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Adding the abandon feature was a mistake

While it was intended to help it only makes things so much worse. They made the conditions too lenient so now people want to be able to abandon for any reason instead of proposing ideas to fix the problem.

the main thing I’ve seen is exit gate T-bagging which I also did complain about however abandoning is not the solution. It doesn’t do anything to fix the problem it just allows you to give up. The survivors will still T-bag and the survivors can just wait outside the gate or hang out outside the range and go into the gate when they hear the terror radius.

the devs gave a easy out button and now that has become the solution. If you can leave because your slugged people will want to get an easy out for other reasons on both sides.

they should’ve taken other actions to resolve slugging like being able to pick yourself up or have the EDC timer speed up when the survivors are at the gate or if they don’t leave have the entity block the gate for so long.

making solutions that actually counter the problem will make the game better and stop those actions from happening in the first place. Allowing people to Abandon is a band-aid that won’t fix anything and doesn’t fix the problem.

Comments

  • Prometheus1092
    Prometheus1092 Member Posts: 998

    100% agree. Abandon was designed so survivors didn't have to spend 4min on the floor being humped by a toxic killer. Which is fair enough. But it's being used beyond it's intent, such as abandon when there is only 1 survivor remain and they get downed, killer can't even hook them before they abandon and walk away with a draw instead of a loss. Or survivors abandoning even though they have unbreakable equipped. Plenty of matches last 2 survivors have been on hooks, they DC and the bots free themselves and continue the match. Just an easy way out and the draw gives even more incentive to abandon first chance they get.

    Killer option to abandon was supposed to help against people hiding avoiding gens, give killers a way out. But that was used as a win condition for 3 gening. Then it was confirmed that it's a loss for the killer which further incentives survivors to hide for 10min. The whole abandon feature is a flop and needs to be reworked or scrapped entirely

  • Akumakaji
    Akumakaji Member Posts: 5,619

    I really despise it as a killer. I love interacting with survivors in some way of form, but nowadays I can't even nod at the last survivor, do a pirouette and then let them wriggle off as a "thanks for the fun chases, lets look for hatch" anymore, as they will just abandon the match the very second the prompt shows up on their screen. And that it counts as a draw is just icing on the cake, of course people would weaponize such a feature! rolls eyes

    I get it, getting slugged for four minutes is not fun and totally unnecessary, but it really didn't happen THAT often. The abandon feature could kick in if the killer hasn't hooked or killed them by the 1min mark - 1min isn't that long, but it will still allow for pleanty of fun ineractions, wriggling on the floor and nodding and spinning and slashing the air.

    On the other hand i get t-bagged and survivors waiting out the full EDC timer just for a chance to twerk in my face pretty much every game I lose. Would be nice to change that into a draw by the press of a button :P

  • Blueberry
    Blueberry Member Posts: 14,459
    edited May 24

    It was a bad idea imo. If it activated after you were 4 man slugged for x amount of time, then sure, prevents toxicity. However that’s not how it’s used. In 99% of cases it is literally just a go next faster button. When people say it’s for toxicity I think this is extremely disingenuous as the vast, vast majority of cases that it is not what it’s used for.

    It’s hard to get honest input on this feature though because if you only play survivor why wouldn’t you want it? Let’s you go next faster, no downside. It’s just a dc with no penalty feature.

    However it’s not good for the overall health of the game. I do think a built in self pick up as you suggested is also unhealthy for the game though. Honestly the solution here is simple, keep the abandon for toxic situations only by making it usable after everyone is incapacitated for x time, not instant.

  • subdl
    subdl Member Posts: 38

    The problem with the “Abandon” feature is obvious.

    The moment you down the last survivor, they disconnect and are instantly replaced by a bot. The match is already won, yet all that’s left is cleanup. To top it off, the official verdict on such a match is now considered a “draw.”

