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No techs should be removed

toxik_survivor
toxik_survivor Member Posts: 1,184
edited October 2022 in Feedback and Suggestions

I've been seeing some posts about techs and if they should be removed over the past couple of days and I believe no tech should he removed besides the weired blight one that was fixed a month ago or smthin.

Cj techs, 360s's, window techs, and all the weired ass name techs should not be removed because they create and extra skill set in the game. For the most part it is extremely hard to pull off such techs in high mmr and it gives a sense of satisfaction and accomplishment when you do so, especially against good killers. They are fun but difficult and do not break the game in anyway. Although when you 360 and snap your ankles in half its a very good mechanic and skill that can give you reward if you do it correctly.

Most people that complain about techs are no offense, the lower mmr players. It's not your fault though, it's mmr. You are probably supposed to be going against low mmr but you end up going against 3000 swf squad. So yeah I would get why you would complain about removing techs, mmr just destroyes everything and provides horrible statistics and info which leads to people complaining about something that shouldn't be complained about

Post edited by Rizzo on
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Comments

  • squbax
    squbax Member Posts: 1,511

    Tbf if as window tech you are refering to that flashlight bug, that needs to go as if there is no LOS that has no counterplay whatsoever, the others are fine and yeah they are skillfull in their own way.

  • toxik_survivor
    toxik_survivor Member Posts: 1,184

    For WT I just mean it generally. No item should help that

  • Grigerbest
    Grigerbest Member Posts: 1,836

    As long as a "tech" has a counter, it should not be removed.

    "Aside from locker saves spam"

  • The_Krapper
    The_Krapper Member Posts: 3,259

    If a killer gets CJ tech'd in 2022 it's a skill issue , it's so simple to counter there's no reason to remove it , you don't even have to run perks to counter it

  • AJStyIez
    AJStyIez Member Posts: 419

    Nah idk, the window tech with clairvoyance is kinda dumb as somebody who used the original one to juke people

    When its something natural it can be cheesy but fine, however being able to trigger something that was already patched by using an oversight in the form of a perk or item means it needs to be removed

  • Hoodied
    Hoodied Member Posts: 13,022

    Some can be (hug tech is exploiting blight’s awful collision detection, allowing you to hug tech iirc)

  • zHypnotism
    zHypnotism Member Posts: 79

    So Blight techs do not add extra skillset to the character? I mean why have the op survivor techs like the window tech without LOS and locker techs that have very little to no counterplay stay but remove the killer techs? Locker tech feels awful especially on dead dawg saloon in main, that needs to go asap...

  • Gamedozer7
    Gamedozer7 Member Posts: 2,657

    I noticed that survivor techs were ok bit killer techs are clearly bs.

  • Pukenplag
    Pukenplag Member Posts: 1,454

    Window techs are probably one of the only few current techs that are based on bugs. I'm not sure why the killer loses collision for that millisecond. However, I'll have to say that it's extremely difficult to hit them and they aren't too hard to counter.

    But why do people mind CJs and 360s? The former is easy to expect and super easy to counter and punish and not a bug, while the other works once at best.

  • Nos37
    Nos37 Member Posts: 4,142
    edited October 2022

    One of the most annoying things as killer is when a survivor is in front of you within lunge range, but the lunge will miss 80% of the time if they wiggle by spamming left and right.

  • Nos37
    Nos37 Member Posts: 4,142

    The survivor continued running away after they vaulted the pallet, so I pressed the Break button. Their model teleported back to the pallet and were now vaulting it while I picked up. They vaulted back and got the blind.

  • NekoTorvic
    NekoTorvic Member Posts: 778

    To me, it always depends on what it requires from the user, what it gives from the user and what the person going against it can do about it.

    I think all current techs are fine, and I'm including Blight's hug tech, except for the one with the flashlight where you vault back while making the vault sound, although I wouldn't be opposed to that being a perk or something.

