jmwjmw27
jmwjmw27
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@RhacophorusVamp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987532#Comment_3987532
Your name can be read.
This is probably because you don't have the "hide your name" setting enabled.https://us.v-cdn.net/6030815/uploads/G8L774H1OBYH/volar.png
Try talking to yourself in the survivor lobby.
You will notice that your name changes depending on whether "hide your name" is on or off.Also, your player name in the top right-hand corner of the screen will change to "You."
Your name displayed in the friends list will also be "You."
This feature is a setting for streamers.The “hide your own name” setting is client side. It only hides your name from yourself. Other people can see your name just fine.
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cheater most likely if anon mode was on before lobby. “Hide your own name” is client side and doesn’t matter, and the exploit that existed back in the day to see anon was patched very fast.
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When I first got the game in 2019, I got into Trapper and had a lot of fun learning new trap spots. For a short while after Deathslinger’s release, I mained him and Myers until I couldn’t handle not having mobility. Started maining Blight when he came out and now I main him and Wraith while playing variety killers occasionally.
On the survivor end I started on Meg for her perks then have stayed consistent on Ace.
Getting started in the game, on the killer side I found it really hard to judge how far my lunge goes, so I would commonly swing from too far away until I got used to it. On the survivor side I spent way too much time looking behind me and commonly ran into objects.
Now I have way too many hours and this is by far my most played game of all time.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/454301/can-we-get-a-ban-on-posts-made-with-genai
Also! Good news is now u can copy paste these posts into a online verifier to check a watermark for any signs of AI.
There are hidden symbols in between letters
This isn’t how AI watermarking works (a quick copy+paste of chatGPT output into a unicode editor will confirm it). It works by stringing words together in a way that patterns appear that are very unlikely to appear in natural human text.
A good writeup of the ways this is done can be found in the “related work” section of this research paper.
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I wouldn’t mind this, but new players wouldn’t change anyway. I see this all the time in 2v8, where you get a status effect telling you the killer can see your aura, yet I commonly get players trying to hide behind a rock when I can see their aura.
I’m personally in favor of a change to tell both survivors and killers whenever their aura is being revealed (and can include killer instinct, since a good player will know if it applies), but a lot of people crutch on that stuff so the idea always gets pushback (see: 3 downvotes on your idea with no discussion)
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I’ve gotten it maybe ten times since release and was lucky enough to snag the achievement the first time I loaded in on the map. But with all the maps in the game, it isn’t super likely you’ll load in on it.
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iirc it is disabled on xbox because of rules set in place by microsoft. It was coded in and available to xbox initially, but microsoft said no so xbox players cannot hide their profiles from other xbox players they match with.
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If we want to argue minute details Unbreakable is one of the oldest meta perks in the game and has only ever been buffed, also Shoulder is meta-defining and was only nerfed from PTB.
Both sides have had BS in the game stay way too long because the devs in this game act way too slowly.
I do agree with you on smoke bombs though, I had no issues with them even on first release and there was no reason to nerf them twice. They simply are too good against noobs sadly.
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Why does it matter to you, genuine question?
Even if you can see their profile it won’t change anything, they can be reported if they break a rule either way. The only thing no anonymous mode would allow you to do is stalk their profile for information on them.
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@Gplays2000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985840#Comment_3985840
what do you mean with that?
open volume mixer on windows and set the dbd application volume to 0% while waiting for a match in the meantime, it’s more effort but works.
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@Mandy said:
The expected wait time is only for 2v8 - so for the killer side specifically in this case.
People inspecting packets have found that this information already exists and is calculated for each server in the normal queue, any reason why it’s not shown in the client?
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If you are using windows, the volume mixer works as a substitute.
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Ghoul easily. Wesker suffers too much traveling from point A to point B and finishing chases takes longer than he can afford when everyone’s sweating. Ghoul can take some time to get the down, but can easily travel the map to pressure gens and come right back for the tunnel out, and can easily apply pressure with an injury without needing to commit for a long time like Wesker would.
