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dugman

dugman

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  • Interesting observation on win rates versus kill rates. Nightlight for some reasons doesn’t show the overall kills per match breakdown, it only shows that breakdown by individual opposing killer, but it would be interesting to see the overall partition of kills per match (percent of 0, 1, 2, 3, and 4 kills) and from that see what percentages are “wins” based on 3-4 kills being a win.

    By the way, note that this could explain why the devs are ok with a 60% or so kill rate. If as mentioned in the original post the kill distribution is such that the kill rate is higher than the win rate then you could have it be the case that the game has a 60% kill rate but also has an even split of killer and survivor wins.

    One last note, I could be wrong but I seem to recall that MMR itself discounts disconnects and hatch escapes from changes. Also note that the devs have said multiple times they don’t use that flat kill rate number for balancing purposes, instead they have internal dashboards that give them much finer drilled in data to use.

  • I probably put the perks in mostly the same place. Of the 1 stars, I think maybe Unrelenting should be two stars instead because it does actually give ok value if you miss attacks most matches. It’s only one star for Otz because he never misses attacks, most players occasionally whiff attacks on juking survivors though and for them Unrelenting means the survivor gets a couple meters less distance from you when that happens. It’s actually as good as Save the Best for Last in terms of distance saved on a miss.

    I also agree on Shadowborn, I’d probably simply put it in two stars though. Not only does it help with long range scouting, but it also helps hit close range juking and 360 dodging survivors and with steerable lunges like Blight’s Rush attacks.

  • @randonly said:

    they should actually be removed completely to discourage "speed runs" to slug with the mechanics of the last stand, since probably the killer in addition to being rewarded with a lot of BP (slug now give a minimal bp on end of match), will also be rewarded for having a fast game and still increasing the MMR, something that doesn't currently occur (MMR now only increase through death in hooks).

    So that nobody loses out, the amount of moris you have in your inventory could be automatically converted into BPs / shards / etc. and the last stand mechanics will finally serve the purpose of making no one waste time when killer decides slug the last two survivors for the 4k.

    Killer MMR also increase from moris and bleedouts. It’s not just hooks.

  • @BenOfMilam said:

    There's functionally no benefit to running No Mither over Unbreakable in terms of picksies upsies, but No Mither is still a fairly strong stealth perk (if you don't get caught)

    They actually will stack in the new system, if you use both Unbreakable and No Mither you can self recover in 20 seconds (i.e. 125% total bonus to recover speed)

  • @KateMain86 said:

    I like the RPD map.

    Me to. In fact I definitely like these new maps better than the old one, they're easier to get around.

  • Honestly they could probably remove the timer penalty for trying to pull yourself off the hook and it would be ok. Yeah, it's a slight buff for survivors if they can attempt their three shots at self rescue and if it doesn't work there's no downside, but unless the survivor is running Luck effects they usually won't get off the hook anyway and it would have the upside of making people who want to ragequit have to cool their jets for 60 seconds before getting to stage 2.

  • @shalo said:

    Escape rates: The average SWF group, which makes up the vast majority of SWF groups, has little to no discernable difference compared to solo players.

    https://forum.deadbydaylight.com/en/discussion/comment/3189788#Comment_3189788

    So Survivors, please stop whining about soloq, it doesn't need buffing and Killers, please stop whining about SWF it doesn't need nerfing.

    Note that Peanits isn’t saying there’s no difference, he’s basically just saying most swfs aren’t four person groups. Based on their earlier numbers something like 50-60% of swfs are 2 person pairs and their escape rate is about +3-4% higher than normal. In fact, those numbers from a few years ago still sound like they line up with what Peanits said above - back then they had +12% as the 4-person swf escape rate advantage and something like +3-4% for 2 person swfs and 7-8% for 3-person swfs. So the majority of swfs had that lower 3-4% bonus but it went as high as 12%. Just scale those numbers up a bit and they’re in line wih Peanit’s 15% bonus at the high end currently.

    Also remember that the devs did acknowledge in January that there was enough of a gap in solo escape rates to warrant developing extra HUD icons to help solo players out. That task was supposedly put on hold due to the other massive reworks of 2022 but as far as we know it’s still on their to-do list eventually.

