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  • Probably keys and moris, as it has been mentioned that they'll get changed. And I'd be very surprised if the changes they recieve aren't some sort of nerfs.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515975#Comment_1515975

    You could argue a bot is screwing them over to though since theyd just sit there on the ground but yeah maybe.

    Yeah, there's not really any perfect solutions.

    At least when DC penalties are enabled it's actually punished, as I don't think some DCs should be punished more than others. Another option would be to make sure the killer's MMR/points/whatever isn't hurt by it also I guess.

  • That'd just make it so they can DC to screw other survivors over though. Like if the other survivor makes it seem like they're not rushing to pick them up they DC to deny them the hatch.

    Just make it so people that DC are teleported to a basement hook so it's the same speed as hooking people, and not instant or something like that. Or add bots or something.

  • @Dsalter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515202#Comment_1515202

    if that is the case shouldn't 4 man be much closer to 3 man than it is currently? because you will far less likely encounter a 3man than a 4 man because its detrimental to not brind some other friend or person you'd played with before as that 1 random could throw your game by feeding obsession perk stacks and such

    I'd say most people don't worry about "filling the last slot".

    Nowadays I pretty much only play duo and solo as survivor as only one friend of mine still really plays, but I used to do 3man, 4man and KYF lobbies depending on how many friends were online (there was about 6 of us, with varying timezones and work/school schedules). If we were a 3man it never crossed our mind to try to find some friend-of-a-friend or sit around waiting for a 4th just to make it a 4man instead.

  • Why do people ragequit in any game? Hint, it's in the word. Something happens they don't like, they quit. For some people it takes a lot to make them do it, for others a slight inconvenience is all it takes. That's most disconnects anyway, in just about any game (assuming the player isn't on a connection that's honestly too unstable for multiplayer games of course)

  • Yeah, and only ~47% ever ranked up even once. So basically only half of the players actually did much more than just launch the game.

    This is common with achievements. Most players just try a game and don't stick around much longer than that, just look at all the games with achievements for simply launching the game or starting the campaign, and something like <60% of players have said achievement.

  • @Archive512 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512096#Comment_1512096

    but the bloodlust buildup is lost when line of sight is broken (thats what the wiki says). take the infamous loopshack (2 doors, one with a pallet on it, and a window). as soon as they turn the corner or jump through the window thats line of sight lost, so wouldnt that mean bloodlust is reset to 0, meaning whats the point in even having it?

    Because bloodlust isn't primarily meant as a "the killer will catch the survivor eventually" mechanic, but as a sorta band-aid fix for the "God windows" that the devs tried to remove not too long ago by adding more doors to walls. Stuff like the old Ironworks window. As well as literal old-school infinites even though entity blockers did more to stop them.

    If it was meant as a mechanic that "guarantees" the killer eventually hits the survivor then it wouldn't be lost by breaking pallets and stuff like that.

  • @Cosmin262 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510786#Comment_1510786

    its not cheating if it's allowed by the devs,you wont get banned for it

    Considering the log file you're talking about is encrypted now I'd say they weren't exactly thrilled by people doing it.

    Luckily they knew that trying to punish people for doing it would be a waste of time (impossible to conclusively prove unless they confess to doing it) and instead they fixed the core of the problem.

  • It's stupid no matter who does it when they can't seperate their dislike of a perk, perk combo, item, killer or whatever else from the player using said thing and it's way too common.

    "You're bad if you use X", "You're sweaty if you use Y", "Using Z is toxic" - it's possible to dislike something without shaming players for using it, a thing that's in the game, yet people do exactly that scrub garbage way too often.


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  • @PyroGL said:

    What exactly is there to exploit from a husk? Going around with Agitation? Force them to auto struggle. Killer not eliminating the husk? Have them bleed out over time. It really shouldn't be so difficult to implement.

    If we assume it's basically the same as a 100% AFK survivor, unless they're put on the hook or slugged they will never die.

    Sure that gets rid of DC for hatch, but if a killer wanted to they could even choose to not hook an early "I went down I DC!" player's husk and have an insurance that the hatch won't spawn for the last actually present survivor until the husk is "dead". Unless every survivor exclusively runs a 4man they're sometimes gonna run into that sort of ragequitter.

    EDIT: Pressed post too early.

