konchok
konchok
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@MonsterInMyMind said:
Lets see who spots the Hacker first. Before anyone claims this is a glitch there is no known glitch to get Cheryls freaking legs on a male character and they've got a globe Icon indicating only one thing Epic Games user. So Behavior seems these Epic Gamers really just don't take you guys seriously ngl they're making it so easy to tell now days not even hiding it.
Could you not post a twitter link, just post the picture.
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@deKlaw_04 said:
You didn’t play against high or even mid mmr survivors. You will always stop your opponent in your first game. It gets harder. Keep going
Of course it gets harder, but skill will always trump balance. The more he plays and the higher his MMR becomes the better the survivors will become, but they're beating him because they're better survivors than he is a Bubba.
His point is still valid. Bubba is way to easy to play for how lethal he is. Now because Bubba is a simple killer he can't really compete at a competitive level. But that's well above the skill level of high MMR. At high MMR a skilled player playing Bubba will still dominate. Bubba can always guarantee 2 kills even at competitive. Not an average of 2 kills, a minimum of 2 kills.
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@danielmaster87 said:
I'm not gonna lie. I've been getting 3ks and 4ks a lot lately. But that's with using strong killers like Blight and Artist with strong add-ons and meta perks, and the matches are still close. I should be getting 1ks or 2ks in those matches, but survivors want to do dumb stuff like be altruistic when I have NOED, which gives me a 4k.
Imagine if I played weaker killers like Freddy or Deathslinger. I wouldn't stand a chance. Oh wait, I don't have to imagine because I've lost so many times with them after their nerfs, I no longer want to play them.
The rarity of unbeatable survivor teams is irrelevant; the problem is that the game's balance allows them to exist.
My build with Blight - Perks: Brutal Strength, Fire-up, BBQ and Chill, Bamboozle . Add-ons - Adrenaline Vial, Blighted Crow
90 percent of my games are at least a 3k. I also do not tunnel anyone out of the game.
Blight is absolutely the strongest killer in DBD, a bit stronger than nurse and a lot stronger than spirit. If you're playing Blight with strong perks and add-ons, and you're not performing well, well I hate to break it to you, but you have not mastered Blight. But to be fair, it's hard to be really good at Blight. But it's not hard to be above average with Blight (when compared to other killers) Because you can use his mobility and then play him like an M1 killer.
I really really feel like Blight should be a 4.4 m/s killer. He'd still be insanely strong, but he would be weaker for people who can't use his power to land hits. Bad Blight players who can't rush are doing well if they understand the basics of M1 gameplay, which should not be the case for a killer with as strong a power as Blight.
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@Tanadris said:
I will continue to say it and I will DIE on this hill.
I STERNLY BELIEVE:
Maps are ALSO factored in your games if you don't use offerings. That is the hidden x factor in their MMR, along with putting you with better groups of survivors. I don't care if it can't be verified without thousands of player-side games. I don't care if I sound like I'm complaining.
Certain Killers I use CONTINUE to get the SAME MAPS that can be CONSIDERED UNFAVORABLE for their power. With a degree of consistency I DO NOT believe is coincidence.
This is a man full of poop right her.
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For me a list is just a list. I would like to see his justification for his picks. I can be convinced of anything with a solid enough argument. But I do feel like this list just doesn't make any sense at all. I don't think I've ever seen anyone put Huntress as the second best killer in the game. In competitive matches she actually fairs about equally to Plague which he has listed as one of the worst killers in the game.
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Your suggestion has made me think of an alternate suggestion. Rather than having the item added to your inventory, what about a charm that becomes unlocked. Have it be a charm related to the VHS.
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I'm certain that this man has reached nirvana, and as soon as I decode this scripture I'll get there too.
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Furtive Chase, the weaker version of Beast of Prey.
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@ObservantOfTime said:
There is no "rank reset". You got your grade reset, which has absolutely nothing to do with MMR, and only indicates how much a particular player has played the game since the 13th of the month. It boggles my mind how people still don't grasp this.
