http://dbd.game/killswitch
Please tell me they are going to refine the go next prevention
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It's purpose is to prevent people from dying. I suggested three exeptions that I would understand as killer.
→ You are hooked for 60s (means 10s are left and no one comes for you, so you have 4 % to unhook yourself at cost of 1 attempt)
→ EGC, there will most likely be less players and killers need to defend hooks, if survivor not been hooked entire game, I'd give him option to do standard 3 attempts during EGC
→ Only two survivors are left and there is minimal chance to change outcome of game, same with skillchecks.
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Disagree, the no going next changes are one of the best things they've ever done. It's been a plague on this game and it's finally gone.
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In theory the go next prevention is fantastic but in my opinion the current implementation leaves a lot to be desired. There are definitely some cases where survivors should still have the chance at unhooking themselves.
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People are claiming that missing skill checks while on a hook, punishes the survivor with a Go Next penalty, and that is confusing to me.
If missing hook skill checks doesn’t actually cause the survivor to unalive faster, then why does it count as a Go Next? Is this really what is happening, or did the Go Next activate for some other reason, and the player was confused on why they got a penalty?
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I feel like the go next prevention was overtuned, much like the AFK crows. In my opinion you should be able to at LEAST unhook yourself after last gen pops regardless of how many people are left in the match. Ideally though I feel like it should be unlocked once 2 gens are finished, because at least by then if someone goes next it is a little more manageable.
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Have they say anything regarding this? I ask because I cannot play with these two horrible systems in check. I got a DC penalty for being tunneled due to this system, and I got crows while opening a gate when a killer was using Grim Embrace and Freddy's end game gate perk.
It is so frustrating it is not worth playing until it is fixed.
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I feel like everything that could go wrong went wrong with these new QOL additions. The amount of bugs and oversights is extreme.
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I've had my full team slugged/on hook and no one could attempt to keep the game moving. i get it, killers also don't want a "lucky 4%" to have them lose the game but what's even the point anymore. the second some big creator showcases "just slug for 4k because no one can self unhook" we are gonna be at another slugging meta. all they had to do was keep everything the same and if the game detects you "going next" within the first few minutes of the game, you get a penalty and a grade lost. hell i've had friends that got tunneled out so hard that they got a warning for "going next." the system is flawed and stupid and we warned about this during the PTB and no one cared.
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and no gens are being done?
Can't describe how much I love new system simply because of people like you. If you think that match is over, it doesn't mean that match is actually over. Only in last month I had 3 matches in soloq, where 1st person gave up on 4-5 gens (probably with same mentality) and we managed to make 2 or 3 mans out anyway. And I had probably hundreds of completely winnable matches were destroyed by people with same mentality.
Especially midgame give ups, holyyyyyyyy. Actually equal game where outcome literally depends on the mistakes of either side and can be either 0k or 4k? Random Sable says "Ahh trying??? Nah, I better go looking for some easy games". Y'all have a million reasons to go next, but seems like zero reasons to play a game, when it's not going perfect. And it's crazy that devs decided to fix this mentality only now, after 9 years, when it has been fixed in minds of a whole generation that this is absolutely normal behavior.-3 -
I think once there are only 2 survivors left you should still be able to die by missing 2 skill checks. That's not "going next" in the sense of ruining the game, that's just speeding up the game that's already been lost and giving your teammate a chance at hatch. Having to wait for multiple skill checks to be missed in that scenario is just a waste of everyone's time.
I fully support the intention of the anti-go-next system but it needs a lot more work and refinement. There are too many oversights and false positives right now
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