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Developers may believe that Sadako is okay because they consider only the respective catalog specs of being mori capable by default, slightly stealthy, and capable of teleporting largely over the map to be significant.
In reality, it is a weak killer with poor dexterity.
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So, will 6.3.0 add skins for Kate and Feng? (lol)
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I am a normal person. I am happy.
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Flashlights can dazzle the killer by continuing to shine.
Do I need to flash it on and off? Under what circumstances?
People who use it to insult you will hate this patch that no longer allows flashing.
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If all survivors slug it out within 45 seconds, we consider it a survivor problem.
However, we need to address the need to play for the goal of 4 slugging from the beginning itself because of the unfinished finish mori that no one wants. To combat this, the developers added a base kit unbreakable.
I think it should only be base kit unbreakable when the "last survivor" requirement is met. It works well enough on its own.
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It is clearly stated that the purpose of the PTB is to hear opinions.
I may give feedback on Basekit Unbreakable and my main objection to mori being removed from Rancor and Devour. No, I will.
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While not completely erased, I commend you for making positive changes in this regard.
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Yes.
When asked if this would affect the kill rate, the person who said it was 61% and therefore a killer OP said nothing.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3208800#Comment_3208800
Yeah, I can't imagine that'd be a fun game mechanic, probably wasn't very fun for the Part 3 gang either.
I also think, like @fake said, Kira with his hand monster could be really cool. I also think that Killer Queen and Sheer Heart Attack would work well in DBD, almost as well as Part 1 Dio.
Since his ability is to turn anything he touches into a bomb, I fear it would be OP if he planted it in a generator, pallet or window...
Also, since the nature of the Sheer Heart Attack is to automatically attach itself to the survivor and chase it forever, I think this is also too strong in DbD.
Looking at it from these aspects, Kira seems a bit difficult to balance.
I can only assure you that MORI's animation will definitely be the most exciting of the killers💀
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Oh, and as a prerequisite, I would add that playing with the Tombstone is not a crime.
As for the 4th survivor who plays just to avoid giving you an achievement, surely the achievement itself will be changed in the near future.
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I've seen many times on the English forum that people want to see Jojo's Villains as killers, and while I'm happy for them, I think it would be difficult. I worry that they would blend in uncomfortably in terms of abilities and visuals.
Of course I am excited to see them enter the fog. Kira because the end of his story matches. The possibility of countless hands being entities is a bit interesting.
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The right to use any PERK you like.
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@CookieBaws said:
https://forum.deadbydaylight.com/en/discussion/comment/3208770#Comment_3208770
But what are they to lose? They won't lose much on points + easy out of the game. Especially now when BP is super easy to earn.
Remember, basically, survivors are trying to escape. If you play just for blood points, you will have a lot of really bad games, regardless of whether you win or lose.
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Cheaters are explained to players only to report them properly.
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Add-on design.
Tombstone, by nature, is used for survivors who are not yet hung, found later, rather than survivors found early.
Survivors who have not made any mistakes up to that point and think they can continue the game even after being hooked, but are frustrated because they are suddenly declared out of the game.
To summarize, it is because he will die without a hook.
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Not only are the add-ons per killer inconsistent, but the effect on rarity per add-on is also inconsistent.
Who came up with the idea that the effect of the Pyramid Head's Very Rare add-on only extends the killer's instincts by 1.5 seconds?
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SWF with Voice chat gives a tremendous advantage that you never get when playing solo.
You are just playing with friends, but you can share in-game information effortlessly.
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Long ago, the harassment of survivors by spamming mori animation cancellations was already removed.
Now it is time to remove the flashlight spam.
mori should only be used to kill survivors and flashlights should only be used to dazzle killer. Neither should be used for intentional harassment in the same way. If BHVR is willing to be consistent.
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@adsads123123123123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3207865#Comment_3207865
I am using the term "draw" to describe an even score situation rather than a stalemate situation where no players can achieve anything. To be more specific, a draw is a situation where the killer nor the survivors played significantly better than each other, so the game ends up with an even score and no side wins.
