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Vecna (2) The perfect killer for Wallhackers

What do you all think? Will the plausible deniability save the hackers with this killer? Especially with the lack of server side anti-cheats?

Comments

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,842

    what's the question, exactly? sorry, I haven't seen the ptb footage yet; are you saying Vecna is good for sniping through walls? if so, Unknown should be a good cheaters killer but I haven't seen that.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,400

    Yes, the sniping through walls, but more like a nurse blink that can damange anywhere. Not limited or reliant on survivors running close to walls like with the unknown. With the question being; is this killer the most perfect killer for wallhackers?

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,555

    This is such a weird conspiracy that really doesn't make sense if you think about it for more than 10 seconds.

    Cheaters cause people to not have fun. No fun means players quit. Less players means less money.

    They have an obvious financial incentive to prevent cheating.

  • BongoBoys
    BongoBoys Member Posts: 445

    I mean I geuss? If a cheater just has permanent Aura read on they could just Vine attack tand go for snipes

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 538

    Well if the killer has permanent Aura read…. every Killer becomes much stronger. It is not like this is a Vecna only thing. Pyramidhead could do the same just as an example.

    And to be honest. I would still be more afraid of a Nurse with permanent Aura read.

  • Defnotmeghead
    Defnotmeghead Member Posts: 320

    There is a ton of prevention at play. The main problem that ALL games deal with now, is that cheaters have more tools available to them than ever.
    Accountbans were circumventable for quite obvious reasons that I wont say out loud. Epic Games has amplified it a little, but that impact isnt as big as you think it is. They still have to happen, for obvious reasons.
    IP bans were always easy to circumvent if you knew how. These tend to happen with a time-limit, because longterm someone else might procure the banned IP.
    Hardware ID bans required buying new equipment, hacking existing equipment to change the ID(which had the risk of breaking all other functionality) or an HW spoofer which at the time was financially more expensive than new equipment, so used to be the main way of preventing cheaters from coming back up untill about 2020, when it got significantly cheaper. It's still the strongest way of banning cheaters, but it's extremely difficult to properly do so these days. Even if a company has kernel level anti-cheat, which is the strongest anti-cheat possible and can negatively impact legitimate players more than hackers, it can still be fooled by a good(expensive) spoofer (remember the Hitman release having insane DRM to prevent piracy actually lagging out the game, but a pirated copy without DRM was released 1 week after anyway, and people who purchased the game actually pirated the game because it was less laggy than the legit version?).

    So the quest for the anti-cheat team is finding an autoban that only applies to people who cheat and even block them from logging into the game, and keeping that autoban hidden for as long as possible. Whenever you see basically 0 cheaters, the team succesfully found a method to bar them out. Once you see cheaters popping up again, they found a way around the bar, but there might be another ban in place later on. Once you see cheaters en-masse, the people working on the cheating software found a way around the bar and any other protective measure put in place.

    There is no single way to fully prevent cheaters, because it's multiplayer. You communicate with the server, which is on itself a weakness that lets in cheaters. As long as there is an entry point for you, there is an entry point for cheaters. You ward cheaters off, and if you want a 0% banrate on legitimate players, there is always going to be a push and pull situation.

    IMO, there should be a reconnect possibility to any match, even if you DC for any reason, and then a kick mechanic implemented that kicks players who have a high chance of cheating. Then the DC penalty should be implemented if you never join back again or if you start another queue instead of rejoining. I wouldnt mind getting kicked once every 20 games because the game thinks I have had a high risk of cheating if it means having cheaters kicked in 95% of games they play, and those who have an insanely high kick rate are also much easier to identify as cheaters. But that would cost time to implement, and cheaters arent the reason my playtime has been reduced from 80-100 hours a month to maybe 10 hours a month.

