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Why Go-Next penaltys and Hidden MMR are so important

Yo, Devs, listen up. I gotta get something off my chest that’s seriously grinding my gears as a gamer. Let’s talk about why Go-Next penalties and Hidden MMR are straight-up crucial for the future of our game.

Today was, like, my 8th or 9th game in a row where my Survivor teammates just yeet themselves off the first hook or bail the second things don’t go perfect. 😒 Matches we could’ve totally turned around if everyone just stuck it out! Instead, I get lame excuses like, “I ain’t playing with 50 MMR scrubs” or “You suck, I’m better than you.” Bro, what’s with that toxic vibe? 😤


And don’t get me started on Killers. Some of ‘em are sweating so hard for that 4k, acting like it makes ‘em the GOAT or some kinda global champ. 😴 That ain’t fun anymore, right? I know MMR’s getting a rework soon, and that’s HUGE 🙏 All this black-and-white thinking where everyone’s just obsessed with their own stats? It’s gotta stop.

We need penalties for bailing early, like, yesterday !! This Go-Next nonsense has gone way too far and it’s killing the vibe. Homies, this ain’t what gaming’s about !

Devs, it’s on you: Do something so we can actually play as a team again without half the lobby rage-quitting. Mods, maybe y’all can hype up the community to bring back some real teamwork. MMR fixes and Go-Next penalties could legit save this game.

What’s your take? Drop some thoughts, I’m all ears 😎

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  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904

    Go next needs to be addressed. It'll be good because that's less intentional screwing over of other survivors and second, it'll help show the reality of killer kill rates. We have some killer kill rates inflated because survivors literally just don't bother to try and give up the moment they get hooked. Im curious how the killer stats will be once give ups become less common (not entirely removed, sure, but leas common).

  • Glaive
    Glaive Member Posts: 162

    It’s good and bad, the current MMR doesn’t work, the killer will flatline my team with 5 gens, I want to just leave but soon I’ll be forced to stay, at least I’ll have YouTube still.

  • DeBecker
    DeBecker Member Posts: 934

    Go next doesnt do anything besides making the game more frustrating as it doesnt take care of the underlying issues.

  • crogers271
    crogers271 Member Posts: 3,465

    Pretty much everyone agrees that ending 'go next' should happen. People have been clamoring for it for years. The only question is how BHVR will approach it.

    As for MMR, that has its own thread going at the moment.

  • terumisan
    terumisan Member Posts: 2,390

    killers are sweating since the devs keep nerfing gen regression so in order to not lose killers sweat even more and pick blught nurse and mobility killers

  • Ryuhi
    Ryuhi Member Posts: 4,688
    edited May 2025

    If you're only willing to play when you're winning, you should probably not play PVP games. If you'd like to continue, I'd recommend working on improving your own play and learning what others are doing differently. Learning to how to mitigate shared agency is a very important aspect of team games that a lot of people in this community either haven't been exposed to or don't understand. And if you don't want to, thats fine! But you can't expect the game to cater to your impatience directly when there are 4 other players.

    You're right. The underlying issue is why players feel like its ok to disrupt the game of 4 other people because they're unwilling to play the hand they're dealt. The go next loophole is just a way for them to bypass the actual preventative system, the DC penalty.

    Griefing and working with the killer are bannable offenses. If that fear is real, then might as well start freeing up storage space and getting OBS or similar capture software warmed up. If they can find yet another way around it, thats a failure on BHVR's part.

  • KatsuhxP
    KatsuhxP Member Posts: 1,669

    Go next should be punished indeed, however I'm not on your side regarding to hiding mmr. I personally was always a friend of knowing how good I am, therefore I'm very happy if I'm allowed to see the gametime of other people. So even if it's just an option you have to activate I want to see my own mmr at least, to fix the issue of people abusing it for harrasing people without showing their own it should be coupled: ether you show and see, or you don't, this way everyone plays with open cards. (While we're at it we should also do this for incognito-mode too, it's mostly used to insult people anyways. At least that my experience with it).