  • Grandpa_Crack_Pipe
    Grandpa_Crack_Pipe Member Posts: 3,306

    Exploits should be fixed and, maybe, kept as techs if they're additive and not broken.

  • Grandpa_Crack_Pipe
    Grandpa_Crack_Pipe Member Posts: 3,306

    Do you consider not being able to break a pallet while it's being vaulted a exploit?

  • TheWheelOfCheese
    TheWheelOfCheese Member Posts: 703
    edited October 2022

    I think it's more about not having dedicated buttons for "pick up survivor" vs "break pallet." I don't know why every game dev these days seems to think it's a good idea to overload buttons so they do more than one thing, unless it's actually impossible to have both options at the same time (e.g. spacebar for hooking a survivor is fine since you can't kick a pallet while carrying anyway).

    See also: console players who drop pallets instead of healing. Though this should not be an issue at all on PC where we have 100+ buttons on our keyboards.

    Let me bind "pick up survivor" separately and I can just bind it to R, the same key used to drop survivors by default. This "fixes" CJ by having the spacebar simply do nothing at all if a survivor is vaulting the pallet, which seems like a good change to me. Tricking the killer into doing an action on an overloaded button by blocking the other action seems to me to fall into the category of "unintended mechanics." Like tricking the killer into vaulting a window or checking a locker instead of picking up, which -- while comical when it happens -- is still dumb.

    Note this hits on the survivor side as well. In particular, being in deep wounds blocks some actions such as opening the gates because mending has higher priority over the E button. This is honestly just bad design. Some actions shouldn't be blocked by others simply because they share the same input key.

  • Sava18
    Sava18 Member Posts: 2,439

    By the weird blight tech, do you mean the one with dissolution and c33 by chance? It was pretty funny tbh and turned him into a m1 killer, not even really a tech just some weird bug.

  • Sava18
    Sava18 Member Posts: 2,439

    Ironically he seems pretty fair from what I have seen lol.

  • Bardon
    Bardon Member Posts: 1,004

    "For the most part it is extremely hard to pull off such techs in high mmr "

    Really? Heal tech requires zero skill and can often be seen even in top MMR streams. I note that you don't even mention that one when discussing "techs" aka exploits. And yes, I refer to "techs" on both sides - can't wait to see the already-OP Blight lose the BS "hug tech"

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,857
    edited October 2022

    360s are unintended behavior, and should be fixed. When a survivor holds the shift key and cycles through the W/A/S/D keys, that is the intended spinning speed. BHVR should remove anything that allows survivors to spin faster than that.

    Blight had an intended rush turning speed, and people figured out how to turn faster than that, and that got removed. 360s are the same situation, and should be removed as well.

    Post edited by Coffeecrashing on
  • HellDescent
    HellDescent Member Posts: 4,883

    I guess we should've kept hook tech, map tech and flashlight/locker tech in the game then. Would be so fun right now...

  • The_Krapper
    The_Krapper Member Posts: 3,259

    It's not bug abuse it's knowing that you can't break a pallet a survivor is vaulting, it's really on BHVR for tying those two actions to the same button when it should be different.

  • DredgeyEdgey
    DredgeyEdgey Member Posts: 1,373

    Cj tech is not an Exploit there room for situations to make things change

    If you play forhonor it's like getting a light parry you predicted when they are going to make an input and got a chance at punishing it

    And the counterplay is patience

    Others techs is debatable

  • Steakdabait
    Steakdabait Member Posts: 1,294

    Exploits should be hunted down and fixed asap, but most techs are not exploits. Stuff like cj heal techs are not exploits but hugtech windowtech oni flicking are exploits.

