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BHVR doesn’t seem to understand that MMR is the most important aspect of the game.
It probably doesn’t make them any money, but with the current stagnation, players will only keep leaving the game.
Please make MMR visible as soon as possible.
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BHVR previously said they would increase the spawn rate of popular maps, and they probably implemented it quietly.
If I remember correctly, the candidates included maps like R.P.D. East and West, as well as several indoor maps.
Since the voting involves all kinds of DBD players, the roughly 80% of the playerbase that consists of casual players likely voted for those maps.
Most casual players don’t understand map balance or strength at all, so terrible maps end up being selected.
BHVR clearly doesn’t care much about competitiveness—they just want casual players to be happy when they see how faithfully R.P.D. was recreated, which is why they don’t listen to our feedback.
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At the very least, BHVR should provide some information.
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@XsashagreyX said:
Almost every dbd player agrees on one thing, the game is unbalanced and it's getting worse every chapter they add. What do you think the core problems are, and how would you balance the game so that both side is fair and fun to play?
MMR
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059143#Comment_4059143
This is something that got discussed a lot and it was something that we spoke about on the forums, we never intended making this a big thing where people feel they need to strive for P100, it's more of a nice to have for people who have been able to invest the time into a character. If it was a cosmetic it would definitely feel more "valuable" and a must have for want of a better word (also could be problematic for licences etc), which is definitely not intended with prestiging a character.
Setting licensed characters aside, is there a reason why the P100 reward couldn’t be a cosmetic item that feels more valuable?
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To be honest, the indoor maps in this game aren’t well balanced.
R.P.D. in particular is full of boring pallets for M1 killers, and the longer you’ve played this game, the more it becomes one of the maps you really don’t want to get.
That said, it seems to be a very popular map among casual players who don’t really understand map balance, and apparently its selection rate is going to increase soon… which is the worst.
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@ImWinston said:
- In the past, Devs tried to adjust the MMR, effectively taking four survivors with the same skill and one killer with the same skill. It caused a complete mess, with all the killers complaining about having difficult matches, so a month later the developers reverted to the current mechanics. I'm convinced that the current MMR PURPOSEFULLY takes more skilled players and mixes them with less skilled ones... so in a way, it can """help""" the killers have an easier match. I'm sure if you search online, you'll find something related to this period I'm talking about
Why does BHVR try to adjust the game balance by making the MMR chaotic?
In a normal game, you would first make the MMR stricter and then adjust the game balance accordingly.
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@ImWinston said:
- I'm really "afraid" of the MMR improvement. Because many times I encounter mediocre killers who win only because they're favored by the current crazy MMR. So the "average killer" will start to struggle to win and this will only mean further buffs for the killer. I'd prefer to leave it as it is.🤣
Balancing killers and perks around a strict MMR is healthier for a competitive game than trying to tune the entire game environment based on a chaotic MMR system.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053904#Comment_4053904
I think for balance sake it would actually be better to just not have solos in the ranked mode.
Casual mode is for solo queue, or duo (with only 1 duo max per game).
Ranked mode is 4-man SWF only.
Then it becomes much easier to balance the modes.
It’s the exact opposite. Casual mode should allow solo play or SWF, and ranked mode should be solo only.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053906#Comment_4053906
I'd be surprised if there were enough 4mans active at all times on all servers to sustain an entire mode. Even with a reasonably large friend pull it's hard to get four people together at the same time.
You’re saying exactly the same thing you were saying before Modifier Mode was implemented—yet somehow, Modifier Mode was a success.
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Please visualize the MMR.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049503#Comment_4049503
whilst there's no actual nerfs to the Ghoul, that issue you mentioned there is fixed under bug fixes. Right now the design team is monitoring to see if Ghoul does require changes, maybe the counterplay is not clear enough for some survivors etc things like the revault. We're not overly concerned with his kill rate right now, nor is his usage rate excessively high either. So it is something we need to be cautious about.
Hello Mandy.
I would like you to answer one question of mine.
When the Ghoul vaults a pallet using his power, is it intended that survivors are able to re-vault it as counterplay?