    But yeah, if they had some sort of "expiration date" I'm not too sure what the problem would be either. Sure a killer could farm STBFL stacks on them by downing them and forcing them on their feet lmao but that seems like a waste of time πŸ˜„

    I personally think even a very basic bot that can't be ignored or it will eventually progress the game is better though. Don't make them too good or anything, just something that has to actively be taken care of eventually.

  • I mean, yeah? As long as you're not "abusing" something that isn't working as intended AND implemented there's no issue. And by that I don't mean stuff like using DS aggressively instead of defensively by that I mean stuff like the Wake Up bug and Legion Blades bug when they were around.

    And from what you're saying you avoid the other "sin" when it comes to playing "dirty" too - being a hypocrite. Nothing is worse than someone doing something commonly considered dirty/toxic/whatever that then starts absolutely seething when their opponent(s) do the same thing in return.

  • @Pawcelot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1505105#Comment_1505105

    Encryptions can be broken.

    I'd still like to see survivors being locked in their role at 30 seconds remaining so that they cannot pull any last-second switching.. but I doubt it'll happen, if Almo is to be trusted. Survivors always get a free pass on such issues.

    Of course it can be broken, but assuming they can't get their hands on the key(s) used in the process and that they can't easily just find the exact encryption algorithm used it's at best (for them, anyway) a very time-consuming task most of the time. Especially for an use as "mundane" as cheating in Dead By Daylight, not exactly the most lucrative market for that sort of thing.

    And following on that... people making any sort of publically available/advertised cheat tend to either want monetary gains or "fame". If someone figured it out you better believe they'd either post it on the sorts of forums where you can find that sort of thing OR advertise some sort of paid product there. And I haven't seen anything like that from my curious investigating, it's just declared "Patched" with some desperate people begging for a "fix".

    Someone might of course have figured it out and opted to keep it very exclusive as well, for them and the people they trust the most. That can work and keep it secret, but if they ever decide to try to spread it for any reason all it takes is one single person taking what they recieved sending it to the right people and it can get fixed, and until that happens its impact on the game is miniscule compared to publically available application sand scripts like what we saw with the log method.

  • They would've probably done the same switch even if you were Plague, because all the programs and scripts that allowed survivors to figure out who the killer was that were well known are fixed. The log file they used to get the information is encrypted now, and there's no way someone figured out how to crack the encryption already.

    I've posted it before but here's an example.

    This is what the log file's structure looked like before the midchapter patch.

    before.png

    Perfectly human-readable normal letters, and therefore very easily readable by programs and scripts as well. But then the midchapter patch dropped, and now it looks like this.

    after.png

    Encrypted gibberish, good luck getting any meaningful information out of that.


    There might be other methods that still work, but if there are I've never heard of them. I never saw any talk of any method that didn't rely on the real-time "readability" of the log file. If such a method exists, it doesn't have nearly the "fame" of the now fixed method.

  • Huntress because she's fun and hitting hatchets feels real good. I also like Trapper, Demogorgon and Myers.

    Ace and Dwight because I like their cosmetics a whole lot. Kate and Meg as runner-ups.

  • I agree to the extent that shaming players for using stuff in the game is stupid no matter who does it. No, killers aren't automatically bad just because they use NOED or a mori. The same goes for survivors using their strong perks or a key or something.

    Maybe one day people will stop taking out their grievances with game features and mechanics on players that dare to use them. Should by all means talk about changes they'd like to see, but shaming players for using something that's in the game is just pure scrub mentality BS.

  • You see a lot of medkits because they're probably the only survivor item most people would consider almost universally useful (the almost because plague, lol). Meanwhile flashlights are sorta common too because they're fun and satisfying to use.


    Unless someone has some sort of specific goal in mind that makes them bring a toolbox, map or key, they'll probably bring a medkit, flashlight or nothing.

  • Any program/script that used what I believe was the most widespread method (reading the log file) no longer works, as that file is encrypted now.

    If there are other ways they might still work, but I'd have no clue what other ways there might be.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1501967#Comment_1501967

    Damn, 6k hours on TF2. I only have one game with 1k hours, let alone 6k.

    Also out of curiosity because I've never tried it, isn't it similar to Overwatch? Or am I getting confused with another game? Regardless if you enjoy it that's all that matters.

    To be fair that's 6k hours over like... 12 years or so? If anything my DBD hours have been gathered in a much more "intense" manner πŸ˜„

    And the games have plenty of similarities but they're also very different. While they're both very much team-heavy games (especially at the higher and more competitive levels) and they have their own take on the class/character-based design. Overwatch certainly does a much better job at letting new players come to terms with the game than TF2 though, at least mechanically speaking. Both are fun games in their own special ways.

