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  • The MMR system is broken. Unfortunately many agree with this. And it is true.

  • @MikeStev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660846#Comment_3660846

    That means you have no problem facing nurse and blight in almost every match.

    if you forgot, try to remember SBMM when it was first implemented, almost every match sweaty.

    Yes.

    At least it's better than playing with bad survivors and then getting tunneled by baby wraiths and losing.

    Also it is only a problem with Nurse and Bright. And the system can be improved.

    For example, divide queue into ranked mode and casual mode. And in ranked mode, nurse and bright are only 3perks. Add-ons are less than rare.

    There are many ways to improve the system.

  • I just want players of the same skill set to play the match.

    So I don't know the answer.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660508#Comment_3660508

    That is with the assumption that there are enough players of each MMR bracket on both Killers and Survivors constantly.

    If there were enough players to go around in the first place, there wouldn't be a need to sacrifice strict MMR matching for faster queue times. Given that devs have not reverted the matchmaking to be much more strict, it implies that the playercount has not stabilized. "Fixing MMR" would just lead to long queue times for certain groups of people.

    Please provide evidence that queue times increase.

    Is there anything more stupid than guessing?

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660451#Comment_3660451

    The way I see the "sides" in this game, it's Solo Queue, SWF and Killers and not Survivors vs Killers.

    SWF has the potential to hit a higher ceiling in terms of teamplay and coordination which has led to Killer players calling for a nerf to this role.

    The general sentiment I see around here about SWF is that this group cannot be nerfed because "You can't nerf people for playing with their friends!" Fair enough, then how about buffing Solo Queue? The devs tried that with the HUD, however SWF indirectly still got buffed with the HUD. When I play with my SWF, instead of having to ask where the gen my teammates are working on and the gen progress, I only need to ask where the gen is because I know the progress.

    Add on tome challenges with some Survivor challenges being akin to throwing the game and the average solo queue player probably not communicating this which leads to more frustration overall. A winnable game could become a loss because one player decided to cleanse some totems for a tome challenge instead of doing a gen. At least in a swf, the person would probably communicate this beforehand to manage the expectations of their teammates.

    While giving ingame voice communication sounds like a good idea to bring solo queue up to swf level, people on this forum have also spoken against it citing language barriers, toxicity etc.

    When looking at all the hurdles that the devs have to go through just to buff Solo Queue, is it really any surprise why devs seemed so unenthusiastic on improving Solo Queue QOL in the recent AMA?

    Attempting to buff solo queue without positively or negatively impacting swf is a difficult task to achieve. Devs also have to avoid buffing Survivor overall too much or Killers would get frustrated with constantly losing and switch roles/quit the game leading to longer queue times as Survivor. It has happened before pre 6.1.0.

    I suspect even if the game becomes centered around hooks and not kills, the issue of swf and solo queue disparity would still remain. The game having a casual vs competitive identity crisis even after all these years is another huge issue, but that's a conversation for another time.

    buffing Solo Queue?

    No, it's not necessary.

    Just fix MMR.

  • The problem with solo queue is MMR.

  • The problem with solo queue is MMR.

  • The problem with solo queue is MMR.

  • @Phyrcqa said:

    It simply wouldn't work. All it would do is increasing the queue times for both modes.

    So Lights out is on and queue times in normal mode have increased?

    Developers cannot use time as an excuse.

  • Buff solo survivor?

    Solos are not a problem. The problem is the MMR system that matches baby survivors together.

  • MMR exists. However, it is not working. And there is no way to verify it. Nothing could be stranger than this.

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648609#Comment_3648609

    They're in for a treat when they get thrown back into the regular game with inflated MMR due to them playing this killer sided event, and getting pwnt lol.

    Wait for it, there's gonna be a buncha posts complaining how OP survivor is in the regular mode once they can't tunnel and have the gen aura hold their hand as well as it does in lights out.

    MMR lol...

    Is there anything more pointless than arguing about things you can't see?

  • @RipperX said:

    Dev should decide if this game IS a casual game or a competive game

    A rank system should be enable, ranked mode and casual mode and then start to balance on the route they have choosen.