    Well in the end I know that that probably won't happen because of reason you already explained yourself (so being insulted or skipped), but I can hope I get this option some day xD

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    ok yeah just hit the downvote button and keep throwing out baseless claims with no explanation. That’s much easier

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    I'm slightly nervous about making it a auto-detected penalty

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    I'd rather let them actually take penalty with griefing(obvious griefing) than not taking any penalty at all for griefing(literally how self sacrifice work for today)

  • mecca
    mecca Member Posts: 576

    The only way devs can fix that is lowering the skill floor for survivors and raising it for killer so they are better balanced.

    The game is massively unbalanced at the moment which is why most survivors think the game is unwinnable

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 2025

    I agree with all of this. Go-Next is a huge problem and needs to be punished, I do not enjoy playing rounds with people who give up for petty reasons. Its almost always petty reasons too. If you want to give up, go stand under a hook or in a corner, don't just go next on the hook. If you wanna waste time, you may as well waste your own as well.

    As for MMR, it doesn't need to be shown, ever. That's just going to increase sweat and nasty behavior based on, "well what's your MMR score? You need at least [x number] or I won't believe your opinion!" None of us truly, search in your heart of hearts, want or need one more metric of how good or bad we're doing, I personally don't care, and I don't think the average joe does either. It's a useless metric for people who care about winning 95% of all their matches and says nothing about real skill in the game, it's not useful except for possibly bullying others for being "low MMR" and adding more toxicity to the game. Go to a site like Nightlight.gg or Stats By Daylight for that stuff if you care so much. Leave the rest of us out of it.

    MMR barely works anyway, I am tired of getting absolute babies on Killers I already play and absolute sweatlords on Killers I am trying to learn, plus I'm sick of getting lumped with horrible teammates that don't do anything when I lose rounds as Survivor. Give me teammates that will help me succeed and Survivors that are equal in skill to me. I never want to see a SWF Team Six on my Baby Dracula while I learn and I never want to see a four slowdown 1000+ winstreak p100 Nurse Main again. I don't want or need any ubersweats in my casual fun DBD experience EVER.

    EDIT: They're fixing MMR and they are punishing this sort of Go-Next now. You can stop downvote spamming me. The Devs agree.

    Post edited by LockerLurk on
  • DeBecker
    DeBecker Member Posts: 934

    How about being cicil and not asserting something without any evidence. We discussed this topic hundreds times by now, so stop pretending you didnt know what i mean.

  • Skeleton23
    Skeleton23 Member Posts: 733
    edited May 2025

    I God Damn Agree. This crap of having 5 games as Killer where the Survivors Just Go next for The Killer im playing or the perks im using. I feel bad for the survivors in those matches that actually try to win and have a good time. Going Next also is bad on killers states as well. Going Next was why Skull Marchant Got The Nerfs that she got was because People didn't want to learn how to counter her. Honestly that's happening to The Ghoul As well. Its not fair for not only Survivor side buy also Killer Side. Sense there is a Abandoned option for both ends I do think there should be a much much higher penalties for DCing.

    I'm right next to you on this

  • Dustin
    Dustin Member Posts: 2,429

    BHVR needs an overhaul of their system. People actually need to be punished for not playing.

    If a player cannot go next they will AFK.

    If a player cannot AFK they will start sabotaging the game

    If a player cannot sabotage the game the will start "roaming" the map doing nothing with the excuse they are stealthing.

    All this needs to be addressed at the same time. There isn't just one problem or solution here. I do 100% agree that the go next needs to be addressed but it's a much bigger problem of entitlement and a lack of accountability from players. I'm not even saying punishing players is the solution but the game mechanics in place allow this to be an issue.

    I also feel MMR should be visible and more meaningful. A lot of games people have had their head up their ass and when MMR was revealed excuses stopped flying in. Did it get replaced with egotism instead absolutely. At least with the MMR being visible there was no longer excuses on behavior. A lot of people will argue that the game will become more competitive with visible MMR but it already is. Players stagnate in their matchmaking against the same killers all the time, high prestige players constantly have IRI addons so every game is full of the most powerful addon combination on both sides if you play long enough. MMR being visible or not isn't going to change that. I'm prestige 100 on Ace and pretty high Prestige on other killers and I always have the option to use an insta heal or other broken killer addons every game if I wanted to. The issue is everyone else does so eventually I cave and I'm forced to unless I roll the dice in matchmaking and get a nice chill game. MMR in this aspect doesn't affect that.

