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Something needs to be done about the "Go next" epidemic

13

Comments

  • NarkoTri1er
    NarkoTri1er Member Posts: 712

    i know, that's just how the dbd community is. Lack of proper ranking system in this game severely affected mentalities of people, thinking they are playing at some very high MMR so they can throw a tantrum over game balance when they lose instead of looking at every possible chain of mistakes they/their teammates make during matches

  • Devil_hit11
    Devil_hit11 Member Posts: 9,309

    no they are not inverse. Like pulsar states, your always going to do better than average states like with his legion example. All i am saying is that you do not need accept the average statistics as only kill-rate. you can get better and outperform whatever the stats say.

    tru3 states that dbd is in the most survivor sided state that it has ever been. He's been playing the game since beta dbd.

  • crogers271
    crogers271 Member Posts: 1,995

    All i am saying is that you do not need accept the average statistics as only kill-rate. you can get better and outperform whatever the stats say.

    But that's true of every game, video or otherwise. Some people outperform the numbers. It's a basic fact about how averages work. I don't know how you take that and have it mean anything about game design.

  • Reinami
    Reinami Member Posts: 5,739

    Well to be fair, back in beta we had things like, insta mori. And also people generally didn't know how to play very well. Back then "looping" wasn't really a thing because the game was more akin to a hide and seek, whereas now its more like a game of freeze tag.

  • Reinami
    Reinami Member Posts: 5,739

    You could also counter DS back then by "dribbling" the survivor.

  • Massquwatt
    Massquwatt Member Posts: 457

    The problem really boils down to it being a cultural issue as well as a fundamental misunderstanding for how the game works. The job of the killer is to kill. There's different ways of going about it but it's usually hooking that's the most consistent and the most beneficial, not always but in the vast majority of cases it's beneficial to hook sacrifice survivors. Since killer is technically the power rule it's usually ditacted by them how the flow of the match goes. Aside from giving out incentives to tough it through a match there's really not much that BHVR can do to fix the "gg go next" epidemic outside of reworking the fundamental dynamic of the game itself and that's why this issue will remain as a cultural one.

  • LockerLurk
    LockerLurk Member Posts: 135

    I genuinely refuse to play Survivor rounds with randoms. I either bring in a team of 2 or 3 other people, or I give up and go play Killer. It's not because of Killer players either. It's because every other round, the random throws, the random dies on hook, the random DCs and we get a really terrible bot player. And the Killer justifiably goes "well, I might as well just end this quickly then, bad match". We all discuss in the EGC after and all are upset the person left, Killer included.

    This is a problem. There need to be stricter DC penalties and hook suicides must be removed. If someone throws it needs to be counted as a DC and penalized.

  • Ryuhi
    Ryuhi Member Posts: 3,941
    edited January 12

    "Why sit through a guaranteed 10 minute loss when you can try to get a better game?"

    Because you leaving can be what leads to your teammates guaranteed 9 minute loss. People play really fast and loose with whats "guaranteed" in this game, especially when it comes to wins or losses. Same goes for killers, but its distinctly present with survivors due to both their ease of exit, their reliance on people other than themselves, and their sheer number of players it affects. There is no way of knowing exactly how many "unwinnable" games were actually winnable, but the moment someone leaves (or even just gives up and starts sandbagging or feeding) that prophecy generally becomes very self-fulfilling. For 4 people at once.

    And in case someone's thinking it, no, I'm not saying unwinnable games don't exist for either side, especially survivor. I'm saying that its much more often an excuse than a valid assessment.

  • Reinami
    Reinami Member Posts: 5,739

    But if people are killing themselves on hook to get out of the game fast anyway and this happens more often than not, then why even bother queuing up to play the game.

    And again, this isn't about "tunneling or camping" or anything like that. People will just kill themselves at the slightest thing, unless you are playing perkless trapper people are still gonna give up. And even then, some content creators were doing an experiment where they did just that and they STILL had people give up immediately. Like what do you want from people at this point?

  • LockerLurk
    LockerLurk Member Posts: 135

    It isn't even that.

    I can literally play as kind as non meta as possible, I can go in not doing ANYTHING bad, I can go in playing friendly and spread hooks and be super chill, I can go in and purposefully try to lose.