    Game is casual ? fine then the balance should lead in that direction, otherwise in the comp direction

    Same goes for SWF and SoloQ, Dev should decide if the game is designed to be SWF or SoloQ, because BOTH are not working

    So let's say they decide this game should be SoloQ competive then the balance should revole around those factors, for example the ranked mode is only allowed to soloq ( SFW can play in casual lobby but not in the ranked mode ).

    Another change is the number of SWF in a game, max 2. Four are allowed only in custom mode

    I agree with you.

    First of all, developers and everyone must understand that in any competitive game there are two types of players

    →players who prefer casual play and

    →players who prefer ranked play.


    And both players need to be respected.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647452#Comment_3647452

    Making MMR visible in a game where one team has a single player will only cause meta gaming harder. People will figure it exactly how to throw games to lower their MMR, again with the intent of getting easier games.

    We've already had exactly this with the Grades system before. It wasn't a matchmaking number, but that doesn't matter, it was a system that did exactly what you're asking for:

    A visible grade for every player that attempted to capture skill level. It doesn't matter that it wasn't a number like '750', people could see it.

    You know what happened? A mass wave of players 'throwing games' and 'deranking'. It was a huge issue several years ago, and a main reason the grades system was retired.

    We've already tried this system and it failed miserably. That's partly why the current system hides MMR from players, exactly to reduce the opportunity to manipulate the system for easy wins.

    So why does the first hooked survivor in the current match commit suicide? Why is Chase the other survivor's 20 seconds baby? Why do I match with Survivors and Killers to DC? I've been playing this game for 10,000 hours, does that mean my skill is low? I don't know because I can't see MMR. And I didn't think the previous grading system was a failure.

  • So wouldn't it be better to separate the queues?

    Solo only → Ranked mode

    Solo & SWF → Casual mode

  • @AmpersandUnderscore said:

    Regardless of queue times, there's no reason to add a 'casual' mode.

    Just look at any event BHVR has ever done, or at least the two most recent examples.

    Survivors start throwing snowballs instead of doing gens, the killer tunnels like crazy. Lights out is a tunneling simulator, not a 'fun jump scare' event.

    So, if you add a game mode that's 'casual', what exactly do you think is going to happen when most killers generally only care about winning?

    The answer is all these killers will just play casual mode and sweat like crazy in the hopes of easy wins. If you give killers the choice between 'challenge' and 'your opponent isn't going to try as hard', we already know most players take the easy option. And ironically, it'll just inflate their 'casual mmr' and they'll get harder games with better survivors, and we'll be right back to where we are now with 'mmr is broken' but with two modes.

    It seems that you and I have different interpretations of casual mode and ranked mode.

    I think the mode we're playing now is casual mode. This is because MMR is not functioning at all in the current mode. I want a match where the MMR is visible, the MMR is more detailed, and a ranking is given. That's what I think of ranked mode, and I'm looking forward to the addition of this mode.

  • It took two years for BHVR to realize the importance of MMR. I've been calling for more detailed MMR for a long time...

  • Ranked mode for about 2 weeks.


    ・No SWF, just solo queue.

    ・It takes time, but matches players with similar ratings.

    ・Show rate rankings for each killer, and show rate rankings to survivors.

    ・BHVR will be looking more closely at Ranker players' game files to ensure they are not hackers.


    In other words, I want casual mode and ranked mode.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643762#Comment_3643762

    Very fair, there are definitely multiple issues at play when it comes to their SBMM. I think a part of the issue is that they hyperfixate a little too much on trying to make sure their kill rates are at 60%. Foregoing proper balance in every match to make sure they stay near or at that benchmark. You'll win 3-4 in a row in a certain role just for them to almost guarantee you get stomped in your next match or two to bring you back down. It's a perceived balance, not truly balance. Most games with MMR you will find you have about a 50/50 shot to win every game, DbD, not so much.

    It's exactly as you say. In other words, as I've been saying for a long time, it's not that the game needs to be balanced first, but that it's important to match players with similar skills. But developers keep ignoring it.

  • Every time I have a question about MMR I have to ask and find out on the forums lol.

    That's really stupid. If you make the MMR public, players will never have any doubts.

  • It is really a pity. There have been suggestions for new game modes on the forums in the past, but why did they choose this mode, which is the most boring? We have already experienced this mode with Dredge and it is not interesting. Also, the fact that it's dark means it's not suitable for streaming, and it won't be exciting for streaming.