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@Mandy said:
Its definitely a bug! The fix should be implemented in a hotfix patch, I'm hoping the next one.
Last time
“Fixed the Deathslinger bug.” → Not fixed.
This time
“Fixed the Nurse bug.” → Not fixed.
“Fixed the Ghoul bug.” → Not fixed.
Next time
“Fixed the Midwich pallet bug.” → Not fixed. (New)
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@Mandy said:
There is no current plans to adjust Demo in the short term - this chapter is focusing on new content.
So, is it safe to look forward to the next chapter?
Since this patch focuses on new content, I see that although it claims to have fixed the Nurse and Ghoul bugs, they haven’t actually been fixed. Understood.
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Please accept these proposals, BHVR. The game will move in a better direction.
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Honestly, don’t expect anything from BHVR anymore lol.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4046969#Comment_4046969
These are facts? We do know some things about how the system works even if we can't see the numbers. We know that hatch gives no MMR. We know bots give no MMR. We know it's only kills and escapes that count. We know there are four brackets. There are videos where people say they keep their MMR low on purpose, so we know people are already manipulating the system. And pretty much everyone agrees the matchmaking is bad regardless.
This might sound kinda philosophical, but if you can’t see it, it basically doesn’t exist.
I get what you’re saying, but as long as MMR stays invisible, no matter how much it improves, people are just gonna keep saying, “MMR doesn’t work.”
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4046958#Comment_4046958
"Harassment" is a bit of a strong word for what you're describing, but in the same way MMR assumptions are used against people, so will MMR facts be used against the game. A killer could get stomped by four survivors in a lower bracket and use that to argue that survivor is busted. Same thing with four higher survivors against a lower killer. The argument manipulation and cherry-picking will get worse than it already is.
MMR only has 4 brackets, which is way too narrow, and the gains and losses are also too loose, being only escapes and kills and nothing about actual performance. If you slug 4 survivors and they all abandon, you get a 4k on your stats and 0 MMR increase. If you go out of your way to escape through hatch every match, your MMR stays low even if you're cracked. The system is not great and people are probably in brackets they don't belong in. Maybe if the upcoming MMR rework is stellar, sure, but as it is, the info will probably do more harm than good.
The entire point you’re making in the second half can’t even be debated when MMR isn’t visible in the first place, lol.
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@cogsturning said:
Bhvr said once that they hate people showing off stats and invalidating eachother
Then they shouldn't have made the stat page, which they keep updating and promoting.
Wierdly enough, no one has come out to show their stats (atleast from what i have seen).
People drop their stats pretty much daily here, particularly to invalidate those who complain about soloq. Ironically, survivor stats are inflated on the stat page, and even people who know that still do it.
If that’s the case, BHVR needs to recognize that harassment has actually increased now that MMR is not visible.
When someone posts a screenshot of getting a 4K with a new Chucky build, people immediately dismiss it with insults like, “That just means the survivors had low MMR.” This makes it clear that the current situation is far more serious.
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@azaxydbd said:
What i want the most in dbd?
1, balanced maps for both sides.
2, better servers (fix the dsync hits).
3, no aura perks(use perks similar to spies from the shadow instead).
4, bigger maps, (bring back stealth).
5, separate 3gens from each other due to bigger maps(then remove the gen kick limiations).
6, Balance killers to be on similar tier field(not overpowered like blights and not weak trappers.
7, improve the anticheat and matchmaking(and show us the mmr level+rseasonal rank rewards).
8, nerf broken perks every 2 week(and buff weak perks every 2 week).
9, make ping system for communication(u could also add voice coms with option to mute players in game).
10,make in game recording system where u can review ur last 3-10 games while seeing all of the players perspective.
11, sacrificial ward should have brown offering for 25% to cancel map offering, and Purple for 75% chance to cancel map offering.
12, map offerings have 50% chance to get u to ur desired map(make maps stack to 2 people only).
13, Increase FPS cap to the highest level possible, this is 2026, next year is 2027, people already have powerful computers, make them useful and not wasted on low 120fps game.