  • My mom brought a floppy disk with a bunch of bootleg games home in like 1996 or something, a colleague of hers gave it to her.

    Sure it was sorta... crusty bootleg versions of many classic Nintendo games but it got me hooked. Then a friend got a Gameboy and a 1st gen Pokemon game once it came out and there was no going back after that πŸ˜„

  • This is Steam, if I knew how much I played Metal Gear Online 2 that came with MGS4 back on PS3 it would probably take the 3rd spot but I can't know for sure.

    gam.png

    EDIT: Replaced the text with a picture because why not.

  • I don't think I can remember seeing a suggestion of new tiles, huh.

    I like it, some newer maps have some unique tiles on them and it's fun to deal with something different. I'd love to see something like this tried out πŸ‘οΈ

  • If by unsafe you mean pallets where both players can mindgame eachother and get/avoid hits by outsmarting the other player, I agree. They're my favorite sorta tiles/pallets.

    If you mean endless "whoops you didn't stun the killer, time to get hit" pallets then no thanks. Pallets like that have a place (just like a few safe pallets per map do) but the majority of pallets and tiles should have room for mindgaming and outsmarting.

    My least favorite tiles aren't even necessarily unsafe, but they're the low wall pallets that many maps have quite a few of. You know the ones, the ones that spawn in the middle of Blood Lodge and have very limited gameplay beyond not trying to be fancy as a killer to get it dropped as fast as possible. Just hold W and get it out of the way unless you have a power to help you with it, then hope the next pallet actually stimulates the brain a little bit to play.

  • It would honestly be way better for at least the cypress mori to not be a secret offering for that exact reason. When you see a hidden killer offering as survivor it's pretty understandable to assume that it's an ebony mori if you ask me (not saying I'd close the game/DC to dodge it, I'll just try extra hard just in case)

    And I'd argue the shroud of seperation is not an offering you want to use as killer. It seems to be quite common survivors spawn in pairs or 3 together + 1 alone, or even all 4 together. They might go on one gen, if they're seperated even if you find one of them quickly it's far more likely you'll have 3 gens pop at practically the same time instead of 1 fast gen before they have to move to another.

    And if they're actually disconnecting in-game let them, then they're getting a DC penalty. If they close the game process on the loading or offering screen there's no DC penalty whatsoever.

  • I honestly see little correlation between who won and if someone gets all obnoxious about it, but that's my anecdotal experience of course.

    Someone that's mad and wants everyone to know they're mad doesn't seem to care if they won or lost.

  • You got banned, but just in case you're still reading the thread I hope you're aware that if you quit when "more than 2 survivors are about to escape"... they get escape points as if they escaped? Complaining that the survivors don't deserve the points and then you directly inject the points into their veins by quitting πŸ˜„

  • Being a pointlessly hostile and angry gremlin in post-game chat.

    And for in-game, when someone goes in with "make others mad" as their primary goal as opposed to escape/kill/pip or whatever other "normal" goal.

  • It's more that there's no way to really stop it as there's no common consensus on what's toxic in the first place. It's easy to punish people for obvious clear-cut things like breaking rules that say "don't say slurs" and "don't abuse exploits", but toxicity is way more subjective.

    Lets say we try to punish people for in-game stuff commonly considered toxic, where do we draw the line? Is it bannable toxicity if two survivors are being silly and tbagging with eachother and the killer only sees one of them, so they think the survivor is tbagging them? Is it toxic if a killer accidentally presses m1 and hits a survivor on the hook once, or is it only toxic if they do it 3 or some other arbitrary amount of times in a row?

    And that's without getting into all the opinions on what's toxic in the first place. I guess I might be considered "extreme" to some, as I basically think only pointless post-game hostility is genuinely toxic. Meanwhile someone else thinks all forms of camping is inherently toxic even at endgame, and yet another person thinks looping "too good" or even clicking the survive with friends button on the main menu is toxic.

  • I personally don't lie, but I'm likely to just not respond at all no matter if I play solo or duo (the only ways I've played survivor for like a year and a half).

    Because if someone asks about it, in my experience they've already made up their mind and it's a complete waste of time even responding. Maybe one day I'll run into someone who genuinely asks out of pure curiosity and then just says "Oh alright, just curious. GG!" or something, but so far any response I give is just followed up by further justification for branding everyone in the lobby as a 4man.