    - 5v5 - 

    • Two teams of 4 Survivors and 1 Killer face off to control the Generators

    • Capture the Generators by moving Generator progress towards you team’s side in a tug of war gameplay


    - 2v8 Party -

    • 2 Killers against 8 Survivors

    • Hooks are removed, but Cages of Atonement prevail


    - Hide and Seek -

    • No Generators

    • No Hooks, only Moris when downed

    • Stay alive for 5 minutes to escape through the exit gates

    • Auras are revealed every couple of seconds


    - Tag -

    • A random Survivor is picked to be the Killer

    • Down a player to swap roles

    • Survivor 5 minutes and Escape


    - Zombie Tag -

    • A random Survivor is picked to be the Killer

    • Down a player to swap roles

    • Once a Survivor turns to a Killer, they cannot turn back

    • Keep playing until only one Survivor remains 


    - Swapped Perspective -

    • Killers plays in third person, while Survivors play in first person.


    - Deceivers -

    • Survivors work together to complete tasks before one or more “Deceiver” can kill everyone without being discovered

    • Played in rounds with voting in between


    - Disgustingly Scary -

    • The Fog is thicker and shrouded in darkness


    - Luck of the Draw - 

    • Start the game with randomized Perks and Items


    - Giant -

    • Sizes are altered! Killers are turned into giants, while Survivors become tiny


    - Bumrush -

    • More Generators spawn on the map

    • Everyone moves at double speed

    • Survivors have 3 lives from which they revive after a 20-second timer


    - VIP -

    • When the Obsession is killed, everyone dies

    • Only the Obsession can open the gates for everyoneurvey to FINALLY get some alternatives to the stagnant, old and boring gameplay we have been used to for 7 very long years now.



    Additionally, BHVR has said in the past that splitting the matching mode could split people up and slow down matching, and that they have no plans to split the matching mode into two: casual mode and ranked mode. However, now that the number of active users of DBD is decreasing, why do we divide the mode into two? If this is possible, it would be better to create an unranked mode and a ranked mode for a limited time, and give titles to the top players in the ranked mode, which would increase motivation.

  • @Chaosrider said:

    There are 3 issue I have with this system.

    1. Kills/escapes is not a sufficient indicator for skill. We have an emblem system that tracks a variety of indicators and would be much more reliant as mmr system. Back as it was used as matchmaking base at some point it was a decent matchmaking with balanced out games. But devs overthrow this good base system instead of honing it. One of the worst developments this game had to endure.
    2. Matchmaking is flawed beyond control. Backfill lobbies screw the most games. Killers are free to do lobby shopping with no penalties, resulting in the utmost stupid match-ups. the range of matching mmr values is obviously by far too big. also at some point youre in low-mmr hell. You get matched with bad players and due to that ridicoulous backfilling you probably play more often against killers that take out the small fry super easy, just holding you back from raising your mmr at anymore.
    3. Also nobody knows their own mmr, the mmr of their teammates nor their opponents and so they cant even calculate at which level they are or how hard they have to sweat to get to a certain point to evade bad games. also much toxicity arises from not knowing their own mmr as 90% of the playerbase claim to be high mmr, though theyre not. I often have killers in my games that 4k cause of low-mmr hell and think theyre the greatest of all times.

    Summary: the whole system is a mess. but as always devs cling to their new toys no matter how unsuitable they are.

    You said everything I wanted to say. Thank you.

    And BHVR should improve all these problems. They always just adjust perks and add-ons without thinking about the quality of the game (matchmaking) at all. They don't understand how important matchmaking is, and if you don't make adjustments to it, no matter how many new features you introduce, it will always fall apart.

  • @Peanits said:

    It really depends on the person.

    Some people are more competitively minded, and in their case, they might want to have a higher rating so the matchmaker gives them tougher opponents. Others are more casual and don't want the stress of those high end competitive matches. For them, going out of their way to increase their rating would be counterproductive. A higher rating would give them tougher matches and feel more punishing unless they play seriously.

    At the end of the day, it's a number that tries to find you a roughly even match. A big part of the reason why we don't show it is because we don't want to pressure people into going out of their way to raise it. It's meant to adapt to you, not for you to adapt to it.

    >> A big part of the reason why we don't show it is because we don't want to pressure people into going out of their way to raise it.

