drsoontm
drsoontm
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I find Trapper and Wraith are good starting points as they are kind of intuitive. Trapper is pretty weak, Wraith is better.
The point with them is to learn the ropes, not to win. Note that at the start, against beginners without a clue, killers have the upper hand. If she wins "too much" she'll quickly go against better survivors though. If she wants to take her time in the shallow pool, she may want to let two escape every time.
I'm sure there are many guides that could help too, e.g. Painreliever or something (it was long ago, my memory is a bit fuzzy about the details)
After she's comfortable and start to get a bit how mind game works and how to behave with these two then she could choose another one but its' a matter of taste.
It takes usually hundred of hours to be good enough anyway so she can as well not worry about it and try to laugh it off.
Perspective: years ago when I had "only" 900 hours in game and a Nurse main, I was still being bullied by teams of survivors. I've got several thousands of hours now and I eat "bullies" for breakfast.
I don't recommend Nurse of course, she's the last killer to try IMHO as she requires quite some effort to master.
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It's "under review". I don't know what else needs to be reviewed after the videos demonstrating it but hey.
@Xernoton , @Yatol , @Brimp , @TWS001 just so you know, the bug report is there:
@Shiokishi said:
• Platform: PC, possibly every platform
• Description of the issue: Switching to a toolbox while Potential Energy is active (at least 1 Token) doesnt consume the toolbox even though it speeds up the Tokengain. After a short test in some custom games, this can save up to 15 seconds (no other perks used).
• Steps to reproduce (worked 4/4 times as of now):-Start working on a gen without using the toolbox
-Activate Potential Energy and get at least 1 Token
-Immediatly stop repairing and switch to repairing with the tool box
-Repair until potential energy has 20 stacks (toolbox wont be consumed in the process)
-put in all 20 stacks
-immediatly switch back to repairing without the toolbox
-repeatBy using an Engineer's Toolbox with Socket Swivels and Clean Rag, you can get a gen done in roughly 66 seconds (not using other perks and being solo). Using the toolbox normally would require roughly 80 seconds to repair a gen.
• How often does this occur: Everytime you make use of itPlease comment and vote it up.
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When there is only one survivor left, the game has already been won. There is no need to sweat anymore and, frankly, on a one vs one the lone survivor doesn't stand a chance. There is no point, no glory if you will, to get that one down.
As for who is being left alive, it's basically the last one standing. Sure sometimes I like a survivor better than another and I feel he's the one that should get out but I'll not go out of my way to make it happen.
Unless …
Unless it's one of these extremely rare times I somehow notice something is off*. Usually a survivor not helping or working against his team. In these occasions I'll do what I can to kill that one above all others.
And there are of course the survivors who give up at the first cross-map hatchet down or when they see a Nurse (or any other killer they don't like but I'm a Nurse main). They sometimes run at me and point to the hook, and I'll make them bleed out instead. They are paying for all the times one of my random teammate has done the same and ruined a match.
*) Because, beside game-sense, I have generally no idea of what the survivors are actually doing. I can only see the one I'm chasing and have a vague idea of the location of the others and that's it.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701331#Comment_3701331
There are games that do a good job of keeping cheaters at bay.
A massive problem is that there is virtually no server side validation in Dead by Daylight. And this in a PvP game for 7 years. Nobody can tell me that this couldn't have been implemented in that time.
Skins, DLC's generate money. Good cheat protection software doesn't do that.
As long as players spend thousands of dollars on skins, this will continue to be the main priority.As simple as that.
Server-side validation would indeed solve the vast majority of issues.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711606#Comment_3711606
No Devs confirmed they don't ban people who abuse perks or broken map offerings
Makes sense as they are ultimately the ones responsible for this.
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There is no excuse not kill-switching these maps and bugged perk yesterday.
As for the despicable behavior of some players, it'll be great if they could get a penalty but I don't see how to do it easily.
Is there a point reporting the perk exploiter?