  • Make it so you can't mori someone you hook without hooking someone else first.

    So if you hook survivor A, you gotta hook survivor B, C or D before you can mori A. Obviously once B, C or D is hooked and A is unhooked they're "marked" for the rest of the match like normal, so if the killer opts to hook them a second time they don't have to go out and make A "mori-able" another time.

    Still allows for quicker kills, but directly attacks mori-tunneling in particular. Even if the killer just stays near the hook and downs the rescuer, they gotta actually hook them before they can mori the unhooked survivor, giving them a bit of time to try to get away.

  • BP/other progression bonuses for killers going against SWF (and solo survivor players for that matter) and SWF indicators after the match are the only ones I can actually imagine ever being implemented.

  • A lot of it is people pretending certain types of skill are "superior" to others. It's no different to someone playing a sniper class in a game that has one thinking raw mechanical aim ability is the #1 "real" skill while devaluing skills like positioning, game sense, team play and many more.

    There's a lot of "softer" skills in DBD that aren't as flashy as hitting crazy hatchets or knowing all the weird tricks survivors can pull off. How to run tiles, chain tiles, reading your opponent's perks, any "pattern" they might show in their mindgames and more.

  • Because queue times. Even if it was a perfect 50/50 split between the two queues, that would mean less players in each queue and therefore a potential for longer queue times overall. Especially in less populated regions and rank/soon MMR brackets.

  • Not unless it's replaced with a different mechanic with the same purpose (ending the match and/or kickstarting the inevitable end of the match through EGC).

    @SloppyKnockout said:

    The only change hatch needs is it shouldn't appear, ever, until only one person is left. This would fix keys as well. Two birds, one stone.

    I like this idea. Eliminates the "hatch camping" and makes it entirely luck-based assuming both the survivor and the killer knows where the hatch can spawn. The only issue with it is that the 4-man hatch escape achievement exists and I'm not too sure if achievements/trophies can just be changed or not.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485933#Comment_1485933

    i just through in the longer stun and double proc so survivor mains wouldnt call nerf. i dont think an oblivious status effact for killer would go down well

    In my opinion even without those two buffs I wouldn't call your idea a nerf at least, it's a rework. From a more generalist perk to an actually specialized anti-tunneling perk that can't be "circumvented" by a killer that is legitimately tunneling someone, but also can't be "weaponized" by someone who isn't being tunneled at all.

  • I don't know about the numbers there, but something in this sort of direction is probably how it would get changed if it gets changed.

    Deactivation conditions/nerf to its potential "aggressive" use, buff to its anti-tunneling use. I think if it can't be waited out in any way during a chase or on the ground there's not really any need to make the stun any longer, if you want to encourage the actually tunneled survivor to try to get away from the killer it could keep its current stun time but give 5-10 seconds of no injury sounds + scratchmarks or something like that instead.

  • It's not a perfect solution but I see no other way they could in any way implement killer-specific MMR. Which has been a pretty requested feature over the years, so no surprise they're looking to implement it when they're reworking the matchmaking system and associated variables.

    @HollowsGrief said:

    They need to lock survivors out of changing their character and their perks in the lobby. This would make it fair considering that bs program that lets you see the killer before the game starts.

    Those programs and scripts should no longer work.

    after.png

    That's how the log file they used to find out who the killer is looks now, ever since yesterday's update. It's encrypted into gibberish that is in no way human-readable or feasible to get any "useful" information out of.

  • I really have no idea how the program could possibly still work.


    This is an example line from the log file before today's update:

    before.png

    The entire file had that sort of structure. Sure you have to figure out what on earth that actually means, but it's still right there in perfectly human-readable text in a simple text editor.

    Here's an example line from the log file after today's update, with the same text editor (Notepad++):

    after.png

    The whole file is encrypted gibberish like that. I don't know how anyone could figure out a way to make any sense of stuff like that in a few hours.


    I'm by no means denying that there might be other methods, but I find it very hard to believe the log file method works anymore. And that's the most discussed one as well as the one used by the "well known" programs/scripts that automated the process.

  • Closest thing to shirtless Clown we'll get, so I'm all for it. And Oni is kickass, Minotaurs are super cool.