  • @Brokenbones said:

    Run Lethal Pursuer

    Ghostface needs a good start and you can use Lethal to get early stalks in on oppertune targets. 99ing multiple people is what Ghostfaces need to do so they have pressure on survivors even when they aren't being chased

    Discordance is good too since Prove Thyself is so popular. It makes it really easy to be able to fully Mark two survivors simultaneously right away.

  • “It’s mediocre for someone who’s played 10k hours” is like saying Otz is mediocre compared to other grandmasters. I think it’s safe to say nobody who plays the game for 10k hours is “mediocre” at the game.

  • @Crowman said:

    Survivors not needing to get off gens to go pick up their teammate on the ground is a huge nerf to using slugging as a means to generate pressure. And some killers have powers that make a lot of sense to slug with.

    Not to mention if you ever down a survivor under a pallet and there's another survivor around you almost have to surrender to the fact that the person you just downed is getting back up.

    It's a huge change with a lot of ramifications that people are justifiably worried about.

    It’s not as big a nerf as you might think, setting aside Unbreakable for the moment, because right now it takes a dying survivor 30 seconds to get their recovery bar to be one tap from being revived by another survivor who took 10-15 seconds away from gens to help. While the new system it takes the dying survivor 45 seconds without Unbreakable to revive themselves with no help. So in terms of how much time the survivors lose on gens during a slug it ends up being about a wash. And if the killer is only slugging for 30-40 seconds before picking the survivor up it’s actually possibly a slight killer buff because the new system eliminates the possibility of the survivor getting up in time if they don’t have Unbreakable.

    Obviously it’s complicated, there’s a lot of different scenarios possible with pallets and swfs and Unbreakable playing into it. But for most matches and most killers the slugging change is not going to be nearly as big a deal as it sounds.

  • My only issue with it is the house is way too dark. I play with my brightness up a notch and I still can’t see anything in parts of that house.

    Other than that the outside isn’t that bad so I just defend the outside and don’t worry about the house much. I’ve won plenty of games on the map doing that so I don’t think it’s impossible to win in or anything.

  • How do you figure it’s mediocre? The average kill rate according to the devs is 61%, and the average kill rate on Nightlight is 55%. Regardless of which way you look at it he’s 15-20% above average.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205219#Comment_3205219

    Reducing the server uptime from 2 hours to 1, doesn't sound like something that really takes a lots of time and resources to implement... and for that measure to be taken, multiple top killer streamers had to threaten to stop playing. In the mean time, we get a complete Mori rework that most people seem to already hate and literally nobody asked for. Idk, looks like a priority problem to me.

    I am pretty sure that BHVR does not care about cheaters. It creates such an amount of technical problems to address it, for such an extremely minor part of the playerbase, that it's simply not worth. They just realized that cheating the new trending complaint on socials and so they published a bit of PR text to calm the situation.

    Coincidentally, yesterday Angrypug was stream sniped by 2 obvious "flying" cheaters, and he didn't seem to mind it too much. Please watch the game it was quite entertaining:

    https://www.twitch.tv/videos/1599051075?t=02h02m07s

    Now, do you think BHVR should invest time and effort to fix that type of games, so that these 2 Megs will now use less detectable cheats like WH + 2% movement boost?

    In fact, Pug explicitly said towards the end of the game that cheating should not be a priority and that top streamers are bitching about issues that do not affect the rest of the playerbase, and that he can't sympathize as these streamers themselves create as many problems as cheaters by promoting unhealthy tryhard playstyles with their constant 50-win streaks attempts.

    • The server uptime change was just an example of one of the changes they're working on. It's apparently being implemented as part of a larger package of changes in Q4.
    • They do care about cheaters, if they didn't they wouldn't be devoting resources to constantly banning them and to the anti-cheat server side changes they're working on.
    • Yes, Behaviour is right to devote resources to detecting client side cheats both blatant and subtle. And it sounds like Pug is blaming the victims of cheating for the cheaters' bad behaviour.
  • Honestly I kind of wish the whole lobby was hidden altogether. If they made it so when you click Ready it just waits until a full match is prepared behind the scenes and then sends everybody straight to it that would solve a few issues like frequent lobby dodging for no reason and people just waiting the full minute every single lobby to start the match. Yeah hypothetically it would take away possible pre-match survivor coordination in solo queue but honestly that's probably not a big deal.