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So this explains why that perk was suddenly used so much and why gens were finished so fast in games with it.
I've not played today because of how frustrating and stressful it has been.
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Go vote that one up:
@Shiokishi said:
• Platform: PC, possibly every platform
• Description of the issue: Switching to a toolbox while Potential Energy is active (at least 1 Token) doesnt consume the toolbox even though it speeds up the Tokengain. After a short test in some custom games, this can save up to 15 seconds (no other perks used).
• Steps to reproduce (worked 4/4 times as of now):-Start working on a gen without using the toolbox
-Activate Potential Energy and get at least 1 Token
-Immediatly stop repairing and switch to repairing with the tool box
-Repair until potential energy has 20 stacks (toolbox wont be consumed in the process)
-put in all 20 stacks
-immediatly switch back to repairing without the toolbox
-repeatBy using an Engineer's Toolbox with Socket Swivels and Clean Rag, you can get a gen done in roughly 66 seconds (not using other perks and being solo). Using the toolbox normally would require roughly 80 seconds to repair a gen.
• How often does this occur: Everytime you make use of it -
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711324#Comment_3711324
Your toolbox isnt going to be empty anytime soon. Lets leave it at that. Fast gens.
Oh, I see. So basically if I want to play I need to dodge toolboxes lobbies. Got it, thanks.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711319#Comment_3711319
yes, this is an seriously exploit and they just refuse to killswitch the perk
That sounds serious. Are they aware of it? What does it do? (If it's not against the rules to give details.)
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Nurse. It's such a pleasure to chase good survivors able to properly mind-game.
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@adam1233467 said:
Literally every survivor is using this bug and honestly makes me don’t play killer, I was playing and they have already did 5 gens in 4 minutes, and for my surprise?????
4 Engineers toolboxes with potencial energy, this bug makes dbd unplayable, killswitch this perk now
Hey, I had several matches with that build where gens were flying.
Is that what was happening?
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@GolbezGarlandGabrant said:
Next month. After the 3 weeks of "Before the Masquerade." So after June 4 likely.
Makes more sense. I expected it to be in June but that picture got me a bit confused.
Thanks.
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radii
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I see no problem with that. Several survivors have tried this tactic with me last night. I expected it as they weren't exactly subtle. I've answered in kind and every single of these teams were wiped out.
Most of these players expect the killer has no experience on how to deal with that or will get angry and lose focus. It makes me smile when I see them realize in real time I'm waiting for the right second to hit or to carry while still doing damage. And of course it's always nice to see the rage-quit on the hook afterward.
I had so much fun yesterday. 😁
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709262#Comment_3709262
But i thought its not possible to ban stuff like that cause they dont touch the game itself but only the video signal that gets produced
Reshade hooks shared libraries (.dll) to interact with the graphic API inside the game and draw on the screen of the game.
It's white-listed by EAC, as far as I know, but otherwise it's not exactly "clean".
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709808#Comment_3709808
I take the rest of what your write as; the equaliser does what you could do in your headphone settings - just a lot better.
This is exactly correct. Typically you get 3 knobs: volume levels (gain) for bass, mid, high. The frequency and width of each band are preset and cannot by changed.
A 4-band parametric EQ (PEQ) gives you 4 bands to work with and lets you select the frequency, gain, and width for each band. Sometimes you can turn the highest and lowest bands into shelves. So you get 12-14 knobs for this kind of EQ. Obviously, the number of knobs increases the more bands the PEQ has.
Here's the 8-band PEQ I have on my mic (I'm only using 3 bands currently):
https://us.v-cdn.net/6030815/uploads/CTIGAFXDSNO8/image.png
There are also graphic EQs (GEQ), which give you a gain control for evenly-spaced (logarithmically speaking) frequencies. Often you'll have somewhere between 16 and 32 bands. You can't change the width or frequencies. This is probably the kind of EQ most people are familiar with. The 3-band bass/mid/high EQ many headphones and stereos have is really just a 3-band GEQ.
