint scores at the end of the game are calculated. But you probably won't find very many people nowadays who consider the person with the highest Bloodpoint score to be the winner of the match.
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@Tr1nity said:
I guess forced pennance just doesn’t exist anymore does it.
I was using it the other day. It’s surprising how often it triggers.
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@FreakPrince said:
So that makes healing 20 seconds?
Not exactly, it’s 16/0.75 = 21.3 seconds
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2761365#Comment_2761365
Maybe just put a tip on the 'tip screens' - 'Grades do not have any effect on matchmaking'.
I suspect the people who are confused about Grades and matchmaking aren't likely going to be reading tips on the loading screen that closely either. But hey, adding an extra loading screen tip is pretty trivial so... 🤷♂️
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@Peanits said:
To answer that for you quickly, it's still something that's up for discussion. As you've mentioned, it would reduce some confusion, but there are also folks who absolutely do not want to see them removed.
In a perfect world, they'd stay there as some small form of bragging rights, like "Hey, look how far I've climbed this month." But since ranks have historically been used for matchmaking, that naturally causes some confusion for anyone who missed the memo. At the end of the day, there is no single right answer here.
Thanks for the quick reply! 😄
I totally get the bragging rights thing, at the very least seeing your own personal Grade makes sense for that. And I also understand the urge to, if opponents' grades are hidden, replace that void with something that serves a similar purpose. Hopefully you guys can come up with something else that makes a little more sense than the opponent grades, though, since right now it's "bragging" about beating opponents based on ratings that have a weak correlation to anything else in the game.
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@jesterkind said:
That was a bit of a glaring omission- I guess because it wasn't one of the questions that actually got asked, they didn't want to derail too much, but still. I'd like to hear some more about where they're at on that topic internally.
I asked it, but I doubt I got very many votes.
Edit - Ninja'd by Peanits! 🥜🐱👤
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761336#Comment_2761336
They also literally avoided saying that they had no plans to make BT basekit.
Right. All they implied was the BT basekit thing wasn't entirely off the table, as compared to Decisive Strike which they explicitly said will not be base kit.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2761306#Comment_2761306
You mean by changing resolution in settings?
Yes. We're not talking about just picking a standard resolution, we're talking about going in and setting it up to allow for weird custom resolutions that break the game.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761291#Comment_2761291
They said they have NO plans atm to slow down gens without perks
They also didn't say they have plans atm to make Borrowed Time part of the base game.
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2761228#Comment_2761228
true. But its not via injecting code/editing memory. Its more of a dbd setting which is obvious :D
Just because it's an easier cheat to do doesn't make it not a cheat.
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@nicnc82 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761262#Comment_2761262
They said if it's too weak they will raise it again.
Sure, and I'm sure if it's too strong they'll lower it more too. Or if it's ok they'll leave it alone.
Point though is all they need to adjust is that one parameter.
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I'm a killer only player and I'm totally ok with the idea of Borrowed Time being base kit, provided that if they make that change they also compensate to keep the overall balance from shifting too much, say by slowing gens down a bit. I get the idea of why they're apparently considering Borrowed Time as a base ability, it's to make it less likely that survivors get hooked two or three times in a row which obviously isn't all that fun for the survivor on the receiving end. But if they did that change totally on its own it would probably be kind of a disaster balance wise, so it really would need to be paired with a change that makes up for it for the kill rates.
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I've said for quite a while that the most obvious way to adjust the balance of Circle of Healing is adjust its healing speed parameter. They can in principle set that parameter to any number from 0 to 10,000% with very little programming needed. So it's not at all surprising to me they did the nerf this way.
Is 75% low enough? Is it too low? I have no idea. 🤷♂️ Guess we'll see over time. But if it turns out it still needs to be slowed down even more that's just another quick change.
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@Smuk said:
Stretch res despite upvotes was not mentioned.
DH is going to be reworked (soon tm)
Apperantly they will have a look at AR aswell
Boons unchanged. CoH down to 75%
Patrick confirmed that playing ugly and tunneling is kinda “secured” way to gain MMR. So playing fair and getting 8hooks 0K = negative mmr
Not sure either regarding BT becoming base kit
Keep in mind, the devs have mentioned in the past they consider Stretch Res to see over obstacles be cheating, so it's quite possible they're reluctant to talk about it one way or another as they mentioned in the stream when answering a question about cheating in general. They specifically avoid talking about particular cheats one way or another because, if they ever do implement something to mitigate it, they don't want to give cheaters additional ammunition.