  • I think this topic came up in another thread a couple weeks ago, but off the top of my head some licenses I'd be ok not having in the game might be

    • Scooby Doo. I like Scooby Doo parodies well enough I guess but they're kind of jumping the shark and I definitely wouldn't want a Scooby Doo style killer in the game ("The Real Estate Scammer"). I could maybe see a couple of survivor skins that are homages to the Mystery Gang though. 🤷‍♂️
    • Any Rob Zombie movie. They all range from pretty bad to really, really terrible. House of 1000 Corpses and The Devil's Rejects are some of the worst movies I've seen, I don't get how Rob Zombie keeps getting money to make horror movies.
    • They Live. This one is a cult favorite for reasons I can't possibly fathom, it's an incredibly bad movie. John Carpenter has some other movies that are pretty great (The Thing, Halloween, Escape from New York, In The Mouth of Madness) but he's also got some stinkers like They Live which don't deserve a chapter.
    • Anything professional wrestling related, including See No Evil starring Kane. Yeah there's a couple of actors like John Cena and The Rock who've gone on to make some really good stuff but they are definitely an exception. (CM Punk can go in that list of making interesting stuff too, he's responsible for the whole Jane Foster as Thor storyline in Marvel which was a great run!)
    • Sharknado. I would, though, unironically buy a Jaws chapter. 😄
    • Remakes. Just broadly speaking, I'd much rather they get the license for an original version of a movie than a remake. Give me the original Total Recall or Robocop or The Omen, not the remakes which are all worse. (And yes, to a lesser extent I'm looking at you, remake version of Freddy that's in the game which I kind of wish was the Robert Englund version.) It's not often that remakes are as good or better than the original. (I can think of a couple of examples like Battlestar Galactica and Star Trek Next Generation versus the original Star Trek but they're definitely exceptions)


  • @e1ix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205214#Comment_3205214

    Interesting stats, I have only recently heard about Nightlight. Seems like it tracks stats well. And great build idea btw, esp Third Seal for Windows.

    Thanks! Yeah, Blindness is kind of underrated. Windows of Opportunity for example is the first or second most picked survivor perk alongside Dead Hard right now. And then there's a bunch of other aura perks that see a decent amount of use like Kindred and Wiretap and so on, and Blindness hard counters all of them. Even swf players run Windows and other aura perks, it's not like swfs usually go entirely aura free. Really the only downside to Third Seal is simply that it's a Hex, which is why I run Undying to give it a little extra durability and for a bit of extra tracking info. Sometimes people seem to think Blindness is only good for slugging and trying to get people to die on hook in solo queue, but I run it simply because aura perks are so popular. 🙂

    And yeah, Nightlight's pretty good for tracking my matches. I just take a screenshot of my score screen and upload that to the site, pretty simple.

  • I'm holding off any judgement on the FOV change until I see it in action. It could look cool, it could look bad, it's impossible to know anything about it either way until we actually see it.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205049#Comment_3205049

    I doubt this is of any high priority for BHVR, since it seems they are taking months just for something as basic as reducing the server time to 2h to 1h lol... and in the end, adding server-side validation would only address the obvious hackers, which are the least annoying ones. This is neither going to annoy subtle hackers (WH, 2% speed boost, auto DH etc.), nor stream snipers, nor hackers finding exploits that prevent the game to progress. The streamers are not complaining about people flying everywhere they are complaining about people inserting in their lobbies and subtly ruining their streaks.

    Making more calculations client-side is fixing the least annoying part of hacking at a very expensive cost (create more bugs and lag possibilities for 90% of the playerbase who are not exposed to cheating). Remember when the server would lag and move you backwards every 10 minutes? That's the type of issues you'd create with server-side logic.

    I don't remember ever having rubber banding to that extent, no.

