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HuskyDogLover

HuskyDogLover

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HuskyDogLover
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  • I wouldn't want to do minigames that look to be lifted from Among Us in Dead By Daylight. So I hope they don't do that.

  • Looking at the patch notes, it seems survivors get a 25% buff if the killer secures a kill before 6 hooks. I think the 25% buff itself is fair, but I disagree with the 6-hook requirement. It should be 5.

    With 6 hooks, the killer is forced to put at least two survivors on death hook. This opens the door for an exploit: two survivors can intentionally hide while the death-hooked survivors work on gens. The killer can’t slug them, can’t hook them, and is forced to search for the hiders while the other two rush the objectives.

    Players might not catch onto this right away, but once they do, it’s going to create frustrating matches.

    Edit
    Unless I am misunderstanding how the hook states work. For example, can the 6th hook be a kill? Or does the 7th hook have to be the kill? If it's the ladder, then the 6 hooks are going to be a problem.

  • I see you played Texas Chainsaw Massacre 😉

    In TCM, the barbed wire trap was basically an instant kill if a survivor got caught in it. The killer with that ability felt like a clear cash grab, but the game worked very differently from DBD. Survivors had health points, and while trapped in the barbed wire they were revealed to all three killers. The killers could then swarm the survivor, wipe out their HP, and remove them from the game right away. It was an extremely pay to win ability.

    In DBD, the same idea would play out very differently. At most, it might give the killer a free hit depending on how strong the hinder effect was. It would never be as powerful as it was in TCM.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992925#Comment_3992925

    It being able to trigger at any point is not an issue, and Gen rushing is not the issue we are dealing with in this PTB, if its a big enough issue then maybe.

    Gen rushing really starts to feel like a problem when the entire team stacks repair-speed perks and brings toolboxes. As a setup killer like Trapper or Hag, it can be frustrating to have three gens pop before you even finish laying out your web of traps; especially when survivors can still exploit long-standing bugs to wipe them out in seconds.

    It’s an issue you mostly notice when playing killer at mid-to-high MMR. At lower levels, it’s rare. Compare that with tunneling, which shows up at every skill level simply because, under the current game mechanics, it offers the most efficient way to secure kills. Right now, tunneling provides more value than any other strategy a killer can use.

    That’s why I’m skeptical about the upcoming changes. I don’t think they’ll actually solve either problem. Instead, we’ll probably see fewer people picking lower-tier killers and more people leaning into the strongest ones, while still tunneling and running perks like Deadlock (No Holds Barred), which won’t really be affected by the anti-tunneling adjustments.

  • @YamamuraVideoRentals said:

    25% isn't nearly close enough of an estimate.

    Let's say one survivor is on hook, one survivor is in chase. That leaves two survivors free to do gens, heal, go for save, etc.

    Once one survivor is tunneled out, things quickly turn into a situation of.. One survivor is on hook, one survivor in chase, only one free survivor left.. who needs to go get that save or else the whole team will probably be dead.

    It's anywhere from a drop in efficiency from 50% to 100% depending on the situation.

    Agreed, I did not take into account situations where survivors could be on hooks and going for saves, or doing killer objectives like the Cenobite box or pig head trap.

  • I just noticed the same issue for monitor and abuse.

    image.png
  • @UnicornMedal said:

    I feel like Killer Klowns did a good job with it. They made it so when you die, you spectate and play mini games to feed the remaining Survivors items that they can use. Some were very helpful while others were not.

    The only issue there being that you were forced to spectate because of the revival mechanic instead of filtering back into the queue so a significant chunk of players would just DC instead.

    I just checked it out and the mini games look dumb. I'd probably DC if the game put that in front of me.

  • @SigmaLord said:

    Just wanted to point out that the first dead survivor is a 33% nerf to gen speed.

    Survivor 1, 2 and 3 work on a gen while Survivor 4 gets chased. Most of the time, this is what's going on instead of 4 Survivors hammering gens.

