Ashen_One_Chris
Ashen_One_Chris
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853823#Comment_3853823
Was anyone even using the double cooldown Hellfire add-ons when the Bat Form add-ons are literally 10x better, especially when Hellfire cooldown used to be already pretty low at 7 seconds ? Maybe now at 10 seconds cooldown I can see the point in using them, but the add-ons related to Bat Form are still clearly superior.
Also Sylph Feather should definitely just be a flat percentage, needing to get stacks just for lower Hellfire cooldown just seems extra and unnecessary.
Indeed they did. The combo as I said took the cooldown to about 4.8s, and factoring in the part that it starts early in the recovery animation after casting Hellfire, it led to people literally going around loops like moving Hellfire turrets.
Also, the various leaderboards that track player stats like Hellfire hits made it popular among players that wanted to grind "#1 Dracula on X" spots, which I suspect is another source that made people believe it was "spammable". The reduction compared to basekit was notable.
But no, I am sorry, 7 seconds cooldown for an ability is not low. 7s is a sweet-spot that makes a Dracula player be careful enough as to how and where to use it, and still long enough to make the player consider switching to Wolf form if it misses. However with the nerf, holding Hellfire for zoning became way more common due to the potential time waste of missing it, which feels very limiting.Again, I think addons that affect power cooldowns (and power startups - as a Billy player that went through the 2019 tragedy) in general are culprits for a lot of misconceived notions about how readily available Killer powers really are, and lead to unwarranted basekit nerfs.
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Fully agreed that the nerf to Hellfire's base cooldown should be reverted.
There was absolutely nothing spammable - aka too frequently usable, about an ability that needs 7 seconds to recharge.
What did make it spammable, as I and others have pointed out before, was the addon combo of Sylph Feather at max stacks + Ruby Circlet, which combined led to a cooldown of about 4.8s.
Sylph Feather is the primary culprit here, and if Medusa's Hair can get a number adjustment as it did, so could that addon be addressed and the cooldown nerf reverted. Something as simple as reducing the percentage per stack, or making its effect a static percentage, is sufficient. -
This is one of the so called "Terminator Bots". Around 2020 when the hacker group(s) started getting serious money from this game we encountered the first ones. They are scripted to: teleport to a survivors location > insta-down them > pick up > teleport to a hook > hook > go back to 1.
As for the server-sided validation part … I don't think there is a point of discussing how much the whole "it's an arms' race" talk of anti-cheat has become a meme.
Or that multiple accounts of the same person being banned for cheating isn't considered a reason to blacklist and hardware ban them for life.
Or the Epic Games fiasco with the thousands of botted accounts still being distributed and used by hackers that make, sell and advertise these programs …
The recent survey had a single option inbetween many others about "which of these features do you think should be prioritized for the game?" And it was "improving the base of the game to allow for anti-cheat upgrades" of shorts. Good luck to all of us if it is ever considered a priority 5 years past the server implementation. -
I prefer Chaos Shuffle as well.
But I'd rather see it as an option for the regular mode rather than a separate mode.
As an option to fully randomize your loadout, in exchange say for +100% BP in the match you are gonna play. -
@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780696#Comment_3780696
i don't dislike survivor map offerings, i dislike them overall. if a singular killer add on is not viable on 95% of maps, that doesn't warrant and justify the existence of map offerings alone.
also please stop acting like you like killer map offerings. what do you like, pallet shredder legion? terror radius doc? rpd skull merchant? midwich nurse?
killers can run niche builds but forcing everyone to go to the suitable map they chose is way too much, just go play customs atp. and if your build doesn't fit majority of map roster you should know what you signed up for.
Seconded. There are abusable tactics on both sides for map offerings as they are.
At this point, the game has a total of 58 maps (variations included), with more to come. And then 37 Killers with unique powers on top. It is not a realistic demand to perfectly balance all of them, and I am not even gonna mention the track record of maps being one of the most complained aspects in the game.
I think it is much more realistic to deal with the option of 1 player (or side) choosing a very impactful part of a match (arguably as much if not more impactful than individual perk/addon builds), and forcing it on the other players. Either removing Map Offerings or changing them to reduce chances for a Map would be fine.
On a side note, along with Map Offerings I think it's also time for Mist Offerings to be removed. They offer practically nothing and take up Bloodweb nodes up to purple rarity. -
Yeah, since the Unknown chapter dropped we have another spike. Not that the problem ever did go away, since last summer the issue has been getting worse.
MVP this time around is a form of "sliding" speedhack (looks like straight up no-clipping, one of the very first things supposedly tracked when the hacker waves of 2020 started), that has been reported in other forums as well (all names hidden):
https://www.youtube.com/watch?v=swdLaKd068M
Best you can do? Deny games to cheaters, or drop the game altogether. The developers haven't committed to functional anti-cheat for 7+ years and are still making profit, that says a lot about any plans to do so.
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Been playing Xeno by majority since its release in August (now 50/50 with Billy since my "old main" is back).
For the most part, I feel that the turrets and his overall power is pretty good. Any form of improvements would better come off as adjustments to tail collision and interactions. 2 things that stand out in my experience:
1) Tail collision often prioritizes debris or walls behind the survivor if they are close to them, resulting in hits that seemingly "go through" the survivor's model.
2) M2s destroying turrets seem to count as obstructed hits (correct me if I'm wrong, it feels so).
While the (average?) movement speed for every M2 cooldown is listed as 1.2 m/s over a duration of 3s, I think successful M2s have an acceleration curve that feels better. I think destroying turrets with M2s should behave the same.
Beyond that, turrets do their job well. They not only function as a warning to pre-run from a gen, but also essentially bodyblock a hit for you mid chase with proper placement (towards the tile that you want to run to), wasting time for Xeno and extending the chase.
