Senaxu
Senaxu
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@yato said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051515#Comment_4051515
Bro, obviously everyone only posts the clips that annoy them, and I’m the only one posting a clip that shows the opposite. But trust me, that’s how it is. I’ve also, while playing against the Ghoul, managed to pass through the body with no collision and vault the pallet again.
So basically, there is no bug. It’s one of his features, an action tied to his power, and nobody is abusing it. It’s something that’s been fixed, but in any case it’s still a bit buggy because it doesn’t always injure, so I’d say case closed. Some people experience it, some don’t.
Being mistaken is human; repeatedly changing the explanation to whatever is convenient is something else.
Going from “case closed” to “still buggy” to “lag” reads like damage control, not a good-faith argument.
Provide an official source for “intended,” or stop dismissing evidence you can’t refute. -
@PriestessPoppy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051515#Comment_4051515
my comment was miss-interpreted by many. I meant, it could not be latency if it looks weird even on the killer POV, the hitbox is just too big
Gotcha, thanks for clarifying 🙌 Yes, I initially read it like you were using latency as the explanation. We’re on the same page then: if it looks wrong even from the killer POV, “latency” isn’t a real answer here.
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@PriestessPoppy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050556#Comment_4050556
latency??? He's far from the killer POV (the one that matters when talking about latency)
Good point but in the match where I recorded this, my ping was ~30 ms and the killer’s was ~60 ms (I grabbed a lobby ping screenshot too).
My connection is stable fiber; I sit around 20–40 ms in general.
Yes, netcode can make things look weird sometimes… but 30 vs 60 ms does not explain taking a health state at clear distance with no visible contact, especially when I’m not vaulting back and I’m not hugging the killer’s model.
@yato said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051376#Comment_4051376
And now explain to me why, in my video, the survivor wasn’t hit with two attempts, in the same way it supposedly happened in the OP’s video
Saying “it doesn’t happen in my matches” doesn’t prove anything except that you personally didn’t reproduce it.
Bugs like this can be conditional (timing, animations, server state, map geometry, interaction order, etc.). Multiple people in this thread have already reported the same thing, and there are multiple clips now.
Also: I’m not interested in turning this thread into a “teach me the exact setup so I can test it” situation. That’s how issues like this turn into publicly abused tech.
If this becomes widely known how to trigger it reliably, you’ll see exactly what happens in Dead by Daylight every time something is abusable: people flock to it, matches get miserable, and then suddenly Behaviour Interactive is forced to act.
I agree it’s sad, but that’s been the pattern.
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I can confirm. It did happen to me too in my last match.
https://youtu.be/YEDy5XGwWxg
That doesn't look right… -
I think it’s still a bit early to call The First “OP” or “weak” overall… most players (on both sides) are still learning the matchup. Right now a lot of the frustration seems to come from predictable pathing: if you just W-key in straight lines, you’ll get clipped fast. If you vary your movement, play edges, and don’t autopilot, you can actually extend chases quite a bit.
That said, there are a couple of rough spots worth looking at:
- Inconsistency / timing: sometimes(rare) the AoE feels like it “ticks” extremely fast when placed directly under you (almost no reaction window, even for Dead Hard). Not sure if that’s ping-related or a bug, but it feels uneven compared to the usual timing.
- Add-on issues: Rabbit Remains especially feels off (Exhausted applying in situations that shouldn’t count (while in locker) / inconsistent application timing). Might be worth a check.
For survivors: Grandfather Clocks are not optional. If the team ignores them and keeps doing gens/heals, you’re basically handing over free snowball…. especially once the killer knows what they’re doing.
For killers: don’t tunnel-vision on M2. Use M2 for zoning/forcing movement, but take the free M1 when you get it instead of fishing for perfect placements.
Overall: give it 1–2 weeks for real matchup knowledge to settle, but please do investigate the timing/consistency + Rabbit Remains interactions, because those are the parts that currently feel least “fair” to play around.
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050315#Comment_4050315
Ah, now that's something EXTREMELY good to know. Thanks for that, will be trying it next match I get into
no worries. if you want to go all in: take Head On too. You high likely get away for free
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Lockers are pretty strong against Upside Down Strike.
If you can’t safely avoid the attack, a locker is your best bet. Better to take the M1 than an active Worldbreaker. -
@killerjuker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050272#Comment_4050272
kaneki remains s tier after nerfs but most who play him remain mediocre.
the first is easily S tier. at the moment most killer mains can't aim. once they get the muscle memory down, he will be very easy to play
ghoul is still solid, yes. The First is strong, high A Tier at least. But thats a marketing decision for sure.
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ghoul got butchered. a new cashcow is born. and it seems to work pretty well.
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Yeah… I think something is wrong with the achievement tracking.
I don’t even own Vecna, yet I’m getting progress on “Torn Asunder” while playing Survivor.
I was originally working on the new Survivor aura achievement, and at the same time my Vecna killer achievement started progressing, even though I wasn’t playing him.That really shouldn’t be possible, so it looks like the achievements might be mis-wired / cross-tracking.