    One dead Survivor means only Survivor 1 and 2 will do a gen, while Survivor 3 gets chased.

    But, to make a point, this update is good compensation. Because also when a survivor is hooked, 33% less repairs happen due to the unhook requirement. Someone leaves a gen. The game will give you info now, so you'll chase another survivor right away. If you get to them before the unhook, now only ONE survivor is doing a generator. If you can snowball this, it's effectively a 66% slowdown. Tunneling against a team with brain cells? They'll delay the unhook, hammer gens with 2-3 people depending on whether you chase or not. By the time you get the 33% repair slowdown, you could have had several instances of 66% slowdown.

    Which is also better, because slowdown only works on undone gens. You need gens to go slower to use slowdown.

    If the difference between a gen being done was the 33-66% slowdown difference, the gen with 2 people gets done, your slowdown hits no generator or a low progress generator and you get nothing. But if the gen is only being worked on by 1 person, it has the time for your slowdown to hit and potentially interrupt for even more slowdown.

    I'll have to play it to know because it feels a bit obfuscated right now. I'll play a few games on the PTB next week and see the difference between tunneling and not tunneling.

    It's always so hard to get games as killer on the PTB though. It takes literally forever. I'd like to try 10 games where I tunnel and 10 games where I don't and then see how that pans out, but it's almost impossible to get that many games.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454814/tunneling-is-a-math-problem-is-the-problem-solved

    I'm speaking as a killer main, so I'm not the most trustworthy. But the idea of a player who can't be killed I think is bad. That's way too risky a mechanic. I'm all for making tunneling/camping/slugging less effective, as I think they make every killer more the same, and they're annoying to fight, but I don't think this is it.

    Something to note, it's not about the percentage efficiency, it's doing all those things at once. It's being able to unhook a teammate while another is slugged, and another is being chased.

    I mostly play killer as well and I agree, that why I suggested the 2 minute time limit.

    I didn't want to complain about how poor this proposed change is, but then not give an alternative. So that's my suggestion.

    Ah yes and you are right about the reduced number of players. That's very true. Not only do they have less efficiency, they have less players to actually apply that efficiency. 4 players means 2 can do gens 1 can do gens while one gets chased and maybe one goes for an unhook. 3 Players means only 1 can do gens no one can do gens while one gets chased and one goes for unhook.

  • Something else to add that I had not thought about until now. It seems like with this update, survivors will be incentivized to not unhook. If you let the first hook die, you get a repair speed bonus and gens can no longer be regressed or kicked. So even if the math works on paper (once they make the number available), there may be issues where team play is discouraged.

  • @MechWarrior3 said:

    Survivors should be blind while nightfall is active. It’s pitch black. You shouldn’t be able to see auras. This would only make sense. You shouldn’t have to bring perks for that to happen.

    This power would counter the Windows Users.

    It used to be better, but survivors complained. He wasn't always a glow in the dark beacon. Here's a screenshot from a game from 3 years ago.

    image.png
  • I like the suggestion to teleport to chests. That would be interesting. It would be awesome to be inside a chest when a survivor unlocks it and you just spring out.

    Everything else here are just tons of buffs.
    On https://nightlight.gg/ on average, killers have a 52.5% kill rate among the community. The Dredge has a community average kill rate of 52.83% kill rate. So, the Dredge is performing close to the average community kill rate. Why does he need all of these buffs?

    Having said that, I don't really like using the remanent mechanic on The Dredge. It's extremely clunky. I prefer builds that allow me to jump scare from lockers as the dredge. It's a lot more fun for me. I have a 70.91% kill rate on the dredge (according to https://stats.deadbydaylight.com/), I know that's not great, but it's just to show that my playstyle does work. You can actually play him and completely ignore the remanent mechanic, which is nice.

    I would enjoy The Dredge a lot more if they scrapped the remanent mechanic and gave him something else entirely.

    Picture for proof

    image.png
  • Hmm tapes aren't free. If they run around turning TVs off, they are using time and they get a stack of condemned for every TV turned off.