    Also really want to use the David head piece with his shirtless body piece, thank the Entity it's not a locked set πŸ˜„

  • @SailedSavage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483531#Comment_1483531

    But how often does that happen? I mean honestly because I've been on since 2018 and this is the first I've heard about it. It can't be frequent enough the implement a survivor select freeze

    I don't think it was a very common thing for people to do, but with today's patch it should no longer be a problem.

    People were able to do it because a file on their computer logged stuff happening in game, and they figured out that it also gave away what killer they were in a lobby with. But after today's patch I really doubt it's still possible because it's encrypted now. I really doubt anyone will figure out how to get any meaningful information from it any time soon unless they have the key needed to decrypt it, which I'd assume BHVR won't share with anyone no matter how nicely they ask πŸ˜„

  • I don't know the law surrounding C&Ds, would they even "work" for stuff like this? Especially since you could do the same thing with the built-in Windows Notepad if you knew how to do it. I'm sure there's configurable "generic" text-file searching programs and scripts out there that aren't made with DBD in mind as well if you want to automate the process. Seems like the sort of issue where the only way to stop it is to make it impossible to do in the first place.

    But either way it shouldn't be a problem anymore as the log file is encrypted now.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482332#Comment_1482332

    https://forum.deadbydaylight.com/en/discussion/comment/1482305#Comment_1482305

    https://forum.deadbydaylight.com/en/discussion/comment/1482297#Comment_1482297

    As shown above I've had teammates telling me in lobby who the killer is and they were correct, this is within the past week. It was naive of them and us to think only one program would do this or one thing would block all cheating programs.

    It wasn't encrypted until with this update. It's new.

    At this point the only way programs that find out who the killer is from the log file is if they somehow found a way to decrypt it. In the time a lobby lasts, which is "extremely unlikely" to put it very, very, very lightly.

    EDIT: And if the key used to encrypt the file is actually uncovered, BHVR can just change it and the cheaters have to start all over again!

  • The logs are encrypted now so I don't see how they can be used to grab that information anymore ☺️

  • I don't really have any "rules" I follow when it comes to it. Sometimes I do, sometimes I don't.

    The closest thing to a rule is that I'm very likely to give the hatch if it appears/opens while I'm carrying the last survivor towards a hook and I hear it. I don't really know why, it's just lucky and sorta feels like the gaming is wink-winking at me checking if I want to do it πŸ˜„

    I never expect to be given the hatch as a survivor but if it happens that's just a little surprise I guess.

  • It's nice to know how to use them even if you don't bring them into the match or go out of your way to go for saves.

    I've lost count of how many times I find a simple yellow flashlight in a chest, someone goes down near the gen I'm working on and the killer picks them up facing in my direction. If I didn't know the timing, I wouldn't be getting saves in situations like that.

  • I do leave once I know no one is going to need my help unless they do something so silly that I wouldn't want to help them in the first place, like somehow finding a way to go from standing at the exit line to a hook.

    But you can just chase them out if they don't. And if you really don't want to do that, EGC will take care of it in less time than it takes for a survivor to bleed out on the ground. Just go get something to drink or something and by the time you're back they're either out or dead.

  • @Bootlegmoth said:

    That would be one hell of a mori

    For every mori, the killer grows... longer

  • It's natural to feel sorry in a "Damn, they had a rough game" sort of way, but you shouldn't feel sorry in a "Damn, that was my fault" way.

  • Because I find it fun. It's not really a game where my reason for liking it goes any "deeper" than that, I can just boot it up and have fun as killer or survivor for a while.

    It has been one of my 2 main games for years now, along with Team Fortress 2. Sometimes I play DBD more, sometimes I play TF2 more, it sorta goes in little cycles. And sometimes I take breaks from one or the other, but I always end up coming back.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474005#Comment_1474005

    Giving survivors an option to instantly bleed out (after a set period of time of about 50% blood similar to giving up on hook in 2nd stage) would be a plain QoL change. Not sure why anyone would speak against it.

    This. Honestly give both sides some sort of unconditional surrender button in the endgame so people can move on to the next match when it's already decided.

    Let the last survivor press a button (both while slugged and running around if they feel like it) that either instantly or after a short time (30 seconds or so, their aura shown during the duration) teleports them to a basement hook. The timer can not be stopped in any way once activated, and all escape routes are blocked.

    Give the killer a switch in the basement or some other easily found/accessible location that instantly makes all living survivors escape no matter the state they're in. Yes, even slugged and hooked survivors if for some reason the killer flips the switch in such a situation.

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