    When the killer is on the losing side, it’s a different kind of punishment — you’re forced to sit through the survivors’ entertainment segment.
    Teabagging in safety zones, flashlight clicks, spammed emotes — and after enduring that, you’re expected to politely watch them leave in style. Of course, walking away from your concierge duties earns you a DC penalty.

    Once the outcome is decided, survivors can leave with a single click. Killers, meanwhile, are left with the post-game mess and a forced role in a meaningless end phase.

    This, apparently, is what the developers consider a feature that “preserves the health of the game.”

  • Rick1998
    Rick1998 Member Posts: 465

    The Idea is good on Paper but it was implemented terrible . The fact a swf can let themselves go down from deep wound on legion and get a free draw/dodge is crazy and this has happened to me . There needs to be checks ( if you are slugged for over 20 seconds then you can dc , going down from deep would does not allow a slug dc etc .

  • subdl
    subdl Member Posts: 38

    Then why is it not acceptable for the killer to abandon the match after the gates are powered

    If survivors are allowed to disconnect the moment they’re downed — because “their time is being wasted” — then surely killers should be allowed to do the same when they decide the match is already lost, right?

    And please, let’s not argue that “the killer still has agency to act and chase survivors out after the gates are powered.”
    Let’s call it what it really is: a performative role, escorting survivors on their glorious victory lap.
    For many killers on the losing end, it’s nothing more than public humiliation and a waste of time.

    Survivors are allowed to disconnect because they “don’t want their time wasted.”
    Killers, on the other hand, are expected to stay and endure even when there’s nothing left to do but watch.

    The fact that this imbalance is not only tolerated, but even described by some as “one of the best things they’ve done for the game” is, frankly, astonishing.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,811
    edited May 24

    If the gates are powered you still have perks like NWO, Terminus, NaF, NOED, and more that come online and can clutch End-game before EGC is activated. You also have BW when gates are opened if the above doesn't work. You don't want us to tell you the obvious differences?

  • subdl
    subdl Member Posts: 38

    Sure, killers do have perks that can turn the tide in the endgame.

    But am I the only one who finds it odd that bringing specific endgame perks is now treated as a requirement — just to avoid the endgame collapse from being a waste of time?

    Why is it that survivors are allowed to leave the match the moment they lose agency (and no, nobody expects them to run “high-level” strategies like Exponential or Unbreakable in advance), while killers are expected to cling to the hope of a build-dependent miracle?

    “Killers should always bring insurance perks to avoid wasting time in EGC.”

    — So let me get this straight: survivors can leave instantly with no penalty the moment they’re downed, but killers, in order to avoid being trapped in last minutes of pointless cleanup, are supposed to pre-load a last-ditch hope into their build?

  • Akumakaji
    Akumakaji Member Posts: 5,619

    I really don't understand, why survivor mains fight tooth and nails over every little aspect of the abandon feature, but I guess thats just your typical tribalistic behaviour.

    Okay, lets humor you: you need to have a special build for the endgame, in order for this to be effective. No one just replaces one of their 4 perks randomly with a Terminus, just in case, and even generally good endgame perks like NWO or NOED are a choice and not in everyones build. This was also never part of the discussion and is actually a strawman you erected, but going by this logic, the abandon feature should never have been impleneted, because there are perks like Unbreakable, Boon: Exponenital, Soul Guard or even No Mither to pick yourself up - but to be honest, that this perks exist doesn't help you in those situations where you get hit by the big, phat toxicity club and you don't have them with you.