This is an example of a 16-band GEQ (at initial "flat" settings):
https://us.v-cdn.net/6030815/uploads/IN9J4TVY4QN6/image.png
Ultimately they all do the same thing: adjust the volumes of certain frequencies. They can't "untangle" some sounds from others, unless all of the sounds primarily live in completely non-overlapping frequency spaces.
To be clear, I don't have any EQ on my game audio. I don't really have a bone in this fight, so to speak, but I find that people who think using an EQ is cheating have no idea how an EQ actually works or what it's capable of. The analogy to visual filters is very good, except that visual filters are more effective than an EQ at isolating important information. Between the two, if any should be classified as cheating then it should be visual filters.
I would definitely agree that it's sweaty, but there's a big difference between sweaty and cheating.
On the killer side, for the key moments, hearing is often more important than watching. I don't believe many will disagree with that (not the multi-thousand hours players anyway).
As for how an EQ works, having worked for two years in the field of psychoacoustics, I believe I have a decent understanding of the thing. 😉 (And are there so many people who don't know what an EQ does and how it works?)
I still consider using such a tool in this context is tantamount to cheating. It's an unfair advantage, plain and simple.
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@Nun_So_Vile said:
I had one just download on my Playstation like 15 minutes ago if that means anything
I'm guessing that's 7.7.0A hitting the consoles.
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@Error_Social said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709047#Comment_3709047
First question, yes, when people are playing in MY games, I like to have MY rules, simple as. If I'm playing as killer, which is the driving force behind the game (without killers, survivors wouldn't be able to do anything aside from gens, totems and chests), I believe that I should have a bigger say in the rules that are in place in MY lobbies.
Also, the second question is quite inflammatory, we haven't come to a conclusion yet if this technology is cheating or not, at least until the devs say something on the matter. I honestly see equalizers as the next logical step, we have had filters for YEARS, MAP SPECIFIC FILTERS and stretched resolution before that. What difference does it make if I mute some annoying sounds like chase music? We have arguably been doing and accepting worse things over the years, are we just going to throw all of that away because of sounds, of all things? I don't think soLet me recap:
_ The purpose of the chase music is specifically to make it harder to track survivors.
_ I know, and I don't like it to be that way, so removing it is fair
So the rule of the game is to chase survivors with a "deafening" noise to make chases more difficult and, knowing that, you want to remove it. That's called cheating. (a.k.a unfair advantage)
Also, I've seen video filters used by honourless streamers. It was ugly but it certainly helped the see better than normal players. That's clearly an unfair advantage. I don't remember their names because I don't care about their sort. I don't think they are rare though, alas.
Stretched resolution now is even more clear. That was blatant cheating and the devs, tankfully, have fixed that. (Bar some unsavory way that, hopefully, will flag and ban players using them.)
What amazes me here is that you casually cite various unfair advantages/cheats to justify adding one more to the list.
At least you are consistent.
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@DBD78 said:
Nurse is the only killer you can't bully. Most killers are ok but some needs buffs. Killer will never be too strong, except Nurse as I said.
Small remark: good experienced Nurses hard difficult to bully. Most Nurses aren't good as her place near the bottom on killer statistics shows.
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Play killer for a while. Keep winning. Come back to tell us how OP you were.
I'm not holding my breath.
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I play a Claudette with a stealth kind of build. (You know that build that make you stop doing noises during a chase after your first hit? That one.)
My only regret is that the glorious Blendette days of Claudette are over now.
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@Error_Social said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707779#Comment_3707779
I know, and I don't like it to be that way, so removing it is fair
You don't like the rules of the games so putting them aside artificially is fair?
Do you always cheat when you don't like the rules of a game?
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You say tunneling at five gen like it's a problem.
You want to reduce these occurrences? Make it so 3 gens can't pop by the time a killer finds and downs its first survivor.
Every time survivors play efficiently, I regret not having tunneled.