  • thighchamp
    thighchamp Member Posts: 18
    edited May 2025

    Isn't it crazy how we've gotten to the point where people say "Survivors should be punished for trying to get into a better match" instead of "Why are survivors doing this so much? Maybe something is wrong with the game." Stockholm syndrome is maxxed out for killer players its wild.
    I SWEAR KILLERS AREN'T BROKEN, ITS JUST SURVIVORS THAT ARE BAD!!!!
    Top 25% of survivors beat the bottom 60% of killers, the top 35% of killers beat like 99% of survivors, the best 5% killers can beat anyone. You can play killer pretty poorly and still win, whereas you can play survivor nearly-perfect and lose to any killer who has 500+ hours in the game. If you think otherwise, go put even just 100 hours into killer and tell me how often you lose. It's a tiny amount.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    and you want skill floor for survivors to be further lowered as if it isn't already at one of the lowest points it has ever been?

  • ChurchofPig
    ChurchofPig Member Posts: 2,953

    We wouldn't need it if people weren't doing this too often. I had a match today where there were 2 cobblers and 2 bps offered, the 2 who offered cobblers gave up immediately when they found out the killer was Chucky. They aren't looking to get in a "better match" when they don't know how the match would have gone. They're being picky. Unfortunately, this is a majority of cases when people give up. It's not "looking for a better match" it's being picky. "Oh I don't like this killer so I'm giving up." "Oh I wasn't found until 3 gens were left and took a killer on a 2 gen chase but I got caught, that's unacceptable so I'm leaving." They're deciding it's a bad match off of very little and creating a bigger problem based off a made up problem they made in their heads.

  • SoGo
    SoGo Member Posts: 4,534

    MMR should be made tighter and account for more stuff, like how much gen progress you did, how much did you get chased, how many heals you got, and how many hooks you got on the killer side.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Any PvP games ever imaginable punishes players for wanting a "better match"

  • thighchamp
    thighchamp Member Posts: 18

    If bad match = extremely likely to die as survivor and not complete all gens, then the majority of games are bad matches. I'm not sure which made up problem you're referencing? I don't go-next because I like to try and get better at the game, but are we really upset at people for accelerating the speed at which an already bad match ends for them? When DC penalties exist, which is a good thing, more people go-next. When go-next penalities exist, what happens then? At what point do people draw the line to what behavior is banned and punishable in game?? How do you tell if someone is trying to go-next?? What if they just mess up their hook saves or want to attempt to get off hook? What if they accidentally run into the killer? What if they're trying to die on hook ASAP so the last teammate can get hatch?

    I guess what I'm saying is that I'm just confused that if go-nexting is such a big problem, maybe making the game more enjoyable or increasing the skill-based aspect of winning would work as a better deterent for people DCing and dying on purpose. Healing skill checks, wiggle checks, and hook checks serve very little purpose except to try and add some artificial interaction from players.

  • ChurchofPig
    ChurchofPig Member Posts: 2,953

    To answer your question "Are we really upset at people for accelerating the speed at which an already bad match ends for them?" Yes, yes we are. What you described is griefing, which in most online games is considered a bannable offense. Dbd is like the only one I know of that doesn't ban people for doing that.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Intentional griefing still is a bannable offense in DbD, just that hard to distinguish when it's on hooks

  • thighchamp
    thighchamp Member Posts: 18

    I know what griefing is, no need to explain it. But to be clear, since we both know what griefing is, it's okay for killers, but not for survivors? We're fine with slugging, body blocking, camping hatch and waiting to close it until someone is close, but not giving up on hook when nobody is coming to save you, or when its impossible to win, or when teammates wont heal you, or when a killer gee, i dunno, prolongs a game simply for the sake of BMing?


