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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I actually liked the PTB version and was planning on using it, but now i'm not so sure.
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Addons need to be reworked. Zombie pathing needs improvement. Being infected should buff zombies in some way. I personally like the idea of zombies detecting infected players easier and moving faster when chasing them, but there are several other ideas that I like. Maybe you could even do the opposite, and have uninfected…
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I don't think that nerf would have much of an effect (well depending on the numbers) so i'm indifferent to it. I think a simpler nerf would be cutting the distance to 16-24m. For something more substantial and more akin to your idea is keeping the current distance, but disable the perk while in chase. However, any time you…
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"And get rid of the skill check or at least make it bigger. It's not necessary for an anti-tunnel perk to have a hard skillcheck." I just wanted to highlight this because it's the main thing I want to see changed. It feels wrong to me that it still has one. Like if you miss it (even if it's not the hardest) I guess you…
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This is more of a QOL change than a buff, but I believe the perk needs is an indicator to let others know you have it. I made a thread on it a long time ago, but having someone cancel your heal on them because they want to heal you first completely invalidates the perk.
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I remember being so happy when it was removed. Not at all excited to play on it again, at least not in it's original form.
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Spamming noise notifications can be very annoying even for people without a disability like me. Here's hoping one day we'll at least get an option to deal with it.
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Played liked 10+ killer games and it never came into play. Played a bit less as survivor and it triggered once while the other games it was barley a blip on the meter. The one time it did trigger it was against a Knight who hooked me for the second time close to a three gen. No other survivors were nearby and they kept…
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The only nerf that I feel might happen is a reduction in range for Windows. MAYBE they remove the vault speed increase from Resilience like they did with Spine Chill? Other than that I guess they could nerf the speed boost you get from Adrenaline, or increase exhaustion times for Lithe/Sprint Burst if they wanted to try…
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I feel the perk should light up when an item is being used in your TR so at the very least you can see when you're getting value. Maybe it could show the aura of survivors that are using an item in your TR?
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This might be an unpopular opinion, but i'm not against removing the lobby entirely if need be. Just queue up in the main menu and when a match is made it takes you straight to the offering screen. Though this would mean no pregame chat for survivors, unless it gets reworked, which hurts solos a little. To be fair however,…
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Oh sorry I don't own it, I just looked at it in the store so cant say.
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I absolutely love it. Honestly might be one of my favorite killer skins ever. Didn't know it had lobby music but that's pretty neat.
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Agreed. I only played two games against her so far, but in those games I actively wanted to have a tape on me whenever possible which seems backwards.
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So nothing actually changed?
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I've wanted a proper carnival map for Clown ever since his release. Think of an open field at night (or just at the crack of dawn/dusk for a partly orange and purple sky) with a smattering of colorful tents, concession stands, and other various attractions adorned with vibrant hanging lights. One large "main" tent looming…
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I have the CE, but sadly haven't had the chance to play it with my friends yet because they keep wanting to play my other board games.
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I'm absolutely disappointed in how they're being implemented thats for sure. I thought they would be more like the optional stairway in Midwich, offering chances for the killer to open up new routes altering the flow of movement in the map.
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From my experience wraith sticks out as the most inclined to tunnel regardless if there are five gens left or not.
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I've thought about this before and think it could work if done in one of three ways. The killer has a usable power of decent strength from the beginning of the match, but it gets marginally better for every gen completed. Just as an example, Oni needs slightly less blood and Blood Fury last slightly longer for every gen…
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Hasn't been said yet, but i'll also point out that the perk was just updated and players are obviously going to want to try it out. As surprising as it may be, when a new perk comes out or one is updated it'll have a higher usage for a time.
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Nicolas Cage will be both the survivor and the killer.
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I like seeing change as it keeps me interested, so i'm looking forward to it.
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As a chad Terminus enjoyer, i'm looking forward to a possible uptick in Adrenaline users.
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I would personally like to see it implemented. The concern that it'll lead to more toxicity is overblown imo, but I understand the thought process and admit I might be wrong. Holding something back due to the fear that some people (potentially a minority) may purposefully/accidentally misinterpret the system, even while…
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A lot of it comes down to the killer's playstyle and my mood that day so it varies. Unless its Hag. Don't remember the last time I enjoyed going against her. Also Wraith is up there too.