    The feature is welcomed in a lot of way, but also poses a couple of glaring issues:

    1. If the feature is there to fight toxicity, why does it need to activate the second the last survivor hits the floor? In the culture of DBD there are many interactions and traditions, like hauling someone to hatch, or just the wriggling on the floor contra nodding or spinning, that get totally cut out of the game. In the past I gave a lot of survivors the hatch if they wriggled vigoriously, because that often expressed their frustration and maybe they just needed to escape for a challenge. So if fighting toxicity is the goal, let there be actual toxicity! I suggested 1min as the cut-off, but I guess 30s would be totally okay, too. Sure, the occasional killer could still grief you for 30s and that would technically be wasted time that you could get back by the current abandon system, but 30s is still minor enough that it wouldn't impact anyones gaming time in a meaningful way. I also have not had any spontaneous slug races since this feature was implemented, just the ones the survivors initiated by crouching at the exit area. But I have had survivors DC on my shoulder why I was in the process of dropping them 3 times in order to gift them hatch. So much for fighting toxicity.
    2. Why, oh why, is the abandon feature written in such a strange way that it gives a free out of jailcard in many instances and turns a lot of losses into draws? I don't care too much about MMR, but really, WHY is this part of the feature? This is really the big thing about it, I guess, as many people use it tactically to not ever have any repercussion for losing a match. I don't have all the ins and outs in my head right now, so please feel free to correct me if I am wrong, but aren't there even instances were the killer loses something, because the match was considered a draw and not a win? Does this potentially affect achievments and quests?
    3. Why does the game go on for the killer, once the last survivor has opted out of the game, with all other mechanics intact? Really, most killers don´t enjoy playing with bots, we want to engage with real people, too, yet killers have to endure all the busywork of the endgame with bots. I have literally have bots make their 4% roll or slammed powerstruggled paletts in my face, all just extending a game that is already bland and flavourless busywork. When all survivors abandon the match, just let it end for the killer, too, and hand them the kills automatically.
    4. The killers side of the abandon feature is pretty lackluster. They can abandon the match if the survivors haven't touched a gen in 10min, which has ALSO already been weaponized to force a win via 3-genning - you couldn't make this up. Yet the thing that is most yarring for most killers, the actual BMing and toxic boasting at the exit gates, is still in full swing. I kinda get it, a lot of survivors really revel in the joy of the moment and the release of the tension because they won, but its still toxic to rub that in and excuses like "just drive them out" don't really adress the problem, because it is still feeding the trolls. Maybe a middle ground could be found here, ie allowing the killer to abandon the match without repercussion if the exit gates have been opened for 1min and the game is still going on. I guess that the victory boasting of the survivors is kinda hardcoded into DBDs culture and can't be completely stamped out, but so should the opportunity to giving hatch still have a place in killers gameplay.
  • Aven_Fallen
    Aven_Fallen Member Posts: 17,604

    I know it is pointless and despite knowing that it will not help to argue with you, I try.

    First of all, when people complained about NOED, Killers always said that the game is not over when 5 Gens are done. And now it is suddenly over? I mean, I dont mind if the game ends after the fifth Gen is finished, Killer lost, everyone is in the Endgame Screen and can go into the next game. But this is just not the case, the Killer CAN still do something in Endgame. And there are Perks which are entirely focussed around Endgame (one released with The Ghoul just a few months ago).

    Then, you say it is an imbalance - but ignore that the Abandon-Feature was introduced because of an imbalance. The imbalance was that Killers could just force Survivors out when they hang around in Endgame while Survivors could not do anything when they are slugged for 4 minutes.

    And personally I dont have any problem with forcing Survivors out of the Exit Gates. Because I am actually older than 12 and dont care about them pressing a button.

  • subdl
    subdl Member Posts: 38

    This is one of the reasons why the abandon feature should also be implemented for killers.
    If I’m the killer and I’ve clearly lost, I’m not gonna waste my time with survivors just because they want fun interactions.
    I understand it can be cute and fun but most players including myself would rather just take the L and move on.

    But for now, this was a privilege granted exclusively to survivors.
    And in that context, I totally understand why abandon was one of the best things they ever added — for a certain kind of player.

  • BlackRabies
    BlackRabies Member Posts: 1,312
    edited May 24

    That's something I always hated. Survivors can freely abandon the match the moment they're all slugged before the killer can even have a chance to start putting them on hooks yet killers can't do anything when the survivors are sitting at the gate tea bagging. Sure can just force them out, but why the hell should I let them rub it in my face?

