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
-
we've been asking for command center based map functions for months.
-
thank you for replying. in general i'm against modifying outposts in ways that isn't applied uniformly. basing something off it's averages isn't a good strategy in my opinion because those averages will change over time. i'd love to see a system where players are rewarded for using less hardware, or for running multiple…
-
"This is a system that would only benefit you personally. Why would you oppose it?" because i care more about balance than benefit to myself. the path to increasing raids in brutal it to reward people more for playing them. it has nothing to do with how often they are offered and everything to do with people just don't…
-
generally wishing someone good luck is considered a positive sentiment.
-
not really one for art based builds myself. so i'll pass. but good luck on getting replays.
-
"Nothing is stopping them from leaving. That still counts as a raid. If your base isn't compelling enough for the raider to stick around then that is a builder issue." blaming the builder? or the raider is a coward with no skill who is afraid of a challenge. "There isn't going to be an issue with not getting raiders. The…
-
what kind of rewards are on this sliding scale? how does the scale affect those rewards? why only only average deaths and not also average time or %of defenses destroyed? does this affect resources, rank, or both? why should this be implemented over the current system or an alternative one that has static increases or…
-
so what stops them from just quitting your outpost during that raid you used your credit on and wasting your credit? additionally, what if people just don't raid that difficulty level?
-
"Of course builders would take this opporotunity to murderlize raiders horribly and eventually raiders would just ignore them (like tombs), but it woild be fun while it lasted." a placable objective that isn't optional is what the builders want. something that makes the outpost less linear and require more exploration. and…
-
"Everyone knows that brutal outposts don't get near as many raids as other difficulties." because the player base isn't rewarded properly for running brutal. "Players like to build brutal outposts but no where near as many want to play them." the difficulty system makes it hard to not be brutal, it's not so much we enjoy…
-
Replay viewer for your phone. optional continuous feed, possibility of seeing raids live.
-
if this is the case, thats fantastic.
-
addition - i think the correct way to handle it isn't to lower the danger of the trap, but to raise the threshold of what "normal" and "dangerous" is so things don't tip into brutal so quickly.
-
guard shot triggers also, at least ravager.
-
block is irrelevant seems they may have removed the feature of cascading destruction like that.
-
i assume this is the configuration you are describing
-
i have lasers in some bases that fire around corners and down halls over 20 blocks long. in a 1x1 hall, with multiple lasers firing down there. they are sealed in an area that you can't go into until after you collect genmat. meaning if you fire ammo at them, you lose it. you don't think that warrants a high danger level?…
-
you saying that made me think. sometimes i have ranged units on ledges with bloodlust so they're pre-prepped to fire. yes. i can see this being a problem now.
-
a healthier way to guage skill is to punish the unskilled who quit raids. a skilled raider won't quit, they'll push through their challenge and win, even if they die. an unskilled player will quit and find another outpost. quitting will never be a sign of skill and should negatively affect climbing the master ladder. make…
-
the death fall is the issue i'd be concerned about. the ai pathing isn't phenomenal.
-
the main issue i suppose would be controling the ledge they jump off of. i assume they'd attempt to route the shortest path, but i dunno. i don't trust the AI in this game enough to want them to decide on their own where they jump from.
-
"You aren't going to get the highest possible score per day in 15 minutes." You may not. but you can't say i won't. I promote to master in 7 hours after reset. 4250 for silver 4 -> gold 1 5k gold 1 ->2 6k gold 2->3 7k gold 3->4 9k gold 4-> master 4,464 rank per hour or 22 raids per hour on brutal at flawless. giving us an…
-
seems they have fixed the problem.
-
"peregrine + turbo motor" - https://forums.bhvr.com/meet-your-maker/discussion/374369/new-suit-idea-hawk#latest "Extended tether & soft landing level 1"- https://forums.bhvr.com/Meet-Your-Maker/discussion/374368/new-suit-idea-arachne#latest i like your pulse disruptor, i've been asking for a grenade version for a while.…
-
sound masking is something every builder needs to learn. there are decorations that generate noise, they can put pistons behind sealed walls to generate a constant cacophony of sound as well as utlizing tomb sounds and other guards/traps to mask the assassin sounds. as a standalone guard the assassin isn't anything…
-
the main reason people avoid brutal is time investment. if you want to maximize how often you're raided, make dangerous maps. Brutal is for rank climbing. i make my brutals for the challenge players, the dark soulers among us. it comes down to why do you build. if you build to get raids, you need to consider the players. i…
-
simple and effective.
-
setting the HRV path in patrol will lead to idling the HRV, looping in circles, or just running a path that takes 30 minutes to finish.
-
difficulty calculation includes proximity to HRV path, if it has a direct LOS, how many other traps and guards share it's LOS. spike traps rarely overlap with other traps target so they're low difficulty, a laser has a cone targeting range that is really long, a sentinel has a large sphere targeting radius. so they QUICKLY…
-
"But once you hit master is where the problem starts. First of all, what does your ranking actually mean?" your ranking is a measurement of how efficiently you clear outposts. a deathless brutal comes in at 200 points, a 1 death comes in at 125. if you take 4 minutes to run a deathless but 3 minutes to run a 1 death, after…
-
i'm more focused on "it can be unfair" and the fact that they corrected it. and on the note of "fun for one go" hopefully next they'll address the overpopulation of maps like this that are leaking into brutal where they don't belong.
-
map name please. preferably pictures of the setup.
-
pictures of setup please.
-
pictures please.
-
kill in the outpost fail when used as the only metric of difficulty. it doesn't account for changes in construction or if people quit due to time, difficulty, or patience. also trap combos affect diffculty heavily. a iron claw with a acid cube below it is always going to be more lethal than a spike trap over the acid cube…
-
speed runner literally told him to listen and pay more attention? it's not speed runners wanting nerfs, it's this guy.
-
i hate mazes. even with pathfinder i'll still not play them. make a maze where the routes continually loop back on itself and traverses up and down itself so that the path when displayed via pathfinder the pathfinder perk also shows the path HRV will walk, not the "VALID PATH" displayed in build mode. meaning if his way in…
-
heres 5 more for you.
-
i'm merely trying to point out worst case scenarios of it's implementation because MostEfficientTacticAvailable will involve that nonsense.
-
"Rank literally means nothing in this game. N.O.T.H.I.N.G. It's not like you can even see a ranking list somewhere." it means nothing to you. on that same token, money means nothing. no major country backs their currency with physical assets anymore it's all based on "because i said so" power you're legally obligated to…
-
they already have forced build changes via patches with capacity and difficulty cost changes.
-
the entire batch again. eta on a fix? another month? 6 more?
-
new patch, old bug. almost 7 months have gone by and the most important information to me is still routinely not displayed.
-
can't help with that.
-
volt lancer, arc barrier, flash barrier, phoenix pod. the "screw you i'm getting out in 1 loop" build
-
reccomend going onto twitch or other stream services and finding live streamers then asking in chat if they're interested in socials. you can get live feedback that way.
-
putting a map on social will leave it on social permentantly, as long as you don't re-enter the map it won't update and you'll have your overcap map. just information.
-
i'd argue that social shouldn't reward anything, but i wouldn't fight a war about giving people 1% of what live gets during casual play. but to be given near full resources when you don't lose consumables, i disagree with that.
-
it affects rank. i care about that. so do a lot of the people at the top. if you don't care about rank, then yes this is great. but if you do care about rank, it's a devastating blow to true progression and fairness. if you favorite all builders who do brutal EXP maps, your entire brutal roster is free wins with no deaths,…