    To be frank, I don't even know how she works anymore because they change her so frequently. I don't know if it's just bugged, but the last time I played against her I was getting condemned stacks while holding a tape, which I thought they changed so you wouldn't get stacks while holding a tape, but I guess now you do?

    Are you spam teleporting and then wondering why your TVs are on cooldown? Because the few times I played against her, players did seem to be spam teleporting, which I suppose works because it spreads condemned. But then you can't complain that your TVs are on cooldown when you do that.

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451435/poll-what-if-survivors-could-kill-each-other

    would the killer just be able to walk through them? if not then iI'd just bodyblock for my team and let my team free

    yknow unless they didn't save me… then I'd make sure they all died even if I don't come back. im very spitefull

    Ideally, the killer could simply kick them out of the game at any point and let a bot take over. So if you want to participate in the fun little game mode, you can, but if you try sabotaging the killer you'd just get kicked into spectator mode.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983254#Comment_3983254

    It is removed they removed it in today's patch.

    Still don't know why you are answering me I was talking to the other person claiming its spaghetti code when its not really a code issue but someone placing asset wrong and not noticing its clipping into the loading screen area.

    Ah my bad. Idk why I got a notification that I was replied to.

    I haven't been playing DBD lately so I wouldn't have seen any patches for today. I switched to Nightreign and have been "gitting gud" as Executor. I recently got the achievement to kill three different Nightlords in a row without dying!

    Honestly, I may uninstall DBD. The recent performance of the staff has been unacceptable for me and there's too many other good games.

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983147#Comment_3983147

    The beam being there is not anything to do with spaghetti code. Someone just added object that clipped into the view point of the offering showing screen area. Like everything you see the main lobby, the queue area, offering loading screen and match loading screen are all in that same instance the game loads in the beginning. You get certain view when you get into the lobby showing the abandoned road with the guard towers. Then when you ready in to lobby the view changes to somewhere else that is out of sight of the main menu area. Then when the match starts loading you get the loading screen and offering screen views. The beam that was on the loading screen was most likely one of the legs of the over road sign clipping into the area where the offering screen is located. Its just someone placing asset and not noticing its in frame for the offering screen.

    You can think it like this there is several cameras in the area and every time you change locations you switch to different camera but you are still in the same area just seeing different viewpoint.

    Read the part where I said, “That’s a joke.” I’m a software engineer myself, with experience across banking, medical, and gaming industries. I know the beam has nothing to do with code.

    It’s simply a comically bad oversight, one that perfectly illustrates how little Behavior appears to test their own game.

    In the Unreal Editor, removing a game object takes only a few seconds if no one else has the level checked out in source control. The fact that it’s still in the game makes its presence even more baffling.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983042#Comment_3983042

    It still applies there. The recent livestream proved that the decision-making is clearly a major culprit with these things. Although the beam itself is likely more to do with spaghetti code getting in the way of anything that would fix it.

    Who knows, maybe the beam is the only thing holding up all the code and removing it would cause everything to collapse. (That's a joke, but look at this cool graphic.)

    image.png
  • @UnicornMedal said:

    The devs do play the game (pubs included) and they do have experienced players as advisors. To me, it's more likely that the entity or entities overseeing what gets greenlit for any given patch is the wrench in that system. It's easier to direct our upset and frustration toward influencers and community managers and I think BHVR is aware of that. Not trying to fly too close to the sun there, but I'm just saying.

    Normally I'd try to agree with you, but there's a giant steel beam in the offering menu that would have been easily caught if they played even a single game before releasing the build to production…

  • @MvHoeller said:

    A quick reminder for the devs, with the recent Walking Dead streaming scandal in mind. For years, players have repeatedly reported that this game has no protection against cheaters and hackers.

    Yea… it would be appreciated if the problem could be taken seriously without the need for public humiliation.

  • @Anti051 said:

    Is it a stretch of the imagination or does it feel like they've broken the killswitch system with the new engine update and haven't got the fortitude to admit it?

