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Are Go Next Prevention bans actually needed at all now?

UndeddJester
UndeddJester Member Posts: 4,973
edited June 2025 in General Discussions

So this got killswitched because of the false positives...

However what has been left in currently is that players can only self unhook when there are 2 players left, and the fast death from missing 2 skillchecks has been removed...

As I'm in SoloQ survivor perma atm while everyone is playing Springy, I am a little sad the 4% is removed… however, I have noticed a significant dip in players throwing games with this change... and when I see dip, I'm yet to see a player truly throw a game outright and players have only given up when we get to 2 players left... which is ofc giving hatch, and fine.

This feature by itself seems to be addressing the core of the problem by itself... I've also noticed that slugging for the 4k hasn't been quite as common, mostly because the killer has actually ahs time to capitalise on perks like BBQ and Chilli and FttE, etc.

Pretty much all of my survivor games now have been actual games, where outside of the usual crouch behind a bush slacker teammate causing my death, I've always felt I've been able to give the trial a good go...

This leads me to think, is the Go Next Prevention actually needed? Perhaps it may still be needed for Slippery Meat and Luck offering users (but even then, the slow second stage makes that still a problem for Go Nexters)... but for regular DBD builds it doesn't even appear to be needed at all...

Comments

  • RunawayMilkyway
    RunawayMilkyway Member Posts: 3

    Some people use wiggling to communicate to other survivors that the killer isn't near them, at least from what I've seen. I also just like the ability because it prevents killers from knowing that any time a survivor wiggles, they have a chance (or guarentee, if you run deliverance like me) of getting off. Without all survivors being able to wiggle, killers could just line of sight camp the hook and run over if the survivor tries to get free. This way, they have no clue if it's real or not

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962
    edited June 2025

    It's nice to be able to signal with it, but I wish it didn't stop rescuers from unhooking the person. I've seen it used to grief teammates a bit.

    Post edited by TragicSolitude on
  • IronKnight55
    IronKnight55 Member Posts: 3,114
    edited June 2025

    I'm going to be honest: I dislike the "go next" changes; they were a disaster and backfired. However, I don't think the AFK Crow changes are that bad. Since the update, I haven't encountered a single Crow. I’m aware there are issues with Crows in the endgame, especially with perks like NWO, but in my experience, everything seems fine in normal gameplay. I guess the system may be buggy and giving players crows that don't deserve them.

  • Nazzzak
    Nazzzak Member Posts: 7,680

    Funnily enough, it used to be the opposite. You'd do the "camp dance" when the killer was camping your hook lol

  • IronKnight55
    IronKnight55 Member Posts: 3,114
    edited June 2025

    I don’t love the new system (it has issues I acknowledged) and wouldn’t mind if it were completely removed. I was sharing my thoughts and experiences.

  • TheGoone
    TheGoone Member Posts: 571

    It shouldn't have been an automatic system it should have been a reportable system that can be judged by the report handlers

  • Malkhrim
    Malkhrim Member Posts: 1,210

    I understand why it was added, and a system that actually worked would be nice, but I also think the removal of self-unhook atempts and death on skill checks already did most of the job, besides the new DC penalty system. The Go next prevention is not even working right now, but going next already doesn't feel like an epidemic on the same level as before.