    And the second someone loses a chase with me, sees I'm a Killer they dislike, or they make a minor mistake I don't even try to correct, they still DC.

    It's 100% not just Survivors not having a chance, because when I purposefully give them a chance they still do it.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,425

    Honestly I think The Game, Mother's Dwelling, and Nostromo should be moved to the "neutral" section since I feel like those are both maps that either side can easily leverage to their benefit.

    The Game has a lot of strong pallets that most M1 Killers cannot play around, and depending on the Killer you can easily get stomped. Inexperienced Survivors can also waste all the pallets and create massive deadzones for your entire team. In my opinion, it is one of the most centrist maps in the game since it's strength shifts towards Killers or Survivors based on so many different variables that it roughly equates to the center when you consider everything.

    Mother's Dwelling is large, and the main building is decent, but there is a large amount of deadzones on the map and half the filler pallets have those tiny rocks that you can just walk around so half the time they are useless if you dont get the stun or they have Enduring. This is one of those maps where the map size is the only redeeming quality about it since it makes the Killer's job of defending Generators significantly harder.

    Nostromo has a bunch of decent loops and a bunch of really weak, mindgame-able loops. Outside of the god pallet at a main building, there is basically nothing redeeming about the main building and it just serves to do nothing but take space and pretend to be loop while containing actually nothing. The only redeeming quality of this map is it takes so long to get from Point A to Point B as Killer so Generators are significantly harder for the Killer to pressure.

    Overall, I really dont think there are that many "Survivor-sided" maps in the game, most are neutral or "Killer-sided" at the moment.

  • sickdeathfiend
    sickdeathfiend Member Posts: 156

    When it's as bad as it is now, people don't have any incentive to play soloq so yes they will go next even more than usual because it's not fun anymore. It's the natural progression. So what you say tracks with my post. I expect it to continue to get worse, and my prediction is it will come to a head when they get bunch of new players from the FNAF chapter.

  • jmwjmw27
    jmwjmw27 Member Posts: 574

    Yes but you made yourself vulnerable to flashlight saves and the amount of time to get one hook because of dribbling was massive.

  • Orvarihusklumpen
    Orvarihusklumpen Member Posts: 121

    Yeah but how exactly are you fixing this? A miserable experience in this game is a subjective thing. That mean we would have to let the devs decide what an "unfun" thing in this game

  • sickdeathfiend
    sickdeathfiend Member Posts: 156

    They shouldn't be devs if they dont know what fun gameplay is lmao

  • XtremeDBD
    XtremeDBD Member Posts: 30

    Imma be honest alot of the maps you listed as killer sided are actually pretty balanced. In what world is suffocation put on either variant killer sided? Sure rng can be bad but the maps are huge. Similar situation with Greenville, huge map, but relatively bad resources, therefore very poor design and unfun experience for both sides.

  • Reinami
    Reinami Member Posts: 5,739

    True, but back then flashlight saves were much much harder to do because you had to be near frame perfect on your timing.

  • Reinami
    Reinami Member Posts: 5,739

    By making it not possible. Remove the 4% mechanic, and start punishing survivors who grief their team by throwing matches. No different than how it works now where you can report people for body blocking and griefing that way.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 306

    yeah but back then dead hard alone made the game survivor sided. One perk countered every killers power.

  • NarkoTri1er
    NarkoTri1er Member Posts: 712

    a lot of changes were literally brought to catter to casual players on both sides, you got plethora of anti-slugging perks, basekit anti-tunneling, basekit anti-camping and somehow it all boils down to your teammates doing wrong things (and ofc you too).

    So constantly blaming killers and devs for balance when soloQ is literally fest of people doing vast things to throw your games is highly hypocritical. I can't even count how many times my soloQ matches were lost purely thanks to my teammate(s) throwing the match in any way

  • NarkoTri1er
    NarkoTri1er Member Posts: 712

    What kind of basekit anti-tunneling is there? Seems not to work at all given how many people are complaining about tunneling.

    basekit BT + plethora of perks that are enough to finally put an end to tunneling complaints at this point. If you really struggle with tunneling woth the latest StB iteration, you are just plain refusing to improve at this game and are expecting tunneling to have an autopilot kind of sorting out.