    And actually the streamers do complain about people flying everywhere in addition to the complaints about stream sniping and the game being taken hostage. The latter two complaints are more serious but they do specifically explicitly complain about the other cheats as well, both blatant and subtle.

    Finally you're confusing something taking a while to program with not being a high development priority.

  • @e1ix said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205032#Comment_3205032

    Thanks. It's really interesting that your own stats correspond to Otz's stats, do you keep a record of your games? I would be interested to see your stats if you do.

    Sure thing, although I don't know how interesting I am. 🙂 I only play one or two matches a night so I'm not nearly as prolific and I've only been tracking my games on Nightlight for a month or two but here's what I have so far

    • 57 killer games, 69.74% kill rate
    • 12 Survivor games, 25% escape rate (I'm a total n00b survivor, I still have trouble hitting skill checks.)
    • Most used loadout: Discordance, Fearmonger, Hex: Third Seal, Hex Undying. (Basically this loadout counters the most common survivor perks. Discordance for Prove Thyself, Fearmonger for Exhaustion perks, and Blindness for Windows of Opportunity which is one of the most picked ones and other aura perks)
    • I play whatever killer I have a daily ritual for each night so my pick rates are fairly evenly spread out, I don't have any killers in that 57 with more than 5 matches.
    • My most common survivor opponents are Meg and Feng with 10 appearances each.
    • Average endgame bloodpoint score per match as kill seems to be about 28.8k
    • Of the killers I've played enough to get at least 12 kills, Ghost Face has the highest kill rate at 91.67%.


  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203583#Comment_3203583

    "MOVE ALL GAME LOGIC AWAY FROM THE CLIENT" is not realistic. Even in the Valve example, some things are checked server-side and other things are checked client-side. There are zero complex games that are 100% server-side validated I am aware of. If anyone knows of any, I’d be interested to learn of them.

    I don’t know how much of the game can or can’t be handled server side, but I think we all agree that the current version doesn’t have enough server side validations. Clients shouldn’t be able to tell survivors “I’m flying and all the gens are done and this other player is dead and the game is going to continue past endgame collapse”. Yeah, some things presumably need to be handled on the client side, but there are a lot of things that shouldn’t.

    And yes, it’s a major development task to switch these things over to server side validation, but the devs apparently recognize that it’s actually a necessary investment they’re going to have to make in the game. This is high priority item for them.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205020#Comment_3205020

    At high MMR, when every survivor team you face is Seal Team Six no less…

    And that’s his average, his Doctor for instance has a 90% kill rate.

  • Cool stats. Otz’s stats look a little similar to mine in some ways. His kill rate is a bit higher (I’m running about 70%, he’s 76%), which makes me feel like maybe I’m higher MMR than I thought. 🤷‍♂️ Also his top killers including Doctor and Sadako and Freddy line up with mine. I think that might be because they’re basic chase killers so don’t need as much regular practice to be good with them compared to, say, Nurse or Huntress, for example.

    Also this lines up with my own experience for the new RPD maps being pretty killer friendly and corn maps being not so killer friendly.

    Thanks for putting in the work on this, it’s interesting. 🙂

  • @GroovyKiller said:

    Otz mediocre killer confirmed.

    76% kill rate is mediocre?

  • Bots should be very soon, for all we know they could even be next midchapter if we’re lucky.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204926#Comment_3204926

    In my games it's almost like before the mid-chapter. I must admit it has dropped a little but if I give you 10 games.

    I'm going to see it on average 3 times per game.

    It could also be a regional or MMR bracket thing. Cheaters also play into it since the auto-dead hard cheat is a common one.

  • @Tony_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204765#Comment_3204765

    Keep in mind its just one survivor down. Other 2 (becouse usually at least one is chased) can do gens without even considering going to get him.

    Also keep in mind that 1 second for killer is 4 seconds for survivor so you need to divide 45 by 4 which is ~11 seconds loss for survivors.

    I think they could buff it to 1 minute so survivor can be downed and pick himself up only 4 times a game. Tho it can be changed if survivors heal him. Its just horrible idea and shouldn't even come near ,,Possible" list.

