Best Of
2v8 is not fun for killer anymore.
I don’t know if it’s just me, but 2v8 has become much less fun for killers. Survivors already have two fewer generators to complete, and with 70s repair times instead of 90s, you can't slug to create pressure, you can’t camp, survivors can heal almost instantly and there’s no way to track hook stages when there are 8 survivors... Not to mention the massive amount of pallets, with maps twice the size of the normal mode, and most killers aren't strong enough to deal with it. This manual Sprint Burst is extremely frustrating—I don’t know who came up with that idea—plus getting Blast Mined in the face all the time... So, in my opinion, 2v8 has become much more frustrating for killers. I know some of this is intentional since the mode needs to be fun for survivors. But I’m not sure if this is the best way to go, because right now the mode feels much more frustrating and unfair for killers than it was before.
Re: Giving up seems to be so common now, why?
I Daresay the Killer should get the option to Opt out without BP loss or Penalty the moment the exit gates are Open if they want. Just like how survivors can quit regardless when they are all down.
Barring of course the Killer Opening the Gate themselves for a Bloodwarden play.
Re: Pallets broken after recent 2x8 update. Insane amounts of pallets added to all maps
Do not play any low to mid tier killers you will lose
Re: Are gen kick perks like eruption even worth it anymore? Is anybody still using them?
eruption hasn't been worth it since i found out the 8 kick limit existed since it takes 2 regression events
Re: Are gen kick perks like eruption even worth it anymore? Is anybody still using them?
yea, killers really got the shaft with the 3 gen nerf. cause I guess defending the last 3 gens was considered "holding the game hostage".
Re: Proximity Chat Instead of Full Voice Comms?
they could literally steal what F13 had with the radios that gave everyone the ability to chat in game. Just do it another way. Vc would make dbd so much more fun to play.
Re: Proximity Chat Instead of Full Voice Comms?
i personally don't want it since coms ruin the game and isn't balanced for it bit since people will just complain about proximity chat and demand full comms that the killer can't hear also it doesn't fit the horror theme because this game is balanced around a lack of information and is also why you have 4 perk slots
Dear DbD
Can we stop with the charms, the banners and the other things? Some are cute, But what happened to community events where we got an outfit? Are we really not worth at least that much?
Ive been playing for many years. Have thousands of hrs on the game..Can we just go back? lol
Try to get the survivor/killer side to some what like each other again?
Re: How would you make Dbd more balanced?
I think attempting to achieve perfect balance isn't really super desirable, so my focus personally would be on tightening up edge cases and promoting more fair + engaging gameplay for both sides.
This obviously isn't an exhaustive list but I think the big bullet points would be…
- Nerf tunnelling. I've got this post up for more details on the specifics of how I think it should be done, but TLDR is that rehooking someone immediately after they're unhooked results in no hook state gained, to make tunnelling someone more of a situational slowdown tactic like slugging.
- Rework toolboxes, also explained in the post above but the TLDR is that problematic gen speeds basically always require a toolbox. Since just nerfing the numbers wouldn't be satisfying, repair speed should be replaced with something else entirely.
- Increase information gain for solo queue. I'd personally be wary of some kind of ping system, so instead I'd look at things like seeing your teammates' perks in the match details screen + a timed aura reveal on your teammates when someone's hooked, stuff like that.
- I don't have specifics for this, but something to pare down aggressive objective denial on the survivor side. Full dedicated teams for this can be really obnoxious, but each component they use is reasonably balanced on its own, so I'm not really sure how to tackle this one.
- Disincentivise slowdown perk stacking on the killer end. Refer to this post for details on how, but TL;DR would be that regressing generators wouldn't be affected by generator explosions or generator blocking.
From there, I think you'd be left with more specific balance problems, EG, nerfing the strongest killers, shuffling strength on meta perks for both sides, and addressing overall map balance. This kind of thing is always going to be a longterm, iterative process, but the bullet points there should provide a more stable base to work from.