    Are we punishing people who go-next when they're the only survivor left and they can't win? How about, like I said, when a survivor kills themself ASAP on hook for the sake of a teammate? Do we punish killers for throwing? It's not like you can know someones intention in every scenario. I'm fine with banning people who are consistenly throwing games and becoming a major nuisance to teammates, but I'm simply stating that I believe that there's something very wrong with the gameplay formula currently if the main concern of everybody is permanently banning people for go-nexting, when they're not even addressing WHY people are go-nexting in the first place. You stated that you think its people being picky. That's a fair assumption. In my opinion, this wouldn't even happen much in the first place if the game wasn't so incredibly unfun to play and so incredibly hard to win given certain toxic and meta combinations of killers and maps.

    The average individual survivor player has a less than 45% chance of escaping a game, whereas the average killer has a well over 60% chance to get at least 2 kills, and well over 45% chance of getting 3 (according to NightLight). Already, the odds of playing survivor are that, on average, you're going to die in a match. And who knows how the odds change depending on MMR, killer skill, etc. I respect that people want to tackle go-nexting, I just think that a much better way of preventing it is by making the game more fun by changing bad maps and balancing out certain high 4K-and-3K-likely killers to have a more even spread of kill potential. Or by making the game less repetitive for everybody, which I think the devs do pretty good at by putting in new killers, survivor perks, and maps.

  • CautionaryMary
    CautionaryMary Member Posts: 926
    edited May 2025

    Are you implying that survivor (the role that has the lowest escape rate in history of DBD) is at a low point of skill floor compared to how it was in the past? Arguably 6.1.0 was what shifted gameplay balance to the other side, as others have said multiple times in many forum threads?

  • MechWarrior3
    MechWarrior3 Member Posts: 5,847

    There is no way around it. You either help and play the game or you get penalized. If they grief others you get reported.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,798

    Im surprised they didnt take the 2v8 cages as a test to see how removing self unhooking (without perks) would go. You get allot less people killing themselves in 2v8 i find.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    yes. The very fact that average survivor had better experience and was more skilled in tunneling countering during times when BT wasn't even a thing and played against camping killers way better than nowadays, the times where we have stronger anti-tunnel and anti-camp meta than ever pretty much speaks one thing: people noticed BHVR just kept with handholding, added more perks to counter these strategies and people went full on like "well, we just wait until we can counter those with completely no input". This mindset transferred onto newer players too and now your average survivor player expects game to punish their opponent for playing the way they don't like.

    I mean, as soon as you noticed more stuff coming to counter these strats, while average player had even worse time against those strats, it's not about the game anymore. It's about players.

  • Skeleton23
    Skeleton23 Member Posts: 733

    When Survivors Give up or "Go Nexted" that's actually bad for the killer ur going against because ur giving them Unaccurate Kill Rate that over Nerfs Killers into the ground. It's why Going Next is a problem

  • thighchamp
    thighchamp Member Posts: 18

    "You see, the thing that directly makes the game harder for survivors is ACTUALLY a problem for killers!" This has never been an issue. Ever.

  • coco_shotz
    coco_shotz Member Posts: 305

    I can't speak much for MMR but how exactly can the devs fix the "go next" issue? Someone could just be genuinely caught super early on and may have salty lips to try and get off hook (although I guess we can say the struggle phase doesn't have to be so short if it's not throwing) but idk how that can be implemented in a way that doesn't negatively affect other players who aren't throwing.

  • jokere98
    jokere98 Member Posts: 725

    i believe even tutorial says, that you should use "unhook yourself" as a last resort, when there is no chance someone else can save you. Not for some "i'm feeling lucky!"

  • coco_shotz
    coco_shotz Member Posts: 305

    The game doesn't have the authority to enforce that tho. Players can attempt the escape as long as the option is there. Perhaps the ability to unhook only shows up after being on the hook for a set amount of time (before second phase) to give survivors time to actually get the save. This is just something I came up with on the spot but I think that might be a solution to this problem