    Why is that?

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581230#Comment_3581230

    Many many months back they tested out much stricter MRR queues. It resulted in significantly longer wait times for all. But then the sweats got matched up with just the sweats, and predictably got real sick of each other in no time. So we went back to pretty much what we have now.

    I also hold the belief that the old Emblem system was more flawed than the current system. However I do think right now the two biggest issues with matchmaking is not enough players at needed MMR levels combined with lobby shopping. This does vary by time of day and region, but overall feels correct.

    No, Much stricter MRR queues were a lot of fun. The killer players were experts and so were the survivors. Now the killers are mostly babies and the survivors are pooping in the corners of the map and it's really boring.

  • @Avo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581264#Comment_3581264

    I prefer to play against sweaty nurses instead of these teammates. The game has a rank system that only works for farming bloodpoints

    I agree with you.

  • @Avo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576594#Comment_3576594

    What if they add the something like limitation to the game for the parties? Like you can play Solo-Q mode with maximum 2 people? At this moment, I do not care about the queue times. I have thousands of hours in this game, while I'm dealing with this broken game and useless hitboxes and gamebreaking delay, I also have to deal with this useless MMR and the people either. This cannot be like this forever, they gotta do something about it

    I'm tired of this opinion. I value quality over wait time. Even if you can't split the queue into two, MMR should still work fine. Why is my teammate resting on the edge of the map while I'm being chased by him for 3 minutes? It's ridiculous that there are so many games where you can't escape because of your allies.

  • Thank you BHVR. The player card that will be implemented this time is one of the really nice features. Just like in APEX, I can give my profile a title and show it to others. Additionally, the ability to see other players' player levels is great. I'd also like to see a feature where we can see our ratings, or some other feature where we can see it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574396#Comment_3574396

    The Rank-System (not Grade-System) was better, at least when Rank Reset happened and it was a meaningful Rank Reset. Back in the day you got set back from Rank 1 to Rank 10 or Rank 11. And the games you had for the first three weeks were usually the best games you can imagine, because you had people in your game which were roughly your Skill Level. And if you were someone who ranked up fast (aka was playing good), you also played against good players.

    In the end, the Rank did not really show if someone was good, but IMO the speed people ranked up showed it. And IMO it was also something to work for, I am honest, since Grades were introduced, I have not been Grade 1 on either side. But I was always Rank 1 on both sides with the Rank System, because I dont really care about a few BPs at the end of each month.

    What was really bad was when BHVR changed the Rank Reset to just set you back to the next Color. So someone who was Rank 1 was set back to Rank 5. And as I said before, with the good Rank Reset you had good games for around 3 weeks. Because in week 4 players managed to get into Iri-Ranks who were not really good, but at some point, they will make it (because Ranking up was not that hard). But when they changed the Rank Reset to just the next color, you had those players in Iri-Ranks very quickly, so the Matchmaking was really not good anymore.

    And the best thing about this was their "argumentation" (you cannot really call it that)... They wanted to make the Rank Reset less impactful because players who dont have much time will feel left out. This is quite a bad reasoning, because it is only natural in games that players who play more also get more. And the funniest thing is that they made it even worse with Grades, because you get set back to Ash 4 and you need even longer to reach Iri 1, so someone who does not have much time will even less likely be at Iri 1 AND there is a (even if it is not good) reward nowadays, now people are really missing out on something if they dont have that much time.

    So they had their bad reasoning, made a bad change because of that (which made the Matchmaking bad and "blessed" us with the failed SBMM) only to completely contradict their reasoning.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574455#Comment_3574455

    I mean, yeah, this is the one positive thing. But I would trade having to read this again when having back the old Rank-System. And it also was funny sometimes - I remember someone saying that I must be at a low Rank. After telling them that I was at Rank 1, they did not believe me, so I showed a Screenshot. And then they did not believe me that it was me (despite having the exact same name on steam...).

    But yeah, it is good that people cannot try to invalidate other peoples opinions because they are not a specific rank, but this is really the only positive.

    I completely agree with this opinion. All I want is to play against players of the same skill level anyway. In the old rank system, those who quickly reached rank 1 could enjoy high-level matches. Now it's a chaotic match.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573764#Comment_3573764

    We don't need to test it to know players being split would mean longer and less accurate matchmaking because there's less players for the system to choose from.

