http://dbd.game/killswitch
Why I’m Hanging Up My Medkit: Reflections After 2,500 Hours
I wanted to share my final thoughts as I decide to step away from Dead by Daylight. This game has brought me incredible friendships, but the current environment has become too toxic to enjoy.
The shift toward a heavy aura-reading meta, combined with the lack of effective moderation against tunneling and slugging, has made the survivor role feel like a chore rather than a game. It’s disheartening to see veteran players being demolished by new players simply because of unfair perk interactions or ping exploits.
I hope for the sake of the remaining players that Behavior starts listening to the broader player base instead of focusing solely on high-level streamers/comp players. Until then, my survivor era is over. Thank you to all the survivors and killers I’ve had fair, fun matches with over the years.
Comments
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true. game is as boring as its ever been on the survivor side regardless. for 5 years all they've done is take, nerf, remove, and stomp on the survivor role. they won't be happy until we all quit playing i guess. most of my friends wont even touch the game anymore; because it's clear to have a fighting chance against an even remotely competent killer not only do you need a phd in the game, but so does the rest of your team as well.
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This video showed up right after I read your post.
There's a nerve wracking issue where many players are giving up mid-game. It feels like they still want to play, but the experience has become so miserable that instead of stepping away, they keep pushing through and hoping the next match will be better in a stale meta.16 -
It feels like they still want to play, but the experience has become so miserable that instead of stepping away,I've always struggled with this and DbD - sometimes it is the best game I've ever played. Sometimes its the absolute worst. One of the issues, and I think it's getting bigger, is people conclude (frequently too quickly) that the game is in 'worst' territory and just try to get out as quick as possible. Unfortunately once people get into that mindset it becomes a self fulfilling prophecy.
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I feel the same way, honestly. I've been wanting to play for two days now, but haven't. I've never played a game that made me feel miserable even before I opened it.
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Pig games can be super lame since her buff. Not even defending this instance specifically in the Otz clip. But often Pig players will just run some broken Penti/Thrill hex build against a solo Q team that has no means of coordinating efficiently, and it is extremely boring to play against. Once they inevitably down and trap a couple weak links on the team, you can't finish the gens and if you try to get rid of totems you just get downed. So you just end up either playing for hatch, or if you're the one that's been trapped, you just run around to the boxes until you run out of time. "low tier" really doesn't make much a difference in Solo Q where your teammates are often "low tier" and competent killers can make the so-called "low tier" killers perform very well.
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^ this.
Saying that a Killer is weak or low Tier does not mean that you suddenly have fun against it. And I dont really understand why Otz goes down that route, he should know better.
Pig is one of the most obnoxious Killers to go against if they run a Hex-Build with Thrill and Face the Darkness. And in general it is not like people give up against the strong Killers. Like, I can have 50 games each with Billy, Nurse, Ghoul, Blight and Dracula and I guarantee you, the most times someone will give up is against Ghoul. Even if all of those 5 Killers are really, really strong and two are stronger than Ghoul.
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That's where custom games with friends comes in. It is probably the most fun time you can have in the game as of now.
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I can't play more than a couple killer matches without people AFKing/sandbagging to go next, and it's always because they feel like the match is hopeless, like when I have 4 or 5 hooks with 5 gens up. There really needs to be something in this game to make a match feel worth playing even if a win is unobtainable.
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so you do see people go next, afk, DC, not bother….. bit of a U turn from what you said not so long ago
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Not at all. What I've said many times is that I have lots of suicides but almost no DCs.
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I think customs always has been more fun and always will be. The game has become very competitive, which is fine when that is what you are looking for but that can't hold a candle to an impromptu sandbag competition against a friend in a low stakes match. If we ever get 2v8 customs we are planning some 4v4 protect the president (bots) matches with one killer and three survivors on each team.
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it's funny bc i didnt even use distortion but since the distortion nerf dbds just gone to shite xdd
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pretty much the same thing to me, DC, give up, go next, afk, not bothering to even try and run from the killer. Its possible people have already used their 2 free DC in your matches so they have moved on to afk/go next until they get another 2 free DC
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Cool but they're still technically different. People say they see endless DCs. I do not. I see suicides. The suicides are the whole reason I think the DC penalties are stupid. People will always find a way to leave if that's what they want. It'd be much better to make the game less unenjoyable for what's cleary a huge amount of players than to push for more and more penalties, but all people every seem to want in this community is to compound misery.
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How the hell were you even able to get friends in DbD? I've been playing for longer than a thousand of hours, but the only thing I've collected were a few metric tons of salt.
