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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It already is extremely clear when the perk is used. There's a yellow marker next to the name of someone who uses it, and I'm pretty sure there's a sound cue as well.
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Tunnel the survivor with the yellow pip next to their name, it's as simple as that.
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How to tell if someone has absolutely zero knowledge about gamedev in a nutshell.
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I think they use default TR for all killers in 2v8 to avoid confusion between the two.
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I mean, it says right there in my post.
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Depends if it's 50% total or 50% of current.
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The killers that are most affected by this have their cameras locked vertically during their power. Billy, Blight and Demo mainly. Kind of asinine advice. Crouch tech nullifies some killer's powers to a borderline broken degree and shouldn't be a thing.
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Pretty sure this is exactly what they wanted to happen, anyway. Any Skull Merchant buffs wouldn't be well received in general, so I don't expect anything to happen.
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Take the DC penalty if you want to go next. If you want to go next all the time then uninstall. If you go next at 5 gens then you are the reason why solo queue is so terrible at the moment.
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I mean, some perks are meant to be high risk and potentially bite you if you use them wrong. This is one of them. Adding "fool protection" isn't necessary and just limits gameplay options. If you're confident in looping and a teammate who is not is on death hook, then it can be beneficial to transfer a hook state to them…
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Lifeguard Whistle is overpowered. Long overdue a nerf if you ask me.
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Hey, I mean last year's cobblers add an extra chest as well as giving you extra BP. I have like 600 on Sable still.
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Me when I use my eyes and ears to pay attention to the very tall man with loud breathing.
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Eh, Nurse used to have something similar way back in the day and it felt awful. Instead they should bring back double fatigue on a stun, make pallets actually worth a damn against her again.
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You can see when a hook state is transferred as the Killer. It shows a yellow marker next to the perk user's name when it triggers, so there's no need to worry about that.
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Frank would 100% deal drugs.
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Are we really putting Myers and unfair in the same sentence when talking about his basekit? lmao
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Coup triggers passively. Thunder Thighs is situational since it requires an elevation to activate. I still think Coup will be better because it isn't map dependant.
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I know what it's based on. We shouldn't have to luck out by having high BP on a date that seems to change every time before a PTB. I only had ~60k BP from the snapshot date. We should be given bloodpoints to test the actual content. It is a test build after all.
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I don't know what kind of needles you're getting, but you might want to change your doctor.
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I really like what they've done to the perk. I just wish it had a slightly shorter cooldown, maybe 45 seconds, or maybe make the aura reading always active and only have the gen speed go on cooldown. Either way, I'm happy that they've finally made Quick Gambit somewhat viable. I love seeing a bad perk made good.
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I don't know, I managed to get a game where I managed to take a kill from a killer who was actively tunnelling. It's gonna be a lot more situational than people think, it's most effective when you're on 0 hooks and someone else is on death hook, but it'll have the potential to really throw a wrench in the works if…
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We don't need to add killer forfeits, we need to remove the ability for Survivors to forfeit.
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I think the ability is fine in concept, it's just the Search Radius around the dog is so small that it doesn't end up doing anything.
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You would need the stars to align for such a scenario to happen without failing.
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Honestly, Jagged Compass is a fine perk, I don't think it's busted. The strongest Scourge Hook, Pain Resonance, already has an inherent limiter in the form of tokens. Jagged Compass is slow to set up, and requires you to specifically not get value out of a Scourge Hook to make new ones. It is not as good as you think it…
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It goes hard. Probably one of the best Layer 2s in the game honestly. The actual chase music is very pirate-y too.
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"Fun Builds" meaning a basically guaranteed 5 stacks of Devour every game, right? Demo already has a very good capacity for defending totems in its basekit, you'll just have to pay attention and actually channel Of The Abyss to get info. As for the OP, calling this a nerf is silly. Demo's portals were often complained…
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Oh, sweet!
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I don't think the radius nerf was necessary, but the showing of the item aura was 100%. It made the perk so unintuitive to play against, especially in solos.
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Yeah, the search is useless outside of the mobility on the path.
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No, I can only walk backwards though.
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Yeah… I don't really see much of a point in using it at 60 seconds. It's like Moment of Glory but somehow worse.
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Don't forget Ace in the Hole. I'm all for these changes.
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They said it's for a different chapter. I guess they finished the map earlier than the rest of the content and want to do some testing beforehand. (that or this is a rehashed previously licensed map that got cancelled but let's not assume the worst)
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Once again, BHVR makes must-run addons partially basekit instead of the whole thing. Kind of disappointing.
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It'll only be super effective if there's a big imbalance in hook stages, I think. If the killer spreads hooks then it won't be a huge issue at all.
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Honestly I've been cooking with it a little bit. I like it.
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I'm not exactly sure what you mean?
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I mean it doesn't give a hook state for free, it only transfers one. It'll be good against tunnelling.
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I mean that's better overall than the Survivor just going next anyway, which they already do.
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How are people going to troll other Survivors by giving them an extra hook state?
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It's a solid anti-tunnel perk, I think it'll be good to have.
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Maybe one day we'll make it an hour after the PTB before the doomposting starts.
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It's barely used, quite honestly. Nowhere near the meta. It's just the games where people use it to it's fullest extent are unpleasant and hence more memorable.
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You have Deja Vu: When there's only 1 Generator remaining, there's only 3 total generators left, so all are highlighted by Deja Vu and all get the speed bonus.
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I think I could get behind a similar idea. I wouldn't only want it to activate in the endgame because honestly it's a nice perk as it is, just underwhelming. If they made it 5% per stack, and an extra +25% when the Exit Gates were powered, I think that'd be really neat.
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I'd love per-character profile loadouts. I already run hook charms that are related to the killer I'm playing on basically every killer, I'd love to do the same with the profiles too.
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I mean yeah, that's kind of the point. It's only meant to be used if the killer's tunnelling you. I'm gonna assume you weren't around you were around for pre-nerf DS but you'd have people working on gens in front of the killer with DS up and then they'd go hop into a locker if they got too close. It was kind of dumb.
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There's out of the box and then there's conceptually busted. You're basically suggesting the killer version of (old) Made for This, which was incredibly busted. Your idea is just inherently flawed, and not even theoretically, it's been tried and tested.