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nightfall puts a hard cutoff on how far you can see, and the main advantage of nightfall for anyone that isn’t a beginner was never the lack of sight anyway. The gamma setting helps even the playing field so people playing with sun shining on their tv or monitor out the window can actually see something on the screen.
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I’m assuming they don’t ban because the burden of proof for most of these to know the person is exploiting is high enough that they don’t want to bother and don’t want innocent players caught in the crossfire.
As for why they’re not killswitched, your guess is as good as mine, maybe they’re out of the office and don’t work weekends lmao.
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Is there a boon you're not showing? I just tested this in a custom with conviction+UB (which is 8 seconds from slug → conviction pickup) and I had enough time to pick up as Oni with no add-ons, like I had 2 whole seconds to pick up the slug. Can anyone else test and confirm/deny?
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I’ve been running it with unbreakable/soul guard/tenacity and I haven’t really found Conviction all that helpful. I think you’re better off with flip flop power struggle.
In 99% of scenarios, if the killer commits to slugging, Conviction getups are worse than unbreakable getups. And if we’re just trying to punish the killer for letting us recover, power struggle flip flop is basically the same thing but better at the cost of needing an upright pallet. The re-downing yourself is much harsher than people treat it.
The scenario where conviction gets the most value imo is one where the killer just barely doesn’t have enough time to pick you, because they went to kick a gen or something. It’s still a decently lengthy timer at 8 seconds, but even still, you’re going back down in 30 seconds, the killer can just pressure other people and take note of where you went to find you later.
This perk is only good in a coordinated SWF or if you’re constantly slugging and isn’t even really new since killers have been punished by slugging for just a little bit ever since power struggle + flip flop was a combo and power struggle got buffed to 15%.
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Got pretty tired of seeing clown with variants of knock out/hex: nothing but misery/save the best for last/rapid brutality after his changes.
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I got a flashbang save the other day, they still blind. Make sure you’re dropping them early enough so that the killer doesn’t have time to look up/away after finishing the animation.
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I have no problems tracking survivors in fog vials, it’s not much different from chasing someone running lucky break (but you can still track the blood). I suspect part of the issue is people who just aren’t good at tracking when stealth mechanics are in play, and the other part being your environment (not everyone can play in a dark environment with no light reflecting on the screen with good visual settings), same issue some people have with dredge.
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Pain Res + DMS is a busted combo, but there is counterplay. You can see the aura of a survivor being hooked in time to let go for pain res, and when you know DMS is in play, you can go tap a 0% gen.
Requires a bit of coordination, but once you get hit with it once in soloq, if you're getting hit with it again in the same match it's on you.
The real stupid combo is DMS + Grim Embrace that a killer can activate at any time they want.
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I've played as and against new clown, there is no skill required to win almost every tile in the game, the few you can't (shack pallet) you kick then win as you spam yellows at your feet.
You can use pinks on occasion to slow down survivors, but you can win with only yellows, it's pretty ridiculous and I expect it will be toned down in the next update.
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hag, nemesis, knight for me, trifecta of possibly the most uninteresting macro-heavy shift w gameplay.
For hag it’s the traps, the main counterplay has one person harassing and the rest sit on gens, or if in soloq you just lose if a teammate has a bad death spot
nemesis punishes you for existing within 5m of him without a long and tall wall nearby, so once he hits tier 2 you always just prerun then shift w away from him because of how strong tentacle drag is, you can barely play any tiles.
Knight ever since the removal of “taking a guard” from someone still has the same awful chase but now with even more boring counterplay as you just shift W from tile if he uses power (like artist, but you can take a bird from a teammate. you can’t take a guard because he just summons a different one instantly)
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@TWiXT said:
I think it's silly that no one uses the doors.
Springtrap takes 3 seconds to teleport, however that's not including the 2 seconds to get in the door, 1 second to exit + however long it takes to select a door to teleport to.
Survivors on the other hand take about .5 seconds to go into a door/exit, and then 5 seconds to teleport + however long it takes them to select a door to go to.