    One thing to remember too, though, is currently it takes a survivor 30 seconds to recover to within one tap of being revived, so after 30 seconds another survivor could be taking 10-15 seconds away from gens to revive the dying survivor. The new system takes 45 seconds base to revive but doesn’t require another survivor to do it. So time wise on gens the base 45 seconds is actually kind of a wash with the current system.

    So while Unbreakable might be too fast at 23 seconds, the 45 seconds base might be ok. Regardless, though, if either of these times is too long all the devs need to do is increase one or both of them to the point where it becomes worthwhile for another survivor to get off a gen to revive the dying survivor rather than leave themselves shorthanded for an extended period. In prinicple the system should work fine, it’s just a matter of testing and maybe tweaking the times.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/348244/the-last-six-months-have-been-great-for-the-game

    I must say that I like the changes.

    One thing thought, I don't see a meta change. For my games, this perk is everywhere aka Dead Hard.

    Otherwise, props to BHVR all the way.

    //I see Dead Hard from 1 time a game to 4 times (all survivors). 10 games, 9 will contain this perk.

    Dead Hard is still the first or second most popular perk but its usage is half what it was, dropping from 40-50% pre-rework to 20-25% now. So yeah, you see one person or so a match using it but before it was two.

  • @MrMori said:

    Yeah, you're missing that you can hook survivors.

    Personally I don’t bother slugging for the 4k, but note that the new version of the red Mori offering requires a 4k with a mori on the last survivor to get its bonus. So it’s pretty likely that someone bringing that offering will be slugging the third survivor to try and down the fourth for the mori rather than risk the hatch.

  • Actually spending an extra two seconds to Bound at close range versus swing is worth it assuming you can reliably hit the target and they’re currently not infected. Infecting survivors inflicts a pretty decent penalty on survivors. If they ignore the infection they become severely Hindered and one-shot downable by Bounds, but if they use Sprays then its taking them time away from the gens and they’re using up a limited resource.

    So really if a survivor is uninfected, and you think you can land a Bound attack with a bit of extra effort, it’s a good tactic. Likewise if they’re fully infected and healthy then a Bound is an instant down. If they’re already infected and injured though then the basic attack is fine if hitting a Bound would take longer.

  • The Unbreakable combo could hurt Twins maybe, but the basekit 45 seconds probably won’t. Note that currently it takes 30 seconds for a dying survivor to get their recovery bar one tap from full, while the new system it takes 45 seconds to self revive. So in fact without Unbreakable Charlotte will have more time, not less, to go pick someone up that Victor downs.

  • Yeah, it does sound like maybe the customer service person didn’t read the after game chat where the other person admitted he was trying to make you disconnect. Bodyblocking with the intent of holding someone hostage to force them to disconnect is bannable according to the official FAQ and the devs quoted above.

    https://support.deadbydaylight.com/hc/en-us/articles/4408586353940-Invalid-report-reasons

  • Just a quick clarification, Reactive Healing heals you for half of your remaining amount that's missing, not half your total bar. So Resurgence heals you to 50%, then Reactive Healing gets you to 75% finished. Hypothetically if you also have Self Care you could finish the rest in 11 seconds without needing a medkit, or if you have a medkit you could do it in just a few seconds.

  • Honestly I don't see this affecting my own killer games much so far at this point. Keep in mind that currently it takes 30 seconds for a survivor to get themselves to be one-tap away from being revived. So if I slug someone then around 30 seconds later another survivor can have spent 10-15 seconds of their own time off the gens moving to the dying survivor to revive them. Now in the new system, barring Unbreakable, the dying survivor will take 45 seconds to stand back up but it requires no other survivor to help. So the base 45 seconds is kind of a wash time-wise with the current system, and it can even be a slight buff for me as killer if I slug someone for 40 seconds or less before going back to hook them because the 45 second timer can make it harder than the 30 second to get back up before I get back.

    Also if you happen to be playing a character with strong chase or hit and run potential, and you've already killed one survivor, then the 3v1 might become more dangerous for the survivors in the new system because if I can down or hook one of them the chances of me immediately ending the game by downing the other two could be pretty significant. So the new mori system can speed up the endgames and also prevent some possible upset comebacks survivors might otherwise make.