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i get progress for Torn Asunder when i reveal the killers aura. I dont even have vecna…
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@ONSAN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048716#Comment_4048716
If everyone playing the game is aiming to compete in tournaments, I think it would be a good idea to raise the standard.
Making it easier for survivors will cause more people to quit the game. People get bored if they have too many successful experiences.
The only people who will remain will be those who truly enjoy competing. It will be an old-fashioned fighting game.
I think there’s a misunderstanding here: the goal isn’t to make Survivor “easier” overall or turn every match into a free escape.
The point is to close the SoloQ vs SWF information gap (basic coordination like who’s going for the save / urgent Hex / killer camping). Once SoloQ is closer to that baseline, BHVR can rebalance around it… including adjusting killers and certain perks/add-ons so it stays fair and doesn’t become survivor-favored. In other words: info parity first, then balance, step by step.
And “healthier” doesn’t mean “easier”… it means fewer matches decided by missing info or extreme snowballing, and more decided by actual gameplay. -
@ONSAN said:
Thank you for your reply. I am using a translator. I apologize if we do not understand each other's intentions.
I think the current HUD provides all the information you need. The MMR to be separated is the MMR used when playing solo. The MMR when playing SWF. By having these two types and increasing or decreasing the MMR separately for solo and SWF, I think it would be good to eliminate the difference when playing solo with an MMR that is higher than necessary. It is difficult to have four survivors in this game. Unfortunately, at that point the killer has the advantage.
We are opposed to adding more game modes to the current events and modifiers as this would increase match search times.
Thanks for clarifying… I think I understand your point.
I’m not against separate Solo vs SWF MMR buckets in principle, but it can significantly increase queue times and still doesn’t fully solve the underlying issue. My preference would be: reduce the SoloQ vs SWF information gap first (so matchmaking is working with a healthier baseline), then adjust balance accordingly… and only then consider separate buckets if they’re still needed.
(翻訳が大変だと思うので日本語でも短く書きます)
ご意見ありがとうございます。ソロとSWFでMMRを分ける案は理解できますが、待ち時間が大きく悪化する可能性もあるため、まずはソロQの情報不足(HUD/ピンなど)を改善して差を縮め、その上で全体バランスを調整するのが良いと思います。なお、現在のHUDは以前より改善されていると思いますが、SWFの通話ほどの情報量にはなりにくいかもしれません。例えば「誰が救助に向かっているか」「どのトーテム(Hex)が優先か」「キラーがフック付近にいる(キャンプ気味)か」といった情報は、ソロQでは共有が難しい場面があり、SWFでは会話で素早く共有できてしまいます。 -
@uAreShellfish said:
This is one of the more grounded, good-faith posts I’ve seen on this topic in a long time. You’re clearly not arguing from a “buff my side” angle, and it shows.
A few thoughts point-by-point:
1) Anti-cheat / match integrity
Hard agree that this has to be priority #1. Balance discussions are honestly meaningless when subtle cheats are common and hard to prove. Server-side sanity checks feel like the bare minimum in 2026, and a lightweight replay system would help both players and BHVR rebuild trust. Even limited replays (last 2–3 minutes, no free camera) would be a massive step up from “clip it perfectly or nothing happens.”
2) SoloQ vs SWF information gap
This is probably the strongest section of your post. A Kindred-lite awareness system + a very restrained ping wheel feels like the right middle ground. It narrows the gap without turning SoloQ into Discord-lite, and it gives BHVR a healthier baseline to balance around.
I especially appreciate the follow-up about info-denial perks that’s the part people often skip. If SoloQ gets better info, perks that only punish lack of comms absolutely need reevaluation, or we just recreate the same problem in a different way.
3) MMR & contribution
The mismatch problem is real, and the “escape = success” model has always been too blunt. I like your framing here: outcome still matters, but contribution should nudge MMR so that active, skillful play isn’t punished. As long as it avoids becoming something players can easily farm, an impact layer would make the system feel way more honest.
4) Generator speed stacking
Diminishing returns makes way more sense than endless multiplicative stacking. Fast matches aren’t inherently bad, but when gens evaporate before the killer can meaningfully apply pressure, the match feels decided by perk math instead of gameplay. A soft cap would stabilize pacing without gutting gen perks entirely.
5) Pre-lobby visibility
Hiding names/hours pre-match but restoring them post-game feels like a clean solution. It reduces lobby shopping and early tunneling decisions based purely on profile scouting, while still keeping endgame accountability intact. This one feels very “low downside, high upside.”
6) DS consistency vs top chase killers
This is a really good point that doesn’t get talked about enough. An anti-tunnel tool shouldn’t wildly fluctuate in value depending on the killer’s power. A short post-DS power lockout (even very brief) would help standardize its effectiveness without turning it into a free escape.
7) Incentivizing hook spread
Big yes to incentives over pure punishment. As long as anti-abuse rules are tight, rewarding healthy hook rotation could do more to change behavior than another layer of anti-tunnel perks ever will. Making “12-hook pressure” feel viable again would be good for both sides and for build variety.
Overall, this reads less like a wishlist and more like a roadmap for improving match health. Even if BHVR didn’t implement everything, the underlying philosophy integrity first, information parity, consistent systems, and incentives that encourage healthier play is spot on.
