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I tried for you

JohnWeak
JohnWeak Member Posts: 854
edited October 2021 in General Discussions

PLAYING FAIR ON HIGH MMR AS A KILLER

Define playing fair :

  • no camping and no proxy camping
  • no tunneling
  • tending to get every survivors hooked twice before first kill unless unexpected opportunity

Killers played : Pinhead, Blight, PH, Demogorgon

Results : you cannot win a single trial, all 4 survivors are escaping and you end up having 6 hooks on average.

That's the current state of the game, if you want to win, proxy camp and tunnel all the way guys.

Regards.

Comments

  • EvilJoshy
    EvilJoshy Member Posts: 5,295

    "So long as you play by their rules. You'll never win"

  • JawsIsTheNextKiller
    JawsIsTheNextKiller Member Posts: 3,367

    If you play according to those rules I think defeat is to be expected. There is a happy medium between those rules and tunnelling and face-camping the first survivor you see until they are dead, then moving onto the second. etc.

    Actually, would this be test number 2?

  • Clevite
    Clevite Member Posts: 4,335

    I think everyone knows at high MMR you will rarely win going for 12 hooks.

    Even survivor mains understand this.

    Question is how do we achieve a game balance where all of this isn't necessary.

    And if we do, would killers still do it?

  • JohnWeak
    JohnWeak Member Posts: 854
    edited October 2021

    😂

    It's sad that one survivor has to be punished for the killer to win.

    A good design would imply fun for all players in a trial, it means that everyone does 20k points minimum and has time to enjoy the trial before dying or being reckt. Fact is now it's impossible and i really hate the fact that i have to ruin someone's game to win mine...

    To achieve a 12 hooks win at high MMR, maps must have a max size of 8k square feet and way less pallets/windows OR ruin should be a generator built in feature (but with like 150% regression speed) to slow down gens and give a chance to the killer to patrol/chase properly.

    Ruin/undying are not effective as they are as competent survivors are finding them way too fast.

    Pop is also not strong enough against organized team as they will work on many gens simultaneously and you can pop only one gen.

    The main problem is the speed at which the survivors can finish their objective in opposition to how long are the chases.

    Chases are a big part of the fun in DbD with the mindgame involved so making them ending faster is not ideal.

    Ruin has to be built in generators or should not be a hex perk, just a normal, non cleansable perk.