The “Go Next” Epidemic | Dead by Daylight



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In this video essay we’re going to discuss the causes of survivors giving up on hook, going afk, or throwing matches. Unpopular opinion will be included but an inconvenient truth is still the truth.

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43 thoughts on “The “Go Next” Epidemic | Dead by Daylight”

  1. It's an easy fix. Take away escape on hook, automatically make first hook self save at the very end of first stage. People who get camped or left on hook don't go to 2nd stage for a bad reason and one's can't quit because they'll just get sent off hook n just have to afk infront of it or something. Mechanic for anti camp is already in the game just make it a forced off so everybody gets 3 hook states n remove the increase unhook chance perks

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  2. Here’s why. Games not fun when you have op killers like Billy’s, blights, nurses, spirits, draculas everywhere. The mobility is insane and not fair especially in soloq. Then you have unfun killers like singularity and knights when they just camp everything and the games take forever cus you just running back and forth

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  3. I think they should have a specific buff for when there is a two survivor team and up. Solo que has it's own thing, but killer get a bonus item or something to help for 4 swf team. Like a minor speed increase or the ability to see auras last a second longer etc. The que system can tell if you're on a team so I think that would be a good way to allow both solo que and swf teams without one getting screwed over the other.

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  4. It’s because every game is the exact same. Killer hard tunnels someone out on 5 gens and survs know there’s no way they’re winning. Plus they are trying to cater to the competitive players. Which make up less than 1 out of 10000 players.

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  5. It wouldn't fix the issue per-se, but giving an actual honest to god concede option in the game might help mitigate the issue, or at least control when and how it happens.

    I've always been a fan of the 2 gens left/2 Survivors left concession condition. The idea behind it is that both sides, when there's only 2 of something left, will generally know whether the match is worth continuing, or if it's already been lost. Once this point is reached, there is no DC penalty, you can leave the match. Winning side gets some BP so that they aren't losing out because of the quitters.

    It wouldn't stop people from rage-quitting on first hook, but for some players just knowing that there is an actual in-game mechanic for leaving a lost match might be enough to keep them around until that condition is met.

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  6. You are the only one that talks about the lethality of killers changes for soloQ. It’s miserable because a lot want just to chill or meme while they face killer players that play for the Olympics. Killers are convinced everyone is swf or everyone is rushing gen despite the match being 10min .. 🫢

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  7. Had a four-man instant give up just because I was playing hard skillchecks doctor. This was in high MMR too, where that build isn't terribly effective in the first place. The game was over in less than two minutes. The minute they saw what build I had, they ran to me and wanted to go next.
    The endgame chat was interesting to say the least.

    As for a fix, I got nothing. In the first place, the issue that causes this mentality in the first place is that a vast amount of players treat this like a competive game which it fundamentally isn't.
    They think 'Ah, I don't like playing against this. I'm quitting.' and there's just way too many things that can cause them to think that. They don't like the killer, they don't like their teammates, they don't like the perks the killer is running, they don't like the offering they brought, they don't like the map they ended up on.
    Those people don't have fun playing the game obviously. And yet, they continue to play.

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  8. I think otz suggested, that you would get a certain amount of points to create your build like in some shooter games, and the top tier perks would then be more expensive, meaning a swf would be less powerful. The points could be decided from pick rate of the perks.

    I think this could work for swfs, alternatively it should only apply for swfs and solo Q players could choose what ever.

    If a team of survivors consists of only solo q, then the killer would be restricted in some way. Maybe faster anti camp or longer endurance after hook.

    I admit, being a mostly solo Q guy, that I have been quitting more recently, because of just trying to have fun, but then facing a top tier killer with pop, PR, lethal and corrupt intervention, only to be camp and tunneled at 5 gens. No fuck that. For me the killers ruin the fun

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  9. There's a massive slugging problem at 5 to 4 gens and killers camping the minute the match starts this is why the majority is dcing this killer playstyle is whats hurting the game I understand the killer is suppose to kill but they are not giving the player a chance to play the game. As soon as a survivor is camped at 5 gens they dc so the rest start to dc as well so the match just ends faster in lest then 4 minutes soloque is so bad🎉

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  10. I rarely play swf but whenever I get a competent team of strangers, the killer gets mad and says we only won because we were a swf team. So many issues and problems come from ego and assumptions in this game.

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  11. Dbd is easily in the worst state it’s ever been in. Every wack state dbd has ever been in bed was usually due to bugs. But we are now witnessing the culmination of intentional issues and a stale, poorly balanced game.

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  12. A silly option would be the Entity powering up killers the more people in a group are in the match, could even go a step further and have the powered up effects only affect those in the group, lore wise it makes sense and gameplay wise it lets them nerf killers into the ground that are intended to deal with SWFs or whatever, obviously not a great solution but even so.

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  13. Like I do understand when some survivors do give up when the killer brings the most busted, and boring build for that killer. But it doesn't happen so much, I just think it's people just rage quitting, Cannot handle the fact they went down first or it's the map, or the killer and or its the team there are on. people who give up first they are so quick to point fingers whose at fault.