You are right about draws being rare though as the 2k rate in DBD is roughly 10%. I am not saying every game should end in a 2k. The game can still be balanced with a minimal number of matches ending in a 2k, e.g. 40% loss rate, 10% draw, and 40% win rate.
https://forum.deadbydaylight.com/en/discussion/comment/3208387#Comment_3208387
You are right that there is no official win condition but I feel like most killers would agree with the win-loss system I mentioned. Regardless, it's important to note that it's unnecessary for everyone to agree with the aforementioned system for it to be implemented because wins and losses won't be shown as mmr is hidden. All of this will occur behind the scenes to balance matchmaking and gameplay.
https://forum.deadbydaylight.com/en/discussion/comment/3208390#Comment_3208390
I see your point. Some survivors see themselves escaping as a win rather than most of the team escaping and balancing around win rate could lower the escape rate. Ultimately though, survivors are a team of 4 and they need to work together to win. The other 3 survivors aren't working just so 1 survivor can escape. BHVR should incentivize victories as a team rather than a single survivor as this may encourage more teamwork and reduce selfish behaviour.
https://forum.deadbydaylight.com/en/discussion/comment/3208409#Comment_3208409
If the game was balanced around team outcomes as I suggested, you would be rewarded for being the "hero". Currently, the mmr system considers any death as a loss, so sacrificing yourself so the other 3 can escape would lower your mmr, which is why an mmr system based on kills and deaths isn't as accurate as one based on team outcomes/wins and losses.
I see your point. Some survivors see themselves escaping as a win rather than most of the team escaping and balancing around win rate could lower the escape rate. Ultimately though, survivors are a team of 4 and they need to work together to win. The other 3 survivors aren't working just so 1 survivor can escape. BHVR should incentivize victories as a team rather than a single survivor as this may encourage more teamwork and reduce selfish behaviour.
If the game was balanced around team outcomes as I suggested, you would be rewarded for being the "hero". Currently, the mmr system considers any death as a loss, so sacrificing yourself so the other 3 can escape would lower your mmr, which is why an mmr system based on kills and deaths isn't as accurate as one based on team outcomes/wins and losses.
Thank you. I fully agree with your opinion.
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3208390#Comment_3208390
I think you are absolutely correct.
My feeling as a survivor: if we get the gens done/doors open and single survivor gets out, we won. Anything beyond 1 is just degree of victory.
Thank you.
I can actually play the game as a solo survivor and be the hero that got their attention and saved them when the other 3 were able to escape as a result of being face camped. It may be a bad game experience and there is no incentive for it. Still, it's a win numerically and a win emotionally, which is a strange state of affairs, so I didn't have much to worry about.
I find the balance argument complicated.
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I really doubt it.
Who thinks it is more fun to counter a Call of Brine and Eruption combo than a game of Ruin where you could stop a 200% retreat by simply destroying the bones?
I preferred the days of Ruin where you could incapacitate people just by doing bones. Now Ruin has become an effect that does not need to be Hex, so no one uses it.
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I think it's an interesting discussion. May I present other points to consider? Because game balance and emotion are two different things.
The developer has already said that the line of draw is 2kill-2escape.
Since half the survivors are dead and the other half are alive, I think that is numerically true.
But this is for the killer, we are talking about.
What about for the survivor?
Similarly, let's assume there were five games.
0k4e, 1k3e, 2k2e, 3k1e, and 4k0e.
Now in 4 games at least one survivor is sacrificed.
Now what if the dead survivor player in all four games was the same person the whole time?
The kill rate on the game is 50%, but the kill rate for him is 80%.
In other words, the balance is not taken on an emotional level.
This is even more so if it is a solo queue. Why is that?
Next, let's keep this assumption and assume that the survivor is SWF.
Likewise, identical players are sacrificed, but if we can consider the survivors to be a team, then the kill rate is 50%, both numerically and emotionally; a 4-person SWF, even at 3k1e, can be fun and exciting with voice chat and spectating. "We win!" In other words, with emotion, the kill rate might be 20%.
Especially for solo survivors, the outcome of the game is whether you live or die. In other words, you win or you lose, so there is no tie.
But as a game, Survivor is a team of four, and the 2k2e line is considered a draw. This discrepancy between numbers and emotions may make the balance difficult.
I was curious to hear someone else's opinion on this idea.
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please husk system
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Can't use key config in playstation?
I don't know now as I haven't done that since I changed it about 5 years ago.
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I think the mori offering has become a scapegoat as an excuse for developers to ban slugging, as has been discussed in other discussions, because the mori offering has been unquestionably garbage since the requirement was changed to the second hook stage.
It seems that the developers were attracted to the "you can finish the game with mori" and now realize that a yellow mori that can do that makes more sense than a green or pink one.
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I like these ideas because I have had enough of Blood Point offerings.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3207331#Comment_3207331
The HUSK system sounds like the best compromise for everyone when someone DCs, but until that arrives the strongest solution is to remove DC penalties. I agree with what you're saying completely.
Thanks, I agree with you if the HUSK system can be incorporated.