Thanks for putting the time into this. I’d honestly love to see more feedback framed this way.
Appreciate the detailed, point-by-point response → that’s exactly the kind of discussion I hoped for.
I’m with you on the “integrity first” framing (server-side checks + even a lightweight replay), and also on the follow-up: if SoloQ gets better baseline info, perks that mainly punish lack of comms should be reevaluated so we don’t recreate the same gap in a different form.
Thanks again for taking the time to write this up.
@jesterkind said:
Regarding your point about DS: I think a smoother solution is to have stuns deplete power tokens/put powers on cooldown where appropriate, rather than making it an effect from the perk Decisive Strike in particular.
For example, if Nurse and Blight in particular had their powers lose tokens and go back on cooldown after a stun, DS would be more effective against them and they'd have more reason to be concerned about pallets, which largely don't actually matter against them in the least.
It gets a little more case-by-case after those two, but it's surely something that can be considered for other killers in similar positions to them- the only real outliers then are range killers, but that's where anti-tunnel needs to be based on more than perk choices or effects like Endurance or stuns.That’s basically the intent, just phrased better: make it a system rule, not a DS-only exception. If stuns while carrying (or certain stuns) cause a short power lockout / token drain, you mainly hit the outliers (Nurse/Blight-style gap closers) without turning DS into a guaranteed escape.
The tricky part is edge cases like temporary/limited windows (e.g., Plague’s Corrupt Purge). Losing that state instantly to a single stun/DS could be disproportionately punishing compared to killers whose power is always available. So I’m in favor of consistency, but also of tailoring the rule so it stays fair across different power types… especially limited-duration powers.
If BHVR ever revisits this, I’d rather see a clean, consistent “stun interaction” framework than a bunch of perk-by-perk hacks.
@ONSAN said:
2) I just have a question about this. Is there really a difference between solo and swf? I have never played this game with anyone since I started. I think this suggestion is made by people who have played this game with someone. This is a huge buff to survivors. And it could be a reason to quit the game. Four years have passed since the MMR system was introduced. It may be too late, but why not start by separating the MMRs for solo and swf and making them two types? It may take four years to see results, though.
Fair question… and yes, the SoloQ vs SWF difference is real even if you’ve only played SoloQ.
The biggest SWF advantage usually isn’t raw mechanics, it’s constant information: where the killer is, who’s being chased, who’s going for the save, whether something is a Hex that needs priority, whether to reset/heal, whether to commit gens, etc. SoloQ has to guess (or as for now spend perk slots replacing basic callouts).
BHVR has actually acknowledged this directly… that comms can “make the difference between life and death,” and Solo players often sacrifice perk slots for info. That’s why they introduced the Survivor Activity HUD / chase indicator as a step toward bridging the gap.
Also: I’m not asking for “buff survivors forever.” The whole point is: if SoloQ baseline becomes more consistent, then BHVR can balance around that healthier baseline (including adjusting killers and certain info-denial perks accordingly, so it doesn’t become power creep).
On separate MMR buckets for SoloQ vs SWF: not against it in principle, but it can also blow up queue times and still doesn’t solve the “escape = success” bluntness. I’d rather fix integrity + improve the quality of matchmaking inputs first, then see if separate buckets are still needed.
@top500spiderman said:
Now this is a good post
This is a step in the right direction, I really like how you emphasized how killers should be balanced around survivors capabilities iv been preaching this forever and I'm glad when I see people who feel the same way.
I just feel like before they do that, anti tunnel/second chance perks shouldn't be touched for real, because if they manage to cap gen speed appropriately the killer nerfs that could come from that change may make current DS fine universally.
Appreciate that, and I agree with the sequencing point.
If gen-speed stacking/pacing and matchmaking are healthier, a lot of the “I have to tunnel or I lose” pressure drops naturally. Anti-tunnel tools shouldn’t be gutted in isolation, because they’re compensating for wider pacing/match quality issues.
My main ask on DS is less “buff it” and more “make it consistent vs top chase killers,” so it’s not wildly different value depending on who you’re facing.
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@Classic_Rando said:
First of all, great post! Long, yes, but well thought-out and lots of good ideas.
Matchmaking/MMR needs to be BHVR’s top priority, hands downs. I was just thinking this last night as I was playing with a couple of friends who have less experience than me and aren’t as good at chases. We were in a losing match but I was having some really good, fun chases with the killer. I kept thinking about how my reward for all of this will be a drop in my MMR score so I will just get paired with worse teammates in the next match. Like, after all this time, do the devs still not get this?? There would be so much less throwing matches and giving up, less frustration with the game overall (at least on the survivor side) if skilled gameplay was actually rewarded at the individual level. Apparently this concept is still impossible to understand.
Then there is the issue of matchmaking. Even if what I mention above is resolved, it doesn’t matter if super high MMRs are still being matched with super low MMR scores, which I can confidently say with experience happens all the time. Something is fundamentally broken with the system when it allows people with thousands of hours to be paired with literal brand new players on a consistent basis. I counted at least 10 times yesterday when I was thrown into a lobby with teammates who had less than 30 hours in the game. There is your problem, staring you right in the face BHVR.Appreciate it. And yeah, you basically described the core flaw: if the system mostly rewards outcome, you can play well in a loss (solid chases, smart decisions) and still get “punished” into worse lobbies next match. That’s exactly why I’d love a contribution component alongside the result.