    Also I fail to see how adding a ranked mode would make matchmaking better in any way, SBMM is implemented so we are already ranked, it's just that our number is invisible.

    Is SBMM implemented? Are you serious about that? So why am I matching Prestige 100 survivors on Huntress, which I barely play? Why would a survivor who has played the game for 9000 hours be matched with a survivor who has played the game for 15 hours? Why are the other survivors crouching at the edge of the map after a 3 minute chase? What I really want to say is the normal functioning of MMR. Is it correct to say that you all think that the current chaotic match between beginner players and experienced players is the correct answer?

  • Many people always start with denial. That's a guess and we won't know until we test it. They need to try new things to make matchmaking better. Also, if you can't split the queue into two, MMR should work properly.

  • Well, I hope you at least get matched with players of the same level. Why should I be matched with a novice survivor, work for a novice survivor, and be executed for a novice survivor? And vice versa. I'm not good at Huntress, so why should I play against a skilled Prestige 100 team and lose? Is MMR a joke?

  • I've been playing this game for 9000 hours, and recently I was matched with a player who had only played 15 hours. Do you think this is really the correct matchmaking?

  • That's why I insist over and over again. You can't adjust the balance unless you make MMR work.

  • I've always been vocal about MMR, but unfortunately BHVR doesn't seem to care much about it. I think one of the big reasons people don't play DbD is that MMR doesn't work.

  • @bmclac said:

    I really think you need a different ranking/MMR system for solo Q survivors, most times the game is virtually unwinnable for players like myself. Maybe a competitive mode for swf and casual mode for solo players. Just a thought. For example, I've just now played around ten games in a row got about 3 gens completed before we all got hooked. The one match I survived in the killer was afk. This seems to be the norm these days. It's exactly like the days of the old rank reset where we all went to rank 20 and the game was unplayable for people like myself. Been here since you guys released the game, it's been a lot of fun but not anymore, for me anyways.

    I'll say it again and again BHVR. The important thing is to have "choices". You should immediately create a "Quality" queue and a "Time" queue i.e. Ranked Matches and Casual Matches.

  • @knell said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517133#Comment_3517133

    Let's say there is a queue (in the same region, around the same time) that looks like below with its role, MMR, and preferred matchmaking type.

    • Surv 500 Speed
    • Surv 500 Speed
    • Surv 500 Quality
    • Surv 500 Quality
    • Kill 500 Speed
    • Surv 1000 Speed
    • Surv 1000 Quality
    • Surv 1000 Quality
    • Surv 1000 Quality
    • Kill 1000 Quality

    Now, if there was no preferred matchmaking type, these players would immediately form two lobbies - one with MMR around 500 (top five), and another lobby with MMR around 1000 (bottom five).

    However, when you add another variable to matchmaking (in this case, Speed vs Quality of matches), now you will end up with three incomplete lobbies:

    • Surv 500 Speed
    • Surv 500 Speed
    • Surv 1000 Speed
    • Kill 500 Speed

    • Surv 500 Quality
    • Surv 500 Quality

    • Surv 1000 Quality
    • Surv 1000 Quality
    • Surv 1000 Quality
    • Kill 1000 Quality

    So now you would not only require 5 more players, but those 5 extra players would need to fulfill very precise roles, MMR, and matchmaking preference so that their lobby would accept them. And this is just a simple scenario in which there are only two ratings (500, 1000) - realistically the MMR range would be much more diverse and varied, and if those players had picked "Quality" for those specific MMRs, each one of those would have to have a separate lobby, and would not able to share any of the "Speed" lobbies even if few of them have similar ratings. Additionally, in the example above, it has the ideal 1:4 ratio of killers to survivors. Realistically it may be much more lopsided, dependent on the time of the day, which will also affect the number of accessible lobbies.

    Now add "different region/servers" and "SWF" (besides the issues of adding SWF with wide MMR gaps, remember that duo SWFs can never be in the same lobby with 3-man or 4-man, and 3-man teams can never be in the same lobby with duo or 4-man, and that issue is exacerbated if one of the SWF prefers speed while another prefers quality) and you have even more additional variables to consider when forming lobbies.