    This would make a lot more sense. Problems like this are the reason to even have kill switches in the first place.

    If true, the lying is extremely damaging for Behavior. It’s hard to continue having faith in staff which do this. :/

  • This is a poor decision and a PR nightmare.

    I’m not sure why anyone would think infinite charges for items is not killswitch worthy.

    I am confused, disappointed, and my trust in the staff at Behavior is permanently damaged.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    Is this confirmation that the bug can be exploited to the fullest extent without fear of being banned? 😯

  • Make the killer dance around it

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972603#Comment_3972603

    An automated system is never going to be able to accurately determine whether a player's intention was to "go next" or whether it was a genuine mistake or something out of their control (e.g. tunnelling). This system needs to be scrapped entirely. It's punishing way too many innocent players.

    It can work, but it needs to be cleverly sophisticated. Instead of checking against match length, it needs to check against multiple different points of data.
    - Did the survivor stand still after chase started?
    - Did the survivor throw pallets while not near or in chase with the killer?
    - Did the survivor run directly at the killer on purpose for X seconds and then take an injury?
    - Did the survivor attempt to run away after being injured?
    - Did the survivor run directly to a hook during chase and then stop moving?
    - Did the survivor fail multiple skill checks while on hook while there was more than one other survivor alive?
    - Did the survivor contribute nothing for an extended period of time?
    - Did the survivor spam certain actions, like jumping over a window or pallet for an extended period of time?
    - Did the survivor run to and jump inside of a locker during chase and there was no reason to do so? Examples of reason to do so:

    • Tombstone Myers
    • Has decisive strike
    • Has head on
    • Killer was within 5 meters (trying to bait/avoid a swing)
    • Killer was Bubba swinging chainsaw
    • Killer was Billy in chainsaw sprint.
    • Killer was Nurse and blinking.
    • Killer was Blight during sprint.

    Finally, every action that the system deems as being a "throwing the game" action, it gives them throw points. If you get too many throw points, then you get flagged for suspicions behavior and you would see the warning. If it keeps happening, then they get a DC penalty. Throw Points could also be reduced by, getting chased and doing gens (by playing the game normally).

    Using a system like this would ensure that survivors who are quickly tunneled out by the killer would more than likely not get flagged for suspicious behavior as they wouldn't have done enough actions to trigger getting flagged. You'd have to carefully balance the throw points to make this work though.

    I'm not sure how it currently works, but if it's only checking how long the survivor stayed alive… that's not going to work.

  • I doubt there's a system in place to catch people who do this. It would probably be better if bugs like these were not publicly visible so less people would know.

  • @CrossTheSholf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973636#Comment_3973636

    Some of the feedback.they still ######### clown and franklins

    Agreed there was some stuff they didn't really listen to. Like the whole fog vials being infinite and franklins staying nerfed. I don't know how long that's going to last, but it seems like a lot of people are not enjoying this patch, with some using the word hate. But I'm just glad they revoked the nerfs to Knight but kept the patrol path changes. It feels so much smoother to draw paths now. I get stuck on objects less often too.

    I would say I'm in the middle. The bugs are extremely annoying, and the fog vials are annoying too. But I'm still getting kills so I guess it's not too bad for now. I got a full TTV squad last night. They were trying to bully me, but I managed to secure 3 kills in the end so it wasn't too bad.

    The biggest problem for me is chase not starting randomly, for no discernable reason, until an injury occurs. This bug prevents windows from being blocked by the entity and you can't get bloodlust. And both you and the survivor don't get chase points. It's a pretty big issue. This problem has forced me to leave survivors after getting to certain loops, as they'd just end up being infinites without chase starting. And survivors who notice this will actively abuse the bug by running to those loops. 😵

  • @BorisDDAA said:

    I wonder why there's a pole in the loading screen to begin with

    Maybe in the next update they will have the killer dancing around it. 💃

  • They did listen to the feedback that was given during the PTB, so it had some value. But I really don't understand why most of the bugs that were reported went ignored…

    If the patch wasn't ready, then delay it. I think most will understand (and appreciate) if the patch gets delayed by a few weeks while it receives some polish.