    Post edited by BlackRabies on
  • Akumakaji
    Akumakaji Member Posts: 5,619

    There is clearly a difference between a game, were I have an endgame build or were everyone is injured and desperately trying to open one of the gates and we are chasing each other - and games were the survivors were totally in control the whole game and everyone is healthy. One of these examples has an interesting and exciting finale, and the other is just over and the survivors could just walk out of the gate and go next - but for some odd reason at least one won't do so 19/20 times (yeah, it is THAT rare for all four survivors just taking their W and leaving).

    We are just thinking that the killer should have the option to just abandon the game when the exit gates are powered, not that they are forced to do so. Same as a survivor can still wriggle out and get hatch if they are the last one to go down, but they also have the option to go next asap.

    See, I am not arguing with the abandon feature as a whole, just with certain aspects of it that clearly need finetuning. I don't want to take it away or anything, but can you honestly, from the bottom of your heart say, that it is fully okay literally perfect? I hope you at least acknowledge the issues that persist with this feature and that we should have a discussion about how to iron out the wrinkles.

    This is a tough one, I addressed so many different points and have made 4 bulletpoints myself, that a simple "this is the reason it was implemented" doesn't really cut it :D Sorry to be THAT guy. From your post I guess that you mean that you see absolutely no value in interactions between the killer and the survivor, and that is a valid point, but a lot of players actually loved these. And thats one of my main concerns, ie that the Abandon option pops up way too early and gives absolutely no incentive to wait even a couple of seconds, which I personally find very rude.

    I think a 30s timer before the Abandon option goes life doesn't hurt anyone and allows for plenty of nonverbal expression, if one so desires, while still cutting BMing to a minimum. But at the very least the game should instantly end once all four survivors are either dead or bots and not force the killer to play out a dull match. Just end the game then and there and award them all the kills, just as survivors are awarded their draw for dying ^_-

  • ImWinston
    ImWinston Member Posts: 641

    OMG, abandon is soooo good, for me with little time to play video games, I manage to play more games where I actually PLAY instead of slugging on the floor🤣

  • Nathan13
    Nathan13 Member Posts: 6,959

    you literally have the option to surrender if all survivors are bots.

  • Nathan13
    Nathan13 Member Posts: 6,959
    edited May 24
  • TheTom20
    TheTom20 Member Posts: 675

    One of the biggest game frustrations was people giving up an the abandon features has pretty much encouraged and facilitated that behaviour which is going to ruin it for whatever side you play

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    @Akumakaji I do think that if all survivors have abandoned, the killer should not have to run around picking up bots and should be able to surrender for sure. That is the one change I would make.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    Okay, I looked into this a bit more and now see the problem much clearer, and its more then a big oof, its a gigantic blunder: the big culprit here is that the abandon feature always counts the match as a draw, no matter how rediculous the situation looked and in the case of a 1v1 situation this makes the killer actually "lose" the match.

    All this survivors that abandoned on me while wriggling on the floor or struggling on my shoulder this last couple of weeks actually pulled down my MMR so much, because I never actually "won" against them, but actually lost, so that I am now inside a different MMR bracket with all the other killers who got this done to them, thus massively inflating the queue times. THIS is why I got to wait 7min on average to get into a killer game right now. Oof...

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,833

    SURRENDER being the key word. Meaning a LOSS of the game.

  • subdl
    subdl Member Posts: 38

    Fascinating, really.

    When a survivor abandons the match after being downed, it’s considered a draw, and they’re free to move on without trouble.
    But when a killer finally achieves a 4K and chooses to leave, that too is somehow treated as a draw—unless they take the time to clean up the leftover husks of disconnected survivors.
    What a curious bit of logic.
    If any developers happen to see this—or the many other posts like it—it would be great to hear the reasoning behind this design.

