Best Of
Re: Dear DbD
There can never be enough charms.
Especially crow charms. I need more, much more.
Re: How would you make Dbd more balanced?
Let's see how much these ideas are hated.
Make tunneling undesirable: Nerf, punish, whatever name you want it, make tunneling the least desirable option. While it's sometimes is needed, it should be effectively a last resort and not the first response. Let's say when a survivor is hooked consecutively gens speed gets a bonus that's large enough to give people pause.
Reward spreading pain: A carrot to the above's stick. Obviously no but also something else to help in trial. Going between 2 people will reward bp more than tunneling one guy and gives killer instincts on a survivor that hasn't been hooked yet after they move a certain distance. A hook carousel (defined: hooking everyone once before a repeat survivor) could reward a mini grin embrace effect. Things like this, give a carrot for the behavior people like, make it appealing.
Prevent "undesirable" behavior in a "fair" or "interesting" way: These are heavily dependent on the individual but for this got 2 examples: Slugging for the 4k and t-bagging at the exit. For the first if the bleed out timer is 1/4th gone (a total of a minute slugged) and it's down to 2 survivors, that survivor can abandon without leaving a bot. For the second for each standing survivor within a certain distance of an open gate the endgame timer speed increases.
Those are just random examples but the point is to find common ground on what behaviors most players hate and curb them, preferably with punishments (sorta like what people are doing here already but better to push the point across).
Make doing other things more appealing to survivors: Basically put pressure on survivors to do something other than sit on gens while not making it completely mandatory. Like some people said above, having a repair penalty while injured gives survivors something to potentially focus on while still giving a choice and is a nice tiny reward for spreading pain, though it can't be to large as otherwise the community will get something like "forever legion". Yes this is a bad thing before anyone questions it.
Totem value: Going with the above, make totems more valuable to snap/bless like making base gen regression faster for each non blessed totem standing or giving a boost to breaking speed for the killer. Something that gives survivors a practical reason to snap bones without being overwhelming enough to make it explicitly mandatory.
Hit the toolboxes a little: At the moment, people like toolboxes more than medkits, so make being able to quickly healing teammates more appealing than having a burst of gen progress that'll be deleted with regression. It syncs well with the above injury penalty at least.
Tweaks to killers and perks on both sides: This is here for completion's sake as no one will be able to agree on common ground for what should happen to what.
Re: Why Making the Blight 4.4m/s is a Bad Idea
The key difference between the 2 is that Nurse's power completely nullifies pallets and anything LoS she can still play around due to being able to just go through it. Blight still has to play around these things.
Something you made me realize as well is that I think there's conflicting opinions due to what we see as an issue. Personally I don't think Blights who just walk forward and then use their power to catch up is much of an issue. Boring? sure, but to me that person is just not playing the killer correctly. What I'm concerned about is that someone went on a 2k+ winstreak, and I can assure you he didn't do that by just holding W and beating through every pallet.
My honestly Option on 2v8
I thinks its Terrible. And its that there isn't much to it. Other than the classes and other features like hook cages. What bothers me is that it feels the exact same as 1v4.
I do like the cages, its a very healthy way of dealing with Tunneling and Camping without changing the game to much. I like the cage moves when the killers finds it. If they can add a version of this system to 1v4, even if they have to change some things it can really help killers with Sabo Squads and eliminate the need for tunneling and Slugging as much. because all you do is pick them up and the entity takes them somewhere random. Plus they move when the killer finds them so they cant be camp or tunneled easily.
2v8 also feels like a bully Soup and called a gamemode its Flashlight, Flashbang every other game. I used to love 2v8 it was fun. I liked Qing with a Killer friend and creating Chaos. The Killer side needs not just more killers to play but also more Classes to choice from.
Play while you wait honestly is great, helps with the very long Q times and helps me do multiple Quests at once.
This version of 2v8 was better than it has been but still very much terrible.
Buff Skull Merchant
The single scanline which is also visible the whole time is a joke. Add back the second scanline so she actually becomes a setup killer. And for the love of god, change all of her addons!!! The recent buffs barely changed anything for her.
Please, give The Nemesis more zombies for 1vs4
The Nemesis need more zombies in 1vs4. His contamination should do more than giving suvivors the occassional cough.
Re: Pallets broken after recent 2x8 update. Insane amounts of pallets added to all maps
This is very interesting - thanks! Very weird that some people are seeing this regularly, and some people are seeing it rarely or not at all.
Re: Let us know what you think about 2v8's tonics!
It is a bad idea to bring those into 2v8. Cleanse a hookstate, really? Why give not the killer a herb to just add a hookstate randomly to one survivor? The game mode is so unbelievable survivor sided.
Observations on 2v8 cage-pacing...
One thing that I have noticed in many 2 vs 8 scenarios is that once the survivors have an edge on the killers, killers run between hook spawning locations instead of checking gens to slow their progress or abandoning long chase more. I'm interested as to why this doesn't serve as evidence to support the OG cages that moved once the killer arrived at a cage. I know an argument was that people were about to die on hook when the cage was moved, but I don't remember that being a frequent enough occurrence to cause the change.