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@Error_Social said:
If a killer uses a equalizer to remove the chase music and to make survivor steps and breathing easier to hear, I don't see any problems with it. Every other instance I'd say is cheating
The purpose of the chase music is specifically to make it harder to track survivors.
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@Mr_K said:
Is using a monitor with high contrast ratios cheating?
Is using a mouse with high DPI cheating?
Are headphones cheating?
Your high-contrast monitor doesn't change the colors to make key elements easier to see, or see through walls.
Your mouse only allows you to turn faster with less hand travel, it doesn't point you in the direction of a target.
Headphones only isolate your from the ambient noise.
So no, none of these thing corrupt the information from the game : they aren't cheating.
A software that modifies selectively the sound on another hand is cheating, plain and simple.
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All kind of lagging (and stuttering) and even some teleporting in Hawkins. (I'm not entirely convinced there wasn't a cheater in that match but I don't really think there was.)
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706087#Comment_3706087
People do, actually, play the game to make other people miserable. It's not as uncommon of a playstyle as we'd like.
You wouldn't know you're playing against a bot, nor would the other Survivors. There's always improvements to be made to the bots, but they're miles better than a teammate who doesn't want to be trapped in a game.
Aren't you playing killers from time to time? One would have to be blind not to spot a bot.
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@Onako said:
I had some funky shenanigans as killer and survivor. As killer I was glitching over vaults, my FPS dropped to 5 every time I got a hit, as survivor I was rubberbanding on maps and then suddenly standing somewhere else, killers somewhat teleported towards the hooks before hooking. That engine change really messed things up again
I must say it's kind of reassuring. I was starting to wonder if this was done by some cheater.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706063#Comment_3706063
- Dodging, Sniping, Targeting, etc etc
- That's the entire point. You shouldn't be able to ID and target people.
- Why does it matter if someone DC's but you had a good time anyway? Would you even notice? Probably not.
It's pretty clear you're just against it to be against it. None of your points make much sense and only serve to allow people to continue to harass and antagonize others.
Of course I would notice. Bots play like idiots but with wallhacks. They are no fun at all to play against.
Nobody plays this game to play against bots.
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@Pulsar said:
Agree.
Here's what should happen:
Remove the lobby entirely.
Remove any in-game names. For example, Pulsar would be Steve_Harrington 01 until the End-Game Screen.
Remove any indication of who has been replaced via bot. This promotes witch-hunting players outside of the game.
Show Prestiges in post-game screen, show who was grouped up together.
Remove the ability to self-unhook besides specific perks. Rework Slippery Meat.
Remove DC penalty.
- why?
- bad idea, more difficult to identify people
- and thus you think you play against a brain (well half of one if he DCed) but you play against a cheating bot? No, never.
- completely irrelevant at that point
- 4% (well, about 12) doesn't need to be touched
- never, or a lot of matches would be against bots, killing the interest of the game completely. They do that, they can close shop.
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The most appropriate quote would be: "There can be only one."
Please tell me people still know this one.
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Absolutely not.
The bots are only a minor compensation for the awful players who leave their teammates handle a killer "alone".
Besides, bots are not fun to verse.
If anything, DC penalties should be increased.
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Rock Bottom?
After hug-tech being removed, wait to see complains for all techs.
- Window tech.
- 360
- …
Then maybe …
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@tyantlmumagjiaonuha said:
If the killer can't even defend the gen, and tunnels to try to get one of them out first are forbidden by the Survivor's Rulebook, what else is allowed but a chase if the hook can't even defend itself?
No, you can't chase either. You need to go to a corner of the map and stay there until the doors are opened.
Seriously, some people should play a game consistent on a button saying "press here to win".
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Around September 2023 I believe.
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I don't know what you are asking.
Yes, that's lower than the norm.
See what killers are giving you trouble and play them. You'll reach a point where survivors will wipe the floor with you. Then you can learn what they do and do it in your games.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704627#Comment_3704627
Thats the thing tho, even if the server checks for a speed value, theres still sooo many modifiers, and this is for movement speed alone. It would still need to do these checks regularly and that would definitely have an impact on performance. Which I dont think our poor old gen friends can handle anymore.