    Of course there are downsides for killers too. If a survivor is downed at a pallet, for instance, and another survivor is nearby, you may have to settle for simply having that one under the pallet incapacitated for a bit while you chase the other survivor to maybe hook them instead. And depending on how it works out in practice it could be that the base 45 seconds is ok but the 23 seconds for Unbreakable is too fast. Fortunately if either the 45 seconds or the 100% bonus on Unbreakable are too strong all the devs need to do is adjust those numbers to be more reasonable and the system can work fine.

    So for most killers and most games I don't really see the new system being too big a swing either way, certainly not enough to get all up in arms about. 🤷‍♂️

  • Honestly they probably should consider changing Exponential, it's honestly not really a very good Boon to begin with compared to Circle of Healing and Shadowstep and it'll just be that much weaker with the new base kit self revive.

  • @Brimp said:

    I mean I guess towards the people that slug from the start of the game? Other than that the base kit unbreakable really isn't that healthy considering you can reduce the 45 seconds to 22 with just unbreakable alone.

    It's a bit early to tell how powerful or not Unbreakable will be, but the good thing is that if Unbreakable is too strong at 100% they can just reduce that number to make it more manageable.

    45 seconds base without Unbreakable might be ok, it's too soon to tell either way. Note that right now it takes 30 seconds for a dying survivor to recover to within a one-tap revival from another survivor, while the new system makes it so without Unbreakable (or something similar) it takes 45 seconds to fully revive yourself. So right now a slugged survivor might get up after 30 seconds with a second survivor spending about 10-15 seconds coming over to one-tap them up, while the new system is it takes 45 seconds for the slugged survivor to stand up but nobody else has to help. It's probably a bit of a buff for survivors overall but not necessarily a huge one, and in some cases it's actually a buff to killers such as when a killer is only slugging someone for 30-40 seconds.

    Also aside from the slugging change, the ability to instantly end the game by downing the Last Survivor standing is a bit of a buff to killers, especially the killers that are good at getting downs efficiently. For instance, if a killer has already killed one survivor, and is in a 3v1, then if they get a down and are intimidating in chase they're now possibly threatening the possibility of downing the other two before the first one stands up and the game is immediately over with no chance of recovery. It's not a huge buff, but it's certainly something to take note of!

  • FYI The devs just did an update this afternoon on their anti-cheating plans for the coming months.

    @Peanits said:

    Cheating is an ongoing battle in any online game, and Dead by Daylight is no exception: There is a never-ending arms race between game developers and cheat makers to find and fix new vulnerabilities. Tackling these vulnerabilities has always been and will remain a top priority to us.

    Lately, many of you have shared your experiences playing against cheaters, and we have no intention to leave you in the dark. First and foremost, we are abundantly aware of the ongoing situation, and we have been treating it very seriously. To put it bluntly, cheating sucks, and while we have made many measures to prevent it, it frustrates us just as much as you to hear that someone ruined your experience.

    We tend to stay quiet when it comes to cheating to avoid giving cheat developers vital information, but given recent events, we’ve decided to pull back the curtain and shed some light on what we’ve been doing to combat cheating and what we’ll be working on moving forward. Please forgive any vague language in this post; we cannot share any information which could be used to make it easier to cheat.

    How We Deal With Cheaters

    https://us.v-cdn.net/6030815/uploads/3OX8NVSKMSFH/cheater-total.png

    In Dead by Daylight, we have zero tolerance for cheaters. Once we detect someone has cheated (or is trying to cheat), their account is permanently banned from the game. There are a few ways we address cheats:

    1. Automated bans: We work with our anti-cheat partner, Easy Anti-Cheat, to report and track new cheats. If the anti-cheat detects one of these being used, they are automatically banned.
    2. In-game countermeasures: We make changes to both the game client and dedicated servers to prevent cheaters from doing certain things. This lessens the impact of cheats and reduces the amount of damage they can do.
    3. Manual bans: We investigate your reports and manually block cheaters. This is crucial when a new cheat has not yet been tracked by the anti-cheat.

    In the last 7 days alone, we have banned over 2,000 cheaters, contributing to a total of over 200,000 banned over the lifetime of the game. Additionally, we have continued to expand our team and processes to deal with cheaters more efficiently.

