http://dbd.game/killswitch
Why removing the ability to die on hook and punish for DC is bad for the game
Look, I'm not here to defend people who ragequit. That's not what this post is about.
I'm here to defend the one power players have to actually force BHVR to make necessary changes to their game.
For example, would Skull Merchant have been changed as many times as she has and currently be the worst killer in the game with a full re-work in progress if players didn't constantly ragequit against her? I don't think so. I think players sent an overwhelming resounding message that they didn't like playing against this killer.
Similarly, the only killer I'm seeing high levels of disconnects against is Ghoul. Yet, if not for removing death by hook suicide I think the rates would be much higher. So high that I think BHVR would actually feel compelled to rework this killer.
We've seen in the past with various patches (i think patch 6.1 when survivors received a significant reduction in the amount of distance they gained after being injured) extremely high rates of ragequiting. To the point where it happened almost every game. Because in many regards the game felt unplayable.
Ragequiting actually provides information for BHVR to self-correct their own mistakes. By taking steps to try and phase it out they may no longer be incentivized to do this. They may let things slide for far longer than they would have in the past.
Unfortunately, this may be where we're headed. BHVR will add content to the game, and make changes along the way, but players won't be able to respond in kind as they once had. Will BHVR feel compelled to self-correct by simple complaints on forums? Doubtful. It's only when they see players actively disengaging with their game will they feel compelled and yet they're phasing out ways players can do that in a meaningful way.
Comments
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yeah, you make a good case why anti go next system should have happened, sold.
Skull merchant was always a skill issue killer except her 3 gen strat that wouldve been nuked w/o need for DCing. Any person who understood her mechanics was perfectly capable of beating her. She wasn't the most fun thing to face, but she was never op. People kept giving up vs her for a year straight after the 3 gen was effectively gone. Just for the sake of the meme at this point.
Ghoul is a killer weaker than blight because you can loop him and people would rather give up than actually improve at looping. It's not the most fun killer to face because of free hit and his catch up power, but it's far from the worst. Maybe he is still OP, maybe he is not, we wouldn't know until people get forced to play vs him enough to improve.
People DC anytime they get resistance and have to adjust their playstyle / learn to face new thing. Or because they dont feel like playing. Or because they think it's "funny". Or because the game didnt go well.
They lost their privilege to express their voice because they abused it.
Devs now know better that people need to be forced to play the game they signed up for and if there's a genuine problem, they would have to suck it up and cry about it on forums until stats proving them being wrong build up. This is the only way to get proper feedback from this entitled and crybaby audience.
Congratulations!
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So your argument is that the ability to go next allowed players to ruin the game for everyone else enough to strongarm them into making changes to the game, it just happened that sometimes they were good changes that the developers would have reached anyway without the mass sabotage that this system allowed? Do you have any evidence that none of the "ragequit boycott" changes in the game's history wouldn't have been naturally reached without ruining countless games in the process?
I entirely support concepts like course correcting, but you're trying to make sabotage sound just.
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BHVR really ######### up when it came to how they handled Legion. Pretty much setting the template for every grievance after. Now we get post like this trying to justify bad behavior ingame over reasonable discourse on the forums and other social media.
If you have an issue with the game then post about it in the feedback. Stop ruining other peoples enjoyment because you can't handle something.
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One alternative to ragequitting or forced hook suicides could be a personal killer opt-out system integrated into matchmaking. Each player could be allowed to exclude one specific killer from their matchmaking pool… the one they personally struggle with the most, whether it's due to mechanics, frustration, or just playstyle incompatibility.
This would give survivors a constructive outlet rather than disengaging entirely. It also respects individual boundaries without overhauling balance. To prevent abuse in SWF, the opt-out could be limited to just one collective exclusion per group, ensuring it remains fair and doesn’t overly fragment matchmaking.
It won’t solve everything, but it would reduce burnout and give players back a sense of agency… especially during events or meta shifts where one killer becomes disproportionately dominant.
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So the next time a popular killer gets released everyone can block them.
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And no Blight, Nurse, Ghoul, or Skully would ever get a match again. The matchmaking system is already ragged enough as it is, but as much as I like the idea (especially regarding accessibility issues like phobias or neurological issues, since many still remain in the game) even a single ban per lobby would make the matchmaking system even worse than it already is.
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Just to clarify: the idea isn't to block multiple killers or to make matchmaking collapse under its own weight. It’s a personal opt-out system for one single killer per player (swf lobbies excluded). This means even if a killer is widely disliked, they will still find games… just not with the subset of players who genuinely struggle or burn out against them.
And yes, as the original post suggested, this generates valuable indirect feedback. If a specific killer receives a high volume of personal bans, that data could act as a non-verbal protest signal… very much like how ragequits or hook suicides once indicated frustration levels. But instead of disrupting games, it quietly informs future balance without damaging MMR integrity or punishing others in the match.