14, Make Custom match available without the need of a bot for both sides so people can experiment(will help finding game breaking bugs and such to be taken care of and also will be great for practice overall).
15, u can make separate rank mode and casual mode, in rank mode u will be limited to yellow items/addons and perk limited per season.
16, if players are using the same outfits their outfits should by default change colors in the game lobby in rank play only where u wont have to select different characters to play the game( this way people could choose to play their favorite characters ).
17, make all items gain on survivors to be shared with all of their survivors.
18, unlock all perks to be viable for store purchase with in game shards without the requirement to unlock a certain character/killer.
19, focus on keeping the game as free of bugs as much as possible before getting it from ptb to live.
20, make more fun emotes in the game beside pressing 1-2 to come and go.
21, make characters have unique voices where they can talk mid chase and in game overall(with option to mute the voicelines).
22, show the perks of the teammates in the lobby and in game when pressing tab, include their cooldown while in game.
23, remove the free unhook when the killer is too close, just make gens slightly faster if the killer camp.
24, if all the above came to live then u can rework shoulder the burden perk cause it wont be needed.
this is a lot to ask for but if everything i wrote were to be in the game, the game will be 100 times better.
I completely agree.
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Visualizing MMR.
This makes it clear why a 10,000-hour P100 Nurse gets matched with a Survivor who has under 100 hours.
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First and foremost, the most important thing is to align our MMRs.
Otherwise, this discussion will just keep going in circles.
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the developers do not make MMR public like this, it leads to “reverse MMR” harassment.
No one can actually tell who has high MMR and who has low MMR.
That means all of these arguments end up going nowhere.
BHVR should make MMR public immediately.
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@Wezqu said:
No we don't. Then we have people complaining here about sweats that play casual side as why bother with ranked when its just more annoying and this game has not enough players to have constant two queue's going and then for events three.
I’ve heard those concerns over and over again, but they wouldn’t be a major issue if rewards were added to Ranked mode.
Also, that problem is still happening even now, when the queues aren’t separated.
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Yes, this game absolutely needs both a Ranked mode and a Casual mode.
And when Event Matches are running, it’s fine to remove the Ranked mode.
I’ve said this many times, but this is absolutely necessary. It will resolve many different issues.
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I agree, and the ping is an issue as well.
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First of all, concerns about queue times have been discussed even before modifiers were implemented, but in the end, they didn’t have much impact (except for 2v8 matches).
Next, looking at other games, players who play Ranked tend not to worry much about queue times.
Finally, sweaty players are still stomping casual players. Whether modes are separated or not doesn’t change that—it’s irrelevant.
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@jesterkind said:
I've always found there's a useful distinction between "casual game" and "party game" in this context.
Adding those in to the idea of a "competitive game" (I don't have a better term for this- obviously all the games being discussed are literally competitive because they're PvP, but people broadly understand what's meant here I think) gives us a more useful spread of potential games to look at.
A "competitive game" in this context is easy to define. Something like CS:GO, League of Legends, your average fighting game- they're all designed around taking the competitive element seriously and are structured around this idea. They may have casual queues, but those don't tend to be the main focus of the playerbase and broadly aren't what's balanced around as much.
A "party game" in this context would be where things like Fall Guys and Mario Kart come in. It's not as though there's no competitive elements to those games at all, but they're fundamentally designed around being easy to pick up and play, more chaotic than competitive, and largely just things you'd have going at a party or other gathering without people needing to commit too much to playing them.
Easy, simple, quick, something you can explain to someone in five minutes and have them be able to play competently.A "casual game", to me, would be in between those two. It has more of a commitment and more of a skill curve than a party game, there'd still be the capacity for it to be taken seriously, but it's more designed around being the game that you'd play during a Discord hangout with your mates rather than something going on at a party. For other examples in this vein, think of something like Phasmophobia, or even more chaotic games like Lethal Company.
There's a bit too much setup and explanation involved for them to really be considered the same kind of thing as Mario Kart or Fall Guys, but they're also clearly not designed the same way as something like CS:GO or League.DBD, to me, is a casual game first and foremost. It's one with a bit more of a competitive streak than some others, but BHVR fundamentally balance it more in line with that kind of thing.