Here's the kicker: in order to get the grab, Springtrap has to not only take 2 seconds to enter +however long to select a door, he also has to select the door that the survivor enters to trigger the grab! He has to enter a door, AND select the correct one (a 1 in 6 chance), all within the 5 seconds it takes a survivor to move through the office during the teleport. The only other method for him to get the grab is to enter the door a survivor just entered, right after they entered it. It doesn't even count if he selects the door they chose to exit from, only the one they entered. The odds he is going to select your door, within those 5 seconds, at the exact same time as you are using it… well, they're ridiculously low.
On top of that, survivors have a certain elements of the game to aid them: See a survivor being chased? its perfectly safe to use a door. Stop hearing ambient noises? this means he's gone through a door/is selecting one or teleporting, so don't use one. See a doors panel glitching? he's coming to that door, get away from it.
Overall, the security doors are a very powerful tool to use against Springtrap as they are always at gen locations (so you don't have to worry about finding a gen), they can spread your team all over the map to do multiple gens at a time, and Springtraps First teleport in the game is predictable as its usually the one your team spawned closest to, so just get away from that one, find other doors, and use them in the start of the match to spread gen pressure.
Since the odds of him getting a grab on you via the door teleports is so miniscule, survivors should feel free to use them against him as much as they want, and hey, if he DOES manage to get the grab, that's just a bad roll of the dice. Honestly, if you just pay attention, and start using them more, I think survivors will find that they get more value from them than they get grabbed. Knowing how powerful they are to use against him, and how low the odds of him grabbing them are, I just don't understand what Survivors are so scared of.
I’m pretty sure this just isn’t true, if you are traveling through the office at all from any door at the same time as springtrap you get grabbed
EDIT: After doing some research, TWiXT is right. A lot of players probably don't use the doors because they share my misconception here!
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971384#Comment_3971384
singularity is first and foremost a knowledge check so yeah, its unsurprising solo q bum teammates often throw.
best thing you can do is bait chase if you know what to do, this is the killer you can run for a lot of time if you have a bunch of windows
I do try, but usually they’re smart enough to know there’s better targets and the game goes downhill fast. Rough sometimes!
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You can run whatever you want, but kindred is probably one of the best perks to get close to swf comms level of efficiency. Having the knowledge of where the killer is going after hook and where your teammates are helps you make better decisions.
It’s technically not needed, you could run a different aura perk or something else, but is it really nice sometimes for getting your teammates to not uselessly hide near your hook while the killer is camping.
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I think a very simple fix would be to make all the portals two-way.
Then you can still hold 3 gens in the map if you want, and it keeps its uniqueness, but survivors actually have resources at their disposal almost anywhere.
And on the flip side, you as killer can traverse the map easily, and the three gens with portals by them can be traveled to to catch someone off guard.
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@jedimaster505 said:
It's basically a small discord clique's opinion of what Dead by Daylight should be. I watched the finals and read over their rules/balance list and it's a completely different game that is greatly watered down in complexity. They have so many silly rules and a massive list of banned add-ons and perks and perk combinations, such that it plays completely different.
You can't really generalize the strats of compies to normal Dead by Daylight, as so many counter strats would simply shut down comp strats completely if used without all the restrictions to both survivor and killer. Then there's the fact that the survivors know exactly what killer they're going to face and on which map, that's a huge gamechanger that simplifies the game greatly. Many maps aren't even considered. Kobes and chest opening not allowed. Every perk allowed only once…okay, we're not playing Dead by Daylight at this point, we're playing Dead by Deduction. It would be like removing half the piece types from a chess board and calling it competitive chess.
"§21 Survivor – Additional Rules / Gameplay…
(2) Survivors are not allowed to open chests. An open chest is the completed progress bar, and the chest opening in-game. Penalty: Black Card + Forfeit of the set (§23)"Funny example…in DBD League you are prohibited from opening chests. You've probably heard the rumor "you should never open chests, it's a waste of time". But this is just a remnant echo of compie gameplay, where you get a BLACK CARD for opening a chest. Oh noooo…you might get a nice item, boo hoo hoo. If opening chests is so detrimental to your team, then why are they BANNED in DBD League? Because opening chests IS a strategic choice that can benefit your team in official DBD in certain situations, especially with some perk builds. It sometimes IS worth your time to open chests, depending on the context. But if you simply apply Dead by Deduction strats 1:1 to Dead by Daylight, you would conclude that opening chests is some forbidden fruit that should never be done or your entire team will crumble to pieces due to wasted time.