I will admit though I am going off of my very limited experience with coding, so this may be a lot simpler than I think it is I just cant see how it can be with how many variables that need to be accounted for.
There really arent, and "regularly" means each tick.
Still it's nothing. The most costly part computationally is computing the square of the speed. Everything else is additions, substractions and assignations.
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@Shroompy said:
its really not that easy considering just how many things would have to be taken into consideration.
They would have to look at every single perk, add ons, killers, etc. and go through all of them to see how they interact with each other. They would then have to revisit the thousands of lines of code every time a new chapter releases and how they interact with the already existing content. The game would then have to constantly run this code to do checks and make sure everything is in order, which would have a very big impact on performance.
I'm not sure what you have in mind but the cost of such validation would be minimal. I'm talking a few cycles.
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704477#Comment_3704477
Something like a speedhacks can't really be checked because its still possible to run absurdly fast even in normal lobbies. You're essentially writing thousands of lines of code to take in consideration every single perk in the game. Doing some thing like: Oh this person is moving at 175%. Do they have Lithe? No. Do they have Balanced Landing? No. Do they have Sprint Burst? No. Do they have Smash Hit? Yes. But now theres still that 25%! Now they need to check what else is giving them speed, which can be something absurd like: Them ALSO having Background Player, but they're under the effects of Forced Hesitation and a Clown bottle, but they ALSO so happened to be under the effects of a Refined Serum.
"Oh well just add if they run fast for too long then obviously they're cheating!" Ok so lets say the person moved .2 seconds longer than normal. The server would not only have to check everything above (which btw is just 1 example, there are thousands other scenarios related to movement speed alone) but they would also have to check for latency. Since even tho they actually moved for 5 seconds, the server saw it as 5.2 seconds.
Then you have something like being out of bounds. Then you would have things like Billy, Demo or Victor who are able to cross certain barriers to be able to go out of bounds (which btw for the twins they would have to do an additional check since the person could of switched back to charlotte) and I don't think some one should be labelled as a hacker because they were able to surf off a funny shaped rock.
Its also funny how you mention Minecraft considering their own speed and fly hack detection is so heavily flawed. A server which is slightly underperforming can see some one moving faster than they actually are, same goes if the person themselves have a poor connection to the server. I've seen the message "You moved too quickly" (or something like that) too many times just because I went onto an EU server or a server was just having a bad day.
Is it possible to do something like this? Absolutely. But it was have to do ALL of these checks constantly for every little thing in this game every tick, and theres nothing that could kill this games performance more than that.What? No, that's an horrible way to do it. (And now I understand why you think it's costly.)
The proper way to implement validation is using something akin to a state machine (multiple ones but the principle stands).
In essence there are a few very simple graphs created and each tick the position in the graph changes (usually to move back to the same node). There is never any question. Only limits known and updated quite trivially.
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704493#Comment_3704493
Once again, it's not that difficult if done correctly. What you described, with checking every existing perk in the game, is the spaghetti way of doing it, that would be inefficient and error-prone. The correct way of doing it would be having a single value like "sprint speed", and having different perks change it on activation. Then the check would be just against this one value, and the check for having a specific perk would be needed only upon events of activation of those perks. That would be much simpler.
Once again, look at Team Fortress 2. It's ridden with sniper bots with spin-aimbots and the anti-cheat is virtually non-existent there, but yet none of those cheaters can ever use a speedhack. Even though game mechanics also allow different speed boosts for players with specific loadouts, the servers easily validate it, and no player can go faster than he should, even if the target speed is achievable by in-game means. Demoknight can't go with his charge-speed if he is not charging, and he can't charge when he shouldn't be able to. And no hacks can change that. Also, sniper bot can never do something like shooting rockets or any other weapon they don't have, but in DbD a Ghostface can fly to the sky and start shooting endless Huntress' hatchets (literally what one famous cheater is doing regularly).