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@BrokenSouI said:
Honostly. They start doing stupid ######### like making BT basekit. I'll be finding a new game. They already make a ton of stupid decisions
The devil is entirely in the details. If they just made Borrowed Time base kit with no other changes that would probably be terrible, it would just be giving all the survivors a fifth perk essentially. However, if that change was paired with something to rebalance the game back towards the killers, like slowing the gens down a bit, that would be ok. I'm totally fine as a killer main if Borrowed Time is base kit so long as the overall game balance is kept relatively intact because of some other change that comes with it.
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Always fun to see stats. 🙂 Random comments
- FYI they mentioned these stats are over all matches. So while they're interesting they're not as useful as, say, filtering the stats for just matches where all players are in a narrow MMR range. Personally I'd love to see a similar chart just for matches where all the players in the match were in the top 5-10% of the playerbase in MMR. I think it would be more illuminating on which killers have very different results at high MMR (e.g. Nurse. Also the devs mentioned Twins is another example, their kill rate is low for most players but the top tier Twins players apparently dominate and have among the highest kill rates in the game.)
- I'm totally on board with Midwich being a good map for killers. At least for me I tend to have solid results on that map, it's one of my favorite maps to play on. 😄
- In the stream the dev said it was "surprising" that Huntress was so popular. I don't think it's actually that surprising since Huntress comes with the game. I would guess that the characters which come free with the game would tend to have the highest pick rates simply because all the other characters need to be bought with shards or money. In fact, Hillbilly "only" having a below average 3.5% pick rate is more telling in a way because Hillbilly should by all rights be in the top four pick rates or so just based on everybody owning him. (For reference the average pick rate is 3.8%.) So that to me says something about Hillbilly being relatively unpopular among the free characters.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/2761110#Comment_2761110
Sigh how is this helpful then if they wont even specify the parameters
They did specify that is was over all games.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2761097#Comment_2761097
They didn't specify. It was given as a response to someone asking for some updated killer stats.
Actually he did specify that it was stats over all games.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2760358#Comment_2760358
But this is one of the fundamental problems with the current MMR and the meta that follows on from it: it's entirely down to the end results. Now, you could say it's simpler to model it as a series of 1v1 competitions with simplistic win/loss conditions, but if you're not going to show it to players then you don't really need the simplistic ones.
And this fosters a game environment that encourages minimal game playing. Hooks don't matter. Surviving chases doesn't matter. The ideal for a Killer is 4 hooks = 4 kills, and the ideal for a Survivor is to sit on a gen and never, ever see the Killer, rest of your team be damned so long as you get out. You could maybe substitute in one of the major factors feeding into the results in place of the actual result and have MMR encourage healthier dynamics.
Just FYI the devs actually talked about this exact question in the dev chat today and their analogy was if you talk about hockey, for instance, you talk mainly about how many goals the teams score because that's the bottom line. You wouldn't say a hockey team "won the game" if they had more shots on goal than the other team but their shots missed. Similarly in DbD things like chase time and hooks help you get to the bottom line goal of escaping or killing, but they're not goals in themselves. Sure someone who has a lot of chase time probably did ok, but if they didn't escape did they actually win? Not to mention there's already a correlation between being good at chases and being good at gens and escaping, so counting escapes works "as a proxy" (as the dev put it) for those other factors.