Plus, fallback logic would return players to normal matchmaking after a short time to avoid excessive wait times. The system wouldn't be perfect, but it could be a more respectful way of giving players breathing room while still allowing developers to monitor discomfort trends objectively.
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the OG legion was one of the few exceptional cases when the DCing sabotage wouldve actually been justified.
the other ones would probably be 2024 ptb twins and 3 gen SM.
that's about it. in every other case people were not justified to insta RQ.
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It set the mentality, justified or not.
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I understood, thats why I gave the perspective of even a single instance per lobby, not even per player.
This means even if a killer is widely disliked, they will still find games… just not with the subset of players who genuinely struggle or burn out against them.Anyone who has played a MOBA knows where this goes. The term "perma-ban" would be used regularly over the years I played LoL, usually referring to whoever were the current hypercarries of that particular ELO that season. You saw it the most with the lower end, as the characters often had an increased ability to make up for their teammates, hence the name. That was in a much more competitive oriented game with many more characters, and ban targets weren't even consistent among ranks. What was "OP" at low level might have barely been able to carry its weight at higher ranks. The result? You likely would not even be able to play the character you want until you got to a certain matchmaking level, and even then, the one you liked at low level might be considered busted at high level and you would then have to switch your main until the next balance patch switched people's ban targeting off of them.
The reason I bring this up is because DBD would be a terrible candidate for a type of ban system like that. It only applies to one side, DBD is a loadout based game where a significant part of (dis)advantages are decided before the game even starts, it is wildly unbalanced regarding the best and worst on either side, there is no ranked system, honestly there are a slew of reasons why it simply wouldn't work. But one of the most important ones is just simply being able to play as the content you bought. Thats a big part of why killswitching is such a precarious concept.
And yes, as the original post suggested,this generates valuable indirect feedback. If a specific killer receives a high volume of personal bans, that data could act as anon-verbal protest signal… very much like how ragequits or hook suicides once indicated frustration levels. But instead of disrupting games, it quietly informs future balance without damaging MMR integrity or punishing others in the match.How does this not disrupt the game for players of said shadowbanned killers? Never getting matches and having absurdly long wait times prevents them from even getting into games, let alone ones that players then ruin. Again, I want to like the idea, but the exploitation and disruption implications are massive. Not only that, its basically introducing a sanctioned way for players to refuse to interact with content in the game. That type of power should only be reserved for accessibility issues, and even then, should almost always come in the form of replacement of offending elements and not entire removal.
Plus, fallback logic would return players to normal matchmaking after a short time to avoid excessive wait times.
Which loosens the matchmaking, thus making it worse. We already have backfill issues as it is, this would only make them even worse, unfortunately. And thats not even getting into its impact on MMR rankings, which we don't even know, let alone how well (or not) they're even working with every match.
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i dont think legion really set anything, the DCs became rampant much later, it was SM nuke that culminated and validated the mentality.
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The words of a Dev years later publically said the changes to Legion reduced the DC rate by "x" amount and said they were proud of that result.
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So yeah, it's entitlement mentality.
"We should be able to do or inflate kill rates so killers I don't like get nuked"
That's the essence of what you said. Skull merchant 2.0 was fine but survivors wanted to keep whining until she was executed so nobody plays her. And there are people on this forum who explicitly said they want the same to happen to Ghoul. It's fully entitlement on survivors part.
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Most of the DCs have nothing to do with the killer
A survivors is on hook at 5 gens, no gens have been touched, they know they can be tunneled out. Sometimes people just know the match is impossible to win and just want to play the next match asap
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That assumes BHVR is stupid which they are not. BHVR themselves deflates stats they release to the public by removing games where a player disconnects. Of course most of those games are 4ks for the killer so it's easy to see why.
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I definitely see your point here, especially with the Skull Merchant example. A big reason why BHVR made changes to her so quickly was because so many people were either DC-ing or going next immediately against her. I do agree with you that BHVR won’t get those same kind of immediate signals that something is broken in the game, and it will take longer for them to make adjustments to things that are broken. However, I still feel that despite that, the harsher DC penalties and go next prevention have still been a net positive for the game.
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A better option would be for them to have left the 'are you having fun?' post-game feature. I can understand all the other changes but that one stumps me. It allowed players to give the sort of feedback that youre talking about.
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BHVR really need to do on here with killers what they did with maps and their mapping the realm section, let us give feedback on specific killers en masse and through polling in more detail so they have a better idea on who to work on.
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I can only assume they deemed it worthless based on how low the average was. A happy customer rarely compliments, but an angry customer always complains.
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I think it is a positive change for the game, but I think the priority of this change was misplaced.