  • Body_Language
    Body_Language Member Posts: 20
    edited January 7

    Super agree, cheaters will enjoy him for sure, same with when they play as Spirit, Nurse, Oni or Shape, can add GF (marking out of nowhere) too

  • Senaxu
    Senaxu Member Posts: 501

    Dead by Daylight now runs on Unreal Engine 5. UE5 provides solid tooling for server authority and prediction, for example the Gameplay Ability System. Those let you move critical logic to the server and verify client requests. Paired with a properly tuned EAC, that can be real protection.

    In DBD that layer is basically missing. The server accepts far too much from the client, so talking about IP or hardware bans is like buying fuel for a race car that has no wheels or engine.

    Right now there is effectively no meaningful protection, and nothing suggests that will change soon. The report flow is theater: submit a ticket and a clip, hope a human watches it, maybe you get a ban.

    If full server authority is “too expensive,” then at least meet players halfway: simplify reporting and ship a replay system so we can review all POVs after a match. That alone would catch a lot, and it does not require wizardry.

    Until those basics exist, talk of hardware bans or kernel-level anti-cheat is just a wet dream. This is a PvP game with MMR in year eight; start with server validation, then build up.

  • Body_Language
    Body_Language Member Posts: 20

    DBD has hardware bans check game rules it's very clear, I doubt we will have stronger anti cheat if anything it will affect normal players because of spagetti code :)

  • Abbzy
    Abbzy Member Posts: 2,371

    I give you even better ones Spirit if the person can see survivors while phasing then there is nothing you can do as survivor only to camp pallet and hoping your low ping with cat reflexes will buy you some more time.

    Nurse can be pretty strong with wallhacks compare to other killers but i think spirit still is better one and way harder to tell if she is wallahcking.

    Pyramidhead is kinda solid choice too but he requires still some more skill than these two above due to his attack (m2) being slower so he needs to aim more ahead of survivor especialy where the survivor will be, where will their patch of their hitboxes meet (the punishments hitbox+ survivors ones).

    There are lot of other killers that can benefit with wallhacks and survivors do too very well but who doesnt? only totaly bad players.

  • Abbzy
    Abbzy Member Posts: 2,371

    The spines still can be doged, its harder when you dont expect the killer to use it while he has no los (line of sight) on you but its not so good as spirit or nurse with wallhacks.

  • jmwjmw27
    jmwjmw27 Member Posts: 835

    And yet they don’t - since the game has gone from peer to peer to server side, the only thing they’ve done on the server end to reject obvious cheat attempts is disable the ability to escape by touching the exit gate hitbox until endgame.

  • TheVarietyKiller
    TheVarietyKiller Member Posts: 42

    I do agree that he’ll be really good with aura reading perks like I’m all ears, nowhere to hide and Lethal pursuer. Like Pyramid Head.


    But killers don’t usually bring aura perks. They bring regression perks to try stop Gen rushing on the already way too fast gens. You won’t have to worry

  • terumisan
    terumisan Member Posts: 2,243

    no? also if a vecna 2 is cheating couldn't he just give himself an uncounterable/unending woirldbreaker?

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,400

    There are 2 types of cheaters. Obvious cheaters, like you're describing and "subtle cheaters". In case if Venca (2) there'd be no way to tell if a vecna 2 subtle cheater was actually cheating or not

  • Defnotmeghead
    Defnotmeghead Member Posts: 320

    I think I discussed security with you before. You think that the hackers didnt datamine UE5's tooling yet? There was a period of time after UE5 where there were effectively no cheaters. That was UE5's relatively unknown system on top of EAC working. But the base tooling isnt hard to crack. All you need is a pirated version to be able to reverse engineer any API verifications and get all built-in verifications, and after that you can either design or brute force your way through the verification system. And yes, BHVR can and does tweak it every single time. Which is why there are weeks/months with basically 0 cheaters, and why there are weeks/months with too many cheaters.

