The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update
Comments
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If Myers has his close ranged stalking buffed, then the tombstone addons and the infinite tier 3 addon, all need penalties to close ranged stalking, to make them identical to current close ranged stalking. As in, it’s cool and everything to buff normal Myers gameplay, but the tombstone and infinite tier 3 addons are mega…
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My issue is that nerfing 2 addons and making them partially basekit, isn't enough for a "let's put this on the roadmap so people can look forward to it". If I run those 2 nerfed addons, then my Ghostface experience is 99.9% identical to how he was before the updates. These Ghostface changes should have been unannounced,…
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This is correct. Blight’s lethal rush hitbox just needs to be extended vertically downward. That’s it. And fixing Billy’s similar issue is literally just extending the hitbox of his chainsaw vertically downward.
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Scratchmarks are absolutely terrible on the new map. It's like all the new floor elements weren't properly tested for scratchmarks. I thought we were supposed have had an update to ensure scratchmarks are visible on all surfaces? Are we having issues because the floor elements are technically thin 3D objects that lack…
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But like, why isn’t it based off of the number of survivors that got sacrificed, since that’s what actually matters, and because it’s actual anti-tunneling? Because we saw tunneling in the last 2v8, where killers would just zoom across the map because the cage spawning rules were too predictable. Were the cage spawning…
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If the gen speeds are connected to cage states instead of survivors eliminated, then it encourages killers to really try their hardest to tunnel survivors instead of spreading cage states. For example, 9 cage states could mean that 3 survivors have been knocked out of the game, or it could mean 0 survivors have been…
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Limiting the search command to specific objects is a bad idea. It would be better if the UI could snap to a specific object if the targeting cursor gets close to one. Houndsense really should get super increased breathing noises and grunts of pain, and longer and brighter scratch marks and pools of blood, regardless of…
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I really do want to like this killer, but whenever I try to play Ghostface and I'm on an outside map, I often have a survivor that just follows me from a distance, trying to reveal me the whole game. And it doesn't matter if that "isn't efficient survivor gameplay", because it's just super unenjoyable for Ghostface. Like…
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It's too many hook states for one survivor. Besides, the game needs to be consistent, and Reassurance was nerfed because using it too many times on the same survivor could be considered griefing. Similarly, using Shoulder the Burden three times on the same person should also be considered potential greifing.
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Limiting the perk so that it can only be used on the same survivor once per game, doesn't affect solo q games where only 1 person has the perk. Multiple people can still bring this perk, but they can't just stack it on the same survivor to give them a total of 6 hook states.
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I think it also helps balance his strength on the indoor/outdoor maps. The larger benefit on stalking distance helps him on outdoor maps, and his lower terror radius still helps him on indoor maps. Because before these changes, it was just "this killer should always just be on indoor maps 100%, because there's zero reason…
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The exposed duration is so short that a killer is unlikely to be able to hit the survivor while they are exposed, unless the killer was proxy camping the hook, and was immediately running back to the hook to chase after the exposed survivor. In comparison, if a killer is proxy camping, they might be able to 1 shot the…
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The dog falling also causes the dog to stop holding onto a survivor. So if a survivor is being held by the dog, they can just drop like 3 feet off the side of a staircase, and instantly escape the dog.
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I just tested the search command and it doesn't reveal survivors when the dog is standing still at the destination spot, and it also doesn't work in close range when the dog is almost at the destination spot because the dog slows down before stopping (and the dog can't reveal when it is slowing down). (Again, please make…
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Also, it feels like I can't even send the dog to a choke point to reveal a survivor, because the dog doesn't actively reveal when it's standing at the destination point, even though it's still on a search command? If that is true, can we at least get that scenario buffed? (Or does the dog reveal when it's standing at the…
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The dog only gets increased speed if it successfully completes a search or chase action. Scenario 1 is the dog starts off next to the killer, isn't on a search command, hasn't been on a search command in a while, and still gets desynced because the killer dropped off a ledge, or did something else that cause the dog to…
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Oh! That's perfect. This thread can be closed.
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I'm fine with the stalking speeds changing, because the whole theme of stalking is that it's done when the survivor doesn't know it's happening. Because having stalking be more powerful while in chase, isn't thematically stalking, especially when the killer is just staring at a nearby survivor that is stuck on the other…
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The wind is WAY too loud on this map as killer. It's making the map survivor sided just by the fact that it's difficult to hear anything over the wind noises. And the red pools of blood on the ground is annoying, because at a quick glance from far away it looks like survivors that left pools of blood on the ground.
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At the very least, the grunts of pain and longer pools of blood should be way louder when survivors are injured or in deep wounds. Having these effects only work on survivors in the dying status is so weak and useless.