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My builds are kind of all over the place because I prestige my killers to reset everything and see what I get on the next go round. So none of them use meta builds. But currently my loadouts are
- Trapper - Ruin, Spies from the Shadows, I’m All Ears, Hex: No Escape From Death
- Wraith - Hex: The Third Seal, Bloodhound, Whispers, Hex: Devour Hope
- Hillbilly - Spies from the Shadows, Lightborn, Hex: Blood Favor, Hex: Undying
- Nurse - I never play Nurse
- Huntress - Hex: Huntress Lullaby, Overcharge, Pop Goes the Weasel, Thrilling Tremors
- Shape - Whispers, Stridor, Save the Best for Last, Claustrophobia
- Hag - Hex: Devour Hope, Hex: Ruin, Hex: The Third Seal, Dying Light
- Doctor - Overcharge, Distressing, Overwhelming Presence, Unnerving Presence
- Leatherface - Bloodhound, Franklin’s Demise, Monitor and Abuse, Thanatophobia
- Freddy - Sloppy Butcher, Jolt, Discordance, Bloodhound
- Pig - Surveillance, Dragon’s Grip, Brutal Strength, Enduring
- Clown - Pop Goes the Weasel, Stridor, Sloppy Butcher, Bloodhound
- Spirit - Bloodhound, Spirit Fury, Predator, Save the Best for Last
- Legion - Discordance, Stridor, Deerstalker, Bloodhound
- Plague - Rancor, Surveillance, BBQ and Chili, Whispers
- Ghost Face - Shadowborn, Whispers, Thrilling Tremors, Hex: Retribution
- Demogorgon - Thanatophobia, Fearmonger, Save the Best for Last, Unrelenting
- Oni - Zanshin Tactics, Make Your Choice, Corrupt Intervention, Tinkerer
- Deathslinger - Shadowborn, Tinkerer, Hex: Ruin, Surveillance
- Pyramid Head - Iron Maiden, Trail of Torment, Deathbound, Jolt
- Blight - I’m All Ears, Hex: Blood Favor, Hex: Undying, A Nurse’s Calling
- Twins - Deerstalker, Dying Light, Dead Man’s Switch, Hex: The Third Seal
- Trickster - No Way Out, Hex: The Third Seal, Rancor, Blood Warden
- Nemesis - Dragon’s Grip, Pop Goes the Weasel, Eruption, Trail of Torment
- Pinhead - Deerstalker, Deadlock, Hex: Plaything, Scourge Hook: Gift of Pain
- Artist - Scourge Hook: Pain Resonance, Dark Devotion, Dying Light, Sloppy Butcher
(Of all of them Nemesis is the funniest one, it’s the “I want to kick all the gens” build 😡 🥾)
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I think one of my favorite gimmicky “works because it’s dumb” mix is
- Lightborn - immune to being blinded and if someone tries to blind you se see their aura for 10 seconds (a very long aura!)
- Brutal Strength - Break pallets faster
- Agitation - Carry survivors faster
- Mad Grit or Endurance - either hit people for free while carrying or get stunned less by pallets
Basically this is a really stupid loadout that pretty much guarantees you a free hit whenever a survivor tries to flashlight blind you at a pallet or when carrying someone. It’s dumb because if survivors play efficiently they don’t try to go for flashlight blinds, they just stick to gens and hook rescues. It works (and is honestly kind of hilarious) because people who carry flashlights never expect you to have a build made specifically to hit just them.
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Some killers thematically wouldn’t talk. It’s hard to imagine Hag or Blight or Demogorgon talking for instance. And even among the human killers a couple like Meyers and Bubba are mute. Hillbilly and Trapper are both probably mute too.
The ones I could see maybe having voice lines would be
- Freddy has a bunch of lines from the remake and the classic movies
- Ghost Face was very talkative in Scream. Of course, the Ghost Face in the game isn’t technically the Scream IP so it’s unlikely we’d get the same voice lines, but I could see creepy original voice modulated lines for him working.
- Artist might be able to speak? I’m not sure. 🤷♂️
- Huntress could possibly have some lines in whatever language it is she speaks.
- Oni or Spirit could maybe have some lines in Japanese
- Clown
- Deathslinger
- Amanda doesn’t traditionally talk, but I could see recordings of Jigsaw saying things like “I want to play a game” when the survivor is working on a puzzle box
- Plague and Trickster already have voice lines
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760472#Comment_2760472
No. What it usually leads to is 3 man out of people who did nothing but sit on gens. Which has nothing to do with chase time and your skill of surviving.
While the person being chased all game is either in death hook and dead. Or left on the hook and loses MMR.
The system is not accurate in any way
And why would you assume that the survivor who is best at not getting downed by the survivor isn’t one of the three people doing gens most matches too? The person getting downed is usually the weakest runner of the group, not the strongest, leaving the stronger players to be the ones doing the gens.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760434#Comment_2760434
It really usually doesn't lead to an escape if those sort of scenarios happen.
It usually does. Survivors that can do really well in chases also correlate to survivors who know to do gens and to go to the exits when the gens are done and who can get out in the end stage once the doors are open. The survivors who know how to do those things will on average escape more than the survivors who don’t
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@fblurbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2760411#Comment_2760411
"As much of a pain as MMR has been at times, it's a necessary evil. The devs can't make changes without good data behind them, and they can't have good data without good matchmaking. You need a controlled environment to see these things."
