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popi_mar

popi_mar

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popi_mar
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  • @Your_Dad_Playing_DbD said:

    The community have been begging for the measure of skill to be changed to something that actually measures skill ever since this insanely terrible “kills/escapes = skill” system was implemented. BHVR have said for a long time now that they are “planning” changes but like so many other things that don’t directly impact their revenue it will probably just be forgotten about. I have given up on BHVR prioritizing anything unless 1) it brings in more revenue or 2) it prevents loss of revenue. From a business perspective I totally get it, but it sucks that these changes that would make the game a much more enjoyable experience for most players are probably never going to happen.

    @Your_Dad_Playing_DbD Exactly. That’s basically my point too…

    The current system treats kills/escapes like they automatically equal skill, but the match itself can tell a very different story. A survivor can carry pressure, take chase, do gens, make saves, and still die. A killer can get strong pressure and multiple hooks but still end with low kills.

    I don’t expect BHVR to measure everything perfectly, but the system should at least be better than “final result = skill.” Match performance should matter more than just the end screen. Since MMR affects the quality of matches, it should be based on more than the simplest outcome.

  • @Zakon05 said:

    This is probably my most unpopular opinion when it comes to this game, but I'm not entirely sure the DBD community wants what it's asking for when they're talking about this.

    Since the MMR is invisible and thus not a way to gauge your personal skill level or show off to others, what you're really asking for is for having harder survivor opponents as killer because you had an 8-hook, 0-kill game. Or a harder killer opponent as survivor because you just got tunneled for 5 gens.

    @Zakon05 I get what you mean , but I don’t think people are asking for “harder matches” just for the sake of it.

    The issue is that kills/escapes alone don’t always reflect what actually happened in the match. If a killer gets 8 hooks and 0 kills, that doesn’t automatically mean they played badly. And if a survivor gets tunneled for 5 gens, that also doesn’t mean they lacked skill just because they died.

    I’m not saying MMR should reward every little action or make every match harder. I’m saying the system should have a better way to separate a bad performance from a strong performance that ended in a bad result.

    Since MMR is invisible, it’s not about showing off. It’s about matchmaking being more accurate. Right now, the final result can be misleading.

  • @cogsturning said:

    This has been floated many times, and MMR is supposedly being reworked, but this much data will be hard to measure. Chases, for example, are cut short even when they're still ongoing by distance being created or LoS being broken. Judging "useful" chases is hard. I bring Lucky Break and Iron Will. I get hit, I turn a corner, and I disappear, then I watch the killer look for me around a tile and in lockers. I'm still wasting their time, but the game isn't registering it. I don't know how the game would fully and accurately judge a protection hit either. Was it a protection hit, or did the killer just run into someone else?

    On the killer side, are you saying things like unique hooks should raise your MMR even if you 8 hook and get 0k? Wouldn't that just mean tunneling killers get to stay at lower MMR and have an easier time cheesing? If anything, I want those people sky rocketed upward. If they want to play sweaty, let them sweat at the top. If you're someone who gets 7 or 8 hooks before a kill, chances are you're doing fine otherwise, even if you lose some matches. If anything, a bigger sense of accomplishment in-game is needed for these situations.

    Though I agree kills/escapes need to not be the only factors, I think it's also very hard to judge anything else. That's why the system is as it currently is. I do think hours/devotion should be accounted for. A 1k player shouldn't land a 10k opponent.

    A player can hide most of the match, get hatch, bring a key

    You already don't gain MMR from hatch escapes. A player who gets hatch consistently will have a pretty stagnate MMR growth rate.

    @cogsturning Yeah , I agree with you on that. Some things like chase quality or protection hits would be hard to measure consistently for sure.
    My point is more that kills and escapes are also imperfect. A survivor can play well and die, or play badly and still escape. A killer can create pressure, get 7–8 hooks, and still end with low kills.
    So I’m not saying every action should directly raise MMR. I’m saying broader match data could be used as a secondary layer, even if it’s not perfect. It would still give a better picture than only looking at the final result.

  • To me the solution shouldn’t be players relying on third-party filters like ReShade. If DBD needs better visuals, BHVR should add those options directly in-game so everyone has equal access… including console players. DBD has been on console since 2017, and we only recently got gamma settings lol. So if in-game gamma is supposedly the same thing as ReShade, why do people still use ReShade?
    That alone tells me there is a difference. ReShade is not just gamma. It can affect clarity, contrast, sharpness, colors, shadows, and overall readability in ways the in-game settings do not.