The Fatal Flaws of Dead by Daylights Matchmaking | Indepth Explanation

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I hope you enjoy the video!
0:00 Intro
0:40 Missconceptions
2:55 Matchmaking Brackets
5:08 The flaws of the system
1:26 Skill Based Matchmaking Explained
7:09 Possible ways to improve
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There is beautiful poetry to the idea that your unhelpful teammate who distortion/urban evasioned to a hatch "victory" could eventually land in blight nurse hell MMR

shore_thang
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Gonna be honest, I miss the old rank reset. At least then I had some idea of who I’d be going against.

SunLovinSolaire
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Generally, as a killer, I feel that the best way to deal with the MMR is simply by knowing your own skill, and knowing how much you can sweat in a match before it becomes unfun and stressful. Sometimes, you're gonna end up hitting a wall: some killers will bring NOED to try to push through it, others will sweat their asses off to try to climb over it. The sad truth is, though, that once you hit that wall you probably don't want to try to overcome it.

If you're a Killer, and you're being outplayed, outlooped, and gens are flying faster than you can hook, the healthiest thing you can do for yourself, and your MMR, is to accept that you lost, go into a corner, and simply wait the match out. Or, if you play Xeno, hide in the tunnels!

Your MMR gets lowered, you save yourself some stress, and while you may run into a few more sweat-squads before things get better, things DO get better. And, if it gets too stressful -- either from winning or losing -- make sure you stop playing for a while. You can get just as fried dominating matches as you can losing them.

atlasgraham
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I remember the last time they did an MMR change they experimented with several different pools with things like extremely close MMR to no MMR. At the end they *lowered* the MMR pool and increased the range of players you could go against just a bit to make it feel more casual but still fair. Why they decided to go ”hey let’s try making every killer sweat their balls off while survivors have to constantly do altruistic anti-tunneling plays to help that one guy just doing an archive” is beyond me

Edit: The replies are talking about Archives as a whole. I did not intend for this to be the case, but I am embracing it. Just note that when I say "Help that one guy just doing an archive" I wanted to use it as an example of a weak link rather than highlight archives potentially throwing games.

megamitchel
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Fully agree with idea of counting hooks instead of kills. You can tunnel 2 survivors out to get a draw or have even 8 hook stages (which is, of course, harder) and still «loose» to this system.

goodskorpien
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As survivor I remember getting this same prestige 100 spirit like 3 matches in a row and got stomped every time. Then as a killer I got 2 legacy p100 neas that said "you didnt deserve to win" when I used a killer I barely played. I don't feel like I'm on that level at all especially since I play sporadically now. so after getting those matches I just decided I would take a break from this game lol

TraceKot
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Old system was much better, it actually had at least some feeling of progressing through the ranks and if you hadn't played in a couple months you didn't have to join a sweat lobby on your first game back, making it much more likely for players to stick around rather than coming back after a break, getting bodied, and closing the game for another few weeks.

ryankelly
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So that explains some things. I was always confused why chasers varied so much in my lobby. I'd get ones that look brand new, then I get perfect runners.

Galliao
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I must be weird in that I love Distortion but I also play fairly aggressively, I just appreciate distortion with perks like Nowhere To Hide etc where I can hide right by a hook and get the save or keep working an important gen without the killer even realising I am pressuring it. Don't get me wrong though, I do get the Distortion stereotype exists for a reason but not everyone plays like a P3 Claudy from 2019 when running Distortion

MaTtRoSiTy
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bhvr: "we're introducing skill-based matchmaking. - whoops, how did that 's' get here, we meant kill-based matchmaking. The maths for that other stuff is too hard"

BerniPro
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I like the edit style and the topic, you should do more of these you explained this very good and with nice examples, keep going this way