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  14. Well designing killers to be weaker is certainly NOT the solution, there is already a lot of killers in the game that are too weak which is why nobody plays them.
    Thats the whole reason BHVR has been slowly buffing killers over the years. Do you remember what it was like to play old Wraith or Billy before their buffs? It was horrendous.
    My two cents solution is go with what MrHeadache suggested, not to mention bringing depipping back.
    And if survivors go afk for too long they should just be auto replaced with a bot like other multiplayers games do.

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  15. also solo q survivor is abysmal. it really is. its totally impossible to balance around swf and solo q. i went 1 month straight with zero escapes not even hatch. this was playing 2-4 matches a night.

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  16. It would take being able to exclude killers before matchups at a bare minimum to get me to come back to the game as a solo. I quit last year specifically because of Skull Merchant, and less specifically because of Knight, Spirit, with the ludicrous number of aura/detection perks. Whatever game DbD becomes when it's a Skull Merchant match; it's a game that doesn't need to be on my computer at all. Knight and Spirit are just eyerolls to play against right out the gate, then add their meta addons to become two more killers that are insufferable 95% of the time.

    Then throw in even more DLC aura/instinct perks and you get to wonder what perk or combination of perk+ability eliminated stealth gameplay as an option all together before sending you right back to the lobby on first hook.

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  17. "No one should earn under 3k points without throwing" you sir havent seen my skill as a survivor. Some matches i swear i have a spot light on my head and get wrecked even when im trying to win.

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  18. Ok I had an epiphany.
    I figured out why this game sucks so much and nobody likes playing it. Its the perks, perks have ruined dbd, because every perk in the game is a crutch for bad players. I played a game with zero perks, raw skill and it was the most balanced experience of my life. It felt like I was playing dbd when it first came out. Perks have ruined dead by daylight.

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  19. Impossible short of an Overwatch style replay system. You submit the code, a dedicated team at BHVR reviews it, then they take appropriate action. Because if I want to go next, then I'll do the absolute minimum that's required. And the minimum has to be very low because killers can camp and tunnel out survivors. This means a huge overhaul to the game, staffing, and operating costs. It's something they will not do. The other options are so minor that they're not worth mentioning.

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  20. Bad teammates is the usual reason. BHVR needs to fix the Matchmaking system before doing anything else. I main killer, and people usually quit for that reason in my lobbies. If they don't fix it, people will still find a way to quit matches. SWF players should always be matched with very high level killers. It wouldnt fix the SWF issue, but at least they would have a more difficult match, instead of stomping newer killers.

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  21. Think about it. If more people play in swfs, that means more new players will be able to experience the game. SoloQ was never the optimal way to play. Much like it isn’t in Lethal Company. You’re meant to play with friends as that is why there is a four man team against one killer.

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  22. I used to always sit through matches since 2019 that sucked.

    Now there are select killers I outright refuse to verse and will quit.

    It is a way bigger issue than simply punishing quitting. I do not want to play a game that frustrates and stresses me out in all the wrong ways by continuing to play especially not for randoms.

    It's a map, killer power, challenges problem for years and it's coming to a peak now.

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  23. Oh God great vid. The rage on hook is insane in solos

    1. Survivor gets caught first it they rage rage

    2. If it's Skull Merchant, they rage

    3. RPD or Midwich rage out

    4. If it's taking too long to save on first hook phase BEFORE the second hook phase, it's a rage

    5. Make a mistake no matter how small it's a rage

    How you fix this? Easy. Make a ranks mode. That way Survivors will get to play with Survivors on their level. The higher the Rank the more you get to play with above average Survivors, people that want to win, and make good decisions.

    Buff Survivor perks for solos, and make reports mean something, and

    Buff the Block Options, I don't know how many times I block a killer or Survivor thinking I won't play with them only to know I'm only blocking them messaging me give people the option not to play with quitters

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  24. i have literally been running salty lips, up the ante and reassurance just to prevent my teammates from giving up. in only a few games ive already had several teammates kobe and then dc. its that bad. build value tho

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  25. This is my idea to fix the go next people on the hook:

    Survivors will no longer be able to unhook themselves without a perk that allows them to do so or another inbuilt game measure. Survivors will instead on the first stage have the option to attempt to test their survival skills in a risk-reward minigame.

    Choosing to participate, the survivor will face a series of 8 difficult skillchecks (basically communing with a yellow glyph) that are unaffected by all killer perks or powers. They can attempt this only 3 times.

    Succeeding grants the following bonuses when you are unhooked the first time:

    Once: Survivors can unhook and heal you 50% faster

    Twice: You gain 5 extra seconds of haste and endurance

    Three times: Your entity progression timer is paused for 20 seconds

    Failing gives the following penalties when you are unhooked for the first time:

    Once: Mangled status effect for 60 seconds

    Twice: Gain the broken status effect for 30 seconds after being unhooked

    Three times: Gain the incapacitated status effect for 30 seconds after being unhooked

    The perk slippery meat will be reworked to expand these skillcheck zones by 10/15/20% when attempting the entity’s challenge and any bonuses you gain will also be applied if you are unhooked for the second time.