    As for a replay system, that's hard to program in, its cheaper and faster to make DBD 2 with a replay system in play, than it is to place one internally. You, once again, think too simply on how things work. So yes, it would literally require wizardry to expect a replay system within 5 years time in current DBD, I would be surprised if they can pull that off, unless they started working on one in 2021. If DBD development stops right now and they spend the next 3 years full-time on rebuilding DBD, you would have DBD with a replay system no problem. But even a replay system wont really catch much

    As for kernel-level anti-cheat, that's also in play, on Steam, and Steam only limits the EAC kernel level to the Steam folders without invading your privacy, unlike Riot, and only triggers when it's needed which is dictated by the developers of DBD in this case. So they can run it prior to every game, when you load up the game and after every X minutes. It's why most cheaters are on Epic nowadays, where prior to the Steam EAC kernel update it was mixed. Like, have you not noticed that?

    As for the MMR system, it doesnt even matter for 95% of the players. In fact, generally speaking, killer mains face survivors that are out of their league because killer MMR is easy to gain, where survivor MMR is hard to gain consistently. Survivors in high MMR absolutely earned their spot, where easily 85% of killers in high MMR are questionably there. There are also roughly an equal amount of killers in high MMR as survivors in high MMR. Don't you think that as odd? You would expect about 3.5 survivors in high MMR for every killer in high MMR.

  • Abbzy
    Abbzy Member Posts: 2,371

    Same applyes to many other killers like pyramidhead (how can you know he saw you all the time or it was just good preshot), nurse (how can you know she had wallhacks on you or it was just good guess from her to blink corner), spirit (how can you know she can see you while phasing, or does she has premium headset and can hear every step and breath because she is the goat) and so on and on …..

    There are so many things you cant 100% varify, maybe if the killer knew all the time about you and those projectiles or blinks came out of nowhere all the time and didnt missed than you can call it very sus but with these kind of things (not like mind games where both sides cant see each other because of wall and the survivor can always prerun you and doesnt loose distance when you mind game than its kinda clear) its very hard to know if its cheats or another kind of great game sence or skill.

    Thing is nowdays even swfs play with cheaters as their teammate for having "more fun as before" (probably missing times where ochido was popular and bullyed new killers with busted perks and addons with his swf and call it "a skill") and they go full clear cheating and still it takes ages for them to get banned so cheaters just dont care in DBD they won for now and are safe it seems because than I dont know why Im seeing more and more of them and even the subtle ones arent existing (like meg with 3% haste when she was behind corner).

  • Senaxu
    Senaxu Member Posts: 501

    "I think I discussed security with you before"

    True, i remember.

    “UE5 tools got datamined”

    Cool story, but irrelevant. Cheats thrive in DBD because the server trusts the client. If the server refuses lies (speed, position deltas, health/state toggles, cooldown timers), client mods die on impact. That’s netcode 101.

    “Replay would take 5 years”

    We don’t need a cinematic renderer; we need server-signed event logs (timestamp, actor ID, position, velocity, state changes, ability use). That’s a moderation tool measured in weeks/months, not a sequel.

    “Kernel EAC is in play on Steam”

    Ring-0 doesn’t save a game with non-authoritative gameplay. Kernel drivers catch some crud; they don’t fix a permissive server that accepts bad packets.

    MMR diversion

    Yes, i agree. DBD’s MMR is fundamentally crude: it mostly treats kills/escapes as the signal.
    A weak Killer can inflate rating with for example with No One Escapes Death, while a Survivor who runs the Killer for 5 minutes and dies still loses rating… the locker goblin who sneaks out gains it.
    There should be something like an Activity Score (e.g., chase impact > safe unhooks > gen progress > totem pressure > altruism, etc.) on a per-minute and total basis. Outcomes should still matter, but not be the only thing feeding MMR.


    Conclusion on the topic of security:

    If BHVR doesn’t want to invest in server authority + minimal forensic logging, just say so. But let’s drop the myth that this is “impossible.” Plenty of UE games enforce server checks. DBD could too… the choice is business, not physics.