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Comments
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If there is a little of bit of feedback that condemn buildup is strong, then the devs have done their job of making Sadako's power feel threatening. ----------- But over and over, playing Sadako, I only see 1 out of the 4 survivors actually grabbing a tape early on at best. I know how to isolate 1/2 of the map and turn off…
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Well the thing is: whenever there is a choice that has only one obvious answer, its not really a meaningful decision. There isn't a reason to NOT hold a tape at the beginning of a match. It should just be done automatically. =========== But if we wanted more skill expression, I''d be all for having teleporting apply only…
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He could have a "stance" where he uses his gun, the redeemer, like a crutch or a walking stick to help his injured leg. While in this stance, he moves like a regular killer, but can't use his power. Then he needs to take a few seconds to go back to shooting stance where he's ranged capable but slower moving.
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From a consistency standpoint, I do find it odd that the two types of bottles use the same ammo count as you pointed out at the end of that post. Antidote and tonic ought to have 4 bottles each. Making one gas cloud slow and speed boost simultaneously is actually a very powerful buff. Something like that might be suited…
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Which surprises me that hag isn't played more often. Usually people gravitate to what's strong, but she seems so rare.
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My honest opinion about the wraith in his current state is that a very experienced blight with "stealthy" perks (i.e. tinkerer) is much more threatening than any wraith. They both overlap somewhat with the high-mobility run-down strategy, just that blight doesn't have the weaknesses on certain loops.
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Wraith is weak vs meta-builds and survivors who have good map knowledge. Wraith is also one of the default killers and his movement speed is oppressive to people who may not have teachable perks (i.e. sprint burst, self-care, or bond), or do not have a sense of where pallets spawn yet in their first few dozen hours.
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Talking about the first part of that post: A certain degree of randomness and a small amount of unfairness provides a bit of variation in the gameplay experience. But rather than splitting off into ranked/casual with strict rules, I think a big culprit to address instead that ruins people's fun is that good…
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Wraith, being a character who moves so fast, is extremely oppressive once pallet deadzones have been created on some maps. Where he really suffers is bad loops against survivors in certain situations like double T or L vault windows. Having to spend so long on certain loops puts a certain ceiling on him in high ranks. One…
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Just throwing something out there about my original point of "how to make objectives matter less so people can do other activities that are more fun and relaxing" (i.e. chases, helping teammates, etc) ---------------- What if instead of 5x generators to start the end collapse, We had a 30 minute timer until the end…
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Well that's what I do every game. I play my best and if I see an opportunity to snowball things into an early 4 man slug, I go for it. Or if I see that the situation requires me to play a bit of defense with 1 hooked + 1 other down, I do that. (for certain killers, its do this or basically lose) On the survivor side, being…
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From a thematic/animation perspective, having survivors pull out daggers from themselves could be an interesting place to start for giving the Trickster some split pressure. A huge amount of possible effects and/or debuffs are possible as you said.
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Personally, I wish we'd get several PTB tests where they throw out random changes to the core mechanics of the game (cloning a build right after a release with some tweaks). Many other studios when faced with potentially risky restructuring changes of their games would do just that to try and find possible leads on the…
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What dismays me about people not liking her defensive playstyle is that in the same vein, many people also complain about a lack of variety in the higher ranks. Some people refuse to play hag out of principle; a lot of survivors moan in post-game chat and DC when I queue as hag, but we can't move away from the narrow perk…
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My general experience is that survivors can already "wipe away" traps, sprinting to the edge so long as their reflexes are good enough to back away out of lunge range in the briefest instant. But only 1% or 2% or so survivors that I come across actually do this consistently without getting hit. Overtime, if hag gets played…
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After watching a lot of gameplay of people playing him, and playing against occasionally (a bit rare these days), one final thing I have to add on the topic is that I think that Main Event doesn't need to exist as a mechanic in its current form. For example, when a Myers goes into T3, from the perspective of a survivor,…
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My 2-cents what hag needs versus tournament-tier survivors (not just your run of the mill SWF, but super-super best of the best survivors) is simply a button that deactivates all her traps temporarily. It might look something this: Each trap that's interrupted and not teleported to builds up a stack. At maybe ~15 stacks,…
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I'm a pretty sweaty Hag main that's played hundreds of games at rank 1 and 4-slugs a lot (on NA if you see a blue ponytail hag skin 4-slugging everyone near the start of the game, that's prolly me). But I know what you mean about some coordinated teams that can catch you by surprise. Here is what I run as a result almost…
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Its not just movies and books that handwave this, but a lot of other smaller multiplayer horror games also feature some kind of fast travel or teleportation mechanic for the killer. In comparison to them, Dead by Daylight is a bit weak on the "we're always worried about the killer". In some ways, DBD feels more like a…
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Actually a better idea for that issue after thinking about it for a while: You would have the killer spawn inside the fog area. Then the spawn distribution of survivors can be 100% random throughout the map with the only logic requirement being that they be a bit beyond lunge distance of the fog wall, center of the map…
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If the killer can't see the survivor while in the offmap fog realm, I don't think it'd be used as an early rush or chase mechanic. Survivors would come to know that its good to run away from the fog wall as a precaution though at the start of the map. If that does become an issue that could make the killer have a 1 or 2…
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There are a few commonly tossed around ideas that have been discussed again and again, so I'll try to come up with something radically different: I think generators should be faster, not slower. The less M1 simulator the game has, the better. However, the killer should have greater power to dictate which generators he…
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Using the 3x pwyf agitation and tonic while carrying a survivor example then, making gas a separate multiplicative factor or exponential: 4.6*(1 + 0.05 + 0.05 + 0.05 + 0.18 )*1.1* (0.8) = ~5.38 m/s (4.6*(1 + 0.05 + 0.05 + 0.05 + 0.18 ))^1.065* (0.8) = ~5.51 m/s As opposed to the ~5.26 by default in the game then.