That logic fails on account of how, for all intents and purposes, MMR is a worse matchamking system than what we had before on account of how it doesn't do its job. The goal of MMR-based matchmaking is simple: Put players in matches with players of a similar MMR level. And it DOESN'T DO THAT. It does not do the one thing it was designed to do. The environment is even LESS controlled than before because players are not getting matched with their own MMR brackets even close to consistently. DBD's matchamking is not good, so it will not give good data.
It actually does put more people in closer matches than the emblem system did on average.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760392#Comment_2760392
It really doesn't. So you're telling me a survivor that runs a baby killer for 5 gens and 4 minutes. But dies at the end. Is an accurate representation...?
Yes because that’s the exception, not the rule. Most of the time if a survivor can run a killer around like that they will escape.
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I can’t think of any I want removed, but there are a few I think could use a revamp.
- Dead Hard should probably either give extra distance in a pinch OR make you invulnerable to damage but not both. Either of those effects on their own would be a solid perk, both in the same perk is too good and why it’s easily the most used Exhaustion perk among higher skill players.
- Beast of Prey and Furtive Chase’s effects are pretty useless since having no terror radius in a chase isn’t all that helpful. Stealth skills like this are much, MUCH more valuable out of chase since the main benefit of stealth is it helps the killer get close to a target before a chase starts. I’d love to see both of these perks get different effects. Maybe have Beast of Prey reduce your Bloodlust timer a bit for instance, and maybe have Furtive Chase either reduce your terror radius across the board in or out of chase or make rescuers be Oblivious similar to Nemesis.
- Monstrous Shrine’s effect of making self escapes harder is worthless. It really should be replaced by something else. One idea I liked is have it do some condition on basement hooks maybe like Mangled, and also have it treat all basement hooks as extra Scourge Hooks for purposes of those perks. Really almost anything would be better than the current effect though.
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NOED is basically just an Exposed perk that happens to trigger at the end of the game. On average in terms of downing healthy survivors it’s on par with Haunted Grounds or Make Your Choice. The main reason some survivors complain about NOED versus those is that once the gens are done the survivor feels like they’ve already “won” so getting downed and killed at that point feels like a cheap loss. But that Exit door stage of the game is just as valid as the rest of the game and perks which help the killer in that late game are no less valid than perks which help them in the early or mid game.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2760358#Comment_2760358
But they really don't help factor anything. Average gen progression is important. It's a good indicator of how often a killer is getting downs and keeping people off of them.
Average chase time is VERY important on both sides. If a survivors average chase time is 1:30 minutes...That means that they're very good. The system is putting them up against killers who take 2 minutes to get a down(which is bad)
On the flip side. A survivor who lasts 20 seconds in chase(which is terrible) gets matched with a killer who averages 30 seconds a chase which is very very good.
The current system does not account anything for this.
Survivors with low average chase times will die more often on average than ones with high average chase times so tracking their deaths does indirectly correlate to their chase time.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2760375#Comment_2760375
What killers does he play on average today? What builds is he playing against? How do his games end?
He plays all killers and also plays survivor regularly. He’s one of the top DbD streamers, I’m surprised you haven’t heard of him, he even does commentary on big tournaments.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2760371#Comment_2760371
Strawman? I'm not saying the old system is good, and I'm not saying the ideas presented by this player base are good. The MMR we have now is awful. There is almost nothing desirable about it. Full stop.
It’s not a strawman, you’re saying MMR is bad but assuming it’s because the underlying ratings are wildly inaccurate. I’m saying the issues with MMR aren’t the numbers being accurate, it’s to do with factors outside that like being put into first available slots when you’ve waited to long that would be inherent in any matchmaking system.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/305967/ohtofu-on-mmr
Does this person play killer? What killers do they typically play? What are their games like? Builds? Etc
OhTofu has thosuands and thousands of hours on killer.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2760362#Comment_2760362
And all of these glaring issues debunk the idea that MMR is healthy or in a good place. How do you think that killer felt when me and my friends prevented him from getting even a single hit? How do you think that survivor felt when my Nurse put him down like a '71 volvo in a trash compactor?
Those games aren't just devoid of fun for both parties, they're soul-crushing for the loser.