Also agreed on the extreme mismatches. Thousands of hours getting paired with <30h teammates (outside of someone intentionally queueing with a new friend) shouldn’t be happening consistently. Even if it means slightly longer queues, I’d rather have fewer matches that are decided before they even start.
@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048432#Comment_4048432
Matchmaking definitely needs to be a priority, especially when you consider how lopsided things tend to be.
I have 2000 hours in the game, been playing on and off since late 2018, and at times I get matched against brand new players when I play killer. This should ideally NEVER happen, and in those matches, I often feel so bad that I let the survivors go.
In all honesty, I miss the days when the game had ranks, before BHVR started experimenting with MMR. Those days had the best matchmaking experience in my humble opinion.
100% agree. As killer, getting brand-new players in your lobby feels bad for everyone. New players get stomped, and experienced killers feel like they’re accidentally smurfing.
I also get what you mean about the old rank era. It wasn’t perfect, but the matches often felt closer. Ideally we end up with a system that’s actually skill-based and stops feeding beginners into high-skill lobbies.
@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/463082/improving-dead-by-daylight-for-both-sides
i wonder, what if DS's stun was 3s again but with your suggestion, the power lockout for however many seconds. in this case, maybe 2 so it technically adds back up to 5? (overall tho really good post, i will say that the comm wheel doesnt need a 'im in a chase' action bc thats already the case on the HUD)
Good point on DS. I don’t think the solution has to be “make the stun huge” again. The goal is simply that DS reliably buys a fair reposition window even versus top mobility killers.
If there’s a short power lockout after DS, I’d be totally open to lowering the stun duration… as long as the actual survivor control window becomes consistent. Right now part of the “stun time” gets eaten by the drop/landing animation, so it doesn’t always translate into usable distance. In my head, the clean tuning lever is the power-lockout duration, because it targets the killers who erase DS instantly without overly punishing slower killers.
On the comm wheel: I agree we don’t need a generic “I’m in chase” call if the HUD already covers it… but it doesn’t always:
Against stealth / Undetectable scenarios (Wraith cloaked, Myers with no TR, etc.), the chase indicator can be unreliable or effectively absent while you’re still being pressured. That’s why I’d keep a “Killer on me / stealth near me” style ping (cooldown-limited), and then use the remaining slots for actionable stuff like “going for unhook”, “killer staying near hook”, or “hex/totem here”.@Horse said:
Finally a non-biased post for once.
If only this post was actually used in their 2025 roadmap, things would be way different than what we have now.
Thanks, I appreciate that. I tried hard to avoid the usual “side wars” and keep it focused on match health. If nothing else, it’s nice to see people agreeing on priorities when it’s framed around making the game better for both sides.
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@THE_Crazy_Hyena said:
Long read, but the ideas proposed were pretty good, and healthy in their approach
Appreciate that… and yeah, I know it’s a long one. If you had to pick just one point to prioritize (anti-cheat, SoloQ tools, MMR, etc.), which would it be?
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Crashes feel awful, I get it. But a baseline DC penalty is there to protect the other four people in the trial. When one player disappears, the match turns into three humans plus a bot, and that drags the experience for both sides. It’s fair that the system nudges everyone to keep their session stable before queuing.
From what we’ve seen, the five-minute lock doesn’t hit on a single crash; it kicks in after repeat exits within a recent window. That’s a reasonable buffer.
If you’re crashing, it’s usually fixable. Update GPU drivers, verify game files, turn off unstable overclocks/XMP, check RAM with MemTest, kill overlays and recording hooks, and keep background apps light.
I had repeat DBD crashes in the past that disappeared once I fixed a RAM stability issue. -
You ran into the early-death caution. The game has an automated check that flags matches where survivors die extremely fast. When a cheater insta-downs, teleports, or mass hooks, that check can hit the victims as if they ended the match on purpose. It is working as coded, but it misclassifies you because there is no real server side sanity check.
Best way to handle it: capture a short clip that shows the one shots or teleports and the lobby names, then open a support ticket on the official site and attach the video:
Submit a request
Add the time, platform, map, and say you also used the in-game report. That combo is what usually gets action and gives support a reason to clear any wrongful caution.BHVR should finally add basic server checks and auto-exempt these matches, or at least let players see the endgame screen when a caution triggers so the offender can be reported properly.
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I’d love to see the survivor lobby idles too, but there’s a hidden tech cost.
Right now, when a survivor equips an item the game swaps to an “item-in-hand” state that suppresses the idle Animation Montage.
To show idles with items, BHVR would have to author item-aware idles or an additive idle layer for every survivor skeleton, then keep the prop aligned to the correct socket throughout the pose. That means per-pose socket offsets, IK or masking to prevent clipping with coats, backpacks, long sleeves, etc., and extra QA across all cosmetics. If you add lobby SFX hooks, that matrix grows again.None of this is impossible, it’s just time-heavy and doesn’t really move business metrics compared to new skins or DLC, so it likely falls down the queue while they focus on higher-impact work.