Other things needed to change before something like this was implemented.4 -
They are just weird why not do their anti tunnel thing before all these useless systems to punish survivor ? The first version of go next prevention just proved they don't play the game, system was punishing you for being tunneled early…
if you play even a few hours of solo Q you would realize immediately how stupid it is, these guys are not gamers they just do random stuff to stay around 60% killrates
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It's sad, but it's true. Does anyone else remember that it took negging a developer to the point where they started screaming at people on stream in order to finally implement accessibility options? It was getting nowhere before then. Unfortunately, a lot of changes with this game only happen when things get extreme.
Granted, we don't need go next to make that happen. It's a successful method historically, but the queue is also effective; kill rates are effective; player retention is effective; etc.
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Ragequitting to force a change doesn't sound like a healthy way to communicate to eachother.
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Skull merchant didn't get nerfed because of the DCs. She got nerfed because behaviour realised her unhealthy playstyle and her extremely high killrate.
if behaviour starts nerfing killers due to DC rate then well.. i guess every killer is screwed, because i see dcs happen against pig and trapper too. Survivors DC against everyone and because of everything.
That being said i still haven't had anyone dc against me when i play ghoul… and i play her a lot.
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just saying it hasnt been a problem for few years after until people became DCing over slightest inconveniences
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Dying on hook is not a disconnect. The difference in DCing and going next is the killing of themselves on hook or allowing the killer to kill them. And like you said, most of those games end up as 4ks.
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This please. I hate versing the Knight so much. I find 0 fun in running away from a literal NPC. I would greatly appreciate that.
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re: killer opt-out
They could leverage the incentive system to steer killer players who otherwise wouldn't care what killer they play (like me) into more "popular" roles. That way, survivors would have LESS of a chance of facing the killer they don't like (although not zero) and people who DO choose to play that killer wouldn't face any extra queue time.
re: the original topic
In theory, all of those ragequit DCs (which don't count towards the kill rates) would translate into actual kills (which do). If they see a sudden spike in kills, they can address that.
Sure, they can (and have) addressed sudden spikes in DC rates, but
This. It will be better in the long run if people play by the rules and die legitimately.
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I would only say it was bad because it's pointless. Survivors know when a match is lost, and at that point, there's no reason to continue. And that's why they give up.
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Well as I have said countless times, it keeps them in the match but it cant make them actually want to put their heart and soul into a match and in many ways a bot would be better.
I guess the problem for BHVR is they cant just let the go next epidemic continue but the problem is, how do you make people play matches they don't want to play?
I am not sure this can really be fixed
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You bring up Skull Merchant getting gutted like it was a ######### good thing? That is WHY you people can't be allowed to just kill yourselves on hooks anymore. Why should you be able to get killers destroyed like that? Should Nurse players be allowed to throw games until she gets buffed? Give me a break.
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Skull Merchant had a high kill rate because of people throwing games against her. If you think otherwise you just weren't paying attention or you just don't want to believe it. Either way it is still the truth. Her unhealthy playstyle had already been dealt with long before the nerfs she got.
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Genuinely the best way is to make DCs more attractive than staying and hurting the trial while adding kickbacks that prevent the trial from ending because of that. Bots are good but we need Killer bots as well. Then backfilling for the queue, which players can opt in or out of.
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Backfilling would never work in a game like this
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Worked fine in Killer Klowns. The only downside was that you couldn't opt in or out, so matchmaking would be a bit of a surprise.
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Would they take over the bot the previous person left behind? Would they have to use their perks? Would they have their hook states? I can't imagine anyone would opt in if any of these are true.
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You queue up with your character and pop in. When a player DCs, their bot takes over the controls until a new player is matched in. That could present an issue with Killer powers being swapped solely from the perspective of how assets are loaded, but I don't think it'd be impossible to iron out.
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This is BHVR we are talking about. Swapping killer assets would cause the game to implode.
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Trust me, I'm more than well aware of that lmao But I think it would solve a lot of issues. Punishments and incentives are unrealistic overall. The former is more comp-thinking and the latter is more casual-thinking and DBD exists somewhere in between. All we can do is minimize the damage without toppling the house of cards.
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Still nobody is going to opt in. Survivor queues are always basically instant so there is no incentive for them to opt in to back fill and killer queues are always long which you would think would give them an incentive to do it but because most killer DC's tend to happen when the match is lost I can't see killer players wanting to wait what would still be longer queue times than survivor just to get into a lost match.
Go next prevention is the best solution here.-1 -
I understand what you’re saying, but BMing should not be how we communicate our displeasure to the devs. That’s what these forums are for. Besides, the “GoNext” epidemic was out of control; any little inconvenience and players were letting go on hook. Found first? Let go. Don’t like the map? Let go. Teammates didn’t get enough gen progress? Let go. Killer brought Plaything? Let go. It’s Tuesday? Let go.
With so many childish reasons now to “go next,” it can no longer be the single indicator that the player base despises versing a certain killer.
