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Concerned about 'going next prevention'

TheArbiter
TheArbiter Member Posts: 2,744

Obviously we won't really know the full impact till it hits live servers, but really what is preventing people from using one of their thousands of unused 'luck offerings' to keep the option to struggle on the hook every match.

Comments

  • Akumakaji
    Akumakaji Member Posts: 5,619

    Well, if people are burning luck offerings, they are at least not sending me to an aweful map, but yeah, this could be a problem, so maybe BHVR will have to remove this part of the rule and only allow unhooking attempts if you bring the perks for that - in that circumstance survivors could still burn luck offerings that give them themselves no bonus, just their teammates with certain perks, which would be funny - especially if you think about it: Slippery Meat users get increased chances and might be forced to stay in the game ^_- oh my

  • TheArbiter
    TheArbiter Member Posts: 2,744

    Yup the bar really is that low for a lot of players unfortunately

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366
  • DeBecker
    DeBecker Member Posts: 934

    Whats the problem? The whole system has no proper logic behind it and just makes the games worse.

  • Marc_123
    Marc_123 Member Posts: 4,035

    We will see. I guess there will be some problems.

    … but hot take here - if you simply never give up (odd - right?) - you hopefully never have any problems with the new system, however it works.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    If people want to do this with Luck offerings, that is one less map offering, oak offering, or useless other offering. It's also sadly, one less BP offering. :( I'd rather everyone just bring BP offerings instead of any offerings that tilt the game, but if you really wanna be this pathetic that you build around 4%ing to go next, or stand in a corner or point at a hook or whatever, feel free. But you will get a DC penalty and a loss for it, tanking you down to baby MMR with even worse opponents, so you'll just ruin your own games doing this.

  • Nicholas
    Nicholas Member Posts: 2,119

    Exactly. In every event I see, the Survivor bonus is triple-digit, and the standard queue is always at least 50% for me. I wish the devs were this determined to get rid of cheaters.

  • ObsidianButterfly
    ObsidianButterfly Member Posts: 211

    I have yet to see a single person present an idea that is better to fix the "go next" epidemic that doesn't involve nerfing every killer to be Skull Merchant levels of bad or buffing survivors to such insane levels that the result is the same; survivors basically can never lose. That seems to be what people want; killers to be so impotent there is no need to "go next" since escape will be easy.

  • subdl
    subdl Member Posts: 38

    “Being forced to stay in a match with no real chance of winning is stressful — that seems to be the main argument against the system.

    But killers are expected to silently endure that exact same stress and, no matter how hopeless the situation is, play it through to the end like it’s just business as usual, aren’t they?”

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    can you inform me what exactly is the true reason behind lasting 20s against M1 killer in first chase and then deciding to give up on hook?

  • CruelLimits1982
    CruelLimits1982 Member Posts: 76
    edited May 2025

    I don't know why you're making this about killer sadly the loser mentality of people who give up for literally anything is what caused this. People will go next if its a 4 slowdown blight or a perkless Pig it literally doesn't matter I've had plenty of games where my soloq teammate gives up at 3 gens and please don't get me started on when someone is in a duo with someone else they get sacrificed first then the other one wants to go next so the other doesn't have to wait.

    This isn't even addressing when survivors go "oh well i gave up cause the killer is boring" saying a killer is "boring" means nothing and even if YOU find the killer boring this is a team game I can't get how people don't think its selfish they'll ruin the game for 3 other people and the killer potentially because THEY find the killer boring its so asinine

  • MrMori
    MrMori Member Posts: 1,920

    That's lame to do. Luck offering will be hidden anyway, but I guess if you've got a chip on your shoulder you can spot someone trying to self unhook, find that they have also brought a hidden offering, and then bleed them out. If they're a new player trying out the mechanic or a troll trying to throw is impossible ot know. You wouldn't even know if they were the one that brought the luck offering to throw, because a teammate of theirs could have brought a luck offering that gives every player luck and thus lets everyone self unhook and you bled out the wrong guy.

    I still think it's weird to keep luck in this weird state now though. Luck offerings by themselves will basically just be "I want to throw the game offering" unless you build your whole build around it. May as well make them related to chests and items you get from chests or something, let you get extra addons from chest items or something.

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

    People are making it about the Killer side because Killers playing correctly appear to be the single biggest reason people go next. I've seen people go next because a Legion playing normally tagged them ONCE. I get that, Legion's annoying.

    But I have also seen people go next because a Ghostface successfully marked and downed them first try, a Huntress hatchet sniped them, a Hag jumpscared them, a Nemesis existed, a Wesker grabbed them, a Hillbilly mistimed his chainsaw and hit a wall, a Bubba existed, and a Trapper trapped them successfully.

    A Trapper. People are going next against Trapper. Yeah.

    No matter what Killer is being played, my rounds are being ruined because SOMEONE goes next. This happens when I am playing Killer with harmless normal non meta builds (not even playing unfair with camping or slugging or any of that either) as well as playing Survivor against Killers in general. It's. That. Bad. Go Next had to be punished, harshly, because at this point it's become ingrained habit to just quit for some Survivors whenever some little thing doesn't go even slightly their way.