    So in a perfect world with a perfect ratio of players, adding this new variable (of preferred matchmaking type) may benefit the formation of lobbies to the satisfaction of majority of players - but I'm not sure how realistic that really is - and as I said, this may be what concerns BHVR.

    I think we should test it. We don't really know the ratio of players choosing between "quality" and "time", and the distribution of rating tiers isn't even. It also depends on the range of matching ratings and the time of day. Matching times will certainly vary, but testing will be necessary to see how long matching times players can tolerate.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515937#Comment_3515937

    I think there may be some misconceptions here, so I'll do my best to clear them up.

    The game does use an MMR system for matchmaking and it has not been removed. That said, not every match will be perfect. Matchmaking systems need to balance match quality and queue times carefully. If it prioritizes making the absolute perfect matches every time, you're going to wind up waiting a very long time for a match. While some may be okay with that wait, others don't care as much and would rather play sooner. It's a tricky thing to perfect and something we're always tweaking to improve. The vast majority of matches are already within a very close margin where your odds of winning vary by a few percent.

    There are some extreme cases where this is not possible, though. For example, if there aren't enough players near your rating playing in your area at the time you're playing. In cases like this, the matchmaking system has to gradually expand its search range until it can find you a match, otherwise you may be waiting a very long time (possibly forever). This scenario is fairly uncommon, and while it's unfortunate, there's not much we can do there. The matchmaking system can only work with the pool of players that are available to it.

    But as far as levels go, they mean absolutely nothing and have no impact on matchmaking. If an expert survivor happened to pick a new character this match, they aren't suddenly a terrible player. Especially since the progression overhaul, they even have access to most perks right away. The same goes for grades and prestige; they have absolutely zero impact on matchmaking and do not reflect someone's skill in any way.

    The exception to this is the PTB. Matchmaking ratings are not used on the PTB since there are not enough players on the test build to create quality matches. Therefore, it's disabled and you can be paired with anyone.

    Most games know that queue quality and time cannot coexist. So it seems that you are trying to measure the coexistence of "quality" and "time" with vague MMR, but please understand that it is impossible. It's best to split the queue in two.

  • I'm surprised so many people say this game is a casual game. If it's a casual game, why are so many people commenting on balance changes? I think it's because people want the game to be fair. So what does the game look like when we seek fairness? The answer is simple. Makes the game more competitive. In other words, it can be said that many people are really looking for competitiveness in their hearts. Fairness⇄Competitiveness

  • "Fast" Robbies should not be subject to MMR as they are now. In other words, the lobby will be created as soon as 5 people gather, so if the queue is split and the number of players is halved, it is expected that the matching time will actually be faster. Also, I think that there are few players who care about matching time because players who emphasize "quality" literally gather in "Quality" Robbies. Finally, by having "fast" lobbies and "quality" lobbies, both players who want "fast" and players who want "quality" can enjoy it (currently neither player can enjoy it), so the player population I think that will increase.

  • @MrCrowBard said:

    This comes up fairly often and I still don't understand why you'd think people playing in unranked would play any different to how people play today? You'd still get the 60min SM games, camping killers, BNP swfs and stun squads in casual that you see today.

    Balancing around ranked and unranked means the devs have twice the work to balance around and a vocal amount of people already feel like not enough time is spent on overall balancing in the right way. Fracturing it would drive more work and overall make a worse experience for players.

    No need to balance in casual mode. How do you balance casual mode with players of varying skill levels? It is impossible. But looking at Ranked Mode matches makes it easier to adjust the balance. Because it will match with survivors and killers of the same skill level. As a premise, it is necessary to compare players of the same skill level in order to adjust the balance. It is very important to align the conditions of "skill level".

  • @Orthane said:

    Gonna say a maybe hot take here, the game only having 1 queue is ideal. It means it's often the wild west out here, you could get the sweatiest Nurse/SWF you have ever seen, or you could get a Pig that just wants to give everyone hats and then walks around crouching and nodding at you. It just makes the game so much more fun in my eyes. The last thing we need is a ranked mode like this.

