Null_Winter
Null_Winter
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- Null_Winter
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Full on rework? Myers. Aside from his really antiquated design choices that neither side enjoys… Ghostface is basically exactly how Myers should function now, complete with QOL, leaning, etc. so that means they'd have to completely overhaul him from just "stalking" to "stalking and doing something else". And that's difficult to implement because, let's face it, Myers was boring as hell and basically only stalked in all his movies; Jason would sometimes mix it up with bear traps, throwing weapons, and stuff, but Myers just followed and stabbed through all his continuities.
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Basekit with no perks or add-ons: She's pretty bad and is easily stomped by any window vault or pallet.
Add-ons and perks: Unstoppable monster that can stack so much slowdown and force Survivors between the bad decision of all being Exposed or handing over her machinegun just so they have that extra health state and slightly less slowdown.
Bamboozle alone makes Survivors have to drop the pallet early on any standard "window and a pallet" loop, and increasing her infection rate makes her almost as good as OG "backsaw Billy".
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Since BHVR uses EAC, I've noticed that mass cheating tends to come and go in waves as patches and bypasses are made public. I suspect that this game's code is not well protected with internal validity checks unlike most other games that have their own internal back-up protections.
On a technical level, I think I've figured out how most of the common cheats works.
Movement speed, repair speed, etc. are all easy to change, because they are just stats in a sheet of numbers; with a cheat, someone can simply tell the game that their base speed is higher. I believe the game only checks once or twice at boot-up to see if all the numbers line up with what they are supposed to be, and then stops caring and they can be altered afterwards. They could also use the built-in status effects (Haste, Repair Boost, etc.) to increase their stats at those fixed values, but altering the base stats is less complicated than potentially overlapping status effects that some other status effects might counter.
Aura reads are likely tied to state reading; "Aura revealed to ALL/Player#X: yes/no" or something like that. A cheater can yell the game to alter the flag to always reveal the aura, ignoring other state flags like Undetectable.
The servers are notoriously limited in what they can handle, so a salty loser might opt to crash them simply by sending a bunch of false junk info in a single burst.
Teleportation is simply telling the game to put your character at a specific set of XYZ co-ordinates. Teleportation to specific things (Hatch, exit gate zone, etc.) only requires an automated look-up to where that entity's co-ordinates are and then entering them as your teleport destination.
Automatic wiggle outs is one I am not sure on. It might be a numerical alteration that sets the meter to max as soon as the Survivor is picked up, or it might re-use whatever code is attached to the process of Decisive Strike activating. Likewise for people unhooking themself from the second hook state; I think they would need to alter a flag that decides whether an unhook attempt is available or not.
A new cheat I've been seeing is Survivors respawning previously broken pallets or adding new pallets to valid spawn zones that were previously empty. I suspect that someone who makes cheats dug up the old anniversary event code that allowed Survivors to spawn temporary pallets on demand and altered it to make those pallets permanent without the confetti effects; knowing BHVR, it is very likely they left that code sitting in the files in case they ever wanted to re-use the mechanic for another event or for a future perk, so it was free for anyone to snatch up and work with.
With all that said, I have gotten more bans of cheaters in the last 2 months than I did in the first 6 years of playing; a pity that half of them were obvious burner accounts and most of those cheats were entirely avoidable with better protections.
(Don't edit my posts, mods, especially when doing so perfectly proves the off-hand point I was making.)
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Oddly, it seems a lot of people here are most satisfied with how it feels to land Power damage/hits with middle or low tier Killers. Not as oddly, several folks mentioned they specifically like the immediate feedback such as the hit confirmation noises unique to that Killer or the special blood spray animation tied to certain Powers.
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Haddie's Calendar is one of those add-ons that takes Dredge from "sluggish" to "playable", since a locked locker is several seconds of lockdown and noise warning, all for the cost of a Survivor doing a half second interaction. And there's no counterplay on the Dredge's side aside from spending even more time manually walking over to a group of lockers and hitting M1 on every single one.
I think it's fine where it's at with the slowed movement speed while holding the Remnant up, since proper usage makes standard loops entirely unsafe for a Survivor and can force them to abandon it or eat a hit.
Entering the last locker in a teleport chain feels like it should be silent; this would open up mindgame potential with using the slam on the first few tokens to potentially scare Survivors off gens while you're just traveling, but then get a sneaky surprise hit on the last one. Likewise, the actual act of jumping out of a locker should count as a Special Attack and deal damage to reward surprising someone or cutting them off in a chase.
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@LeFennecFox said:
It seems like they refuse to touch his tombstone addons which is why he's where he is. This could be a licensing thing though making it hard to change them.
I am 100% convinced it's some licensing issue not allowing changes without more paperwork than they're willing to deal with or them needing to justify any changes to him as being for bugfix reasons so as not to violate the original contract terms; they've only done one major change for him in all this time, and it was primarily buffs or changes to his middle rarity add-ons along with updating his Power to use the (at the time) new Undetectable status instead of a custom buggy unique Terror Radius modifier that only applied to him (with the "bugfix" aspect likely justifying the change in paperwork to the license holders). When BHVR got the rights back then, they had little pull and probably acquiesced to any demands if it meant getting a famous licensed character in.
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As others stated, there does need to be a universal match ender if a match has gone on too long; waiting an hour for the server to automatically close is fun and rewarding for nobody.
I do support Killer Instinct triggering automatically at 2 minutes with no chases and would even expand it to trigger on all Survivors so that they are all equally at risk (otherwise trolls would manipulate hook trades so someone else gets found and they can grab the Hatch). At the 15 minute mark, just start EGC and block all the gens regardless of other circumstances; normal matches never last that long with current gen times, bullysquad matches would be forced to end sooner, and hide-and-seekers would have a hard cap on how long they could draw out the match in hopes of getting the Hatch.