    There is still work to be done, but our team has made considerable efforts to strengthen various aspects of the game, such as preventing modification to certain game files, to block specific avenues for cheaters to exploit and lessen the impact of the cheats that surface.

    Future Improvements

    https://us.v-cdn.net/6030815/uploads/IQ0CDEYNWCG5/cheater-roadmap.png

    Going forward, we plan to further bolster the game against cheaters. This will be done in various ways.

    First, we will continue to identify & fix vulnerabilities to limit the effects of cheats. This includes additional measures to prevent player sniping (forcefully joining a specific player’s lobby). The first version of this fix is currently slated for this fall and we’ll continue to monitor the situation to ensure that it does not resurface. Fixes like these will be an ongoing process.

    Second, we will be adding failsafes to commonly exploited portions of the game. For example, should a match ever continue beyond the end game collapse for longer than 5 minutes, the game will forcibly end. Additionally, the max game time will be reduced from 2 hours to 1 hour or less. This particular change is planned for this Q4 2022, and further measures are being explored.

    Third, we will continue to implement server-side validation where possible. This takes authority away from a cheater’s game client and puts it on a dedicated server, making cheating much more difficult. This is an ongoing process.

    Fourth, we have improvements in the works for both our player support tools to better deal with cheats internally, and in-game report system to give you feedback on when a player you’ve reported was banned. Player reports are a keystone of our cheat prevention measures and providing this feedback is essential to letting you know that your reports are being dealt with seriously. These improvements are scheduled for Q1 2023.

    Beyond in-game improvements, we will be communicating on our progress against cheats more regularly as part of our Developer Updates and beyond. We want to keep you in the loop and share as much information as we safely can. Last but not least, we want to stress that these are by no means the only measures we are working on, but rather the ones we can safely share with you at this time.

    How You Can Help

    While cheating will always be dealt with as swiftly as possible, your help is invaluable. There are a few ways you can help is in the fight against cheating.

    The best way to help is to use the in-game report system. These reports are critical and help us identify possible cheaters. If you have a video of someone cheating, you can also send it to our support team through this link: https://support.deadbydaylight.com/hc/en-us

    Beyond reporting cheating you encounter, our support team is always available should you have any information on potential exploits or cheats.

    Fostering a safe, cheat-free experience in Dead by Daylight is and will always be a top priority for the team. As with any online game, cheating is an ongoing battle, and we remain committed to making cheating as difficult as possible. We have been working diligently to limit the number and impact of cheats, and we hope that this post shared some insight into the work we’ve been doing behind the scenes. Going forward, we hope to keep you in the loop with regular communications regarding cheating and share as much info as we safely can.

    Until next time…

    The Dead by Daylight team 


  • @Majora said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201355#Comment_3201355

    wont affect good killers one bit? good killers almost always slug so thats just a plain false statement. Sure good killers can still win, but it WILL effect then much more than "one bit". To deny this is pure delusion, it is a huge killer nerf.

    It's a bit of a nerf to killer slugging but I'm not sure it's a huge one. For instance, currently if you slug someone they can get to one-tap revival in 30 seconds, so if everybody else is alive they can be on their feet in that time assuming they get rescued. With the new system it takes 45 seconds (barring Unbreakable) to fully revive yourself, meaning it takes 15 seconds longer BUT you don't need a second survivor to one-tap you to finish it.

    Therefore it's a little complicated trying to figure out how much of a nerf it is, and in some situations it's actually a buff. For example, currently if I slug someone for 30-40 seconds they might get one-tapped up, but in the new system they're more likely to still be down if I pick them up 30 seconds after the down. On the other hand, if I'm slugging more heavily it might be harder to keep pressure up because the other survivors don't have to come off the gens to revive each other, so that's a downside.

    Also note that, stepping aside from the slugging changes a moment, ending the game instantly if you down the Last Survivor is a bit of a killer buff. For example, say I've killed one survivor and there are three left. If I manage to down two of them there's a decent chance I can end the game instantly by downing the third, whereas currently if I'm in that situation I've got a good chance of winning but there is a bit of a chance of an upset if they can manage to, say, finish the last gen or revive each other. This is especially true for killers who are strong chasers, in a 3v1 a killer who is good at getting efficient downs will maybe have an easier time slamming an instant victory.