They don't understand this and they think that they're high MMR. If you don't understand the game mechanics then I doubt you're "high mmr"
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2806618#Comment_2806618
i mean id only be in favor of making blight 4.4 so people would actually use his power more, but idk how i feel about it balance-wise.
also when it comes to compound i just think its dumb and bad design. it doesnt actually make the power more interesting, it's literally just "tap m2 on this pallet to break it in 1.5 seconds." there's no requirement for you to already be rushing, you just have a 400% stronger brutal strength in your pocket even if you play as a 4.6 killer the entire game.
i do think its still really good on a blight that's a threat tho. that 100% boost to breaking pallets + slight hindering makes distance-making twice as difficult against a killer who's already extremely good at catching up after pallet breaks.
but like i said in my last comment i literally do not care for it to be nerfed, I'm just calling out what i see as terrible design.
I got my compounds mixed up, I thought you meant the aura one. Yeah, I agree that's stupid.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2806815#Comment_2806815
Wait what? That needs to be sarcasm right? If they are this powerful why do you never see them I play since shortly after they released and I only faced them once till I stopped playing surv and my wife that played only surv lately faced them and she was very excited because that was like the third time she faced them ever
A good killer is not determined by how easy they are to play. Twins are a very strong killer, but they're not an easy killer. You want easy play Bubba.
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@kaskader said:
Victor's cool-down after downing Survivors with a Pounce is now 4 seconds (was 5 seconds).
Switching from Victor to Charlotte now takes 2 seconds (was 3 seconds).
Charlotte can now voluntarily recall Victor after 15 seconds (was 30 seconds).
Very simple fix for the twins.
So you just gave one of the most powerful killers in the game 3 very powerful buffs and removed all of the counterplay that killer has. Now what? That's it, just make one of the best killers better?
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Here's what is happening.
- Killers are killing at a greater than 2k average. That means the average MMR is increasing for killer. Meanwhile the opposite is happening to survivor. The average MMR of survivor is decreasing.
- There are more survivor players than killer players. This is largely due to the party aspect of DBD and is what allows DBD to be successful. Because there are more survivors the game then increases the distance when it doesn't find anyone within a relatively close MMR.
So let's put this into practice. In reality you have 4 survivors and 1 killer who are at a similar MMR. However, due to the fact that their MMR is much lower (because survivors have a greater than 50 percent chance of losing) They're not matched together. Instead they may be matched with an individual at mid-MMR because again survivors MMR is skewed downwards. That killer through camping and tunneling manages a 2k with 3 or 4 hooks and their MMR does not decrease. The 2 survivors who died have their MMR decrease despite it being a tied game for their group.
Now what happens to the killer that was high MMR, who do they get paired with? The answer is that their match is completely random. They may get a good group or a bad group, for high MMR killers, MMR may as well not exist.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2802954#Comment_2802954
i think crow/speed in general is fine but compound 33 and ring are dumb and should be replaced with some new effect
compound 33 is way over hyped. It's good on bad blights but pretty mediocre on a blight that is actually a threat. If anything I feel that it's a good training wheel perk on an otherwise hard killer. Again, add-ons aren't the problem with blight, he's just basekit too strong. Which is why I suggested nerfing his movement speed. This doesn't touch his ability which I think is extremely well designed. If he needs to be nerfed further, which he might, then increase the cooldown after using his power and have it scale with how many tokens are used. (nothing crazy though just a bit more)
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I'd say it's a niche perk but not a meme perk. It's a meta perk on Twins for example.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2805892#Comment_2805892
If they nerfed his number of slams and have more cooldown after using it as well. He can make so many mistakes and not punished.
I agree with increasing the cooldown after a slam, but not for reducing the total number.
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@Sluzzy said:
I wouldn't say Blight takes no skill, but he takes WAY less skill than the four survivors by huge long shot. All it takes is a few hours learning Blight and suddenly, you need 4 survivors that need HUNDREDS of hours if not more. Then, they need all the good perks too. He is grossly overpowered.
I've played against new Blights with hardly any perks (like level 1 perks) and they just mow down the team. And my team was iridescent by the way with enough hours to all have good perks. That is bad wrong!
I would say he is equivalent to the very first version of the Nurse. No cooldown to his power. Nurse moved at normal speed when she was released with up to 7 blinks. Blight can have that many slams! And he even has an addon that resets - Nurse has not even had that before.
Spirit has been nerfed because she was too oppressive.