    If you do not want to potentially lose the round because the other side outplayed you or you may face a Killer you don't like, then do not play the game.

  • brewingtea
    brewingtea Member Posts: 707

    You're never going to catch every instance of someone just wanting to get out of the match and throwing as a result. Nor should you try to do so.

    However, the devs should make efforts to mitigate this, wherever possible. The self-unhooking mechanic is used way too often in bad faith. Getting rid of it was a good idea, even if there are still others way that people can throw.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,683

    The patch notes say the Attempt Unhook ability is unlocked when there are only 2 survivors left in the trial. So survivors will still be able to let go and give the last person the chance at hatch.

  • Rogue11
    Rogue11 Member Posts: 1,972

    Maybe that maps are so terrible you end up with gens spawning in complete dead zones or pallets that are so weak that even if you somehow get a stun you still get hit. Its sad to think a killer player would feel like they actually outplayed anyone by "winning" a chase at some of the current tiles.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Many of those newer tiles were designed with the fun of M1 chase in mind, why? Because the previous iteration was too strong for them; it required you to be M2 or have some kind of strong Chase Power that turned them into 50/50s or forced a mistake. Half the Killers in the Roster do not have a strong Chase Power.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    there is simply no map where you will last <20s in your very first M1 chase, let's stop making excuses just to avoid learning chases. Even on Vecna's map you can literally last 60s+ in your first M1 chase.

  • Volcz
    Volcz Member Posts: 1,298
    edited May 2025

    If anyone is going down in less than 20 seconds at the beginning of a trial, its 100% a skill/experience factor.

    Ignore their excuses.

  • Kweh
    Kweh Member Posts: 108

    This, most maps have been nerfed to ######### to have these tiles. I don't mean just for me, there's some I can play and some I just see NO possible way to play it. But for my teammates, anything less than a jungle gym into shack into TL wall, means they'll have a 10 second chase and an unplayable game.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    most maps? Pardon? Only fundamentally bad maps are Forgotten Ruins and Haddonfield and even on those you can last significantly more in M1 chases than 20s.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    Yeah, I already said that they need to take some kind of action.

    However it wont work as I stated, you cannot make people have the internal will and motivation to play a match they desperately want out of. You only delay them leaving but mentally they have already left the match and at that point a bot would be better.

    Unfortunately this problem isn't really fixable, you cant force people to have genuine motivation and you cant read minds to confirm with certainty that someone intentionally throws.

  • Roco45
    Roco45 Member Posts: 346

    The going next prevention as well as other changes are going to kill the game. People already don't want to play SoloQ as most SoloQ matches have Killers tunneling/camping/slugging at 5 gens with SoloQ teammates crapping on eachother throughout because the match is so unfun. Instead, BHVR focuses on ways to trap players into a match they don't want to be in, when the entire point of a video game is to have fun. Fun doesn't always equate to winning, it equates to having an enjoyable experience which this game fails at if you're not in a SWF.

    BHVR also keeps streamlining every aspect of the game to where Survs have no agency anymore and most of the game is spent being locked out of moving. I mean, this entire patch is really only targeting SoloQ and it's not like SoloQ needs anymore nerfs, it's already easy mode for Killer. Same with Killers, all new Killers are insta taking Surv health states paired with some for of fast map traversal on already small nerfed maps.

    BHVR needs to focus on making the gameplay loop enjoyable and getting rid of the overkill DC penalty. This is a party game with quick matches, there is no logical reason to have a dc penalty system that goes beyond 72hrs and takes 24hrs to de-escalate timers.

  • Host_yu
    Host_yu Member Posts: 31

    On the topic of skill issues. MMR needs a tweak again, I refuse to believe half the players I get in my lobbies don't know how to loop or know better than to lead a killer to a gen they can clearly see someone on

  • frozzenk
    frozzenk Member Posts: 100

    "BUT MY 4%!"

    look inside to see it's really just an exploiter under the mask

  • SoGo
    SoGo Member Posts: 4,259

    The MMR changes may adress that and avoid unfair pair-ups, but there is a lot that can go wrong.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    The going next prevention as well as other changes are going to kill the game. People already don't want to play SoloQ as most SoloQ matches have Killers tunneling/camping/slugging at 5 gens with SoloQ teammates crapping on eachother throughout because the match is so unfun. Instead, BHVR focuses on ways to trap players into a match they don't want to be in, when the entire point of a video game is to have fun. Fun doesn't always equate to winning, it equates to having an enjoyable experience which this game fails at if you're not in a SWF.

    people don't want to play soloQ because they are usually guaranteed to have at least one teammate that doesn't care about the ultimate match goal. Killers will camp, tunnel or slug no matter if you are in SWF or playing soloQ so you can cross that out.

