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My 2 cents about balanced landing (Long Post Alert)

Crokus
Crokus Member Posts: 5
edited December 2019 in General Discussions

Sorry for the long post but there is one concern that the recent perk additions feel like they are only giving "toxic" swf groups more tools to bully the killer and the actual nerf to the bl is disabling solo play even more. I seriously prefer chasing someone with bl than having swf picking up pallets behind me and run around with haste while I carry one of their friends with boil over.

Now to some actual analysis of the exhaustion perks rather than making flaming arguments about swf plays.

Lithe is pretty amazing when you get your tactics adjusted to it, get your "infinite" loops that much "infinite"er. It even acts like a mini balanced landing on most drops from high windows. Only down side is the T L walls in middle nowhere where it gets wasted, but then again, why are you looping a T L wall in middle nowhere, nothing will save you against a good killer in that situation anyway.

Dead hard saves you one screwed up pallet loop %25 of the times and dont work on window loops. It is very easy to get hit through windows after using it for that tiny distance boost because if the killer is good and anticipates it he will charge his lunge timely on red ranks. It even sucks even if you get it right and dodge one hit because you will get hit through it with max lunge and if not, have fun with your extra 5 seconds you earned...

Sprint burst is probably the absolute best perk in game when you master holding exhaustion and basically get infinite adrenaline on demand making unhooks, stealth drops, healing (both ways) safe, but it is really boring even with fixated on. You can use it immediately for no reason and hold exhaustion to make it less boring when away from killer but gen repairs are going to be the buzz killer.

When I play killer, I hate lithe (because of "infinite" extention and failing a hit even when I mind game right) but never feel it is op, laugh at dead hard (sure, have your couple more seconds that you just might get...), never find sprint burst users in the first place and just stare after them when I find them (Rewarding stealth play is really what this game needs more of). I only get annoyed by balanced landing loops but never felt it was op as playing killer. Seriously, balanced landing really does not need a nerf, from the killers perspective I always liked dunking on bl users anyway.

If you read all of it this far thank you for your attention, espacially you devs and mods.


Edit for devs: What you should really look into is nerfing the swf plays. For example add one more gen for each swf 3 and above for them to activate exit gates.