The competitive element of DBD has grown over time, but I don't think it's fully outgrown its casual nature just yet.There’s no need to abandon Casual.
I’m not saying we should only focus on competitiveness.
I’ll say it again: the important thing is having the option.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039108#Comment_4039108
Now if you go full slowdown Nurse with full tunneling and slugging there is a chance you hit an SWF which is ready to try to bully the living hell out of the Killer.
But if one of these two either the nurse or the SWF is in ranked some casual survivors or Killer will have a horrible time.
Pro Nurse
- If they go to Ranked mode (solo only), they’ll face four solo survivors with extremely high MMR.
- If they go to Casual mode, they’ll keep stomping players of various skill levels, just like now. (Since MMR isn’t working in the current mode, it’s effectively Casual.)
SWF
- If they go to Ranked mode (solo only), they’ll break up the group.
- If they go to Casual mode, they’ll keep bullying the Killer, just like now.
Casual and beginner players
- If they go to Ranked mode (solo only), both Survivors and Killers can face opponents of similar skill.
- If they go to Casual mode, they can experiment with minor builds, but they can also get bullied by Pro Nurses or SWF. This is no different from the current situation.
In other words, I believe that separating the modes has almost no downsides and mostly benefits. What about you?
Any “downsides” you can think of are already happening right now.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039104#Comment_4039104
Yes you do and maybe many others.
And meanwhile others stomp the casual players.
And the tryhards are still stomping casual players.
Even now, when there’s no separate mode! I mean, even now!
Why do you think separating the modes would suddenly stop this from happening?
The point is, whether Casual and Ranked are separated or not, this has always been happening—and it still is.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039072#Comment_4039072
Well let me give you an example…
Imagine you are a pro blight player and you try to archive a 2000+ Winstreak
Where would you go for the best chances?
In the ranked mode where most of the people tryhard and could beat you
Or in the Casual mode where you can slug and tunnel as much as you want against uncoordinated teams?
Many skilled Apex players enjoy playing Ranked mode.
Many Apex professional players choose Ranked because they aim for the Predator title.
Similarly, many Valorant players who are confident in their skills enjoy Competitive mode.
Many Valorant professional players aim for Radiant in Competitive mode to prove their skill.
So, what about DBD?
With the introduction of Ranked mode, the top 500 Bright players are awarded the Iridescent (Bright) title.
Rather than meaningless records like a 2,000-win streak in Casual mode,
I choose to aim for Iridescent in Ranked mode.
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That’s why I keep saying it over and over again: casual mode and ranked mode should be separated.
There are only two types of players in this world—those who want to enjoy the game casually, and those who want to compete.
Splitting the game into two modes satisfies both types of players. What matters is having the freedom to choose.
So what’s the situation right now? Only one of those groups is actually able to enjoy this game.
Every time I express this opinion, I get off-target counterarguments.
And I have a perfect answer to every single one of them.
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@Leon_van_Straken said:
Well and when all the sweats are in Ranked mode, the tryhards can go in public mode and stomp the casuals.
Every time ranked mode is brought up, someone says this. I don’t understand why. Whether ranked mode exists or not, it makes no difference.
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@ChronicSkink51 said:
I wanted to share an idea I’ve been thinking about for a while. This isn’t a pitch or anything I expect compensation for — just a suggestion from a long‑time player who loves the game and wants to see it become healthier for everyone.
Right now, DBD tries to serve two very different groups with one system: players who want relaxed, experimental, or challenge‑focused matches, and players who want high‑intent, competitive matches. Because both groups are mixed together, we get a lot of issues: burnout, smurfing, mixed‑intent lobbies, inconsistent match quality, difficulty experimenting with killers, SWF and solo queue being impossible to analyse separately, and returning players being punished by high MMR.
Here’s a system that could address all of these problems at once.