  • Will players be penalized for abusing this? Seems especially abusable…

  • STBFL was nerfed before the base kit face camp protection, to stop people from being able to easily face camp.



    If you had 8 stacks you could easily prevent unhooks, especially if the obsession was hooked. I believe the reduction was done to ensure you can unhook without getting downed before the unhook action completes. And I also believe the special attack inclusion was added to prevent the issue where if you have the obsession on the hook with 8 stack, then it become impossible to counter.

    However, with the base kit camp protection, all of that is only a problem during end game, which I don't think should be a problem, because we have perks like rancor that let you mori the obsession once the gates are powered already and as long as the obsession is still alive, you can easily counter it by having them unhook.

  • I have hundreds of cream pies in every killer

  • @Jacknalls_Paw said:

    They are milking this cow for all it's worth, trying to sell as many units as possible before proceeding with the nerfs.

    I am also convinced that this scenario (Kaneki vaulting a pallet while Locking a survivor in place) is currently being deliberately labelled as fair for the same reason, only to be retracted in the future and classified as a bug, because something like this is beyond the limits of what is conceivable.

    Here is the footage:

    https://x.com/VectorASpecter/status/1948227637689610257

    That is strange… so they say the "kidnap tech" is not a bug, but it's also not intended and that they plan to address it.

    I work in software, if it's not intended and you plan on fixing it; it's a bug. I'm not sure what the aversion to labeling things as bugs is. Bugs happen, there's nothing to be ashamed of.

    image.png
  • I'm pretty sure it was Trapper. There was only Trapper, Wraith, and Hillbilly to choose from iirc.

  • If you’re looking for suggestions on how to address this issue, I have a few.

    First and foremost, I recommend removing the forced camera pull ("yoink") when a survivor triggers a trap. It doesn't prevent the survivor from moving away from the phantasm as intended (in fact it makes it easier to move away frame perfectly.)

    As for a solution, the most effective and fair fix would be to apply a very brief (0.5 second) Hindered status effect to survivors who trigger a trap. Right now, survivors can remove Hag’s traps without using any resources (except time.) If survivors make the mistake of triggering a trap and The Hag teleports immediately, there should be some form of consequence for the survivor.

    Alternatively, you could allow The Hag to immediately lunge after teleporting, giving her a chance to capitalize on good reaction timing. That said, I would avoid combining both a survivor hinder and an instant lunge, as that will overcorrect the issue.

    Personally, I think Hag already feels clunky to play, and the best way to improve that without making her oppressive would be to give survivors a very brief (0.5 second) hindered effect upon trap activation. That along with removing the camera pull would restore some pressure and threat to her power.

  • @UnicornMedal said:

    I'd like the idea for a separate game mode, but as is it'd just make Survivor feel more pointless.

    I think it would actually incentivized saving your team mates a lot more. If you don't unhook, or if you don't take protection hits, your dead squad mate will come back to haunt you, litterally.

  • @brewingtea said:

    What do you mean "if"?

    Haha are you referring to sandbagging? I'd consider that griefing and against the game rules because they are maliciously sabotaging the rest of the team outside of the normal gameplay loop.

    If there was a killer with a specific mechanic that allowed a Corrupted Survivor to injure other survivors in exchange for coming back into the game, I think that would become part of the gameplay loop for that specific killer and not griefing.

  • @UndeddJester said:

    Ahahahahaha, while I don't think it'd work with the existing DBD formula... I actually love the idea of becoming a mini killer and going after survivors fter you die...

    There would be a few times I would absolutely go hard on my former teammates... such as when I get unhooked 10 seconds after being hooked with the killer literally still sniffing my hair, or when survivors bring the killer to my safe gen off in Narnia when I'm the only player on death hook, or anyone runs to me plot twisting and draws a nice line of scratch marks for the killer to find me...