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Yeah the bots are there for a reason and while ideally you want someone to play a match, DC penalties encourage the worst option of the two where the rest of the team gets left with nothing instead of a bot that will at least try its botty best, which is more than someone who wants out will do
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Ragequiting provides BHVR with information they can use to self-correct their own mistakes.
That is correct. However, the data received must also be interpreted correctly. And in my view, they are not yet doing that.
Unfortunately, this could be the path we're heading down. BHVR will add content to the game and make changes, but players will no longer be able to react the way they used to. Will BHVR be forced to self-correct simply by complaints on the forums? I doubt it. Only if they see players actively turning away from their game will they feel compelled to do so, and yet they are abolishing players' ability to do so in a meaningful way.
That's already happening. I've noticed that in many games, the survivors take away the challenge from the opponent. They don't flee, they don't engage in chases with the killer. They make it easier for him and thus speed up the end of the current round. They degrade their opponent from killer player to delivery boy, because he has to hook and kill them if he wants to end the round and I don't think he's having fun when he realizes how apathetic his opponents are.
The real problem from my point of view is the shrinking of moments in the game where both sides can have fun.
And they don't fix that by holding people in a round. "Go next" is not a solution. It's a tragic attempt that has exacerbated the scenario I described above.
In the same way, the recently introduced AFK crows are no solution either. They ruin a moment of fun and excitement when you're hiding as a survivor and can't quite tell if the killer sees you or not.
I'll wait and see what happens next.
Thank you for sharing your thoughts. I really appreciate it.2 -
my only dog in this race is noting that skull merchant was absolutely a flop in every direction including game design and nobody cares if the ghoul is op or not they hate that his power feels like BS to play against, it's a gamefeel discussion more than anything else
i dont play survivor that often but i personally love disconnecting in protest instead of being forced to play against skurchant or nurse because they're awful
even now (i mostly play killer) so many survs either give up and let me kill them as soon as they mess up a loop, or just dc as soon as i down them even though there's still plenty of game left
im not saying that the new system is bad or anything but people are just going to give up if they want to and if a notable number of people would rather consistently DC against a certain killer maybe there's just something wrong with how that killer was designed
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True, but I disagree that the prevention is the best solution.
I agree. If DBD were a totally different game, I might think that discouraging DCs would be a good idea. But it's just appropriate to have the ability to.
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At this point, I think it's much more that new Killers are emphasizing the core issues with the game and balancing. Hence why you hear petty reasons being listed as the primary motivators to go next. Players are beyond fatigued. It's one thing to expect that you won't survive (which isn't good but I digress). It's another to expect that you won't get to play or have fun, which the balancing across the entire game promotes.
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I was personally dissapointed with Springtrap; amazing model and animations, fun voicelines, but it doesn't feel like Springtrap at all. They were so close with the doors, cameras, security room… and then he throws a fireaxe too, with some random effects on it.
Springtrap not being a stealth killer is what ######### me up, personally. Stealthy killer with lots of counterplay like Alien would've been the perfect fit. But the only 'jumpscare' you get to do as Springtrap is an extremely slow axe grab yell in their face animation.
He's more corny than he is scary, which is a shame. Again; amazing model, genuinely the best 'official' model of Springtrap we've ever gotten. His power? A bit lazy, sort of contrived, a mess.
A more interactive stealth-based Springtrap would've been so, so perfect.
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People should have the ability to DC but that doesn't mean that disconnecting shouldn't be discouraged either. Sometimes life happens and you need to get off the computer or the console and that is all fine but if that is what happens then surely the DC penalty doesn't matter then right? Cause it isn't like you are going to be coming back to the game soon anyway?
All getting rid of the DC penalty would do is enable people to basically shop for their preferred matches. Ones where they are going against a preferred killer or on a preferred map, etc. and that just isn't a healthy thing for the game.-1 -
I disagree.
SM 2.0 was fine conceptually and could've been fixed with a medium update making bigger emphasis on manual drone control to continuously debilitate survivors and balancing her around exposed status effect rather than insta injury.
She needed a rework similar to Knight, but she got freddy'ed because survivors refused to learn to play. This is not Skull Merchant issue, this is the entitlement issue that stemmed from people being babied too much. If 2.0 was released a few years before as is, people wouldnt like her, but they would get good and just play the game.
As for ghoul, same goes here. The power is conceptually fine with clearly defined strengths and weaknesses - anti distance, free first tag, loopable and struggles with a down and the issue is how BHVR choose to address it because the community not only refuses to play around the general design, they also false report issues and downplay the impact of core balance issues like existence of better scamper in ghoul's kit for well over 3 months.
People surely can give up if they want to, but in the end it's the problem with people, not with the game being aggressively unfun.
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When life happens I'm not taking time to hit escape and clicking leave match. I'm rushing to take care of what happened and come back later to AFK crows or an end screen.
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