Yet I've seen so many players point to DBD League comp matches to support their balance argument with respect to normal Dead by Daylight, as to why killer/survivor should or shouldn't be nerfed, as to whether the game is killer or survivor-sided. It just doesn't apply. If you modify one variable of the game, the entire system changes, and DBD League has modified an enormous number of variables.
Also looking at the skill level of the players….yes, they're strong players, obviously not beginners. But by no means are they "the best" players in Dead by Daylight as the commentators state. They're heavily benefiting from guaranteed 3rd party comms, preparation for a specific killer on a limited set of maps, and a massive set of gameplay restrictions. I regularly queue against killers and with survivors in Solo Q that, skill-wise, perform just as well as and even sometimes better than the players I see in DBD League. The same players that perform well against a killer in a DBD League tourney would get destroyed in Solo Q without the help of their SWF and the limits placed on killers, limited maps, limited add-ons, and knowing in advance which killer they're facing. If you don't believe me, just watch some of the compies' solo Q streams, and you see them lose frequently just like the majority of solo Q survivors do in normal Dead by Daylight.
Thus, the "comp" scene has somewhat turned into a glorified circle jerk of clout chasing in highly modified game modes. It says very little about where you rank in normal Dead by Daylight compared to other players. In fact, many seasoned solo Q vets could outperform "the best" compie players, because solo Q pub match vets are constantly going up against the very OP strats, items and add-ons that DBD League forbids. It just so happens that if you're constantly going against the most difficult and oppressive strategies in DBD, you become a better player for it. But a compie that is routinely sheltered by custom matches with heavy restrictions and SWF comms may look good in a tournament setting, but in all likelihood would get demolished in normal DBD without all these crutches.
Otzdarva actually made a video on this a while back which showed that some random pub killers were totally able to keep up with the level of play of these "pro" compie killers, except it turned out that the pub killers' strategies were far more original. This is because in the DBD League community they all tend to copy each others play style on both killer and survivor. Whereas a pub killer that isn't involved in that community, invents his own unorthodox style of gameplay that is just as oppressive, but not widely known. But since so many casuals simply copy and follow the DBD League playstyles in normal DBD, what you tend to see is a very stale and easily countered meta with the same copy carbon gen slow-down builds, for instance. Not because running 4 gen slow-downs is "the best", but because many killers search online what "the best" killers use and find a compie killer using 4 gen slow downs, and copy that playstyle 1:1. Meanwhile, there are many unorthodox builds and alternative playstyles killers/survivors could have great success with if they just took the time to experiment for themselves in official DBD.
So my conclusion is this…you can't really extrapolate the outcomes in DBD League to the balance of official Dead by Daylight. They're two very different games with DBD League being greatly simplified, which leads to a lot of repetitive and frankly boring, streamlined playstyles. Yes, you can pick up some tips and tricks from decent players, but that's about it. If you ever get challenged to a "1 v 1" in end-game chat by a compie, rest assured it is nothing more than an ego flex. They want to drag you into their turf with their specialized set of rules and restrictions that they practice with 24/7 in the hopes they win the grand prize in DBD League and get declared as "the best" DBD player within their Discord clique. But if you 1 v 1 them, you're not playing Dead by Daylight anymore, you're playing Dead by Deduction. If you personally prefer playing Dead by Deduction, then there's nothing wrong with that. But please…let's not mix apples and oranges when arguing how the official game is or should be balanced.
I stopped taking this seriously when you complained about the opening chest ban. Of course they’re going to ban an RNG mechanic that can either give the survivor a free self heal whenever they want or literally nothing. Or even a key that can literally win the game for one team.