    Sandbagging Thirst Sables days are numbered 😈😈😈😈

    Yes I was thinking it would be very fun(ny) to kill your former team mates!

  • @Coordi said:

    Let's keep it all in one report, please.

    I'm sorry, I think I somehow also posted twice? Or was my report moved?

  • I explained this bug in more detail, here.

    I also included a video.

    Edit: It looks like mine was removed. Here is the video:

    https://www.youtube.com/watch?v=svep7sudwqo&t=1131s



    SUMMARY OF THE ISSUE:

    Survivors can reliably bypass The Hag’s power by using a simple movement technique that guarantees they will be out of her hit range when she teleports to a triggered trap. This interaction allows survivors to safely trigger and remove traps with no meaningful risk, effectively shutting down The Hag’s power for the remainder of the trial if even one survivor employs this strategy.

    From The Hag’s perspective, there is no viable counterplay. Upon teleporting, she experiences a brief slowdown, while the survivor, already sprinting in the opposite direction at full speed, cannot be caught or punished. Given The Hag’s 110% movement speed and the delay after teleporting, any chase that follows is almost always unfavorable for her.

    This has a significant impact on gameplay, reducing The Hag’s viability and undermining her core mechanic.

    PLATFORM:

    All platforms

    STEPS TO REPRODUCE:

    1. Survivor runs while facing the camera backward (so their character is moving in the opposite direction from where the camera is pointed).
    2. Survivor triggers a Hag trap.
    3. Upon teleport, the Hag arrives to find the survivor automatically facing away, already moving at maximum speed, and safely out of hit range.
    4. The survivor can break the trap with no real risk, repeating this process to disable The Hag’s power entirely.

    VIDEO EVIDENCE:

    YouTube link:
    Content creator Ardetha (138K subscribers) demonstrates and explains this issue in detail.

    ADDITIONAL NOTES:

    • This behavior has existed for many years and is widely known in the community.
    • It requires minimal skill and is easily repeatable once a player is aware of it.
    • The lack of counterplay severely limits The Hag’s effectiveness and overall fun for those who enjoy playing her.
  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962394#Comment_3962394

    You can counter Trapper's traps by walking and stopping until you see the trap's prompt, its basically the same thing

    I see what you’re saying, but I don’t think this is a fair comparison.

    With Trapper, avoiding traps takes time, awareness, and caution. Survivors have to slow down, carefully look for traps, and there’s always a risk if they miss one. It’s an intentional part of the gameplay, and it slows down their actions.

    With this Hag issue, survivors don’t have to slow down, check for traps, or take any real risk. They can trigger and remove traps at full sprint speed while facing away, with no way for the Hag to punish them, even if she teleports immediately. It requires almost no mechanical skill or decision-making once they know the trick, and it essentially disables her power.

    The key difference is that Trapper’s counterplay has meaningful risk and impact on survivor efficiency, this does not. That’s why it feels like an exploit, not balanced gameplay.

  • SUMMARY OF THE ISSUE:

    Survivors can reliably bypass The Hag’s power by using a simple movement technique that guarantees they will be out of her hit range when she teleports to a triggered trap. This interaction allows survivors to safely trigger and remove traps with no meaningful risk, effectively shutting down The Hag’s power for the remainder of the trial if even one survivor employs this strategy.

    From The Hag’s perspective, there is no viable counterplay. Upon teleporting, she experiences a brief slowdown, while the survivor, already sprinting in the opposite direction at full speed, cannot be caught or punished. Given The Hag’s 110% movement speed and the delay after teleporting, any chase that follows is almost always unfavorable for her.

    This has a significant impact on gameplay, reducing The Hag’s viability and undermining her core mechanic.