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Confirming the bug, it has been noticed by many Xenomorph players.
It seems that the map generation algorithm might be prioritizing Event Snowmen and Snowpile spawns, and forcing tunnel exits to spawn locations far from at least 2 gens per match. Often they clump together and leave areas of the map without tunnel exits.
Can be replicated on any map just by spawning in as Xenomorph and surveying the tunnel locations.
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Instant fall recovery, instant pallet drop / vault recovery (to avoid ranged hits into locked animations) are also some other recent common forms of cheating going "under the radar" - except not really.
I am seriously wondering how many different scripts are going around at this point, and what has caused this spike ...
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All in all, very good changes.
I recently have been dabbling a bit in Knight gameplay, and there are indeed some clunky parts in his design.
Things in particular to comment on:
1) Map of the Realm basekit is indeed practically a necessity, since without it a running Survivor can outrun the detection zone of a Guard dropped even directly on them.
A pretty accurate video description of the issue, courtesy of Maledictator: https://www.youtube.com/watch?v=ObEDkaDFVQo
Therefore, either Map needs to be basekit, or the deployment speed of the tracking zone needs to be increased.
2) The Guards' path priority indeed needs to be updated to follow the minimum path to the survivor in pallet situations. Be it through pallets even (I'd rather keep that and choose which pallet to play or break).
3) If any upgrades to his base Power are to be considered, I'd like the ability to cancel a Guard Hunt if it has elapsed at least 50% - 75% of its duration.
Mandatory to have the Hunt last a bit before it can be cancelled of course, so that the Power isn't able to be recalled at will and constantly harass an area (on top of gen kicking) with little time investment.
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On the (somewhat) more positive side of this topic:
I feel that the people that are helping bring this issue to light, and taking the time to share these cases from their matches, deserve some appreciation.
Not only because this can potentially help identify the cheats being used currently and deal with them on the side of the devs, but because a lot of players of all ranges of experience with the game have been expressing concern on how often their matches have had "unexplained and suspicious" pacing and interactions.
It is no coincidence either that the timing when the problem became really apparent coincides between the players reporting: after the end of the BBQ event this summer of 2023, and has been increasingly common in Western territories.
So, on that note: thank you people.
Even for old players like myself (closed exactly 6 years playing DbD this October) that have seen the ups and downs of this game and have had a good amount of arguments about them, it is good to see that on these kinds of issues there is some solidarity.
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@Batusalen said:
Just a reminder of why we need a replay mode like right now.
Also, has any other killer notice that gens are getting done suspiciously fast lately? It's like there always more than 2 gens with a lot of progress done in them in my games to the point of PR almost doing nothing.
Yeah, most commonly they are the "farming squads", at least 2 people doing what you posted mid chase "subtly", and all bring BP offerings (the -actual- reason why people dodge certain lobbies these days).
The most notable ones are those that bring full chase builds, no gen perks or toolboxes.
When you play against a good squad that is neither cheating nor using repair builds, the pace of the match just ... makes sense. Especially if you consistently keep at least 2 people occupied (one on hook, one chased) with a strong Killer.
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Indeed, 1 out of 3 matches is now a "good enough" rate in my book.
Tonight I played about 6 matches at around 7PM CET (EU), and another 3 around midnight.
Yet again, had 4 notable cases:
1) A match where an entire team was phasing through hits and was doing the usual speedbursts behind objects/corners.
2) A match where someone ping-spiked to 800ms mid chase, and when I downed him all players got kicked from the server. Post match profile check - throwaway account.
3) Another match where one person was speedbursting in plain sight, barely 30s in the match. Not a single Haste perk.
4) One 4-man with 2 players running faster than Bloodlust 2 (Haste perks were MFT+Hope as if active the entire match). One of them also ignoring hits through their model. Post match profile check - they snipe people that play the specific Killer that I was playing.
It's nigh unavoidable in the EU servers, and it's also getting common in US East.
The worst part is that we are still hiding behind our finger on the issue. Even streamers still go about the same "I haven't seen a hacker in months!" before they run into 2-3 such lobbies. Unless someone outright starts flying - then it is impossible to hide.
The issue is way beyond any kind of fearmongering like back in 2020 at this point, now anybody can be affected.
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Yep, same for me yet again today. Log in for some matches and I get:
First group: barely second chase of the match and a player straight up disappears in front of me right in the open, in full view with no obstructions and running at them with a mobility Killer. Within the next 20s all gens pop and they fly out of the gate.
Second group: 2 players outrunning me in straight lines. One following my movements through solid walls while I had aura reading on them.
Third group: Same as above.
Fourth group: 2 people seemingly desync / rubberbanding and ignoring power hits directly through their models (practically walking through them).
4 matches in a row, between 5:00 - 7:00 PM CET on a Saturday afternoon.
I legitimately have not seen the game in Europe ever be in such a state, not even during the pandemic.
This has gotten really bad and needs attention ASAP.
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Definitely not just you. Started around April initially, and then right after the end of the BBQ event in the summer it became really bad.
Several threads over the past months, just to show a few:
https://forums.bhvr.com/dead-by-daylight/discussion/375708/bhvr-and-cheater
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522714
I legitimately don't think I've seen it as bad in the EU region. Since early August it's been lobby after lobby of cheater squads farming points off of people. The most common cases are speedhacking and lagswitching / rubberbanding.
As other people have said, movement speed server-validation is something that should have been implemented as early as possible. And we already know that a replay system is both possible and necessary at this point, no excuses after 7 years of development and the game functioning on Unreal.
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On further testing, the part where the perk starts always active might be that the ranges of the different Tiers of the perk are not assigned properly (e.g. T3 having the range of T1 and tracking people from further than it should).