Best Of
Re: Pig Trapping and stalking you until you're dead.
I don't disagree, however your team wins and escapes if the Pig does this. It's throwing the trial.
Re: Who wants Dead by Daylight to have a flooded map like this?
Every Switch out there just shuddered even thinking about trying to run this! 💦
Re: Overpowered killers
That's never gonna happen, wesker and oni are fine as they are, not to be rude but sounds like a skill diff in a team or the killer player itself than an "op killer" I've encountered matches where survivors dominated 2v8 when I play as or against wesker or oni (or both at the same time) and other times it's a balance and other times it's a complete killer stomp
Re: Is The First OP?
Agree with this, the power ends and is immediately back there is literally no cooldown even if you do the clocks the time that is left is so long that it shouldn't be allowed to be back so fast. Even Freddy has a mechanism where you can't go to sleep after you wake up. It's just another killer that is miserable to play against. It will only get worse the more people play him. Having to do clocks for basically no benefit and the totems builds people are using alongside that. No gens ever get done.
My problems with & wishes for 2v8
First: I play both sides nearly equally (2 survivor matches between 2 killer matches), play 2v8 since the beginning and have 8k hours in DbD.
1.) 10 generators instead of 8
You doubled everything in 2v8 except the gens and I don't understand why. I had a few matches where 5 gens were done in like 3-4 minutes while the killers only gained 2-3 hookstages meanwhile. I usually escape as survivor in 2v8 unless my team and myself "let the killers win", because we're too altruistic or don't do gens quick enough. If the survivors are just trying in 2v8, the killers usually have hardly a chance.
2.) Pallet density is still a problem
The pallet density in 2v8 seems still unbalanced on certain maps. On Red Forest or Shattered Square for example you have multiple pallets like every 3 metres and often doubled. Meanwhile on other maps like Coldwind Farm I still notice dead zones (I'm not talking about the edge of the map).
3.) Escapist is OP
The only role I have a problem with is Escapist, because you shouldn't be able to dodge a hit by using a button (that gives me old Dead Hard flashbacks). Sprint Burst is nothing compared to Escapist because you can already be running and still trigger Escapist and not just for yourself, but also for your mates. It's just too strong, I hardly play it myself as survivor.
Edit:
4.) Ranking up / gaining pips in 2v8
I still don't get it why you can't get pips in 2v8. You even get emblems, so why not pips? When you play 3 weeks of 2v8, you hardly benefit from the rank reset.
Re: Why are we not doing anything about these Gens Speeds?
Hot take but toolboxes and bnp should of been the ones that got reworked instead of medkits and syringes
Re: this games netcode is killer sided
They know its an issue but they don't care about fixing it because the game is doing 'fine.'
All that would be required is showing killer ping in the pre game lobby so players have a choice to dodge or not.
Re: this games netcode is killer sided
DbD uses the network philosophy commonly called 'Favor The Shooter,' which works in an FPS where everyone is a shooter. With DbD, the devs call it 'Favor The Killer,' but as there's only one Killer, it perpetually favors one player at the expense of the other four. I'm glad you posted a clip with ping, which is a great example of why this system is problematic, frustrating, and ultimately unfair for Survivors. Until more raise the issue, nothing will be done.
The devs have publicly stated they are more sympathetic to The Killer because they think a denied/rejected hit is more devastating, as it could mean another loop. They have zero concern for the Survivor on death hook, where that fake laggy hit results in them dying. Apparently, getting killed isn't as devastating or frustrating as a rejected hit. Killers are so accustomed to every hit connecting due to the P2P where The iKiller was the host, that when Dedicated Servers launched, the devs had to publicly declare that little will change for Killers and hits are still handled on their end, the big exception is that the server will validate the hit if their ping exceeds 350ms but as you’ve shown, it doesn’t even do that. The threshold is probably 1000ms before a hit is validated.
Am I going crazy, or is there indeed an instant mark hack for the Ghostface epidemic?
I swear, like, one out of three Ghostfaces I go against mark a survivor in nanoseconds! No, they haven't been stalking; it feels like all survivors start with a 99% mark already, right off the bat. Otherwise, how are they able to mark you on a small, closed map in less than half a minute into the match? There’s no way for them to stalk from a distance. It usually goes like this: you start → rush toward the middle of the map → bump into a Ghostface who looks as confused as you are → BAM! You get insta-marked → you run → one hit → you're dead.
I own Ghostface, and as far as I can tell, he doesn’t have any add-ons that allow him to insta-mark survivors. If I’m right, then subtle cheating is getting out of hand.
Re: comms and ranked system for balancing
I agree. BHVR is balancing for 3 sides of the game: Killers, Solo Survs, and SWFs. Just eliminate 1 (solo) and then we can really get some good meaningful balancing. I get that not having comms is suppose to add to that "horror" and surprise element of DBD… But at least implement a proximity chat. And yes that means include the killer in the proximity chat too. Would be interesting to see comm related perks, and add-ons too. And for the modern thin skinned players out there, have a mute button for them (of course) and a "mute all by default" toggle in the options.