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the issue with this is that swf exists.
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As several people already said: you can’t pin toxic behavior on one side.
There are simply more Survivors than Killers per match.
Toxic behavior isn’t unusual in this genre; it’s PvP. That naturally comes with the player base…
like how you find more flies (PvP) than butterflies (PvE) on a cow pat (DBD).
The behavior described here (tbagging, humping) gives no gameplay advantage; on the contrary, it costs the acting side time. And you can be sure that someone who spams these basic inputs is, in terms of mental competence, rather simple-minded. -
This would be an impossible task for BHVR.
It isn’t realistic right now. It would require a major server-side overhaul and a level of work BHVR hasn’t shipped yet… sadly, that doesn’t seem to be a current priority. -
From a tech angle: UE5 already gives you what you need for real anti-cheat. GAS and the replication stack let you move the important checks to the server and reject bad client claims. EAC can be decent, but only if the server actually verifies speed, position, and state.
In DBD the client still tells the story (8 year old pvp game btw) and the server nods along.
That is not a hard limit, it is a product choice.
Put time into server-side validation and simple server-signed event logs and most blatant stuff dries up.
Instead that time keeps going to skin drops and DLC because they print revenue. Cheat protection stays on the back burner and, realistically, that will not change for the next five years. At best we’ll see another ban wave after a parameter tweak, not real server authority.That’s the blunt, unvarnished fact… and I hate being right about it.
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Pretty similar to Twins.
Even after the nerfs she’s still decent, but the play pattern isn’t very rewarding long term.
Lots of micro and an awkward chase flow with few “pop off” moments, so many killers shelf her once the novelty fades. Strength doesn’t equal popularity. -
@Classic_Rando said:
I don’t play all that often but I haven’t run into a blatant cheater in a very long time. I see lots of people complain about it here, but wonder how big of a problem it really is. I play in the US, usually around 9-11PM. Maybe it’s more common in other regions and/or at different times? I also haven’t seen a lot of discussion about an “epidemic” amongst popular content creators. Seems like there would be a lot more complaining about it by content creators if it truly is a widespread problem.
But I do agree that it’s completely unacceptable that the game can’t automatically detect when someone does something that shouldn’t be possible and simply auto-ban them. Is there concern that some players who aren’t cheating could be banned if there are glitches in the game?
Fair point that regions differ. EU prime time is rougher for me too, both with blatant and the “subtle” stuff.
What shouldn’t be up for debate anymore: after 8 years there’s still no basic server-side validation to block the obvious. Things like mori while the camera is still panning, zero-cooldown chains, impossible position/velocity jumps, health or state flips. Reject bad packets, log key events, auto-flag. That alone would catch a big chunk.@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044554#Comment_4044554
in regards to content creators I think they are put in a special que without hackers or at least with less (I remember that being a thing mentioned a few years ago at least for the big ones)
Edit for downvoters, this is what I was referring to from from 3 years ago:https://us.v-cdn.net/6030815/uploads/48ZU8I2EG8Z5/u104uweb5sv91.png
And on the creator angle:
I really hope there isn’t any special queueing or softer treatment for Fog Whisperers / Consultants / Content Creators. If there is anything of that sort, BHVR should say so plainly.That would be like damage control while another batch of Feng and Sable skins goes live.
Ship server authority and minimal event logging, then talk cosmetics. Until that happens, the cheating problem will keep growing.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4044460#Comment_4044460
https://us.v-cdn.net/6030815/uploads/M67QHR8QQ5FC/smartselect-20260102-172442-brave.jpg
And i still completely agree with OP.
Survivors got absolutely trash perk selections since taurie, and she only had shoulder, the rest didnt do anything useful.
Vee's perks are mid (1234) to trash (roadlife)
Lara gave Finesse...but also gave complete trash, (hardend and specialist )
Orela adds more healing perks that the game doesnt really need (do no harm) to trash (rapid response, duty of care) (duty is trash because half the roaster can ignore the bodyblock with their power)
Astri had only trash perks.
Trevor had also meh (Eyes of belmoth) to trash (exhultation and moment of glory)
Twd had 5 trash perks and 1 decent perk...which got nerfed.
And now again with ST, 5 trash perks with 1 meh perk (rip-off chem trap for windows..., aka bada bada boom)
Its either not useful enough to bother useful or extremely boring to use when it is decent.
I’m not disagreeing with OP. Survivor perk drops have been sort of underwhelming lately.
My point about getting hit over windows or pallets was a different topic: that’s collision tracing plus latency. The server checks the hit when the swing begins, so if your vault or drop isn’t finished, the hit can still register. Experience helps a lot with spacing, additionally a few killers could use tighter tuning so these interactions feel cleaner.
Where the game could really improve IMO is Solo Queue. Shrink the SWF gap with clearer team info: base-kit Kindred style info, showingg surv perks while loading in the match and a simple ping wheel (“going for save”, “hex totem here”, ..) for example.
Those tools would lift solo play without power-creeping perks. -
If you’re newer or mostly play Survivor, a simple tip helps a lot: spend some time on Killer. Seeing both sides makes the game’s basics click, and it keeps feedback grounded instead of based on a half picture.