Blight should never be the exception to the rule. He needs massive nerfs as soon as possible.
Sluzzy, Blight's power is similar to Nurse where it's either extremely good or completely worthless. His power right now is in a good place, it requires a decent amount of skill to land hits with and is great for mobility. I'd argue that it's the fact that he is also a regualr 115 percent M1 killer that makes him Over Powered. Make him 110 percent (or maybe even lower like Nurse) Force him to use his power and then we get to a much better place balance wise.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2803883#Comment_2803883
His survivors were beyond terrible. They weren't doing gens. They let him get away with having such long chases, especially by Blight standards. He missed so many rushes. He's talking so much he must have been barely paying attention. And still, they let him 4k them. If we're gonna talk about how good something is on the killer side, they have to be facing high level survivors, not just anybody.
Exactly Daniel. As someone who plays Blight he played very badly.
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2797505#Comment_2797505
It's really not massively reduced anymore. Even without umbra you can play blight semi-normally because you don't always need the maximum turning. It's still a hinderance, but it has increeeeeedible upsides. Combined with notes, you can get 6 rushes back in >4 seconds (alongside +10% speed, old jflick lung turning, and an extra rush) its an incredibly good addon now. A GOOD Blight will show how powerful it is, but your average Blight will not realize its potential at all. I can see why most people would still call it garbage.
Just to put that in perspective, Blight can use multiple rushes, break a pallet, and always have his power back up by the time it's broken unless he's used 5-6 rushes. That's so good, especially paired with all of the other upsides.
Super fun tho, idrc for it to be nerfed personally.
It's a fair add-on overall. I think certain add-ons could use a nerf. specifically alchemist ring and blighted crow. But adrenaline vial itself is fair.
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@Ooga said:
IMO, it’s more time of day when you play then mmr. I also find the map and items have a lot to do with kills.
And don’t feel bad when you get those monster groups of swf. Some of those guys have 1000+ hours in this game.
You guys get people with less than 1000 hours of playtime. My average opponent is usually around 2.5 k hours. Not that I care.
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Jolt is honestly not a bad slowdown perk and you can get it without having to unlock teachables. Plague would then be my recommondation to unlock next. All 3 of her perks are fun and good and she's just a great killer overall.
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Google translate: The killer will be notified by overcoming the window, opening and closing the locker, and overcoming the fallen board. Did you know that there are players who take advantage of this and harass the killer? You only need to get over the window three times because it will be blocked. The defeated board will continue until the killer breaks. Lockers can continue to make noise until the killer monitors them. For noise behavior, there is a limit on the number of times you can get over it, and if you get over the limit, you will break. I also want a system that lockers can be blocked with a limited number of times.
Honestly I understand and agree. I hate locker notification abuse.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802335#Comment_2802335
I have played blight and that doesn’t change my opinion about the add ons.
Literally the only change they made to this add-on is to make the turn rate slightly better than it was before. Why weren't you complaining about how OP it was back then. It had the same number of tokens and the same look angle and the same extra speed. But a slight tweak and NOW it's OP. Give me a break.
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@Nathan13 said:
adrenaline vial is a very busted add on, so is alchemist ring I don't even know how they made it to the live version.
It's obvious that you guys don't play blight. Hell try to watch the game where OhTofu tries the add-on, he even has the quote. Blights new strongest add-on, which he admits in the video is just click bait. In that video he consistently misses rushes that he wouldn't have missed had he been running any other add-on. The turn rate reduction is a big deal and unless you're a very good blight the bonuses don't make up for the deficit. Up until this recent change is was straight up worse. The adrenaline vial is fine.
Add-ons that should be nerfed for Blight are the blighted crow and the alchemist ring. And here's the real hot take, the Blighted crow is stronger than the alchemist ring.
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I've said this before and I'll say it again. There should be some kind of indicator of what the MMR is. I'm not saying the exact number, but enough of a ball park to know if Match Making is making proper matches.
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@NyxVHS said:
We need something that is NOT SBMM because I keep playing against survivors out of my skill range.
- If you take away SBMM you'll have even more imbalanced games
- SBMM's job is not to give you games where you will win, it's job is to give you a game that's relatively fair from the pool of players who are currently looking to get into a match
- What it sounds like you're looking for is SBMM that is more strict. The current matchmaking stops working altogether once one side gets flooded with more players than the other side can handle.