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It is also the reason i think the go next penalty should be harsher to prevent people intentionally giving up in matches. This obviously cant be done while cheaters are running rampant. Clearly people are not having fun based on the DCing or in your matches the giving up…. yet they still start the next match and repeat the whole thing. It would be better if these people were stopped from joining matches so the ones that actually play the game could get team mates that do something. See why i play the way i do? with so many DCing, giving up, going next, is there any wonder why i decided to play selfishly, to play for me? so many times i have gone out of way to unhook someone resulting in myself being hooked instead only to find the player i just unhooked went afk or is trying to go next.
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I occasionally got friend requests from randoms I played with but that was when I first started playing, like a David I prevented a tunnel out on, and largely stopped as I got deeper into the game and the salt level rose. I now play in anon mode because of how unhinged certain people are in this game, sometimes over incredibly minor things.
Otherwise, its the friends that got me into the game but they largely no longer play outside of customs because of how competitive the game has gotten. The final straw being an event queue night where every match the killer went for a hard tunnel out, and yes I do mean hard tunnel and I really do mean every match. Obviously we just got unlucky to some extent but we were not sweating. Even when those friends were playing I was still largely solo queue.
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When people are starving, you should advocate for giving them food, not for making the laws against stealing it harsher.
See why i play the way i do?
No I don't, and I never will. I'm the same in solo as I am in a party. Other people don't change me, and I'm not nearly as focused on winning as you are.
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you cant understand that someone that actually wants to win plays differently due to people that dont bother and give up? you said it yourself that you dont play much solo because you dont want useless team mates. you opt to play SWF more so other people are changing the way you play by making you avoid solo.
If people are starving because they refuse to eat the food that is available because they want better food then yes i advocate to make stealing food harsher.
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That actually sounds really funny.
I do hope that special modes become available in custom lobbies at some point (I don't see why those can't be implemented).4 -
You're right, I don't want useless teammates, but I still play exactly the same in solo as I do in swf. I'm going to unhook, I'm going to take hits, I'm going to give the killer free hooks to try to save a tunnel target. I will try to help people not have a bad time and I will die for it. Playing the way you say you do, being selfish and letting people die on purpose, is exactly why people are so discontent. You're exacerbating what you're complaining about.
And I'm the same as killer. Those under hook AFKs? And the ones who chase me to die? I usually swerve on them, and they generally end up reengaging. They often do well afterwards to. Sometimes they escape too, and that's cool. It's a video game. I'm not trying to make people miserable.
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- Total lack of communication in solo q, in a game where coordination is key.
- MMR simply doesn't work.
- Fix these two problems and the game will be significantly better. Seeing P100 killers (so we've supposedly invested time in learning their respective mechanics) playing their power terribly is becoming the norm. Even the killer doesn't realize how negative this whole situation is.
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By not engaging with these people that you consider trying to go next is exactly what tunneling is lol. avoiding survivors to go after someone else….thats the very definition of tunneling. The other thing that amounts to tunneling is the fact that you even say the ones that are afk or dont even bother not only dont get targeted but they can also win by doing so. so essentially you tunnel as a killer without even realising it
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Balancing and technical issues aside, Dead by Daylight's biggest problem has been and always be, the quality of your teammates (and lack thereof). The issue of having teammates who feel entitled to their defition of a fun match and either quitting or self-sacrificing when they don't get that is a problem that's only gotten worse over time and it's something you can't just balance your way out of either. I can power through against crummy killers but watching my teammates DC over completely winable matches just kills the enjoyment of the game and I feel like BHVR really need to work on new systems to curb this kind of behaviour. I truly feel like the game's community is at it's worst in a long time.
If I were to put it into numbers, it's currently 30% balance issues, 30% technical and 40% attitude problems.
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The definition of tunneling is targeting one person to repeat-hook them and get rid of them quickly. I'm doing the opposite. If I rehooked this freshly unhooked AFK that would quite literally be tunneling since they were my last hook. I'm going to ignore them and go for the unhooker, as I would whether they were AFK or not. That's what plenty of killers do. I've had many instances where I've stepped away for a second while on hook thinking I had longer only to come back and see the killer do the honorable thing and run right past me. If you're a halfway decent player, you don't need to down someone who's just standing there.
I reenagage with these people once they reengage. And I mean the team can win, not the individual specifically. I know you don't get it, but some of us view survivor as a team effort.
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so you ignore unhooked survivor, you go for the active player… they get unhooked, you come across the afk player and the recently unhooked player. you ignore them both? you said you wouldnt go for the afk player and going for the one just unhooked would be tunneling.
interesting, you seem to dislike rats but a rat just needs to go afk and not bother and you will leave them alone.
You can view the survivor role however you want but viewing it as such doesnt mean it is that way. you can view a win as surviving 20seconds in chase if you wish but doesnt mean thats a win for everyone.
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Do you feel like this started around a specific point, probably around the pallet density changes, or maybe after one of the last two chapters? If we assume the reason for this behavior is one of those, do you think we'll see any fixes/changes in the mid-chapter?