About getting hit at windows or pallets: the server checks when the swing starts. If your vault or drop animation isn’t finished, the hit can still register. As killer you learn lunge range and animation locks... as survivor you learn tile routes, when to pre-drop, and which perks really carry.
Many debates would be calmer if more players swapped roles instead of defending only their side.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043577#Comment_4043577
I think I discussed security with you before. You think that the hackers didnt datamine UE5's tooling yet? There was a period of time after UE5 where there were effectively no cheaters. That was UE5's relatively unknown system on top of EAC working. But the base tooling isnt hard to crack. All you need is a pirated version to be able to reverse engineer any API verifications and get all built-in verifications, and after that you can either design or brute force your way through the verification system. And yes, BHVR can and does tweak it every single time. Which is why there are weeks/months with basically 0 cheaters, and why there are weeks/months with too many cheaters.
As for a replay system, that's hard to program in, its cheaper and faster to make DBD 2 with a replay system in play, than it is to place one internally. You, once again, think too simply on how things work. So yes, it would literally require wizardry to expect a replay system within 5 years time in current DBD, I would be surprised if they can pull that off, unless they started working on one in 2021. If DBD development stops right now and they spend the next 3 years full-time on rebuilding DBD, you would have DBD with a replay system no problem. But even a replay system wont really catch much
As for kernel-level anti-cheat, that's also in play, on Steam, and Steam only limits the EAC kernel level to the Steam folders without invading your privacy, unlike Riot, and only triggers when it's needed which is dictated by the developers of DBD in this case. So they can run it prior to every game, when you load up the game and after every X minutes. It's why most cheaters are on Epic nowadays, where prior to the Steam EAC kernel update it was mixed. Like, have you not noticed that?
As for the MMR system, it doesnt even matter for 95% of the players. In fact, generally speaking, killer mains face survivors that are out of their league because killer MMR is easy to gain, where survivor MMR is hard to gain consistently. Survivors in high MMR absolutely earned their spot, where easily 85% of killers in high MMR are questionably there. There are also roughly an equal amount of killers in high MMR as survivors in high MMR. Don't you think that as odd? You would expect about 3.5 survivors in high MMR for every killer in high MMR."I think I discussed security with you before"
True, i remember.
“UE5 tools got datamined”
Cool story, but irrelevant. Cheats thrive in DBD because the server trusts the client. If the server refuses lies (speed, position deltas, health/state toggles, cooldown timers), client mods die on impact. That’s netcode 101.
“Replay would take 5 years”
We don’t need a cinematic renderer; we need server-signed event logs (timestamp, actor ID, position, velocity, state changes, ability use). That’s a moderation tool measured in weeks/months, not a sequel.
“Kernel EAC is in play on Steam”
Ring-0 doesn’t save a game with non-authoritative gameplay. Kernel drivers catch some crud; they don’t fix a permissive server that accepts bad packets.
MMR diversion
Yes, i agree. DBD’s MMR is fundamentally crude: it mostly treats kills/escapes as the signal.
A weak Killer can inflate rating with for example with No One Escapes Death, while a Survivor who runs the Killer for 5 minutes and dies still loses rating… the locker goblin who sneaks out gains it.
There should be something like an Activity Score (e.g., chase impact > safe unhooks > gen progress > totem pressure > altruism, etc.) on a per-minute and total basis. Outcomes should still matter, but not be the only thing feeding MMR.
Conclusion on the topic of security:If BHVR doesn’t want to invest in server authority + minimal forensic logging, just say so. But let’s drop the myth that this is “impossible.” Plenty of UE games enforce server checks. DBD could too… the choice is business, not physics.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043340#Comment_4043340
There is a ton of prevention at play. The main problem that ALL games deal with now, is that cheaters have more tools available to them than ever.
Accountbans were circumventable for quite obvious reasons that I wont say out loud. Epic Games has amplified it a little, but that impact isnt as big as you think it is. They still have to happen, for obvious reasons.
IP bans were always easy to circumvent if you knew how. These tend to happen with a time-limit, because longterm someone else might procure the banned IP.
Hardware ID bans required buying new equipment, hacking existing equipment to change the ID(which had the risk of breaking all other functionality) or an HW spoofer which at the time was financially more expensive than new equipment, so used to be the main way of preventing cheaters from coming back up untill about 2020, when it got significantly cheaper. It's still the strongest way of banning cheaters, but it's extremely difficult to properly do so these days. Even if a company has kernel level anti-cheat, which is the strongest anti-cheat possible and can negatively impact legitimate players more than hackers, it can still be fooled by a good(expensive) spoofer (remember the Hitman release having insane DRM to prevent piracy actually lagging out the game, but a pirated copy without DRM was released 1 week after anyway, and people who purchased the game actually pirated the game because it was less laggy than the legit version?).
So the quest for the anti-cheat team is finding an autoban that only applies to people who cheat and even block them from logging into the game, and keeping that autoban hidden for as long as possible. Whenever you see basically 0 cheaters, the team succesfully found a method to bar them out. Once you see cheaters popping up again, they found a way around the bar, but there might be another ban in place later on. Once you see cheaters en-masse, the people working on the cheating software found a way around the bar and any other protective measure put in place.