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In that case, I guess to summarize, I was suggesting that the formula be one of two things then: (base value) * (all positive modifiers added together) * (gas modifier) * (negative modifier) * (negative modifier) [(base value) * (all positive modifiers added together)] ^ (gas exponent) * (negative modifier) * (negative…
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The other thing I would add is that if we wanted bigger payoff for yellow gas bottles under certain conditions, we could make it an exponential function instead. If the killer makes the stars align, builds up stacks on certain perks, and runs multiple perks together, it can payoff in a significant way. If yellow antidote…
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I would also add that the Trickster, who takes a while to takedown someone at range like the Plague, would benefit from having the tactical flexibility to give up a chase. Right now, you as the killer face a huge dilemma to keep eating loops or risk losing a lot of hard won laceration stacks. A lot of people call for…
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Using the previous set of urban map reworks, most of the near-infinites are going to be solvable through kickable doors. Unlike the desert map and Bedham that have 1 primary point of interest, Haddonfield has multiple near-identical buildings that will likely need door kicking. It still helps tremendously, but Haddonfield…
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For Deja Vu, I was just wary and erring on the side of caution because I still have PTSD as a killer main from how problematic the initial release of Mettle of Man was as a 2nd chance perk. But you are probably right that the time to activate might be too high as I had originally listed.
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Regarding 2). What if you could press a key to trigger the grunt as a mindgame (and suppress future grunts for a brief duration simultaneously)?
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But then one has to wonder, if the clown is carrying a bunch of darts in his pocket, why isn't the clown throwing his darts at survivors?
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From a mechanical standpoint, what would be the difference between jumping over obstacles and just phasing through them like the Nurse does? (would a cyberpunk robot skin for the nurse do the same thing?)
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Yet as a comparison, there are killers whose powers can be used to close distance and be used at loops (spirit, hillbilly, etc). Many killers have strengths in multiple categories and clown is just a 1-trick pony at loops and he's not even best in class for the single thing he does.
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But some kind of effect if he drinks his own potion is a potential way to make him very unique while being thematic to his concept as well.
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When it comes to perks, I'm baffled at why the devs feel the need to put so many restrictions on indirect utility perks. Perks that directly impede generator progress or aid in chases or assist in scouting are often the goto perks virtually all builds. But with an indirect perk like knockout, they removed its usefulness…
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I'd imagine that it'd be harder to work on a generator with a missing finger.
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It'd help, but to put things into perspective, 1). Freddy doesn't need to reload to begin with 2). Freddy doesn't need to worry about the rate at which snares are placed 3). It'd give the clown some scouting tools, but Freddy's is still more flexible being able to scout doorways. 5). If close range enough to land bottle…
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Well a very straightforward way to solve the mathematical problem would be to make lives be shared among ALL survivors. For example, if hooked, so long as your team hasn't exhausted all its lives, you will have a hook struggle. To prevent hook camping, running out of a timer on a hook uses up a life and you keep…
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The vanilla perk numbers are just: Time to wiggle free from your grasp is increased by 4/8/12 %. That's 7 meters of extra hook distance at tier 3. It is bad. I don't even know if pallet protection, and almost double the bonus distance are enough to save it.
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The idea was at least that you run around with Legion feral frenzy speed, but keep the same hooking distance. By itself, its not much, just a minor time saving perk, but could be comboed with other things like agitation for more movement speed, or iron grasp for more time for a rushdown build to down groups of survivors…
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Maybe the first non-basement hook used could turn into a shrine by the entity once the survivor is rescued. Then it becomes a gateway to traverse the map or hook survivors in the basement.
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The insidious idea comes from a Rank 1 Doctor I saw who used insidious to trick people at gens. He would stand next to generators and trick people into thinking he was an illusion. Even after starting the generator, he would still stand there for a few seconds. I fell for it and got grabbed to my surprise. ----- Temporary…
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The only caveat to that is that there are stacking interactions that need to be taken into account. Like a green, yellow, and a brown addon that stacks. The clown bottle fiasco and the mend time addons on legion come to mind as previous examples where that was an issue.
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Sabo as a concept certainly needs adjustment. I could see something like this as complementing it.
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The new insidious as shown here still allows for basement strategies. Instead of sitting still near the hook, you can instead pretend to move away a little bit, stand still, and then double back to patrol the basement with no terror radius and repeat. Being able to patrol around the basement with no terror radius…
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A lot of people (or at least my understanding of the general consensus) see the vanilla unrelenting as a very weak perk. But if there is a playstyle that wants the old relenting effect, they could just merge into a perk like Fire Up for example where it affects picking up, dropping, pallet breaking, generator damaging,…
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Making a list for survivors is a tricky beast. BHVR has themselves in a balance corner because many of the survivor S tier perks are 2nd chance perks that have a super powerful sudden effect (see sprint burst). To get a lot of perks on equal caliber would mean printing a lot of 2nd chances or things that prolong killer…
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After brainstorming a bit more, do you folks think this might be better? Think of all the times that killer shack window caused you so much grief. Would you spend a perk slot to get rid of it? ----- Added iron grasp to the list as well.
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@thesuicidefox I don't know if I phrased it well, but currently the mist is modified by bottle offerings. I was thinking something along the lines of: the effects of 5 of these offerings are burned with this perk, but it renders less for the killer. Then each generator completed removes 1 bottle offering's worth of effect.…
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Updated with knockout + deerstalker.
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While brainstorming, I went through and made a list containing most perks, but I didn't bother to post every single one as I thought at the last moment that some were TOO radical and might be potentially broken/problematic. For example: SURPRISE, REMEMBER ME?? -------- I don't know, would survivors find this fun as well?