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  26. Why stay in a match that is already lost? You go down first, after a 2 minute chase, and you see 2 survivors teabagg each other in the basement, and the other one hidding after their failed flashlight save, and noone has yet touched a gen. Surviving just shouldnt be the only metric, give me as a solo player teammates that actually play the match (preferably on my skill level), and the match might actually work out. But why stay in a match that is lost already anyway?

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  27. ngl… Just gave up in a trial on first hook… Then again, all 3 other survivors down before I got 1/2 a gen done, I rescue all 3 because they all go immersed and then I get hooked… I just went next because I was wasting my time otherwise. Spectated and not one touched a gen in the 2 minutes they all stayed alive. Trial lasted less than 4 minutes. In a normal trial, BP are BP so I will stick it out.

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  28. A very disappointing and pointless video. It honestly sounds like you lost a game because someone killed themselves on hook and you are still emotionally shaken up by it. It's just a bunch of complaining and baseless accussations. No real value gained from watching this video. Shame.

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  29. After 5k hours I finally quit DBD 2 months ago and every facet of my life has improved dramatically. 3-4 years ago you only had a few annoying killers and perks, now every match is "What do I have to deal with now" It's too much… The game was better when it was simple.

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  30. Its literally just a case of casual verses competitive. Just make two modes one casual and one ranked. Remove the negative penalties applied to everyone in casual and you can keep everything the same for ranked. People just don't want to waste their time is all. Why sit in an annoying match for 15 to 20 mins of my life I cant get back when I can just.. go do anything else and it be a better use of my time? is literally the core philosophy behind GG Go Next. Congrats I fixed the game, thank me never because they won't fix it ever 😂🤣🤡☠️👻

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  31. I think it's totally disingenuous to blame killer design for an epidemic of survivor entitlement. That would be like blaming survivors for a tunneling or slugging epidemic. Giving up on hook is a choice survivors make willingly, and them making that choice is no one's fault but their own.

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  32. There’s still a problem. Even if you managed to implement a system that punishes you for leaving by killing yourself too early, players will just afk and forfeit the match by playing like an actual bot, still leaving it a 3v1.

    Because players are only going to play until they reach the “required points”, or “required time spent in match”, then it’s gg go next over and over again.

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  33. I understand BHVR wanted DBD to be a stealth game, but it’s genuinely insane how much they refuse to acknowledge that the community just wants to chase and be chased, and it’s just not fun when either side can’t focus on that.

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  34. I agree that removing de-pipping probably had something to do with the increase in the "go next" phenomenon, However I also think that BHVR's decision to make killers more lethal in chases is the correct one for balance. Although Voice-Chat is not available in the game it is a widely used tool on all platforms and even cross-platform via discord so even if it were to be incorporated into the game it would change nothing. As you said in the video you would hate for SWFs to be removed, and this would be unfeasible anyway due to problems that arose early in the game's history with people dodging lobbies before SWF was a thing. It's time for the community to admit and come to terms with the fact that SWFs and their tactics are and will always be an influential part of how BHVR balances the game and how Killers chose to adjust their own strategy accordingly.

    I would also say that even though killers being more lethal in chases now make it more unfair on solo-q players because killers are being balanced around SWF-sided gameplay, this doesn't mean that killers should be nerfed to accommodate solo-q players. Instead, there is a lot solo-q players can do to improve their own experience, but I will go as far as to say the average solo-q player is not interested in learning how to combat and counter more lethal killers such as by learning how their power works, better perk usage, tile utilization and how not to 3-gen. A lot of other factors have come into play for entitled players that want to "go next" such as streamers that cater to the bully mentality and teach and show players that the only fun to be had in the game is to loop and drop pallets on killers and blind/flashbang etc. and leave the so-called "boring gameplay" such as doing gens to the other plebs or boring teammates. This mentality that doing the objectives is boring in an objective-oriented game and entitled solo-q players not managing their own expectations is what causes many to want to "go-next". The real problem here is not making or adjusting killers to combat SWFs at the detriment of solo-q players but rather that some players in this community are being entitled and can't be bothered to learn how to counter killers and throw tantrums because they couldn't bully the killer within the first 10 seconds of the match.

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  35. I disagree. There is nothing you can do to stop players from doing anything related to DCs. “Give them X penalty” nope, they DONT CARE, That’s their mentality. The best they can do is indirectly influence this by giving rewards for not DCing. The game design is largely to blame for this, why you can complete a challenge and DC? Why give a “give up” action for a team game? Why you can’t see which killer you’re facing?(I would just leave the lobby if I saw SM, it’s very bad game design to force players into facing something they don’t have fun with) this also applies to survivors, if I could see a player using distortion and self care I would leave knowing very well this survivor will be useless

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  36. I see the answer as simple, implement the last chance mechanic for first hook that you mentioned and remove the skill check system during second stage, no one ever legitimately misses any of them anyway, its a pointless mechanic. Instead, they should make it so you can only give up once all but one survivor are downed/hooked to allow for people giving up to give the last guy hatch. Add the same kind of thing for slugging so slugging for the 4k also gets solved while were at it.

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