- Two Game Modes: Casual and Competitive (Optional)
Casual Mode
• Uses the old rank system
• MMR cannot drop
• MMR barely increases
• MMR is not used for matchmaking
• Fully mixed playerbase
• No pressure or punishment
• Ideal for challenges, memes, learning killers, or playing with friendsCasual mode becomes the “play how you want” environment. It’s also the place where players can unlock or re‑unlock competitive mode by performing consistently over time.
Competitive Mode (Optional)
• Unlocks only after reaching a certain MMR threshold in casual
• Locks again if you fall below that threshold
• Uses a 10‑tier ranked ladder instead of the old 20
• Competitive MMR resets monthly
• Visible ranks
• BP multipliers
• Leaderboards
• High‑intent matchmaking
• Anti‑troll penalties
• One‑time cosmetic rewards for reaching Rank 1 as killer and survivorCompetitive mode becomes a true ranked environment — but only for players who choose to be there.
2. Monthly Competitive MMR Reset
Players don’t play the same amount every month. If someone takes a break, they shouldn’t return to sweaty, high‑MMR lobbies. A monthly reset lets players ease back into the game instead of being punished for taking time off. It also creates natural seasons, fresh starts, and better tournament cycles.
3. Killer‑Specific MMR Weighting
Not all killers have the same power ceiling. A system that treats Nurse and Trapper identically will always feel unfair. Competitive mode could use killer‑specific MMR weighting based on average kill rate, killer difficulty, and performance at high ranks. This means S‑tier killers gain and lose more MMR, mid‑tier killers gain and lose moderate amounts, and low‑tier killers gain and lose less. This encourages killer diversity and makes progression fair across the roster.
4. SWF and Solo Queue MMR Analysed Separately
Competitive mode finally gives Behaviour clean data. SWF groups could have their own MMR curve, faster MMR increases, and group‑based MMR. Solo queue gets its own MMR, more accurate matchmaking, and better balance data. Killers get fairer matchmaking and separate performance data against SWF and solo. This is the first time SWF and solo could be balanced properly.
5. A Healthier Experience for Everyone
This system would reduce burnout, reduce smurfing, fix mixed‑intent lobbies, make experimentation safe, make returning to the game easier, improve match quality, support tournaments, give players meaningful goals, and provide Behaviour with clean balance data. And because competitive mode is optional, no one is forced into a playstyle they don’t enjoy.
Closing Thoughts
This is just a community suggestion — something I’d love to see explored because I think it could genuinely improve the experience for both casual and competitive players. I’m sharing it in good faith, and I’m open to feedback or discussion from other players and the dev team.
Thanks for reading.
Thank you for putting into words everything I’ve wanted to say. I wholeheartedly agree.
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@Classic_Rando said:
Actually, allowing people to select their region would result in a worse experience because you would have even more people cheating with an artificially high ping than we already have with the VPN abuser problem. This is a bad idea.
What we need instead is ping limits enforced in lobbies so that players cannot abuse high ping by playing outside their home region.That’s a good idea, and I agree.
However, the real problem is that the system favors players with high ping, and that needs to be fixed.
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If you don’t mind, could you all show me your playtime statistics for Killer and Survivor?
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Although my post has received many downvotes, the lack of any counterarguments speaks for itself.
In the end, it shows that people aren’t really thinking about this.
It’s a simple matter: in this game, there are players who want to play casually and players who want to play seriously. To allow both types of players to enjoy the game, you need both casual matches and ranked matches. What matters most is having the freedom to choose.
If players can choose, then everyone—regardless of their mindset—can enjoy the game.
I don’t understand why people dislike having options and instead support an opinion that only allows players with one particular mindset to enjoy the game.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038308#Comment_4038308
Because it's not Skill Based Matchmaking, but rather Escape Based Matchmaking. As soon as they make it actually Skill Based, things should start working better.
Therefore, a ‘ranked mode’ with skill-based matchmaking should be implemented as soon as possible to improve the situation.
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There was an error displaying this embed.
Casual matches are casual in the literal sense.
All kinds of matchups can happen—beginners vs. beginners, experienced players vs. beginners, and so on.
You’re meant to play casually without worrying too much about winning or losing. That’s why it’s called a ‘casual match.’