- The better answer in my opinion is to keep the SBMM strict and offer BP awards to players that play the side where players are needed
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@sizzlingmario4 said:
It's too little reward for what is required to activate it, and it's an all or nothing perk; you either get the 40 seconds or you get 0, unlike NWO which scales up with each token.
NWO also lasts longer, so there's virtually no reason to use grim embrace over it unless you want to run both of them or you care about the obsession for some reason (eg. maybe if you pair it with rancor).
I've tried getting grim embrace to work a few times, and every game it either didn't activate because I was struggling and I lost, or it activated when I didn't need it/I would have won without it.
That said, I actually don't like the idea of increasing it to 60 seconds, because that means the killer can actually facecamp an entire hook stage for free. I don't have a problem with this for NWO because it's endgame, but a midgame perk shouldn't do that. So I'd rather give it an additional effect of some kind (or rework it entirely) rather than increasing the duration of it.
Maybe change it from seeing the aura of the obsession to seeing the aura of all survivors and I'd have it be for the full 40 seconds. It could be a fun perk to run on Oni.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2800995#Comment_2800995
That's what do with bubba lol just facecamp and chill while playing music lol
That's actually gross
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I'd personally say make ricochet blades basekit and reduce his held knifes to 40. This makes spamming knifes less effective because he has fewer while giving more options to land knifes for people who play him well. It'd be an overall buff but would also make him a bit less spammy.
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Once you get good with Blight you'd never go out of your way to play Bubba. I only play Bubba if I feel like playing chill ironically.
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You can pat yourself on the back that's your achievement. But if you mean merciless killer, merciless killer means to double pip, which apparently you did not do.
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I can't remember the last game I had a 3 gen with as killer. I care too much about chasing to try to defend one.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2798354#Comment_2798354
An easy fix would be too just uhhh..... Turn off validation for it. Causes more problems than it solves.
Uh, no. But I think that there are potential work-arounds. A 30 percent reduction for the animation cool-down (on top of having the standard cool-down) It basically give a unrelenting cooldown to allow you to quickly follow up. I think that'd be pretty fair, but dead hard as a whole is fair, taking away hit validation is not the answer, we want to improve the game not make it worse. Even the current situation is preferable to what it was before.
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You're using a whole slot just to prevent hooks from disappearing. Here's my suggestion.
- Hooks spawn moderately closer together (same as a purple hook offering * does not stack)
- Hooks re-spawn immediately after being sabotaged
- Survivors within 24 meters of a hooked survivor scream revealing their location when a survivor is hooked
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2798273#Comment_2798273
it should be at least 50%.
Seriously? Get 50% of the wriggle progress you have because the Killer fell 3 inches or more? No. That's just as, if not more, broken than Boil Over currently is.
Do Survivors now think they deserve to get out of a grab 99% of the time, now that Boil OPver made that possible?
You're overreacting, he's suggesting 50 percent of the current wiggle meter. Let's for example say that it was 100 percent of current wiggle. You still wouldn't get any value from current abusable spots such as rpd because the wiggle bar would only get to 5 percent before you dropped giving you a whole 10 percent. The only time that you make a major drop towards the end of a pick-up time is when you go to basement and only if you drop to get there. 33 or 50 or 100 percent, it doesn't matter what it is, it's easily avoidable. The only impact that it should have is that it will make hooking in the basement impossible where it would otherwise be possible, but you'll be notified and shouldn't even attempt going to basement.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2797618#Comment_2797618
His complaints are probably the same across most players, the Cenobite is too strong in regular matches. Now survivors are overwhelmed with another objective on top of it all. And if it doesn't get done, everything comes to a screeching halt. With Ruin, Plaything (Cenobite Perk), and having an anti-loop power, I wasn't surprised he is the most deadly killer. Survivors have too much to do when the killer only has one thing to do.