Let's hope together that in the near future the developers will simultaneously announce the implementation of the HUSK system and the elimination of the DC penalty.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3207312#Comment_3207312
I am not familiar with the HUSK system you're talking about, what is it?
I would not say there is a true zero sum, one size fits all solution to the DC problem, it is all a trade off right now we're trading DC's for suicides on hook.
Players DC now even with the penalty and if they're not DC'ing they're suiciding on hook which is basically DC'ing, if you penalize that then players will just give up and not play until they get into the next match.
The reality is we cannot force people to play when they do not want to.
First, the main thrust of your story is the assertion that since it is impossible to completely counter cheaters, the DC penalty should be eliminated because DC is an effective solution when matched with a cheater.
If the DC penalty is eliminated, as I believe it is, many selfish players will DC without malice. You responded with the main point that even now selfish players are quitting the game by committing suicide. Am I correct so far?
Now, I don't want to play with cheaters either. Of course I don't.
So, if you ask me if just eliminating the DC penalty is enough, I feel that it is not enough for the aforementioned reasons.
So here is the HUSK system: if you DC, your character remains in the game and the game itself survives (or moves with the AI).
This reduces frustration for other remaining players.
If the cheater continues to play the game and everyone else is HUSK, what a miserable one-man game.
For more information on the HUSK system, go to
@fake said:
こんにちは。
I remember this "DC husk" feature that was revealed to be under development three years ago.
Attached is a citation for that information that was actually published.
DEVELOPER UPDATE, JUNE/JULY 2019.
https://forum.deadbydaylight.com/en/discussion/73858/developer-update-june-july-2019
This also gives us an opportunity to strengthen the way we handle disconnections. Survivors who disconnect from a match will leave a “husk” behind. The Killer can then hook and sacrifice this husk to receive the points- and perk tokens where applicable- that they would have earned had the Survivor continued playing. Additionally, the other Survivors in the match will receive a quitter bonus to compensate for losing a teammate. Should a Killer disconnect, the match will immediately end, and the remaining Survivors will receive emblem points assuming they had healed and escaped the trial, keeping any items and add-ons they have equipped. Any offerings used will be refunded if the match is cancelled shortly after starting.
Just recently I saw a discussion about not being able to activate the Blood Warden due to a player who had DC.
This citation explains how this feature would allow us to acquire park tokens, i.e., BBQs and STBFLs, that we cannot acquire due to selfish DC players.
(Though BBQ will no longer get BP bonus tokens with the next update before this feature is implemented.)
While we are aiming to have this new system launch at the same time as dedicated servers, we may need to hold off until the following mid-chapter patch. We will keep you posted on our progress as soon as we have more info to share. For the time being, we will continue punishing excessive disconnectors using our existing system.
It has been a long time since dedicated servers were implemented and a long time since the next chapter patch when dedicated servers were implemented.
Three years in fact.
Developers, do you have any information you can share on this?
I have a feeling that no information has been shared on this in the last 3 years, if I remember correctly.
If there is no information to share, I would surely be pleased if the answer is "no information to share".
Because in the Q&A's over the past three years, I have asked several times if there is any information that can be disclosed about this "DC husk system" and it has never been addressed.
This Q&A includes some stuff unique to the official Japanese Twitter feed.
If there is any reaction from the developer's side, I would be really happy.
If no reaction, I may ask the same question in the next Q&A. Or in some cases, the next one, and the next one after that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3207303#Comment_3207303
The "DC problem" is still alive and well, its just transformed into the "suiciding on hook" problem.
Yeah, so what is the only solution to the DC problem?
PS: I have written my opinion several times in the forum and I am looking forward to the HUSK system that BHVR stated long ago that it will implement in the future as a way to solve the DC problem and the suicide problem at the same time.
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What is the only solution to the DC problem?
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BHVR: remove mori from Devour Hope and Rancor to see more mori
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I am sorry if I offended you, as my words were not directed at you.
And I admit that I overreacted to the word toxic in the title and did not read your argument deeply enough, and I apologize. Again, I apologize. I am a fool.
Camping and tunneling (with the exception of the Bubba Faith camp right after the start) is legitimate in my opinion. But at the same time, I understand that survivors are frustrated.
It is only natural that both sides should be able to enjoy the game. But that seems to be a difficult question. I have heard that the developers are aiming for a 2kill-2escape line. The idea is that the killer should be satisfied with having executed half the survivors. In my opinion, if one of the reasons behind the dissatisfaction with camping and tunneling is that they are dying, then there will be survivors who will be dissatisfied even if it is 1kill-3escape.