Lymsleya
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I'm a vet casual player (Playing since clown release) and before dropping dbd i made this "theory". As a killer your job is have enough pressure to not let the survivor open the exit gates, and in the past even whit a low tier base kit (like the trapper one, or the old wraith) was still possible because the people weren't skillful enough to understand how the game works. But now even whit gen regression perks you could get easily gen rushed for simple math, to do a gen it takes 90 seconds, if you do the same gen whit a surv it go faster than before and if the killer go check the gen it makes pressure on 2 survs if there isn't a third person in chase already. But if the 2 survs make 2 different gens they are making almost 2 times faster than doing 2 gens together, and on top of that if one of them gets interrupted by the killer, the other one probabily will finish the first gen he was doing and whit coms/team info perks the surv not chased can finish the 2nd gen. And since even the chases i see takes 60 sec if it goes in the avg, in 30 sec the killer must pick up the downed surv, search a hook, hook the surv and if the killer have aura reading or he's just lucky he can try to interrupt the gen, which it will be nearly done, making from my point of view killer much harder and surv even if they int is still winnable. I bet i have forgot something but i'm too tired to read all the comment so i will leave a little recap of what i was wanting to say: Make working on the same gen more rewarding or punishing working different gens at the same time

crossyastolfo
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I still remember Kills = Skill by Dowsey

Nink
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Team based mmr points is a good idea, for a game that has a ranked system, but I think it will make for a lot more toxicity and flaming. Because there will always be players playing different reasons, to do tome challenges, perk ideas or just for fun, while also have more competitive players who play to win almost solely. I think just implementing a ranked system, and keep the solo mmr rating would be better, with ranked games having teambased ratings.

Halfward
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Thanks for making this one. I hit that wall last summer and it's just been pure hell ever since. It feels like I can never be calm enough to experiment or practice new strategies because every single match could be against Seal Team 6 death squads. So now I have to (hopefully) get one hook and proxy camp it just to even have a fighting chance.

No one likes being on the receiving end of that kind of gameplay. Sure, it might feel good to win consistently with that method, but it also means that any coordinated team with half a brain can easily gen rush you anyway. The whole system is just screwed from the top to the bottom.

silentfanatic
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This confirms a few things I assumed and expected while throwing others completely out of the window. Thanks for this video!

ABSEUDUS
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I've had the idea, that a mix of the old system + a new system I've been thinking about might be a good solution. simply put, a "Time played" matchmaking system, where the main parameters are: How long you have played the game for, how long you have RECENTLY played the game for, and something similar to the old system (matching based on grade) if it can work.

The first parameter just measures your total playtime in dbd (as survivor or killer) to keep you at an increasing range that might cap at something like a thousand hours.

The second parameter is a value that increases and decreases based on how often you have played dead by daylight. Perhaps either for each game or hour you play it increases by 1, and then for each day you haven't played it decreases by 1 (there could be many more ways this could work such as decreasing by more the more days you haven't played, or halving the amount).

The third parameter would simply matchmake you based on the original system after it has checked the previous parameters, and if this system does not work perfectly still (thought I liked the emblem system more than the current) they could still use the current system to influence all of this until they come up with a better solution.

Also I would like to mention that I like the idea of matchmaking brackets because it enables faster matchmaking, and perhaps the solution for those that would rather wait longer, is to have an option in the settings to toggle "Accurate Matchmaking", which sacrifices the time it takes to find a game, for a more even match.

TheDecagn
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I love nurses who AFK to drop their MMR
I love nurses who AFK to drop their MMR
I love nurses who AFK to drop their MMR

_Boobbert_
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Great video! Many people say they need to tunnel in high mmr and will use comp gameplay to backup their opinion.
This is incredible flawed considering the matchmaking system and the fact that even high mmr doesnt equal comp player skill as you explain very well here.
I personally ended up playing against knightlight and tru3 while loading in as a soloq surv. We managed to do pretty well against tru3 but tunneling + noed got as killed in the end.
Against knightlight we could only do 3 gens before we all died.

Another aspect I heard about is that players (killers and survs) leaving a lobby will ruin the whole system as the game will replace them with basically anyone. I actually paid attention to this and whenever someone leaves the lobby they are either replaced with an absolute beginner or a p100 sweatlord most of the time.

Also some people still say things like "I am in red rank" which doesnt matter at all as far as matchmaking is concerned.

leonthegamer
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Hens the execution and way youve been making your vids recently is insane, you point out almost everything everytime no crumbs, and it really feels like these videos can send waves

HamSammichd