Sluzzy, I generally agree with you. But his power is entirely counterable. He has one of the hardest powers to use in the game for a generally pretty weak effect. He does have the highest kill in the game, but Nurse has the lowest. And the reason for both is due to bad players. Nurse can't be played by bad players and bad players can't verse PinHead. And by bad players I mean those who ignore the box. You don't have to be an amazing looper, you don't have to even be able to stealth, but if you can't be bothered to take the risk and solve the box then yes you're a bad player and if there is only one person in a group that is willing to take that risk then they'll basically tunnel themselves out of the game and get their team killed. But the rules to the game are very straight forward and the counter is there for everyone of any skill level.
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@zumer said:
Then I regret that I thanked the developer with money. I am forced to delete a game that cannot be enjoyed on either side....
zumer show me some of these high MMR survivors that you're going against. Today I had 2 games, the first game I had a survivor with 8k hours, the very next game a player with 5k hours. Am I high MMR, I honestly don't know, but do your survivors have even close to that many hours in the game?
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@GoshJosh said:
I just love me some Pinhead counters. Take box to try to solve it, chains. Hold onto it, chains and perma-oblivious status. Try to solve it, let him teleport on top of you. Or at least give away your position.
Killer powers do not exist to give you an easy game. Chain hunt is the majority of the power that pinhead has. Pinhead is a bit like Oni or Plague, his power is only there if you let him get it. Pinhead can't see his own box, if he picked it up and activated it, he deserves the chain hunt and you can deal with some chains while trying to solve it.
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Solve the Lament Configuration early. Do not procrastinate. Cenobite is not going to give up a chase with someone else to teleport to the box, so why in the world did you just let it sit until it was already active (unless his Iri is in play)?
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All it takes is for 1 person to take the noed and you can open the gate no problem. Though with blood warden it's a bit more tricky. Honestly If they get 4 stacks and remove the obsession I feel like they just won the match fair and square.
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@Majin151 said:
https://forum.deadbydaylight.com/en/discussion/comment/2796978#Comment_2796978
I'm guessing it's because I used to main legion but I find them fun to go against but most of the time it ends with someone getting face camped during the end game and ending up with 2 or 3 of us escaping
With the fun happening during end game as its fun trying to mind game a legion
I've been having a lot of fun playing legion lately. But he's a very weak killer. I never take the game that seriously when I play him, I just play super chill, which also helps to keep his MMR from getting too high. I feel bad for legion mains.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2796418#Comment_2796418
I don't know either. Pinhead has the highest killrate when is Power is really, really bad
People who play a lot of M1 killers learn the core of killer really really well. Some of the best killers that I verse are pigs, ghostfaces, legions, etc. They know how to mind game. You could know how to play Demo really well but if you haven't mastered core killer gameplay then you're actually going to do worse even if your killer as a whole is stronger.
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@espooked said:
I've watched that and the survivors are bad or is it just me? like 5 games in a row these said "comp players" gave Oni his power 10 secs in the match??? And twins S tier possibly??? they do well in the comp scene.
The reason why is the map that was used. If they had been on an autohaven map they could have gone around a short wall loop and played those safely to avoid getting hit. But because they were on coal tower the high wall loops make even the best survivors susceptible to mind games. On top of this these survivors have been practicing with stretched res, which means that they're actually a bit out of practice of how to deal with loops when they don't have perfect visibility.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2795947#Comment_2795947
If you gonna go for "use everything possible", the game is certainly survivor sided anyway.
Killers can 4k them only because of restrictions.
There was a tourney where nothing was off limits and it was an average of 2k.
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@Brimp said:
I mean... hes trying to prove a point that has already been proven wrong before. The whole competitive scene has perk restrictions on survivors and on a good team they can def still 3 out vs a good killer. Now imagine comp if you were able to run 4 ds, unbreakables, dh, bt/deli/comraderie. Yeah, let's just say most of those good killers would be getting 2 kills at max.
With how this game is currently its 100% survivor sided with most maps having large gen spreads, insane gen speeds along with that, seemingly a pallet at every other filler (unless its shelter woods), toolboxes/medkits, good loops, etc. this game is most definitely survivor sided.
Most games with Blight are a 4k for killer and he has a number of his add-ons blocked from use. The same is true for Nurse and Spirit. And in the most recent tourney every single Oni got a 4k. I don't think it's as one sided as you claim at a competitive level. If anything if competitive groups were allowed to run Blight and Nurse back to back I actually think it's the survivors who would be at a disadvantage.