The rest of this post is nonsensical complaining and hatred on a community you can simply not interact with if you don’t like. And they’re officially supported by BHVR.
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Not in solo queue. Singularity is a macro battle, and you can’t win a macro battle in the 4v1 against a competent opponent if you can’t communicate with your teammates and they’re constantly making mistakes. In a team I’m down for it.
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The only change vigil needs is to not affect basekit killer powers (nerfing effects from add-ons is fine), like nemesis/freddy/clown.
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I always wondered why Snug doesn’t grab and at least slow down survivors at a gen when he’s sent to search there. That would be cool.
To answer the question though, I think having him sit/stay and guard a spot and barking/sensing anyone who comes near could be neat.
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fully lean into the new player skill check aspect: in addition to what it already does, extend the “good” skill check zone by 50%. Would help not miss critical skill checks.
Making it active while healthy as well could be nice as others have suggested.
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I don’t see them adding a feature to turn chat off anytime soon since you can already click a button to hide it.
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I love that Kaneki is so bugged that there’s actually a different bug in the scenario 2 clip where he’s not visually charging his power despite charging it…
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When it comes to the EULA, this program might violate this term inside it:
While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not…
Use or distribute “auto” software programs, “macro” software programs or other “cheat utility” software program or applications.
Specifically, the part about "cheat utility" software programs/applications. Whether this program you made counts as one is open to interpretation, I am not a lawyer so I don't know how this would be interpreted. I'm sure the way their EULA is written they have the right to ban you for this, but I doubt they would bother even if you said you were using it (it is likely undetectable by EAC). That said, distributing this might put you on their radar.
On an aside, I'm fascinated by the idea of a program like this. I'm assuming you made this in Python. What parts of the UI are you reading? Are you using a timer after a hook, the progress bar under the hook, or scoring events? Does this work with perks like reassurance, kinship, and scourge hook: monstrous shrine?
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Playing against ghoul in public matches is not fun for me unless I’m playing with a team.
some chases against Kaneki can be fun. But there is almost zero counterplay to the first hit (killer gets priority, so he can bite you around walls, moves decently fast with power up, and can hold it up for a long time) and the killer is mostly a zoning one with his leaps. Which wouldn’t be an issue if not for the fact that he’s buggy and laggy so kidnap tech feels even worse to play against and the counterplay (hugging window/pallet) is not consistent.
And if ghoul decides not to chase you but tag and leave for the weaker link, it’s boring and unengaging.
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huntress.
I love M1 killers and I’m decent with most killer powers but I have not put much time into huntress and she just feels so clunky compared to springtrap
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His doors have multiple notifications.
1: obviously, you can see it open, and a noise plays when it opens.
2: if you have vision of the door panel, you are notified the second he starts to tp to that door as the panel will flash, giving plenty of heads up.
3: certain ambient sounds are completely muted while he is inside a door or traveling in a door. If you listen you literally cannot be caught off guard, just move away and wait to make sure he didn’t TP to you.
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@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965041#Comment_3965041
the fixated vigil combo is blinding getting the extra speed walking away while blinding if you only blind standing still its just wrong, also its wise to assume the saved person will w key away anyway since they are hurt. Besides lightborn shadowborn doesnt help that much match wise because the ideal play is not getting blinded.
"Any blind perks are applied on the save", true but you are resetting them and increasing value from the extra blind after the first one. Or you waste a perk slot on lightborn or suffer, if franklin goes live without charge depletion it will be super bad for the games overall.
Using audio to counter FL saves is kinda of a niche scenario because of course you will not pickup if you hear someone close… Still we have background player in the game wich counters any hearing you may have, once someone falls on the open you have to pick up and risk a blind or leave them there and risk 2 chance perks. Thats why experience killers slug so much, we dont know how many things are into play until they happen
If someone is running fixated vigil sprint burst champion, they still move faster just shining the flashlight and moving away while regaining exhaustion than staying in range for 2 chain blinds. Same without champion/fixated, even with the range add-ons you’re better off leaving the blind range than chaining twice. Lightborn directly counters blinds and shadowborn would give the killer speed to catch up to a chaining survivor that just wasted their distance.