    Same with anti-slug, it's just Unbreakable (because FTP+BU got nerfed, same with WGLF) which only works once and if 2-3 people are downed this match is already lost.

    Unbreakable, Boon:Exponential, Soul Guard (with hex perks being used so often nowadays, you are literally giving yourself perma self pickups).

    On the other side, slugging is literally encouraged by all perk designs, mechanics and playstyles that are simply not rewarding killer for hooking anymore, but instead straight punishing them.

    It's anti-face-camp, because killer can still be near hook and this laughably bad progressbar won't fill up.

    the feature is there to prevent toxic use of camping, not camping as a strategy. Plus, not killer's fault that your teammates are lurking for the unhook and are slow8ng down the progress bar.

    Also ofc, lemme bring dedicated perks to somehow counter killers that play scummy and I can do nothing about it otherwise.

    scummy play in the rulebook: any kind of optimal play that is being optimized for the win. Besides, if you don't do anything to counter specific strategies, don't complain that they are being used so much, because that's the reason why they are meta. Because people are refusing to counter them.

    And then there will be 1 perk slot that I can use for anything else.

    so? Should i complain because i always have to bring Corrupt, two slowdowns and have one perk slot left for any other perk i want? No, i don't complain because i'm actually playing the game.

    Or devs buff another perk like Thrill of the Hunt and now I have to bring 6 (out of 4 available <3) perks to the match to counter yet another otherwise uncounterable dumb killer combo.

    i thought secondary objectives are fun to have? I thought it's boring to just sit and repair gens? Besides, time to learn that you are quite often not supposed to cleanse hexes, but i guess that "if it glows it goes" mentality is so engraved deep into mind that you'd not care about NOT cleansing specifing totems being the actual optimal play instead of cleansing them (Plaything, Undying, Ruin so that you can deny Penti value to the killer).

  • NarkoTri1er
    NarkoTri1er Member Posts: 712

    BT is, was, and always has been anti camping. 10 seconds is absolutely nothing... Except if the killer is actively near the hook.

    It's also completely ignored if the killer can either count to 10, or .. it's also completely incompatible with your "plethora of perks" for anti tunneling. Since nearly everything except DS is endurance based, even killers who can't count to ten can just weaponize base kit BT to disable all of your "anti tunnel" endurance completely.

    10s to run to nearest safe/filler tile, not to brainlessly hold W in a deadzone and wonder how killer just counted to 10 behind your back and downed you.

    Sorry no. It's not anti camp, it's anti FACE camp. That's been the response to "this mechanic seems ineffective" since they announced it.

    You can't just suddenly say it's an anti camping feature that should always work because your want it to count. This is completely circumvented by the killer standing 11m from the hook. So basically the killer has to choose to allow this to do literally anything (and thus, it does nothing).

    Bubba standing in front of the hook, nodding to you and eventually hitting on hook, waiting for you to die on it. One of examples and a reason why anti-facecamp meter was implemented.

    Congratulations, you're the one killer who doesn't complain about this. Gen rushing is only possible as a response to toolboxes. Survivors can't physically gen rush you without perks and items specifically for it.

    People who complain about genrushing in general are the ones that fail to understand how crucial first chase, map pressure and when to do what is important.

    Camping, tunneling, and slugging are base kit for killers. The only protections at all are perks, and mild suggestions to "please, don't do that mr killer" that are actually dead simple to bypass.

    same as stealthing, looping and sticking to gens. Not toxic at the base at all, all of those have their given use at a given moment, but can grow up into toxic ways to play.

    Where's the survivor version of corrupt btw? There isn't any way to, say, prevent one person from being hooked twice before the first gen is done (or something). Survivors physically have to leave gens during CI, and there's no way to circumvent this effect. It's not like standing slightly farther away from the gen removes the entity claws.

    there is no survivor version of Corrupt because they don't need one. Corrupt is basically a necessity for almost every single killer due to things like time until first chase can be found and determining 3-gen location.