  • toxik_survivor
    toxik_survivor Member Posts: 1,184

    I'm not saying all killer techs should go. The blight tech was a clear exploit. It's different when a killer has a power that can be used. Survivors do not have a special ability, therefore making techs for them a needed thing to be more engaging and fun. I support most killer techs, just not the blight one. He was already cracked before tech

  • TheWheelOfCheese
    TheWheelOfCheese Member Posts: 703
    edited October 2022

    I would say CJ borders on the edge of being an exploit as it abuses the killer's interaction button being overloaded to do too many things instead of having "pick up" and "break" be separate buttons. Claiming that it's intended that survivors can block one of the things the spacebar does to trick them into doing another thing the spacebar does seems disingenuous at best.

    Having said that, it's probably the least abusive exploit I've ever seen because it almost never works (I've only fallen for it once and it was due to being distracted by IRL stuff that was going on) and it gives the killer both a free hit and a broken pallet.

    I think every single action should be able to be bound to a different key, which would "fix" CJ tech in a roundabout way by actually fixing the underlying problem, which incidentally is the same problem that prevents console players from healing under a pallet, prevents survivors in deep wounds from opening the exit gates, and can cause survivors to accidentally jump into lockers adjacent to a vault they are trying to take: one button doing multiple things that are all possible at the same time.

  • Steakdabait
    Steakdabait Member Posts: 1,294

    CJ is 110% not an exploit. Exploits ether break or outright ignore game mechanics. CJing is comparable to moonwalking. It's a clever way to use the base game mechanics.

  • TheWheelOfCheese
    TheWheelOfCheese Member Posts: 703
    edited October 2022

    The common definition of an exploit includes "use of elements of a game system in a manner not intended by the game's designers, in a way that gives a substantial unfair advantage to players using it." So I suppose you could argue that it's not a "substantial unfair advantage" since it almost always backfires, so the advantage is arguably negative -- but I have a hard time imagining you could argue in good faith that CJ is "use of elements of a game system in a manner intended by the game's designers."

  • Steakdabait
    Steakdabait Member Posts: 1,294

    It's really easy to argue in good faith about CJing if you actually use a reasonably definition for exploiting. "use of elements of a game system in a manner not intended by the game's designers" is an insanely broad definition that if you were to use it as it read would make a large amount of the current gameplay would be considered exploiting. Moonwalking and looping are "exploits" under that definition. Cjtech isn't an exploit because no mechanics are broken or ignored, just like moonwalking and looping. A good example of what i believe is an exploit is hugtech or the flashlight window exploit, you are very very clearly breaking game mechanics when doing these exploits. Ether with ignoring collision or changing your vault direction with the window exploit.

  • TheWheelOfCheese
    TheWheelOfCheese Member Posts: 703
    edited October 2022

    "Not intended by the developers" is a required part of the definition of an exploit. I could just as easily argue that "breaking and ignoring mechanics" is underspecified. Was endurance stacking on the 6.1.0 PTB "breaking mechanics" or was it just using endurance? It all hinges on whether the developers intended it to be in the game.

    I can't think of a possible argument that says it's not an exploit to abuse an oversight in how keybindings currently work to make a player perform a completely different type of action than they intended, unless we are just going to disagree on what even constitutes an exploit in the first place.

    And yes, looping originally was technically an exploit under this definition when it was first discovered. Abusing the old infinites in particular under your definition wouldn't be an exploit, and I would disagree there. Since then the developers have embraced looping and fixed infinites in most cases by adding entity blocking of vaults, so it's an example of something that I would say was an exploit originally and was then adopted as a core mechanic.

    Moonwalking is not an exploit because it confers no advantage to the player using it. It's like sky-billy. Unintended and silly, but not an exploit.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    So we should bring back the following techs:


    Flicking for Billy (this means you saw sprint at 0° and at the end of the sprint you can flick in any direction you want to down a survivor).

    All skybilly tech.

    BIly tech to "warp" through certain windows instantly.



    Sorry but no. This is just a quick list looking at one character. You want the tech that makes the game fun for you and less fun for the opponent - not game balance.