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Updating more perks to show a notification when relevant in the match. Perks like Deliverance, Unbreakable, Solidarity, Head On, and Wake Up are the ones that come to mind. They could also show survivor perks on the offering screen when in a game. I'm kind of torn on that suggestion though. I think it would feel clunky to…
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Just stopping by to show my continued support for the removal of map offerings. Alternatively, I also like the idea of reversing their function to ban a realm instead.
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I fine with it going live the way it is and seeing how it plays out before any changes are made. That said I do feel the duration could potentially be nerfed to three or four seconds.
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The games I played against the bots were insanely easy, mind-numbingly easy. They honestly seemed worse than a brand new player most of the time. It works for the goal of training, but I don't see anyone playing against bots exclusively and not getting bored after one or two matches. Not saying there isn't going to be…
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Would you believe me if I said Hag mains are behind anything and everything wrong with this game? Imbalance between solo and SWF? Hag. Gens get done too fast? Hag. Nurse OP? Hag. If you can't see it I can't help you. I can't say anymore in fear of getting banned as they have infiltrated the devs and have some on their…
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Call me crazy, but a radical idea I have is to implement some sort of mechanic that adds a hard limit to the length a match. Don't think this has ever been done in any game before though, so maybe it's too monumental a task.
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I would rather see it and the achievement changed entirely. If not, at least modify it by only allowing a mori on a survivor who has no stalk juice left. If this route is taken maybe then you could allow a locker mori to happen.
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What's your agenda?
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I believe it was last year when this happened, but for the first time since its release I decided to equip it. I purposefully hid at the start of the match to ensure I wouldn't be the first one found. Guess who was still found first... Didn't try the perk again for many months after that.
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Why they do not set a time limit (lets say 30min) that then starts EGC I have no idea. I see no good reason why we do not have one at this point in time, and its a bit frustrating as it seems like such a simple feature to implement.
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It's about damn time too. 🤡 👍️
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Being able to emote and tbag at the same time. Survivors faceplanting when they DC.
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I held off on playing until yesterday due to how miserable playing survivor sounded from people. I played 17 games as survivor and it actually wasn't bad. Not a single survivor DC'd or gave up on first hook in any of those games. Now i'm not trying to discount other people's experiences, but I was surprised how well my…
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I don't disagree. Its always been one of my favorite perks but I hardly use it anymore mainly due to the reset upon being hooked. Personally, if the reset was removed I would never use any other aura perk again except maybe kindred for the killer's aura. Maybe thats just me though and i'm in the minority who thinks that…
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I've always wanted to see the reset upon being hooked get removed, but without some sort of downside I feel it would overshadow other aura perks. Instead of even having a downside/reset, another possibility would be to just increase the difficulty of attaining the auras. An example could be something like only applying…
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Ehh, they did try to help but wasn't the best at it, but I didn't play great myself either though.
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Played three games so far. First game the killer DC'd, second game a survivor DC'd at five gens, and the third game I was hard tunneled out of the game at five gens.
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I'm a believer that the reduction to 75% will make it near useless, but time will tell. I think the exhaustion nerf was a fair trade and just that nerf alone would have been enough for now. Should've also fixed the silent breathing too but guess that'll never happen.
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If both the nerfs go through than I agree that it isn't worth it to be a hex. Even if it isn't nerfed I still wouldn't use though since it can be cleansed too early to get any value. Both nerfs together are overkill so now i'll never touch it again. Just one of them would have been enough, and I already stated which of the…
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Which is why as far as nerfs go I actually like it. Its basically guaranteed to be cleansed before you can kill a survivor so it doesn't actually nerf it too hard. Don't get me wrong, even if they didn't nerf it I still wouldn't use it as hexes are too unreliable. Since they want to nerf it though, I think this was one of…
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I already advocated for the removal of the skill check since the last nerf, and now with the upcoming changes it truly is time for it to go. It would just be a QOL change for most of us anyways, but would still be a buff for the newer players.
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I would think it would be way too weak on its own so I would pair it with other effects. I would throw it on an existing perk that could use a buff. Calm spirit or Guardian come to mind as good fits.
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Honestly why is this so true.
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I'm fine with the fact that ruin deactivates when one survivor dies. I actually really like this change and would have stopped there. The additional nerf to the regression speed does feel like overkill.