If new players don’t want to be bullied by experienced players, they can simply go to ranked mode and choose beginner-vs-beginner matches
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@Leon_van_Straken said:
Solo queue ranked mode isn´t a good idea.
First of all everyone would play for themself which would lead to no gen would be touched at all.
Everyone would rat out others and it would mutate into a hide and seek.
Why take a hit for the others? Why go in if the Killer proxxy camps.
Why try to break the 3 gen if I can hope that my mates die and I get hatch?
This wouldn´t work at all.
The problem isn’t ranked mode—it’s the rating system
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@Junylar said:
The default mode is already ranked, it has MMR, even though hidden.
Then why don’t players of the same skill level as me get matched together?
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@Onako said:
I doubt the game’s player base is big enough to add yet another separate queue. Depending on what server you are on it’s already hard sometimes to play a few rounds and not encounter the same players again and again.
Queue splitting has already been tested in various events, and it has proven to be successful.
All that’s needed is to add a ranked mode when there are no events.
Is there any problem with that?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034164#Comment_4034164
But that is precisely my point.
At average MMR blight is not a problem because average skill survivors are going against average skill blights who aren't curving around tight corners and bouncing from loop to loop downing people in 10 seconds.
Likewise, high MMR blights are going against high MMR survivors. Which, if that is the case and blight is a problem there, then BY DEFINITION you must also contend with the fact that high MMR survivors are a problem for 30+ killers who just aren't viable at that level.
So the point is, you have to pick one.
What is MMR?
What is MMR?
There’s nothing more ridiculous than talking about something you can’t see, don’t even know if it exists, and that BHVR keeps hidden as if it were imaginary.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035905#Comment_4035905
Nah, it just seems like the Killers are worse on average
Survivors in North America don’t even bring Self-Care, so their escape rate is really bad.
If there’s no teammate nearby, all they can do is repair gens and nothing else.
Then they get killed by undetectable killers.
Unless they realize this, Survivors will keep getting buffed.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033818#Comment_4033818
Gonna share the source for that?
I can’t provide an actual source for it, because it’s sarcasm directed at people who only play one side yet still post selfish opinions.
According to data released by the developers, the average survivor escape rate in the Asia region is 6–7% higher than the global average. Honestly, that’s abnormal.A well-known streamer looked into this using a VPN, and it seems the reason is that survivors in the Asia region are extremely focused on winning — they rush gens and they don’t “go next.”
So if you’re playing on EU or NA servers and claiming that the survivor side is disadvantaged, the first thing you should do is stop waiting around for pointless flashlight-save attempts or going next, and actually focus on winning and improving your skills.
You can give your opinions to the killer side after that.
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If we can’t see MMR, it’s completely meaningless.
Otherwise, as always, “reverse MMR harassment” will just start popping up in various threads.
Some people will insist they have high MMR (even though we have no way of knowing if that’s true), while others say things like, “That streamer went down quickly, so they must be low MMR” (when in reality it might just be a high-MMR lobby with a very skilled killer).
There’s no way to tell who’s actually a good player.
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The problem with him is that his abilities are super strong, but he only moves at 4.6 m/s.
Poor other killers.
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In the end, not being able to see your MMR makes it meaningless.
That’s because no one can tell if the matchmaking is working correctly.
At the very least, each player should be able to see their own MMR.
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@Classic_Rando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032539#Comment_4032539
Do you not understand that a lot of people that player survivor also play killer? When the devs make changes that affect the survivor experience, it’s not like “killer mains” are unaffected because, despite what you seem to believe, many of them also play survivor. The last people that BHVR should be taking input from are those who exclusively play one side, killer or survivor.
This↑
Many people claim they play both survivor and killer, but they’re lying — the real ratio is 9.5 to 0.5 lol, and they’re also really bad at killer lol.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650064#Comment_3650064
That's not the case I'm afraid - the high mmr bracket is one of the smallest percentage groups. Majority of players are in the average MMR bracket.
To begin with, what is a high MMR?
What is the point of a discussion that does not reveal numerical values?