  • ProveKa
    ProveKa Member Posts: 172

    Exploits called camp and tunnels, which have been exploited by killers for years, are still in the game.

  • Gandor
    Gandor Member Posts: 4,268

    Exploiting bad design of the game is then cheating too instead of "legit tactics". You have too strict criteria - I just made them a bit stricter to the depriment of fun in game. Actually every exploit that brings more fun interactions as opposed to frustration should be legit thing in a game and should not be removed.

    Maybe if devs have enough time - they could remove their "exploit feel" and instead add it back in under more regular interactions (great example was flashlight fake vaulting - they shouldn't have removed it. Instead they should have attached it onto a perk or let's say addon to key or something like that. The interaction is fun, but it feels wrong to require flashlight as that makes 0 sense)

  • Gandor
    Gandor Member Posts: 4,268

    sure. And under loose definition abusing bad design from a game is exploit. Strictly speaking it isn't. Yet you are abusing problematic part of a game for your advantage over other (survivor) players.

  • Gandor
    Gandor Member Posts: 4,268

    it's not cheating. The game allows it. Devs know about these things and do not forbid it. So it's not cheating.

  • Gandor
    Gandor Member Posts: 4,268

    Devs can say it's intended or OK. How would you know which part is not intended? There's active thread where 1 person asks to remove 360, because "it provides unintended spin rate for survivors". And yet another person points out that devs talked about this one and it IS intended.

    Meaning - you thinkink that something is not intended means nothing. Because you just don't know. And if devs find out about something which really was not intended, then they can (with few exceptions) kill switch that part of the game. So you should at default consider everything to be intended behavior in game

  • toxik_survivor
    toxik_survivor Member Posts: 1,184

    For everyone that talked about fake window vaulting that's just a complete bug that's patched. Never was a tech or exploit, just a bug. Ytubers name it as a "tech" but it was just a bug in the system. It was no where near realistic

  • ProveKa
    ProveKa Member Posts: 172

    Locker save can be destroyed with advantages(Lightborn and iron maiden).Also, there is no cheating.Just as the killers use camp and tunnel as a strategy, survivors use this strategy to get rid of the killer.

  • Zeita
    Zeita Member Posts: 70

    one can make the counter argument that "Nerfed" has been weaponized to put the game more into the survivers faver giving them less of a challenge and to give them an easy Win with minimal Effert basically having an Escape handed to them cause they love to troll and griefe the killer for Clips and even an attempt to get killer DC Clips which may be funny at first. in the End its Punishing people for playing killer the forcing them to be a surviver main to grief another killer main for funsies. and tbh after the Major perk changes in the Patch the game has felt a little to powerfull for survivers and ive been playing since around the last qourter of 2017. and i miss being Afraid to enter chases i miss being afraid of the killers and how rewarding it was to Escape ina Clutch. but now everygame im finding my self tripple escaping or qwad escaping. and even as killer its not as fun anymore to scare survivers and get them desperat. now they just take me for a joyride when i play killer like its just another afternoon jog for them. this supposed to be (Survival Horror) Not an Action Arcade game with only 1 mode "Elimination". but thats my Take

  • Gandor
    Gandor Member Posts: 4,268

    I know you don't play this game from 2017, because killer was WAY harder back then. Do you remember sabotaging all the hooks but basement? Do you remember literal infinites? No? I thought so. Don't pretend you did something where it's obvious it's a lie. AFAIK killers never had 61% kill rate before patch 6.1. That should sum it up

  • Xernoton
    Xernoton Member Posts: 5,887

    So... Bring back Skybilly?

  • ProveKa
    ProveKa Member Posts: 172
    edited November 2022

    Locker save has been in the game for years.they didn't count as exploit until now.one day came and they called it exploit and it happened.So what Mandy says is not exploit now, they call it exploit tomorrow and it happens.Just because Mandy says it's not exploit right now doesn't change the fact that camping and tunnel is exploit.