All perks with blinding on the survivor side (champion, residual) also have a cooldown on use, so you’re not re-applying their effects with a chain blind anyway.
As for audio, I mean listen to the survivor movement after scenario A and you can tell where they will be saving from and interrupt either with your power or an M1.
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@MiniA said:
well, I know it kinda is bad to get this game modded since it sometimes DOES give advantages over the other players, but how about we make it like some other online games, I KNOW it would take a lot of time and effort but how about putting a tab in game where you can download and publish mods, and mods MUST be verified by devs
Too much work for the developers for no real gain for them. Would require work both to make the game able to be modded as well as to verify all the mods published. Not only that, they would need to either publish an API of sorts or make more of their source code public for modders to do anything that isn’t purely cosmetic, which is a security risk that just helps cheaters. Even if they are completely cosmetic, developers would then have to make sure that the content within is OK to all the license holders that would have their IPs interacting with this custom content.
Neat idea but can’t and won’t happen.
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For case B, that’s two chain blinds max (the second one happening right as you regain control of your character) and has no reason to be removed. Any blind perks would be triggered by the save anyway, and you’d make more distance leaving after the first blind than staying to regain exhaustion. Allowing the survivors to chain blinds after a save allows them to help mask the direction the saved survivor took at the cost of free distance they could have taken.
There also is counterplay both in the form of lightborn and shadowborn in this scenario. As for case A, using your ears allows you to make the “free save” a hook trade as it would be if you weren’t blinded anyway.
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Every teleporting killer has some form of cooldown. The ones with no cooldown require them to move to an object to start teleporting. If Dredge had no cooldown you could be by someone as soon as their loading animation stops (camera spin), if they loaded in slower. Additionally, if he had no cooldown then survivors wouldn't be able to lock lockers for the first few seconds after spawning, which I think they should have that safe window to do so at the start.
If you want a dredge buff, more consistent lockers and slightly upping his antiloop is the way to do it.
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I think invocations would be better if they delayed notifying the killer until a bit after their completion to make them less of a throw to use on certain maps like Wreckers or against mobility killers.
the crows one could also remove the terror radius requirement tbh.
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I’m curious to hear your opinion on Smash Hit.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957134#Comment_3957134
I hate to say it but no strategy is needed against new plays. They practically kill themselves. To play nice is the equivalent to babysitting 2 year olds.
You're not wrong. It just sucks to have to tell everyone I introduce to the game that them spectating the 3v1 the whole match will be the norm.
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Even with the nerfs he's still insane. You can run literally anything on Ghoul and do just fine.
If you want to go all out, (Lethal Pursuer/Corrupt Intervention)/Scourge Hook: Pain Resonance/Dead Man's Switch/Grim Embrace is probably the strongest, but you will probably get some hate for running it.
For addons, I recommend Fresh Coffee (+14% Kagune Leap speed) and Kaneki's Satchel (+30% speed for the third Kagune Leap). Other good addons that you can run are Yamori's Mask, Red-Headed Centipede, and Broken Chain, but anything that's not a brown addon is also fine to run in virtually any scenario.
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Feeling the same. Had to make an alt account to play with 3 friends who were new in order to not get a match where the killer was playing like it was the DBDLeague grand finals. Which granted isn't the killer's fault, they can play to win, but I'm really hoping the most optimal strategy for killer will be a more fun one for new players. New changes can't come soon enough.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946594#Comment_3946594
I recommend waiting until this is fixed.
It literally just got fixed a few hours ago. The Devs released a patch.
Oh perfect. Maybe a lot of players like me don’t know that yet, over time it should get better. Best of luck with it
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Many survivors will not use the cams because it bugs your audio for the rest of the match if you do. I recommend waiting until this is fixed.
Alternatively, go into the fnaf map showcase mode for a higher chance of facing new player.
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chill relatively new player with a good winrate % on both roles for your hours!