I feel a bit out of the loop since I've given up Killer altogether, so I can't put my finger on an exact time, but around the Sinister Grace release I noticed a spike in giving up, even against the average killer roster.0 -
pretty easy. Kill 3 people and let one go. I let Kate’s Nancy’s Claire’s go when I play killer. Some of those survivors became my friends
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I haven't noticed any specific trends. It's been going on for about as long as I can remember. It's usually when things are wildly snowballing in the killer's favor early on. I actually have two examples from just last night:
First was a killer match. I downed someone super fast at the beginning and hooked them. I moved on and found someone else to hook. I then came upon that first person again, on a gen, still injured, and downed them. I was Undetectable and came around a corner, so I'm sure that upset them. They didn't struggle when I carried them and then AFKed under hook. They had two hooks with 5 gens up so they felt hopeless, and I can't blame them. The team could still win, but they knew they're own win was unlikely.
Second was a survivor match with two duos. The other pair were TTVers, and they were also hooked early. They just gave up, and that caused us other two to loose as well.
The problem is a few things. There's no reason to continue if you're heading for either a personal death or a team loss, especially if you've already hit a certain burnout threshold. There's also no chance of a proper comeback in these sorts of scenarios. Case in point, one of my killer matches from last night:
Hooks were spread. No one was tunneled or targeted. Didn't change much from beginning to end. And what do they get for this unpleasant match? No chance of comeback and low scores. The Bill DCed as he was in the dying animation out of what I'd assume was pure frustration. There's just nothing encouraging survivors to carry on. On the flipside, I regularly play as straight trash as killer, get like one or two hooks like a total noob, and end up with a 3k or 4k in end game by some kind of heavenly intervention. It's been my consistent belief that this lack of a shock turnaround on the survivor side is why survivors are more prone to hopelessness.
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The shock turnaround for survivor is one really good chase (and the rest of the survivors sitting on gens).
Most of the time it happens for me after a first tunnel out. The killer feels safe and doesnt drop chase in a really good looping spot. Maybe he even tries to get some stylepoints with his power.
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ThIs is pretty rare on my end, especially compared to my killer matches, where I get at least one script-flip every session. Even with that good chase, there's a solid chance the killler will at least get a 2k or slug everyone in end game. I've had plenty of matches where I loose momentum and gens start popping even though I have everyone with hook states and someone dead, but this comebacks is usually everyone dead at 1 gen instead of 4.
But I also feel anyone with any sense will drop chase if a gen or two pops with no down.
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I think shock turnaround like you said is a good way to describe it. But you also reminded me that there are a lot of different possibilities at play.
I looked back at my games from about a week ago, and from what I remember, in the first match; Kate gave up mid-game and her bot stayed around for a few minutes before Blight caught her.
In the second game, Claudette gave up and Vecna ended up being friendly to her. When I got downed, he waited for Claudette to nod if he should hook me or not, and she nodded yes, which resulted in the two of them escaping together.
In my last match, I'm pretty sure we both had the same teammate multiple times. At this point, I'm starting to think there's no real point in trying to fully analyze what's happening, and that a lot of it might just come down to player mentality. I hope the devs are thinking of adding rewards, or something that will give a good reason to stay until the end.2 -
Mental state is really the number one thing with this game. You can try to cut out emotion and view balance from a completely clinical perspective but that isn't going to work. Where there's humans, there's emotion. I'd venture to say that most people who are unhappy with either role still have stats at the target numbers. It's not the outcomes that matter so much as how the match feels. People want to feel like they had a full experience. As killer, the thing that keeps my mindset from tanking is those shock turnarounds. They are utterly undeserved, but they keep me from feeling beaten down.
Survivor is more complicated, because there's a lot of moving parts.
For me, personally, my mindset is actually quite good right now. That doesn't mean I don't think survivor as a role needs help, but I myself feel possibly the best since I was fresh and new. But four or so months ago my mindset for survivor was at rock bottom. My friends were leaving, my matches were miserable, I was burning out and felt like a punching bag. The thing that changed was making more friends. I played with seven different people yesterday, in three separate sessions. Was there tunneling and slugging and general scuzziness? Yeah. But frustration over cheese tactics can cool very quickly when your friend runs over to slap the killers butt while it's happening. Something disheartening becomes funny. The outcome is the same but how you feel about it isn't. This is why I'm a huge advocate for SWF. It's not about sweaty squads for me, it's about groups of friends having fun.
That's also why I want more for soloq. I'd like a reason to play it as well. More info like basekit Kindred. More in-game tips to develop macro. These aren't game-breaking. They'll just make survivors—especially new and average ones—feel like they have a shot. And yeah, more reason to feel like you accomplished something when things are rough. They had said when the abandon was being introduced there'd be big incentives to stick out rough matches. I don't even know what those were supposed to be. If the only thing they can give us is a free pass to leave whenever things are bad, then the game is not doing a good job with making people happy.