    Not that the concept of “winning” or “losing” seems to carry much weight anymore.
    It’s hard to believe there was any real thought put into this system in the first place.

    At the heart of it, there’s really only one issue:
    the experiential disparity between survivors and killers.

    If survivors are allowed to unconditionally “go next” after being downed,
    then killers, too, should be given the option to surrender immediately after the gates are powered.
    Naturally, such a surrender would count as a loss.
    And that’s perfectly fine—

    We do, after all, understand what a loss is.

  • Nun_So_Vile
    Nun_So_Vile Member Posts: 2,811
    edited May 26

    Aku, respectfully, your post is full of ######### and from reading it, it would seem you know it is too. It shows you wouldn't know the difference between a strawman and the tinman even if I explained it with full-art picture books and a pack of crayons. Your comparisons between perks are apples to oranges, and I'd say they are disingenuous at best and a lazy strawman for your own argument at worst. The audacity to tell me and by proxy everyone else here that No Mither, Soul Guard, and Exponential are comparable to actual endgame perks with value either shows your inexperience, lack of understanding and any nuances of the actual issue at hand, and is kind of insulting to the actual discussion hand by throwing in nothing more than distraction and word salad. Don't take my word for it, go look on Nightlite and check the numbers, Aku.

    The statement that was in question in my OG reply, "let’s not argue that the killer still has agency to act and chase survivors out after the gates are powered.” and that is not a true statement. Lets keep it straight to the facts. The FACT that when gates are POWERED by last gen popping. The fact that then very STRONG endgame perks like NOED and NWO, two killer perks with both HIGH pick rate and HIGH kill rates that can clutch games when the GATES are POWERED, come into play. The Fact that there exists other specific endgame perks that can block all vaults and pallets, permenatey leave injured survs unable to heal, and so on that help you secure your objective in the ENDGAME and you don't have to dedicate a whole build to it, that's preposterous. I and many other players regularly see and use a perk like NWO and it integrates perfectly as a flex in any build. And, in case you are wondering, people bring those perks because they provide proven results that WORK. You're arguing against FACT, which makes you WRONG, Aku. Facts don't care about your feelings or what you think is right. When the gates are powered, there are still plenty of strong options killers have to secure kills.

  • Akumakaji
    Akumakaji Member Posts: 5,619

    Your tone is quite condescending, but here we go. Yes, strong killer endgame perks exist, perks that, when present, MAKE the endgame dangerous to survivors, but when they are not present, the killer is more or less toothless: survivors can swarm the hook, unhook their friend, escort them to the exit gates (now with a single perk giving everyone haste) and then just chill there and waste everyones time for the offchance of the killer showing up, just to rup in that they won, in case the killer hadn't noticed already. Where is the harm in allowing the killer to just abandon the game at that point without penalty, just like survivors usually do? I see non, the only harm that could potentially done here were the hurt feelings of survivors.

    And even though you want to shoot my points down, the comparison stands: just as there exists perks that CAN make a tricky situation winable IF they are present, that fact alone shouldn't color the whole discussion. As your visceral reaction proofes quite effectively, the fact that UB or Exponential exists doesn't remove the need for the abandon feature, just as the existence of NOED or NWO should remove the validity of killers asking for their own version of the abandon feature, because no one could ask of any role to bring perks like UB or NWO just for the case that something out of their control happens that is a real buzzkill.

    You defending the survivors need for the abandon feature while perks exist to fight the toxic behaviour of killer players, while at the same time wanting to deny this for the other role, just shows how utterly biased you are,

  • AbsolutGrndZer0
    AbsolutGrndZer0 Member Posts: 1,833

    Actually in another thread Mandy clarified that the game counts an ABANDON as a LOSS for whichever side uses it… which is an internal designation that does not affect MMR… which is confusing, but… it's not a draw actually. Only hatch is therefore considered a draw.