    The answer is simple. In rank mode, it can be solved by penalizing the increase or decrease of rating depending on the killer. Disabling SWF solves it. But there are two types of players. "Enjoy Player" and "Expert Player". So how can both players have fun? The answer is simple. It is to implement casual mode and ranked mode.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516349#Comment_3516349

    This isn't quite true. The amount of MMR you gain or lose is not a fixed amount (and certainly not 1), it depends on your rating compared to the rating of your opponents. If you win against (kill) someone of roughly the same skill level, you'll get an average amount of rating. Meanwhile, if you win against (kill) someone of a much higher skill level, the game awards you more rating than normal. The opposite is true if you win against someone of a lower skill level; you'll gain less rating than you normally would. This same process happens for everyone in the match, with each survivor being treated as a separate 1v1 encounter. Then, all the different rating changes are added together and applied at once.

    To give an example of what this means in practice: If you were to kill two good Survivors, but the other two Survivors equal to your rating managed to escape, you could still end up gaining some rating because the game recognized that you managed to catch tougher opponents.

    As for the original post, it's tricky to say much with only a screenshot of the end screen. The prestiges you see there have no impact on matchmaking since they are in no way a reflection of someone's skill (someone doesn't suddenly play worse because they switched to a new Survivor). Grades as well aren't factored into matchmaking since they reset every month and again aren't a reflection of skill. Judging from the Bloodpoints as well, it seems like you were the second highest scorer in that match. I can't speak for the match itself from only a screenshot, but from what I can see, this doesn't seem too out of the ordinary.

    Know that no matter what you say, players who haven't seen the rating numbers won't believe you. In fact, many people are currently complaining about MMR. Either way the current MMR system is flawed and needs to be improved.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516013#Comment_3516013

    Not sure I follow, but it works something like this:

    • You search for a match.
    • The game tries to find you a match with other people close to your rating.
    • If a certain amount of time has passed and it can't find you a match, it slowly starts to expand the search range.
    • The range expands until you find a match OR until it has expanded to the maximum range.

    It doesn't prioritize anyone in particular, but the people who would notice it most are the people on the very low or very high end of the spectrum since there tend to be fewer players at the extremes. Since there's far more people around the average skill level, it's not common for the matchmaking system to expand much- if at all- before they find a match. But that said, the maximum expanded range means that players on the super low end and on the super high end would never be matched together, no matter how long they wait.

    Did you know that modern MMR is broken? That's why there's been a lot of discussions about MMR on the forums lately. No matter how much you listen to the explanation in words, no one can believe you if you can't see the rating.

    Consider making casual and ranked matches as others have suggested. The reason is simple. This is because there are players who value "time" and players who value "quality". And make sure that only you can see the rating. This is for credit. What to do is very simple.

  • That's why I've been saying for 1000 years that casual and ranked matches are necessary, but BHVR doesn't listen to me at all.

  • @Thusly_Boned said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511530#Comment_3511530

    This is part of why I don't think separating the modes will help. People who are committed to winning at any cost will just stay in the casual mode because they are terrified of losing, even if the victories are hollow. Kind of why hardcore tunnellers always tunnel.

    In ranked matches, you need to create new goals that are not win or lose. For example, make it possible for only you to see your rating, and make your MMR more detailed. Specifically, you are a killer and have a 1000 rate. And 4 matched survivors have an equal 1100 rating.

    0 → lose 20 rate

    1 kill → no loss of rating

    2 kills → get 20 rating

    3 kills → get 40 rating

    4 kills = get 60 rating

    By doing so, it wouldn't be sad if three survivors escaped. 2 kills and you win. It's just that the opponent was a skilled player.

    We need to think again about "winning and losing" in casual and ranked modes.

    in MMR Comment by saym
  • Rank mode has only one limitation. That's making SWF impossible. Next, we will detail the rating system in more detail. Maps, Hooks, Gens, Items, Addons, etc. should be considered. Casual mode, on the other hand, should literally be casual. I think it would be good to eliminate the current MMR and make it a completely random match.

    in MMR Comment by saym
  • I think casual matches and ranked matches should be separated. Unfortunately MMR is a joke these days and both players are complaining.

    in MMR Comment by saym
  • I've been saying for a long time that we should separate casual and ranked matches. Because there are casual players and ranked players in this game. That'll solve the problem. I don't understand why BHVR doesn't do something this simple.

  • I've played 10000 hours and have been matched with players for the last 26 hours. I don't understand why BHVR doesn't allow skill rating to work.

  • Ranked Match & Casual Match or Show skill rating & Work skill rating

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