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I spent an entire custom game trying to hit bots with the search command, and it's just awful. It doesn't work to patrol a generator, because the bots always move out of the way, it doesn't work in close range because it has a minimum start up time, and trying to use it at a jungle gym is difficult because the dog has to…
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The game makes proximity checks that can forbid a killer from lunging, and it can yank the killer’s camera, and this is completely separate from the actual hit validation check. This means the game can forcibly yank the camera and then say the attack missed. In the second scenario, the survivor to your right was probably…
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The nerfed haunts are garbage and aren’t worth the time it takes to get them. And killers don’t have time to do event stuff, unless they are clearly winning, and have extra time to spare. This means that I’ll do event stuff in killer games when I’m clearly winning, but I’m ignoring the event stuff in killer games if the…
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2v8 didn’t have as many ragequits because survivors can’t ragequit via 2v8 cages. This is why BHVR should remove survivors being able to ragequit via hooks. If survivors want to ragequit, they should be required to actually DC, so they can get the penalty they deserve, and the other survivors can get a survivor bot…
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Fix Blight and Billy's hitbox, so that survivors aren't more difficult to hit when they are crouching. Remove both tombstone addons and the infinite tier 3 addon from Myers. Billy's curve window turning is unnecessarily difficult, and should be easier for all skill levels. We know from the existence of Blight, that BHVR…
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BHVR just needs to make all toolboxes have 16 or 18 charges, which would instantly fix this issue. Toolbox gen rushing is only an issue because 32 charge toolboxes get too much value when combined with other generator stuff like Hyperfocus and Streetwise. …And if that's not enough then BNPs should be nerfed again. But we…
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How often are survivors being slugged for over 60 seconds, when their teammates could easily pick them off the ground? And if 60 seconds isn’t longe enough, then make the timer longer. But there should be a point where the game can say “clearly the killer isn’t going to pick up the slugged survivor, and none of the other…
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This suggestion stops killers from letting the 3rd survivor bleed out on the ground, when they try to slug for the 4k. The 3rd survivor would auto teleport to a 2v8 cage, and the 4th survivor actually has a chance to rescue them. It also ends games earlier, when all the survivors are slugged, and none of them can pick…
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If a survivor has been slugged for 60 seconds, then the game should automatically teleport them to a 2v8 hook. The slug timer is now 60 seconds If the slug timer reaches 0, teleport the survivor to a 2v8 hook If a survivor is hooked or caged, reset the slug timer to 60 seconds
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Yes. Lunges don’t have environmental object collision, so normally when you lunge at an object, you get the full lunge. The reason why those attacks were quickly hitting the environment is because the game forced the lunges to turn into a short m1 attacks. Aim dressing is literally forbidding lunges due to proximity checks…
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The lunge animation wasn’t playing. The game was forbidding lunges from occurring, which is why the video showed short m1 attacks even though the mouse overlay showed the M1 button being held down. And BHVR said there isn’t supposed to be aim assist in the game, and it’s supposed to be aim dressing. But it’s clearly…
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I expect that the game shouldn’t be forbidding me to lunge, and it shouldn’t be yanking my camera, unless it has already confirmed a hit. In the above video, if the game was working correctly, it would have allowed me to make full lunges. Can you at least admit that the game can forbid a killer from lunging, and then…
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How do you explain what happened in the above video, where the game forced the lunges to turn into short m1 attacks, and forced the camera to move, but didn't give the killer a hit? The game can clearly do things to a killer's attack and camera, before the hit validation check is made.
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Or BHVR could actually fix aim dressing so it's not stealing hits from the killer.
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No. Sometimes survivors will 360 more than once, and sometimes the killer doesn't notice the 360 has started until after they started holding down the M1 button. Also, the bug doesn't always trigger, so the killer is usually better off just going for the hit and risking the bug. Because as I said before, if a 360 isn't…
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Here's a video, with a mouse and keyboard overlay, that proves the proximity checks are separate from the hit validation checks. Notice the game forbids the killer from lunging, and the game yanks the killer's camera, but then doesn't give the killer the hit. If you 360 behind a survivor, and it didn't trigger the aim…
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There is a proximity check that can forbid a killer from lunging, and then a hit validation check that can say the killer was too far away for a short m1 attack. That is how 360s can steal hits from the killer. You literally can't lunge at a survivor if you're next to them, and facing them. And my main theory is the…
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The 360 exploit works on the same idea, where the proximity check thinks the survivor is “too close” for a lunge, so the game either forbids the killer to lunge, or forces the lunge to end early. The whole idea of the 360 exploit, is the survivor briefly goes into the “too close for a lunge to be allowed” range, but then…
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You can literally just stand in front of a hooked survivor, hold down the attack button, and notice you’re forbidden to lunge, and a short M1 attack happens instead.
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No. I’m implying that aim dressing makes proximity checks that are completely separate from the actual hit validation checks, and when survivors 360, it tricks the proximity checks into thinking the survivor is “too close”, which forbids the killer from making a lunge… but then when the actual hit validation check happens…
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I hope the Demo change involves fixing his hitbox, so that he doesn’t miss M2 attacks when survivors crouch.
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Fortunately, the devs also directly told us that info currently isn’t the main reason for the gap, and the main reason is the fact the solo q survivors don’t work together as much. Which means that addressing the gap should involve ways to encourage survivors to work together, that don’t involve giving them more…
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Maybe there isn’t anything survivors need added to their HUD either then. The latest stats already showed the gap between solo q and SWF is super low the vast majority of the time. Survivors don’t need anything else to bridge the gap. Also, there are other UI related things killers could get. For example, Dracula shouldn’t…
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Distortion will still be chase oriented with the newest change.
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I just want the teleport cooldown to be much longer if the teleport is cancelled, because it’s super annoying when this killer spams 99% teleports on cooldown.
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360s are just exploiting the aim assist bug that can steal hits from the killer. It’s not skill expression, it’s literally a game bug.
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I think it's disappointing that people can think of a giant laundry list of HUD improvements for survivors, but with killers it's "meh, they don't really need anything" or "let's just give them a hook counter, because it's such a minor thing that it's not really meaningful or impactful".
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The problem with adding hook counters to the HUD, is BHVR might give survivors actual new content on their HUDs, then give killers just the hook counter on their HUD, and call it even.
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Wake up and Sole survivor should get nerfed, for the same reason Distortion got nerfed… because they encourage survivors to never interact with the killer. Pretty much every survivor that I've ever seen use Wake up and Sole survivor together, just wait for their teammates to die, so they can try to get a free escape when…
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Hook counters aren't really a big deal, because we can easily track that stuff with a pen and paper next to our mouse. I'm talking about HUD improvements, like allowing killers to see the same killer power progress that the survivors see. If a survivor sees an infection meter on their HUD, the killer should see it too. The…