    "Fun doesn't always equate to winning, it equates to having an enjoyable experience which this game fails at if you're not in a SWF." - because you can't/don't want (pregame chat) communicate with your teammates in terms of how you will play so you usually end up being the only one actually playing in a way that throws the match and automatically makes it absolutely frustrating for your teammates (yes i'm talking about just wandering around map for saves or playing some other SWF ways that include not working towards your objective). This is the reason why the actual majority who ends up being in match hates when someone just throws the match or gives up on hook simply because "nobody wanted to catter to their own definition of fun".

    BHVR also keeps streamlining every aspect of the game to where Survs have no agency anymore and most of the game is spent being locked out of moving. I mean, this entire patch is really only targeting SoloQ and it's not like SoloQ needs anymore nerfs, it's already easy mode for Killer. Same with Killers, all new Killers are insta taking Surv health states paired with some for of fast map traversal on already small nerfed maps.

    this patch is literally a huge W for soloQ literally because players giving up early and forcing early 3v1 (same outcome as when killer tunnels someone fast, but takes even less time) are the biggest problem in soloQ now apart from bad matchmaking.

    And sorry, but acting like this is some kind of a "soloQ nerf" just because "omg i can't give up when my fun requirements aren't satisfied" while you have just screwed your whole team up is a big self report and makes people with this mindset absolutely red flags for playing soloQ in any team based game. You are frustrated because you can't throw more matches because nobody catters to you and only you as an individual in the match.

    BHVR needs to focus on making the gameplay loop enjoyable and getting rid of the overkill DC penalty. This is a party game with quick matches, there is no logical reason to have a dc penalty system that goes beyond 72hrs and takes 24hrs to de-escalate timers.

    1. i think you aren't aware of what party games are;
    2. are you aware that you will never reach 72h DC penalty unless you like…DC a lot, right? If you ever reach that point, it's truly time to take a big break from the game and stop ruining other people's matches.

    After all of what you wrote, it's not problem in killers anymore, it's not problem in your teammates anymore, it's a problem in YOU.

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

    To be fair, you're not really supposed to be able to outlast a chase with a Killer or win a chase against Killer as Survivor. Any Killer. The Killer is supposed to inevitably win chases if they stick it out; the challenge is to waste their time so your team achieves their goals as a result of you doing that chase and catching their interest. Smart Killers do not take chases with Survivors that are difficult to catch to start with, because a smart Killer knows that their time will be wasted and they could pressure better elsewhere. Especially if the Killer is an M1 Killer.

    Let me rephrase that, what I meant to say was that in the past, VERY OLD maps were changed to remove things like infinites, which was also why Bloodlust was added. And some maps even after that, prior to rebalancing, were still quite nasty for Killers that had to deal with collision and Killers that lacked strong chase abilities. The rebalancing was supposed to fix this but failed at it, now nobody's having fun.

    It is true many of the current maps simply don't feel good, especially certain realms, from either side of the game. I don't think anyone either side likes current Red Forest, I don't know any Killers who like either of the Eyrie maps, and I don't see many Survivors who like Haddonfield. There has to be a middle ground, Looping should be effective but it also can't be so trivially easy that it's as simple as running from pallet to pallet. If this is problematic for older Killers like say, Pig, then simply buff those Killers . I know the "REEE NO MORE HASTE!!!!" people will hate me for this, but if the only solution is Haste? Add the Haste. If the maps are balanced but not fair for some Killers, make the Killers have more capability around the new tiles, don't keep nerfing more maps - because that just makes it trivial for those with stronger chase powers.

    Kill rates shouldn't be predicated on how well a Killer does in a map, but escape rates also should not be determined by how easily Survivors can use a map. There has to be some common ground somewhere.

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

    I really do understand the frustration with these changes and that they seem pretty harsh. They are harsh.

    But can we not for once claim that a change made to benefit everyone is "going to kill the game" just because it's going to push out bad actors or force them to stay in the round? Like I get that this is the community's thing, that we hyperbolize every change the gae goes through as "the next thing that will kill DBD", but we asked for this. Guys, we as a community ASKED for Go Next prevention and this is what BHVR did. They are once again giving us the peas and chicken we asked for, and like petulant children, we're going "But I don't LIKE peas and chicken!" and then throwing it at the wall to make a mess. It's exhausting, no wonder BHVR won't try new things, we're cranky toddlers that are literally never happy.

    Going Next is a habit. Habits can be broken. If the rules are "you queued, do not leave or you get a penalty", odds are that habit may just break. If people really cannot handle having to actually play DBD, maybe they shouldn't play. It really isn't fair that I have to play with people who queue up JUST to go "Oh no, I don't like X" and then take their ball and go home, ruining MY game. And yes, this is why people do it, it's not just because the other side is being a jerk.

  • GeneralV
    GeneralV Member Posts: 12,666

    Ah, I see.

    Honestly, I think by the time we reached early 2019 there was no more issues with the maps, save for Haddonfield with Balanced Landing, but even the 3.7.0 map adjustments were good enough. After that we eventually reached the big map reworks, and I think that is when things went downhill.