There is no single way to fully prevent cheaters, because it's multiplayer. You communicate with the server, which is on itself a weakness that lets in cheaters. As long as there is an entry point for you, there is an entry point for cheaters. You ward cheaters off, and if you want a 0% banrate on legitimate players, there is always going to be a push and pull situation.
IMO, there should be a reconnect possibility to any match, even if you DC for any reason, and then a kick mechanic implemented that kicks players who have a high chance of cheating. Then the DC penalty should be implemented if you never join back again or if you start another queue instead of rejoining. I wouldnt mind getting kicked once every 20 games because the game thinks I have had a high risk of cheating if it means having cheaters kicked in 95% of games they play, and those who have an insanely high kick rate are also much easier to identify as cheaters. But that would cost time to implement, and cheaters arent the reason my playtime has been reduced from 80-100 hours a month to maybe 10 hours a month.Dead by Daylight now runs on Unreal Engine 5. UE5 provides solid tooling for server authority and prediction, for example the Gameplay Ability System. Those let you move critical logic to the server and verify client requests. Paired with a properly tuned EAC, that can be real protection.
In DBD that layer is basically missing. The server accepts far too much from the client, so talking about IP or hardware bans is like buying fuel for a race car that has no wheels or engine.
Right now there is effectively no meaningful protection, and nothing suggests that will change soon. The report flow is theater: submit a ticket and a clip, hope a human watches it, maybe you get a ban.
If full server authority is “too expensive,” then at least meet players halfway: simplify reporting and ship a replay system so we can review all POVs after a match. That alone would catch a lot, and it does not require wizardry.
Until those basics exist, talk of hardware bans or kernel-level anti-cheat is just a wet dream. This is a PvP game with MMR in year eight; start with server validation, then build up.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4043329#Comment_4043329
This is such a weird conspiracy that really doesn't make sense if you think about it for more than 10 seconds.
Cheaters cause people to not have fun. No fun means players quit. Less players means less money.
They have an obvious financial incentive to prevent cheating.
what prevention?
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The upcoming DLC will sell just fine. Same playbook as Ghoul: a very powerful, flashy release and the numbers will spike.
Cheat prevention does not bring revenue; inflated player counts do. Give cheaters a killer that pairs with wallhacks and call it a “win.” Real protection will not be added any time soon; that investment does not pay off.
But hey, we will get another five Feng or Sable skins. -
@jedimaster505 said:
money
True that: money.
Same for server-side validation: it costs and sells zero skins, so it never ships.
Skins pay; protection doesn’t. -
What’s also really dumb is that Ghoul can injure survivors…apply Deep Wound…through floors.
For example, on Dead Dawg Saloon he can literally put a survivor into Deep Wound from the lower floor with his power. It’s so absurd I keep asking: do the devs actually play-test their own game before releasing this, or is it just about numbers now?
And then they campaign for the “Labor of Love” award… funniest joke since the “Refreshing Civilization” clip. -
I get your point, but I doubt anything will change.
Cheating talk here usually gets low visibility and little follow up, while skins and new chapters stay front and center.
That has been the pattern for years, and I do not expect it to change under the current leadership. -
Cheating in dbd is basically free. I’ve met people who’ve been doing it for years and say it’s easy because there’s no real protection in this game. As long as it isn’t too obvious, nothing happens.
And nothing will change going forward. What we will get is another ten Feng and Sable skins by next year. -
Same problem here. I’d bet that, at this point, Easy Anti-Cheat hurts legitimate players more than cheaters.
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At this point the blatant cheaters bother me less. The ones that wreck your sanity are the subtle ones. In a multi-hour session it is very likely you’ll hit matches where gens melt for no clear reason or a killer yanks people from lockers across the map with zero info perks. Keep it faint, call it “reads” or “efficiency,” and it slides right through.
Subtle client-side tricks have been the meta for years because there’s no meaningful, automatic server authority to choke them out.
The business side is the elephant in the room. Anti-cheat and netcode refactors don’t sell. Skins do. That’s why the next Feng or Sable outfit ships faster than any backend audit. Compare that mindset to studios like Sandfall Interactive or Larian, who actually protect the core loop even when it isn’t sexy marketing.
I’d love to be wrong. Prove it: real server-side validation, real telemetry, real replays. Until then, expect more “gut feelings” and “lucky reads” winning games.
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Cheating is very common in this game because there is no real protection. If they keep it subtle, they are perfectly safe. As a survivor, a bit of gen-repair boosting here and there; as a killer, a brief wall hack (very common on the killer side, since you can always search nearby and call it “gut feeling”)
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@SixtySeven said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037232#Comment_4037232
I used to have a friend like that. Never spoke to him afterwards. Sorry but every cheater to me is a scumbag in my book.
I used to play a “guess the killer” game with a friend during the loading screen. After he got it right ten times in a row, I was baffled. He finally admitted he was using a tool that shows the killer and lobby loadout, saying it was great for slotting Calm Spirit vs Doctor.. etc. I stopped playing with him after that.