If face camping is allowed, it is a hook after all 5 generators have been repaired. I would affirm that. Because there is nothing else to do. If camping were not allowed even under those circumstances, then I would say the words I just said. But I was mistaken. Sorry.
Let me get back to the point. I am in the position of considering them not TOXIC, but I agree with your suggestion because I think it is better if both parties can enjoy the game.
It makes sense to compensate the survivor who had them done to them in the form of Blood Points compensation.
In my opinion, to discourage camping and tunneling, I would rather have a system that encourages people not to do it, rather than the idea of punishing killers by base kit boro time, quick, etc.
There are actually a few PERKS that benefit from hooking evenly or staying off the hook. How about a base kit of those in smaller numbers? However, I would also like to see it not apply to S tier killers such as Nurse and Bright. Hard to think about this.
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Let's say we accept that mistakes are the cause of losing at a hundred paces.
So what if the minimum for a killer to fight a survivor decently is to not make a single mistake in ability or judgment?
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The survivor has the right to escape and win, and the killer has the duty to entertain the survivor.
You are kidding, right?
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Because they are not even synonyms.
Remember when you could cancel the MORI motion?
Because of the spamming of mori motion cancellation, the developers made it impossible. The reason was that it was TOXIC and frustrated survivors.
But the toxic behavior of some of the survivors you used as examples was not banned.
MORI is part of the game, not TOXIC.
MORI motion cancellation spam is TOXIC because it is an annoying behavior that is not necessary for the game to progress.
And t-bagging, light spamming, noise spamming, and hostage taking are TOXIC because they are annoying actions that are not necessary to progress the game.
But developers don't seem to think so.
My criteria is whether this is necessary or unnecessary for the progression of the game. If it is necessary for the game to progress, even if it results in annoyance, then it is not TOXIC. So I would have thought that camping, tunneling, and slugging would fall into this category, but apparently not for many survivors. Sadly.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3205914#Comment_3205914
I don't buy the argument that "if you buff SoloQ you have to give SWFs the same buffs or they'll complain" argument.
They get to have fun with their friends, there is no punishment there, while SoloQs get punished everyday because they're lost and alone.
I agree wholeheartedly.
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2023 early
@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:
- 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.
- 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.
- 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
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I don't know if I am smart enough to have a constructive discussion, but let me just give you an idea.
How about a suggestion that the hooks will no longer be permanently destroyed after the execution is complete, to alleviate the problem of 3. a little?
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Does this mean that the penalty for party members is also given to individuals in the entire party?
I've never heard of this before. I do not know if this is a specification.
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I know developers fear malicious elitism, but it would be nice to have a numerical value for how much you contributed in the Results. I would be kind of happy if that would lead to recognition.
For example, time spent chasing, generator repair gauge numbers, time spent attracting killers on the hook (and the generator gauge advanced during that time), etc. I would like to give a gold medal to those who did the best. Those who escape without doing anything may get nothing.
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We agree with the notion that just being SWF does not guarantee being highly skilled.
I agree with the notion that voice chat does not guarantee excellent coordination.
However, just having voice chat gives you an advantage that you will never have in the game of DbD.
A single casual word like who the killer is, what perk you are using, or if you are currently in a chase, is a tremendous advantage over soloing.
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The idea to help solo queue is great.
However, since SWFs are not supposed to be punished for just playing with friends, one could argue that it is unfair that they cannot get this solo queue advantage just because they are SWFs.
I think it is really hard to buff a solo without buffing a SWF.
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Glad to hear you made it through the surgery without incident.
I wish you lots of luck in the future.
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Hope your recovery is a speedy one.
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I agree that 3 seconds is too weak.
We should test these details of the perk for each PTB. I would like to see 4 seconds tested.
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Recent killers can perform somewhat of a SLOW DOWN by giving survivors additional challenges.
Ghost and Michael are weak in part because they have no additional challenges at all.
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I would also like to know what games you would consider.
Not to mention that the kill rates that have gone up due to early suicides and DCs are skewed numbers.
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I agree with you about the truth of what you said about the 61% figure not making sense.
It is important to look at the numbers alone and to consider what is behind the numbers and why they are the way they are. It may be difficult to think about it, though.
Nurse has a kill rate below 50%, do you think she should be buffed? I believe she should be nerfed.
It's the same thing.
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You see.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204290#Comment_3204290
Mhmm. Play every match fair, no camping, no tunneling, no meta perks, and get spat on. The perfect storm to force killer players to tunnel, because they don't have anything to lose since they'll be insulted either way.
yes