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@Mister_xD said:
I think we can all agree that we can't just give Survivors BT basekit for free.
It's one of the most picked Survivor Perks, its easily one of the strongest Survivor Perks as well. Just making it a basekit fuction would literally be a free 5th Perk slot per Survivor and is going to further widen the gap in strength between the two sides.
So what would be a good change to compensate for such a huge buff?
After all, BT essentially turns every unhook you do into a safe unhook, it removes all the risk from it and even encourages people to unhook in the Killers face (which should be the opposite of what you want to do) to then have their friend bodyblock for them with BT and DS up.
I think a fair nerf to receive in return would be to increase the unhook time.
If the unhooking animation were to be changed to take longer than it takes the Killer to recover from an attack and strike again, it would disencourage unsafe unhook attempts again, because you can no longer just do it in the Killers face and get away with it.
The idea is, that the action of unhooking is something where the unhooker puts themselves at great risk, but if they pull it off succesfully, they are guaranteed to get away with it due to BT now being basekit.
Furthermore it would disencourage Survivors from sitting idly around someone being camped to try and get that clutch BT save, alias doing absolutely nothing productive and losing the game because of it. The only downside to this is, that it would in return mean that the fate of whoever is on hook is sealed (but lets be honest, thats pretty much already the case anyway. If the Killer truly wants you dead, they will get you).
At least right now this is the only fair compensation i can think of, if you have a better idea, put it in the comments.
Of course, this relies entirely on the assumption that BT is actually being made basekit, which is not yet confirmed by BHVR (but heavily implied by Patrick during the latest Q&A stream).
Also, sorry for the untypically unstructured discussion (its less of a discussion and more of a comment, really) this time, i'm not feeling too well, nor too motivated at the moment. Just thought I'd put in my 2 cents before i forget it or it's too late.
EDIT: typos. per usual, you only see them after you post the discussion :)
And here we are with yet another whataboutist thread. Where you feel justified to make some outrageous suggestion because of a perceived inbalance. If they get X then I should get Y, or this suggestion isn't total crack whatabout basekit BT.
Seriously this needs to stop, this forum gets four or five of these per day and it is ridiculous.
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Spirit, I know how to play spirit, I've put many hours with her. But with her current kit, she's just unfulfilling. I get that she was over-powered and I'm glad that they fixed her, but I just can't play her any longer. Her kit is just so lacking now.
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I hate when people are so insistent on throwing out the baby with the bath water. I'll agree that match making isn't perfect, but I very much like MMR being unique for every killer. I have insanely high MMR on my blight and do not want those same survivors when playing other killers.
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@NeaISOP said:
https://forum.deadbydaylight.com/en/discussion/comment/2791825#Comment_2791825
Good luck doing that in solo q.
And please dont call this a "strategy" This is called Exploiting a design error and unspormantlike conduct.
This is what in-game report says about it:
UNSPORTMANTLIKE: Report this player for purporsefully losing the game, not participating in or disconnecting from the game early to avoid defeat. Examples: AFKING, rage quitting, IDLING, and refusing to participate in normal gameplay.
EXPLOITING: ABUSING BUGS OR ERRORS IN DESIGN TO GAIN A COMPETITIVE ADVANTAGE
- Advertising exploits
- Exploit bugs, errors in design, or undocumented features to gain access to what otherwise would not be available or to obtain a competitive advantage
People get caught up on the smallest details. And this is entirely doable in solo queue. Like I said if the killer intends to stay in front of a box preventing survivors from using that box then she is figuratively chained there or she has to give up this strategy entirely. That means that you have all the time in the world to get this done. If solo queue could agree not to cleanse verses plague then they can agree to 99 gens verses iri pig. If the strategy stops working then players will stop abusing the mechanic.
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MMR for a new killer is not at the bottom, it is slightly below your overall average with the killers that you do play. If you keep playing pinhead and losing the MMR for pinhead specifically will decrease and you'll get more balanced games.
It's also getting to the point where many people are getting their red grades. Grades are not MMR and the rewards for grades have increased so more people will be pushing to get these grades, you should not be surprised to see players who have earned IRI I Grade regardless of skill.