    This is just being disingenuous. You either don't realize that the giga buffed thrill was obscenely overpowered and could basically win the game for the killer (which seems unlikely), or you do realize that and are just basically lying to be deliberately inciteful at this point.

    i am not talking about previous Thrill, i was the one to vouch for it's nerf too because it was extremely obnoxious to face.

  • KatsuhxP
    KatsuhxP Member Posts: 1,023
    edited January 12

    Often people just dc or kill themself on hook because you found them first. Other reason are:

    You mindgamed them, you didn't fall for a trick they learned on youtube (questionable why this even works there at times xD), you just did a trick they didn't know - no matter how porpular and normal it is, then there's the ones that dc because they tbagged you and got destroy in the next 20 seconds (what wonder that people tbagging are often not as good as they think xD).

    That's just a few of the things I saw as killer myself until now and are relatively common, there are surely more and weirder reasons.

    I can't tell you why this people play this game, but they also annoy me. Because of them the rest of the survivors always expects me to play much nicer or even farm with them, but I don't want to handicap myself or farm for ages, I want to play killer.

  • NarkoTri1er
    NarkoTri1er Member Posts: 712

    Why would you point out all those basekit tools to defend against tunneling and camping while also declaring that you and many other Killers have resorted to slugging specifically to deny Survivor those tools?

    because yall are still literally complaining about tunneling in masses???

    Also those anti-tunnel/anti-camp/anti-slug tools only work for Killers who just want to apply a little bit of pressure, but they do nothing against those who hardcore tunnel the first person at five gens or want to bleed out the entire team from the get-go.

    in case of tunneling: there is no way any remotely decent team, no matter if it's a soloQ or SWF would fall fall victim to "tunneling at 5 gens". You can't tell me that, by the time first surv gets found, gets in chase, loses first and then second health state, gets carried to hook, spends almost one whole stage on hook and gets unhooked and then the legit moment when you can tell that killer is tunneling, no gens are done by any team that has basic game knowledge. Especially if that first survivor has a decent chase time.

    Taking that in mind, tunneling AT 5 GENS basically doesn't exist anywhere other than lobbies where people will just intentionally grief the match for their teammates.

    In case of slugging, we all agree that plain bleeding out just to be a jerk is cringe, but people are calling slugging in general, even if it comes at result of biggest mistakes of survivors or simply things like unhookable builds, generally cringe, meaning that people don't just hate toxic iterations of strategies, people hate any strategy in it's optimal form cringe just because they don't wanna improve at the gane

  • Reinami
    Reinami Member Posts: 5,739
    edited January 12
    • People already aren't playing DBD, they are queueing up and then someone "goes next" and then everyone sits in a miserable game
    • The games are miserable because people are going next, there aren't that many matches that you don't want to be in, its just someone gives up so quick every time.
    • Killer queues are already bad if you want to play a normal game, i don't count matches where someone "goes next" as a game
    • Yes it is, running into the killer is bannable, they can detect people not progressing the game because crows are a thing that exist. They can detect missed skill checks. Yeah you might say "they might be bad" that's true. But if the system detects someone with 4k hours missing every single skill check in multiple games, obviously that is a sign that something is going on.
    • Per the data, nurse and spirit are BELOW average in terms of killer, so not sure what you are on about there. Billy is slightly above average and blight is still a bit above that, but not too far off from the average. If you want to talk about overpowered killers per the data, they need to be nerfing freddy it looks like.

    Think about this, if everyone just "went next" in 1 out of every 10 games, that doesn't seem like much does it? But now, each player on your team has a 10% chance to "go next" which means that statistically 35% of your games someone "goes next" That is a serious problem.

  • Roco45
    Roco45 Member Posts: 23

    Hey bud, almost every match someone already is going "next", it's not one in every ten games, it's literally every or every other match lol

    Also it's funny when people bring up Killer stats, yet BHVR doesn't factor in DCing and in most of my SoloQ matches someone DC's so most of my SoloQ matches aren't getting added into any statistics you love to quote about Kill rates. Like maybe Nurse/Billy/Blight killrates are so underrepresented because most people are DCing. Which is why the stats BHVR released about the escape rate between SWF and SoloQ are inflated because most SoloQ matches aren't getting factored in since someone DC's. Shocker I know. SWF are likely to stay in matches.