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Not surprised. Someone I know was given a tool by a friend that shows the killer and the full loadout in the lobby. They have used it since 2019 without any real risk. People who know this scene still laugh at the so called protection in DBD and at those who believe EAC here is a shield.
The pattern is simple. If it stays subtle, like a brief wall hack or swapping perks after seeing the lobby, nothing happens. There is no real automatic server side validation, so the server accepts far too much from the client. I doubt that will change any time soon.
And yes, the issue keeps getting downplayed while the next Feng or Sable skins roll out. That part always seems to have top priority.
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This is how it is and there is no agenda to improve the situation on any roadmap. There is no usefull automatic protection in this game. You can open a ticket and they will look it up manually. Thats the cheat protection process in 2025.
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All the tools for functional cheat protection are available in Unreal Engine 5.x.
The fact is, at this point in time it’s not set up…and it probably never will be.What will be worked on is the next Feng or Sable skin.
That has priority.A game-breaking bug or exploit usually takes a few weeks to fix.
But when the in-game shop has an issue, you can bet it’s fixed within 2 hours… at any time of day.
That's how it is. -
no ranked mode without cheat protection. It's that simple.
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@ReverseVelocity said:
Had a game recently where a cheater was remotely healing me instantly every time I got hit, and staying invisible so they'd never be seen, while putting all the suspicious actions on everyone else. They claimed innocence in the end game chat and said they reported "whoever was cheating". I know it was likely them because they were on Epic.
I know it's unlikely that they only look at video evidence and check the match logs, but I just wanted to double check since it's kind of spooky considering how much time and effort I've put into my account, and it probably looks incredibly suspicious if you'd just take the Killer's PoV.
Also, like, there's been a huge upsurge in cheaters in general lately, I hope they're planning on releasing a wave of fixes for certain exploits soon, because I've seen them do some crazy things that they couldn't do before.
The exact same thing happened to me a few days ago:
Out of the blue I was healed twice mid-chase.
After that the killer left while I was still trying to figure out what just happened, running perk interactions through my head.
On the end screen I checked all the perks… nothing explained it, so it must have been a cheat.I really hope innocent players don’t get banned because of this; it wouldn’t be the first time in this game if you look at the past.
We need more server-authoritative validation of movement and game state, with client-side prediction and server reconciliation. Unreal Engine 5 provides the replication framework (and systems like GAS) to build this, but it’s not a toggle.
It requires engineering time and data-model changes.
In 2025, server-authoritative checks on core states are standard practice for more or less competitive multiplayer. DBD launched in 2016, so it’s mature enough to justify that investment. -
Yes, thats pretty obvious. Sadly there is no real cheat protection in this game.
Cheaters can manipulate the game to give innocent survivors extra health states out of nowhere, making them look like the cheaters. It’s happened to me multiple times.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010661#Comment_4010661
If BHVR punishes the exact details, than ragequitters would know exactly what they could get away with, before the penalties are so high that it affects whether or not they'll actually care if they get another penalty.
Honestly, I think the habitual rage-quitters already know exactly… better than anyone else… how many DCs they can get away with and what penalties to expect. Publishing the details would mostly be interesting for the people who don’t know.
Yes, it’s true: that might tempt some who normally wouldn’t DC, because they’d know what to expect. I’d still like to see the numbers, because if it was handled like the AFK prevention after the backlash (it was far stricter two years ago than it is now), that would explain why so many people DC regularly.
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@Nazzzak said:
IIRC there's one or two free DCs before penalties kick in. That's just from what I've read on here, not something I've personally tried for myself
Agree. I’ve never hit a DC penalty either… I only DC for hostage cheaters or when the game crashes.
My hunch is the live system is softer than advertised (same as AFK, which was relaxed after the backlash).
BHVR should publish the exact thresholds so players actually know where the line is. -
I also think Slaughtering Strike isn’t that helpful in many situations. The pallet-breaking is nice, but that’s about it.
Wouldn’t it be an option to bring back the old one-shot basic mechanic from OG Myers Tier 3? Keep Slaughtering Strike in addition for specific scenarios, but that way we’d also restore the animation and sense of menace that define the killer.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005069#Comment_4005069
It's more perplexing because her skill floor is low and the ceiling really isn't there. You follow the same game plan on 99% of tiles & the insane thirdperson fov means you almost always know what the surv is doing even if they don't see you. She's like kaneki if getting a down was way easier but the first injury took like 6s instead of instant.
That’s true… she doesn’t seem as complex at the start as killers like Blight or Nurse. How high the skill ceiling is will only become clear over time.
The streamer KnightLight is currently playing her without perks and already has a 30-win streak.
What’s kind of a joke, too: with her Intestinal Whip she can hit over low/short objects and certain pallets and still injure you. So she’s even more Kaneki-like than I expected… basically on steroids.
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I still can’t believe all of this was implemented by accident (the killer being released this strong after that amount of PTB feedback).
I give the devs more credit than that… at least I hope so.It’s probably a marketing play again. They see the numbers: even a non-licensed chapter and new skins sell.
And to be honest: if the target audience bites, I’d do the same.