    So really it's kind of complicated and whether or not the 45 seconds of the 100% bonus on Unbreakable need to be adjusted remains to be seen. Fortunately, though, in principle if the 45 seconds is too short then increasing it to 60 or 75 or 90 can balance it back out since if it takes too long to revive yourself then the other survivors will be incentivized to get off a gen to help you anyway. Likewise for Unbreakable, if that 23 second revive speed is too quick then they can just decrease that bonus.

  • Being the internet, if you Google "sexy" and a dbd character name something usually pops up. Except for Dredge, can't seem to find anybody thirsting for the hand turkey so far. 🤷‍♂️

  • Surprisingly, at least on Steam, there are more players from 11 AM to 1 PM than there are after 6 PM. For example, here's the snapshot from the last two days, notice the peaks are both at 11 AM Eastern US time.

    image.png


  • The issue is how distances between hooks are calculated. Ideally they should be calculated as shortest walking path distance but instead they are calculated as straight line point to point distances ignoring walls and floors and such.

  • In case you’re curious the least picked killers by opposing killer players on Nightlight right now are

    • Trickster (1.9%)
    • Plague (1.8%)
    • Demogorgon (1.7%)
    • Nightmare (1.3%)
    • Hag (1.0%)
    • Twins (0.8%)

    Note that the average pick rate is 3.5% for comparison.

  • I’m not an expert but I think a lot of it has to do with intercepting the data the game normally sends, modifying it, and then sending the modified data to the server. It’s probably something like the client is sending simple instructions like “move this character to location x,y,z” and the server does it. So one of the things they’re almost certainly working on is server side validation because they need the game to be able to better recognize bad instructions and reject them.

  • Two of my other favorite games are No Man’s Sky and Path of Exile and both have gotten a ton of updates and revisions over the years.

  • Dredge is my favorite hit and run killer at the moment. It has excellent map mobility and especially during Nightfall can get good ambushes by coming at survivors from unexpected angles.

    Sadako also does well at hit and run, as does Wraith.

  • @LordRegal said:

    I'm concerned they didn't bring up the IP leak vulnerability for Steam side clients in there, that was the place to do it and they didn't address it. Again.

    They don’t like to talk about specific cheats typically, but they do mention stopping stream sniping as an early goal in that post and that probably includes plugging holes to identify IP addresses.

  • The only other thing on their 2022 roadmap is custom matches with bots so there’s still a chance it’ll be this PTB if we’re lucky, but beyond that who knows? 🤷‍♂️ It could just be a bunch of tweaks from the big rework still.

  • Numbers aside, I do think the perks would be more fun if they were something other than just bloodpoint bonuses and instead had some unique mechanical effect that other offerings don’t.

  • @HugTheHag said:

    Interesting ! Thanks for sharing !

    I'm so sad with the Devour Hope changes that were announced, the perk is kind of a fan-favorite and now it just won't have the same charm. :(

    Yeah, I’ll miss multiple mori animation per match, but on the bright side at least you still get kills on first or second downs with 5 tokens. 🤷‍♂️

  • I actually currently run a build to counter the most popular survivor perks that is very similar to the one you mentioned

    • Hex Third Seal (Counters Windows of Opportunity, the most or second most used survivor perk, plus any other aura perks)
    • Fearmonger (counters Exhaustion perks, plus additional Blindness)
    • Discordance (counters Prove Thyself)
    • Hex Undying (helps keep Third Seal active longer, also gives some tracking info)

    And yeah, Blindness is a bit underrated. Everybody thinks just because people play in swfs that Blindness is useless, but they seem to forget that even swf players frequently use aura perks and Blindness hard counters all auras. Even if you completely ignore the thing about hiding hooks and auras of dying survivors, countering every single aura perk in the game is pretty solid. 🙂

    Personally I don’t go for Knockout myself, I’m more interested in negating Windows and Kindred and such which don’t come into play for dying survivors, but if you do a lot of slugging Knockout works ok.

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