    The bottom line is this game is going to keep hemorrhaging players until all that is left is SWF and angry Killers. BHVR should be focusing on bringing fun back to the game; changing SWF mechanics and then re-balancing Killers/Maps/Perks. They won't do that though, that would require immense effort, so they'll keep milking DBD since they know they won't have another successful IP without it being attached to DBD.

  • Ryuhi
    Ryuhi Member Posts: 3,941
    edited January 12

    People stick with losing matches in MOBAs, where the ability to forfeit generally isn't available until 15-20 minutes in, and games average from 30-60 minutes. In an elimination game like DBD where matches average less than 10 minutes, I will never understand this argument.

    And no, MOBAs are not inherently more balanced than DBD. They have characters that have a wide variety of effectiveness, bad matchups and team comps, and characters that are aptly called "hypercarries" since they can have considerably more impact on the outcome of a match than both their allies and their enemies. And yet people, in an elimination based game where you losing generally means getting out of the game even faster, say they don't have time to play out their matches. Nobody is saying that any player's time doesn't matter, but I feel like some people really don't understand how far to the extreme they take it. If you can't stick through your matches and stuff like waiting for server shutdown isn't in play, you might honestly waste more time in queues than actual matches. DBD is a relatively low time commitment multiplayer game, even if its not as quick as stuff like fighting games or most fps (especially when drop in/out is present.)

  • Reinami
    Reinami Member Posts: 5,739
    edited January 12

    That's actually my point, i'm saying that if a survivor individually decides to "go next" in 10% of their games, it amounts to every 3 games having someone "go next". In order for it to be every other game, you simply need it to be leaving 15% of their games. If survivors "go next" in 15% of their games, due to the nature of there being 4 survivors in a game, that amounts to 50% of games having someone who "goes next"

    So when people say like "i only go next 1 in 10 games i play, or 1 in 20" it actually amounts to a larger percentage of games having a player like that than people realize.

  • Reinami
    Reinami Member Posts: 5,739
    edited January 13

    I play DotA 2 as well, and its even worse there. I have legitimately had a game last 2 hours before, and there is NO surrender option in DotA and griefing and throwing games is MASSIVELY punished. And you get 1 free leave a WEEK (not a day) before you get put into low priority queue which you DO NOT want to be in, as you then get half hour long queues on purpose, must WIN a game, and if your opponents or teammates quit, the game doesn't count, and its filled with the most toxic players, and all the people who leave games, making that one win actually take 10+ games. And then the next time you get it, it becomes 2 games, and it just exponentially increases from there.

    I never understand it was well, someone can't stick out a 10 minute match of DBD they don't like, but DotA players can play for 2 hours or get punished for it? Such entitlement if you ask me.

    And the answer i always get is something about "asym games different" but they can never explain how DBD being asymmetrical suddenly makes it so its a horrible experience to sit 10 minutes in a match you don't like, vs over an hour where you have to hide in your base and die constantly because your team fed the enemy carry in the first 10 minutes of the match.

  • alpha5
    alpha5 Member Posts: 457

    MOBA game states are much more difficult to judge than DBD's and most gamers just can't. Often they don't even know they are losing. They take fights they shouldn't. They die alone at a tower when they can see none of the enemy team. They die early in lane, come back and die again losing that lane for good. Some games are lost in the draft. This might still be a okay though in an average game because there is time for a back and forth of throws.

    Then there is scaling that you kind of alluded to but not really. You can play for the lategame if your team composition is better or wait for a critical item on your carry. If you're behind and have a hypercarry, your play is to stall the game until your hypercarry gets his items. But if your hypercarry gets destroyed early it's just over in most cases but the game drags to 30min anyway. There is no equivalent for any of this for DBD survivors. There is nothing they can get during a match that makes their game easier. Maybe there is a case to be made for maps and their gen spreads.

    A bad earlygame requires mistakes for you to get back into the game. A game being much shorter by design means there are fewer opportunities to do this. Which results in a game being much easier to call how it play out. Losing the slow way is no noble quest. The question is when is it actually, really lost. You shouldn't be like IdrA tapping out against literal hallucinations but Fantasy gg timings aren't always reasonable either.