Also, I'll believe they will fix it when they actually fix it. Not a moment sooner.
Aside from new player initial rating being high, those “glaring issues” existed in the emblem system too, and also would exist in the similar systems people say they want.
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Kills is still the most significant factor. Hooks are a tool to get kills, but you can also legitimately win by slugging on some killers and loadouts for instance. Measuring kills already indirectly measures hooks on average.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/305967/ohtofu-on-mmr
As a survivor with over 1000 hours in the game I've gone against killers with under 100.
As a killer with over 1000 hours in the game I've gone against survivors with 20 hours.
What?
The complaining about MMR is not arbitrary, or random.
The devs have already indicated that brand new player MMR is starting out too high. Right now they start around average, they are going to lower that starting point.
Also even if MMR is 100% accurate you will still get mismatches simply by virtue of the game needing to put people in who have waited a while and to quickly fill lobbies where someone left, as well as swfs where one friend is significantly higher level than another.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/305967/ohtofu-on-mmr
I'm sorry. But a system that revolves around only escapes and kills is faulty in every way
I've had plenty of matches on bullshit maps where I had maybe 4 hooks before gens were done. But ended with 3-4k because of altruism. It goes down in the books as a "good" match for me.
It does not determine average chase times. It does not determine average amount of gen progress. It does not determine how many hooks you've gotten. It does not determine anything meaningful that happened in game.
SBMM ######### sucks and there's a reason it's universally hated
Actually it’s a bit inaccurate when people say it only revolves around escapes and kills. Escapes and kills determine whether MMR goes up or down, but how much it goes up or down depends on some other factors like relative player rating and the order players die (apparently the first death is weighted more than later deaths because once one person dies it increases the probability a later survivor will also die). It also possibly takes into account the length of the match for the amount things go up or down (I think, I seem to recall that being in a data pull 🤷♂️).
And as far as the other factors, by and large escaping and killing are the most significant ones. Gens are just a tool to escape. Chases are just a tool to help allow the other survivors to finish the gens so ultimately you can potentially escape. So measuring escapes already indirectly incorporates those other factors.
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I had some rough games with Clown tonight, especially one on RCPD where by the time I even found a survivor two gens were done. (Totally my own fault, I got totally turned around.) But yeah, most of that map isn’t ideal for throwing bottles either.
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@xxshyguyxx said:
They are crap. Which ones do you guys find works best for him? I can't see much use for most. Who cares about terror radius while aiming? You have to be close enough to land the shot. Chances are they'll see you anyway.
Idk. Maybe the reeling speeds?
I haven't been able to try it so far but hypothetically with Monitor and Abuse and both add-ons that reduce terror radius Deathslinger's Terror Radius becomes 12 meters. So if you start aiming well before then and just move up while aiming you should be able to get in range without them hearing the heartbeat. You'd just have to be careful to use cover to hide the red stain and obscure your approach from a distance. For reference Deathslinger moves a touch faster than Pig, so if you don't mind going that speed with Pig to sneak up on people it's kind of similar.
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It's more than 5 so.... 🤷♂️
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@ThiccBudhha said:
Slowdown builds are not really strong against good survivors. That was efficient pre mmr when you had a potato mixture.
Regardless, you might actually be that mmr and overestimate the average player. Most people who place this game are very sus. So if you aren't sus, automatic high mmr. Simple as that.
I more or less agree with TB. I hardly ever play survivor so the few times I have my timing is terrible on vaults and I miss skill checks sometimes. But even I’m better than actual new players to the game because at least I know to do gens, try and avoid the killer, and try and rescue someone before they die. And to watch for the exit doors and head that direction when the gens finish. And even though my loop timing as a survivor is awful I at least understand the concept of using vaults and dropping pallets to slow the killer down and know I can at a minimum hold forward to delay the inevitable longer.
So yeah, even if like me you never play survivor but you do play a fair amount of killer, you still are better than people who are relatively new to the game entirely.
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2759085#Comment_2759085
Mainly when they do that it's because they want to rub their win in your face, it's really cringe when veteran players do it, you'd think after the 1000th time waiting to teabag they'd stop and take their wins in grace but I guess not.
I agree. To be fair, people do like to also heal in the exits, and that makes sense. But when everybody is healthy and nobody is on a hook to try and rescue standing around is just dumb.