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

Some much needed constructive criticism and advice about new animations

Here are some ways that I thought of that might help improve the animations.

for some background, my only gripe with the animations is the female walking animation and the injured running animation, as well as some small details about the standing animation. I genuinely liked everything else. Here are some ideas that I had that might help.

  1. for the injured running animation, I feel like it looks stiff. not really the way someone would run if they had a serious injury. If I could add my 2 cents, I would say make the animation as if the character is running with everything they've got while at the same time they're movements are restricted due to pain and injury. A good example of this from the game Resident Evil 2: Remake. The running animation for the characters when they are in the "danger" state is a great example of this point.
  2. As for the standing animation, I love it, and I don't think it should be removed. however, when in close proximity to a killer, it does feel a little bit unrealistic for the survivor to have that relaxed posture. Some really good advice would be to make the survivors get into a different "ready" stance when within the killer's terror radius. Another example of this from another game is The Last of Us Part 2. In this game, when there are enemies nearby, the characters get into a different stance. this adds realism to the game, and would remove some of the uncanny-ness.
  3. As for the female walking animation, I wanted to point out that the default male walking animation feels good and intuitive, while the female walking animation feels stiff and a little unrealistic. I would suggest making the female walking animation more like the male one.


I hope this message eventually gets to the devs and gets past all the nasty comments.


Thanks for hearing me out.