Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I suffered through 2 almost mirrored matches today where 2 survs did not touch a gen. At all. No, they did not do totem, chests, took aggro from the killer, glyphs or whatever instead. They did absolutely nothing... Letting the dog play would have actually been more useful since the killer could have gotten 3 hooks and I more time doing 2.5 gens by myself (on average).
I always said that survivors want incapable killers who they can run around a box and a pallet for 2 minutes.
Accurate lol.
The HUD update was probably the most important addition to assist SoloQ players. It helps the match tremendously knowing gen progression especially towards the endgame.
You would definitely be in the minority of players who say SBMM works as intended.
There are streamers who have played for thousands of hours that are considered some of the best players around who recognize that solo queue is hell. Even streamers who lean toward wanting a game with much stronger killers.
The issue is that this game requires teamwork, but players are judged individually.
Player A goes down quickly likely due to hiding, farms teammates, 3 gens the team, but they escape.
Player B fights to get the most important generator done, has a chase lasting for three minutes, and takes a hit in order to save a player getting tunneled out, but they do not escape.
Player A gains a lot of MMR, but player B loses a lot of MMR.
That's why people say SBMM isn't a good system for this game.
The other reason I question a lot of people who say SBMM works is because there are currently 3 MMR brackets, so there's not a lot of places for people to go and there's going to be a wide variety of matches within each MMR bracket.
The other issue is that SBMM goes out the window more often than not because it prioritizes speedy matches over accurate ones.
The old colored ranking system wasn't perfect, but doing more meant you generally would pip and rank up. Good players would not fall out of red and purple ranks unless they intentionally depipped which was against the rules. Immersive players could get into red ranks if they played consistently, but they probably could have made it more difficult to pip or rearranging how survivors pipped and it would have been a better system than what we have currently.
The game is almost 9 years old and they still havent added anything to help solo killers vs 3/4 man try hard swfs. All the good killer reworks from the 6.1 update were nerfed into the ground (yes even pain res because it used to offer up to 45% regression for hooking one player three times). Most of the maps in dbd have super safe loops that are a waste of time to any killer that can't blink through walls or move at twice the survivor's speed.
It looks like we're not getting anything but killer nerfs anytime soon.
I can't mock you on this last sentence.... removing MMR would be the best solution to fix DBD.
It's only going to get worse.
That's the kind of thing you expect when the developer puts in challenges to complete that can require very specific things. If they need a hatch, you can bet your ass that player won't be risking theirs.
First thing I did on my Hillbilly game earlier (a killer I absolutely suck with) was wait for Tinkerer to pop, then go chainsaw sprint through a breakable door.