To anyone suggesting an existing or new perk as a fix: Killers get 4 perks VS 16 Survivor perks and they should not need to always lock certain perks to counter legitimately bad game design (detection for Blendette squads/Hatch squatters) or outright exploits (Lightborn for locker-hopper SWF rescue squads who probably also have Head-On as a back-up plan). The Killer can't know ahead of time that they're about to face bad faith players (unless they check profiles on an all-Steam lobby) and they should not be forced into limited build options.
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For any "flat" map, the only elevated portion the Hatch can spawn on is one of the generic hills.
On Midwich and Ormond, the Hatch will [b]very[/b] rarely spawn on the middle landing section of one of the corner staircases (Midwich) or the central building staircase (Ormond). For Midwich, this means it is best to wait for the Hatch to potentially open at a staircase and then begin patrol sweep following the walls, unless you are already chasing the final Survivor; if it did its rare spawn behind the clocktower in the courtyard, then you will be able to hear it through the wall and can instead go out there.
On RPD, the Hatch can spawn in the middle of the topmost floor in the lobby area if the equivalent gen did not spawn right there. I have never seen it spawn on the smaller nearby staircase's middle section, unlike Midwich and Ormond. It also never seems to never spawn in the front courtyard area, but I have seen it spawn in both rear courtyard areas.
The Game used to allow the Hatch anywhere, but now only allows it in the basement (not the Basement).
Temple Of Purgation and Springwood allow the Hatch to spawn in the basements of their main buildings; on Temple, it will very rarely spawn behind the locked gate area, meaning neither the Killer nor Survivors can reach it unless the gen down there was completed to open a gate. Haddonfield has a generic house with a basement as well (that house is re-used in some versions of Springwood), and I previously saw the Hatch down there but have not ever since both maps were re-worked.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697448#Comment_3697448
"Minor annoyances" like this tend to be very low priority for the team until it is used against a staff member during a community play event.
Man, this makes 125% sense lol.
That's what it took for Killers to get flashlight protection during locker grabs/pulls against co-ordinated SWF after having to deal with it since launch year; that change was announced less than a month after a "be bullied by people who actually know how to play and thus play to troll" event where a staff member kept wondering why people were hopping into lockers mid-chase only to get denied a single pick-up since he could either pull them from the locker to eat the free flash or let them go for free as soon as they hopped in one. And naturally, SWF just swapped to using Flashbang for the same strategy afterwards because its detonation does not count under the same coding that protects from flashlights and it can be timed to detonate later anyways.
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Eh, if there's a way to weaponize something for gameplay benefit or just trolling, then it'll be done, especially by a SWF. "Minor annoyances" like this tend to be very low priority for the team until it is used against a staff member during a community play event.
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Any Mori effect is technically a hook skip, though very few of of them are available before a Survivor was ever hooked before (Myers with add-ons if they ignore him building up, Pig if they ignore the RBT, Sadako if they ignore Condemned, OG iri Mori offerings, etc.); all Moris are avoidable and/or breakable, aside from Rancor's pity kill. On the other side, adding hook stages to Survivors by any means would be awful, since many non-meta Killers already struggle to get all 12 hooks against a competent team.
Even if a Killer could add another gen via some perk effect, they would, at most, be adding 90 seconds to the match if only a single Survivor touched it without perks, toolkits, and/or skillchecks; realistically, the existing final 3 gens would all already have progress made anyways and Survivors would simply finish those.
As someone else mentioned, closing gates would do nothing 99% of the time due to the 99% gate meta; Survivors would also be able to simply open them again, because there are 2 of them and they take under 20 seconds to open even without perks that can reduce the time to single digits. We also already have a perk that slows down the opening time based on Obsession injuries, a perk that blocks the gate switches based on number of unique hooks, and a situational perk that blocks open gates if you hook during EGC to give SWF more time to bully your EGC build.
With all that said, BHVR seems to have fallen into a groove of each new perk batch offering some form of gen regression/blocking/slowdown, some form of aura read, and some random utility perk for Killers, with Survivors getting a gen speed booster, either a haste effect or healing boost, and then a really weird utility perk that nobody uses past their Adept.
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After the latest rework, Condemned is not really a concern on the Survivor side; it builds slowly, it has a hard cap on how much can be inflicted in a given timeframe, it can be removed while also turning off TVs to deny teleports, and by the time you build Condemned enough for a kill they are either opening the gate or you could have 3-hooked them anyways.
With that said, she is basically a sidegrade to Wraith. They both get invisibility on demand, but Wraith moves faster while cloaked and Sadako can teleport while cloaked. Wraith gets a speed increase after an uncloak; Sadako gets an add-on that slows Survivors down when she exits her cloak. Wraith is less visible at a distance but very visible while uncloaking; Sadako flickers in and out at a distance but this also makes her uncloak animation difficult to read.
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We're almost a decade in and the "failsafe" for a hostage match or a match with parties not participating is to forcibly close the server after an ungodly amount of time has passed; certain cheats can also force that to never happen, forcing the Killer player or any Survivor players to manually exit and eat whatever level of leaver penalty they're at.
All the other games in the "non-symmetrical hunter" genre have a fixed time limit as a visible mechanic, such as internal injuries killing the survivors over time in 'Texas Chainsaw Massacre' along with Grandpa eventually getting permanent map-wide reveals to force them to either escape or die.
Considering how fast an average match is at medium MMR and above, would it be too much to ask for all gens to become blocked and EGC to automatically start at the 10 or 15 minute mark regardless of other circumstances?