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Well said, and I am glad to have been part of your comeback tour. May 2026 bring better times for everyone who is playing DBD
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I've given hatch to hundreds of survivors, and still 0 invites, not even a single +rep for this.
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This is DBD, not Counter Strike. The UI icons are the solo Q communications of this slasher movie simulator game and they perfectly satisfy this role. You may be confusing lack of knowledge (and skills) with lack of in-game communications.
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I also think there's a factor of expecting something negative to happen, and then reacting the moment there's a trigger. I remember one time when I felt weirdly anxious playing with my name. No one was attacking me personally, but something had made me feel scared, as if I was about to get my feelings hurt. A negative mindset makes people brace for a bad experience. There's no doubt this game is at its best when played with friends, just like how Lethal Company and REPO are built around. Playing DBD solo sometimes feels like playing these games on our own. I felt that after the people I used to play with drifted apart. We could play for hours on end, and I really valued our time.
It made me smile that you found a group of people to play with, and that you're feeling better than before. That's what matters.1 -
I'm still having fun but still enjoy theorizing whose fault all this is, as in individual players. Care to join me?
Seriously though, I haven't had a snowball fight yet that hasn't had me laughing.
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P100 means nothing just that someone dumped his blood points into that killer to get him p100 but that doesnt mran he mains him or plays him like I can p100 hag and play her just few times a year. Only reason to get p100 is like if you want look cool and make people think you play that killer a lot (thing is you can be p100 dedicated wesker main or just someone who p100 him and plays him very little), or p100 killer or survivor to get more addos with better quality thats good reason to like plague, mayers before rework or trapper are worth p100 because you can get certain addons like iri ones guarantee in 2-3 bloodwebs instead of 10 which is worth it.
For the communication if you dont want to have something like push to talk option cool would be like 4 random spawned phones that survivors could obtain and get chatt in game plus some prases could be saved in settings like fallow me or killer is coming etc. so you dont need to write those all the time, that would help with comunication and it wouldnt be so powerful as coms but still very usefull with randoms. Just idea like it or not.
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I also think there's a factor of expecting something negative to happen, and then reacting the moment there's a trigger.
I can count on my fingers how many times I've DCed but I totally get why people do it because of this exactly. Bad match after bad match and the frustration builds, and as soon as it seems like its gonna be another they give up. They should just not ready up but they keep chasing that good match, since no one wants to end on a bad note.
It made me smile that you found a group of people to play with, and that you're feeling better than before. That's what matters.
If you'd like to join us, message me. We have a forum group on Discord. We also do custom sometimes.
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Yeah exactly, we see it everywhere now. And thank you for the invite, that's really kind of you.
Do you usually hop on voice when you play, or does it depend? I'm a bit shy in Discord groups, so it might take me a while to turn my mic on if you guys like to coordinate.0 -
I think the problem is the give-up-mentality. I did (and probably still do) see matches as unwinnable too quick.
And there are 3 or 4 people on survivor who need to push for the win even if it looks bad, only one for killer. There are also some killer with a catch-up-mechanic (basement trapper, Twins/Billy slug, etc.) or perks. A clear win on survivor is also boring (people doing only gens), so people tend to go for risky plays to get some excitement.
Bc of that people have more turnaround experience as killer and that motivates to stay in a losing match. Even one down (and three others in an opened exit) can turn around bc of altruism.
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yeah since I play on PlayStation then I would have to be nice to players that are on the same platform. Only way to communicate with them unless they are ttvs
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As I see it, the problem is half the give-up mentality and half that BHVR is doing nothing about it. Most of the efforts to help the survivor role this last year have been nuked, which is only making people feel worse. Even if every survivor in a bad match digs in, some matches just aren't turning around, and there's nothing to either make you feel otherwise or at least make you feel like your time wasn't wasted. It doesn't help that the survivor wincon is a personal escape and not a team win. Pretty sure we've all had those sessions where the team keeps winning but you're the only one dying. That gets aggravating and the game doesn't reward you in anyway. Even if you're the best player, all you get is a death on your record.
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There is something to make you feel your time isnt wasted in every match. its called practice, each match a survivor gets chased is an opportunity to hone those looping skills, practice stealth, learn map layouts, killer powers. There is a lot people can take away from a match if they choose to.
As for the win con….having it as a team win would only benefit SWF. Griefers and people that do challenges or just meme around in a match in soloq would have a much bigger impact if it effected the team as a whole. Currently, if a griefer is intentionally blowing gens or being annoying there is a chance someone on the team can escape even if the rest dont. Make it a team win/loss would mean far fewer wins for the solo players
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