Most of other multiplayer games do these trivial checks and make such cheats impossible to implement, even though all of them have some kind of speed-boost mechanics, different loadouts or perks. DbD is not that much deeper in this regard. The more probable reason is that the DbD code is so spaghettified that it's now impossible to change the core logic without breaking the whole thing apart.
Yes, much better. And the best way to keep that "state" is to implement it as a (set of) state machine(s).
It shouldn't even take that long to implement. If I was doing it, I'd create an editor to create the representation of the perks so they don't have to do it "by hand". (So designers could do it instead of just "programmers")
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@GentlemanFridge said:
the “watch me leave” attitude.
Wraith is sometimes able to turn it against them, if he can approach unseen. He can still close the hatch even when cloaked.
As Nurse, I've once landed right on top of the hatch and closed it.😋
The survivor learned a valuable lesson.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649256#Comment_3649256
How far back are we talking?
I'm interested in the possibilities.
When was Freddy changed? I've lost track.
Also, it would probably mean Omega Nurse is back too. 😁
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That's something I had with a guy that was also teleporting, including out of my grasp.
I clearly remember it because I've kept track of his Steam account after I've reported him with a video.
That was months ago. He never got banned. (That was also the last time I wasted my time writing a report.)
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II especially love it when you take care looking like an idiot and see survivors nag you and "bully" you, certain of their superiority.
Meanwhile, carefully, you are setting up the play.
You eat pallets, you get blinded, you can't hit, you can't kill. Only just miss like a foolish killer.
They do the gens with ease and they open the doors, still mocking you, following you away from the doors. Click click click.
And then it's time. You get one hit, then another and you hook your first one as they keep laughing. Surely it was only beginner's luck.
Now they are dead and they don't even know it.
They still act like monkeys for a while, shaking their butts at you as you smile and watch.
Finally their puny brains finally see the play.
One, two, three … the beautiful flowers pop and they die, twisted.
Will I try again tonight?
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360 is a tech exploiting an issue with the camera.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702624#Comment_3702624
Killer can have total 8 per gen not while match so potentially so in 3 gen situation that means 3×8= 24 regression events. I pointed out it's not fine as 3 gen stragedy still powerful with the other changes that made one gen kick very impactful. I don't have control over my teammates to make them have patience for 30+ minutes match.
It's still easy for killer to camp them even if my teammates play well as killer can caught survivor from bad situation when they can start the chase 10+ times and wait when they get lucky enough.
8 regression per game (per gen) is nothing. This is already very kind of the devs to help survivors who manage to 3-gen themselves.
I regularly hit the limit in a normal game without even the need for a 3 gen.
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Fun fact : survivors see the Nurse landing before the Nurse player do. (Since a patch from a year or two ago.)
I suggest you play the Nurse and see how she handles and how she's countered (once you start to win a bit, you are bound to go against experienced players)
That should help you for your future survivor matches against The Nurse.
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The killer can only have 8 regressions for the whole game and you still can't handle a 3 gens?
Come on, you can't be serious.
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@Devil_hit11 said:
you degrade in rank by losing. If your stuck or unable to degrade in rank, it is because that rank is exact rank where you belong.
No, you missed the point. If you start losing consistently on that rank you are still stuck in it. That means no fun for you for the foreseeable future.
That makes no sense.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700789#Comment_3700789
I’m sorry 😢
On the bright side, at least they didn’t butcher her.
If you want to avenger her anyways, I suggest playing SM Myers with Franklins’ and camp items while you’re hidden. It’s a nice way yo scare the crap out of survivors because they don’t expect you to protect the item and they almost always go back for it.
Franklin is always good fun.
Survivors never expect you to stand in a corner next to a gen 😁
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698617#Comment_3698617
Am I horrible for preferring to use Franklins’ Demise?
<sad Nurse noises>
It used to be one of my four go-to perks. Not anymore on Nurse 🤧