    PLATFORM:

    All platforms

    STEPS TO REPRODUCE:

    1. Survivor runs while facing the camera backward (so their character is moving in the opposite direction from where the camera is pointed).
    2. Survivor triggers a Hag trap.
    3. Upon teleport, the Hag arrives to find the survivor automatically facing away, already moving at maximum speed, and safely out of hit range.
    4. The survivor can break the trap with no real risk, repeating this process to disable The Hag’s power entirely.

    VIDEO EVIDENCE:

    YouTube link:
    Content creator Ardetha (138K subscribers) demonstrates and explains this issue in detail.

    ADDITIONAL NOTES:

    • This behavior has existed for many years and is widely known in the community.
    • It requires minimal skill and is easily repeatable once a player is aware of it.
    • The lack of counterplay severely limits The Hag’s effectiveness and overall fun for those who enjoy playing her.

    https://www.youtube.com/watch?v=svep7sudwqo&t=1131s
  • Oh wow, this doesn’t sound good. The Invocation perks are already high-risk for only moderate reward—this just feels like an unnecessary negative interaction on top of that.

  • @SoGo said:

    Ah, yes. The "S Tech".

    Pretty annoying thing.

    I run Rusty Shackles a lot, which removes this strategy, but there should be a bit of basekit help.

    When you say “base kit help,” could you elaborate? From everything I’ve read, this bug exploit is actually very simple to pull off and doesn’t require any real skill.

    Here’s how it works:

    1. Run while facing your camera backward. Your character should be moving away from the direction your camera is pointed.
    2. Trigger the trap.
    3. When the trap goes off, you’ll automatically be facing away from it while still moving at full speed, which guarantees you’ll be well out of the Hag’s hit range.

    I don’t think relying on a rare add-on to compensate for this bug exploit is an appropriate solution.

    @Rudjohns said:

    Apparently experienced players can't have nice things

    Unfortunately, this isn’t something limited to experienced players. Anyone can do it with virtually no skill required. All it takes is knowing that it exists and performing the three very simple steps I outlined above.

    At this point, I think the best course of action is simply to stop playing the Hag until this is addressed. Which, realistically, means I’ll probably never play her again. Considering this issue has gone ignored for over eight years, the chances of it being fixed anytime soon seem extremely slim.

  • @KeefCheif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957268#Comment_3957268

    never said it was impossible. Just impractical from a business perspective that’s already made countless wrong design choices when it comes to security. At this point the cost of implementing what we all want/deserve is very impractical.

    Hire me. Give me a few months alone in a room with access to the Perforce and I'll do it. 🤷‍♂️
    I'm not cheap. I run my own platform so I'd want fair compensation to make it worth not releasing new features in my own product, but I'd get it done and cheaters mostly wouldn't be a thing anymore.

    They would still be able to do things like aim bot with huntress hatchets and maybe always hitting great skill checks, but no more teleporting around the map.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957868#Comment_3957868

    Both could be true at the same time too.

    I'm thinking like most things we'd love to see in DBD it would require recoding the game from scratch. And they have said many times they have no plans to do that, sadly.

    This does not require “recoding the game from scratch.”

    What’s needed is a refactor of how the game handles authority and state synchronization. Instead of the client sending updates from the client about state changes, the client should only send basic input data; essentially, button presses and player intent.

    The server would maintain a separate, headless game state that acts as the source of truth. This server-side state would handle only game logic, and the clients would be corrected or updated based on it as needed. This is how most cheat-resistant games operate today.

    A shift like this wouldn’t just improve security; it would also unlock new features like match replays, since the entire game could be reconstructed from the server’s event log. A simple, lightweight solution like SQLite could easily store the necessary data.

    For example, PUBG implemented this approach, allowing full match replays by tracking every player’s actions and the evolving game state; without needing to record video, just raw data.

    It’s definitely a significant engineering task, but it’s absolutely doable; and it would future-proof the game while finally addressing the cheating problem at its root.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957268#Comment_3957268

    I'm not disagreeing with your assessment, but what if the way the game was coded back in 2016 hampers or even outright precludes such improvements?

    This is a problem in a lot of games, (like the examples I gave in the opening post) and those games solved the problem by addressing their tech debt and shifting to a server authoritative security model.

    Right now, Behaviour seems to be choosing short-term content releases over long-term infrastructure fixes. That’s a business decision, not a technical impossibility.

  • @Chiky said:

    sending video reports about cheaters doesnt even help, I never get answer about my reports

    I've recorded several videos of cheaters myself just today. And I only just started playing after getting home for the 4th of July cook out. The last one, a Nea turned herself invisible to unhook and another was using speed hacks.

    Edit, I played another one where a Steve let me hook them, then proceeded to teleport away and use speed hacks to prevent the next hook. They are not even being subtle about it.

  • @KeefCheif said:

    While it’s true that the "easy" solution to cheating is to offload everything to the server, we need to consider a more practical and realistic approach. Fully server-authoritative games are extremely resource-intensive. Doing this would mean:

    1. Significantly higher CPU usage per server instance
    2. A much larger server fleet to handle the increased computational demand

    This would likely triple (or more) Behavior's monthly AWS bill—or whatever infrastructure provider they use. And that’s not even factoring in the substantial development and labor costs associated with completely overhauling the game’s core architecture.

    That said, there are still some clear wins they could implement without needing to redesign their entire server model. Take spoofing Steam IDs, for example. This vulnerability exists purely because their backend code is crap from authentication & authorization perspective—let’s not sugarcoat it. This is a basic security flaw that an entry-level developer could resolve, and fixing it would NOT require moving to a fully server-hosted model.

    Now, when it comes to player state data—like location, health, and similar vectors—it’s admittedly much harder to secure without a server-authoritative structure. The unfortunate truth is that they're unlikely to build a cheat detection system sophisticated enough to consistently catch manipulation of these values without false positives. However, they could implement a more intelligent warning and flagging system. Even if it’s not perfect, it would allow for faster manual review and action when players are reported.

    This simply isn’t true and highlights a core issue in the gaming industry: a widespread lack of expertise in security architecture.
    Many developers still operate under outdated assumptions from an era when bandwidth, cloud computing, and networking techniques were far less advanced.

    Today, modern solutions like lag compensation, rollback networking, delta compression, and scalable cloud infrastructure allow games to maintain both strong server-side authority and excellent performance.

    Some of the most cheat-resistant games, Fortnite, Valorant, Apex Legends, prove that performance and security are not mutually exclusive. It’s not a technical impossibility; it’s a question of priorities and investment.

    In the case of Dead by Daylight, it’s likely the developers have weighed the cost of overhauling their security architecture against the revenue from releasing a new killer or survivor, and decided that short-term profit takes precedence.
    Fixing the underlying issues may not immediately boost sales; but ignoring them damages long-term player trust and game integrity.

  • @[Deleted User] said:

    Wait wait wait.

    I am not a game designer, even me I know a good pattern when playing using a client / server architecture is:

    • The server orchestrates everything
    • The client just acts as a remote controller
    • The client sends its current state to the server, which validates it and recalculate the game state according to it

    Don't tell me this is not even the case. Please

    Absolutely agree, that’s the correct approach for any secure online game.

    The sad truth is: Dead by Daylight does not fully follow this client/server pattern, and that’s exactly why cheating is so rampant.

    In DBD’s current architecture, the client has too much control over game-critical actions; things like player position, healing, generator completion, and even certain identity information are trusted or partially trusted by the server instead of being fully validated or controlled server-side.

    That’s how cheaters are able to:

    • Instantly teleport
    • Complete gens instantly
    • Pick themselves up from dying state
    • End matches at will

    No anti-cheat in the world can fix that, because the fundamental security model is broken.

    The server should always be the authority; like you said, the client should just send inputs (“I pressed this button,” “I’m trying to heal”) and the server should decide if that’s valid and update the game state accordingly.

    Until Behaviour overhauls the netcode to make the server the source of truth, this level of cheating will never go away.

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