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Give the Killer's back their "Balls".

fcc2014
fcc2014 Member Posts: 4,388

The complaints about balance( Looping, Generator Rushing, Decisive Strike, SWF, Self-care etc) The real issue is the perks killers have to work with. Buff certain perks for example:

Blood Warden. Instead of it being when someones hooked, as soon as the door opens the barrier will go up for 20/30/40s or 40/50/60s who cares.

Save the best for Last could be 3/4/4 in movement speed until you sacrifice your obsession.

Fired up could also increase movement speed. Dying light could have an increased penalty currently 19/22/25 make it 25/30/35.

Thanatophobia could use a slight tweak if a survivor is killed it counts to wards the penalty.

Pop goes the weasel make it 25/30/40 on the next kicked generator.

The point is the killers should be powerful and scary. They shouldn't need to lobby dodge. As a survivor main it should mean something to escape. It shouldn't happen as often as it does. I understand that you are trying to keep the frustration level low for Rank 20 and 19's but not everyone needs a trophy. I also understand you need to keep the player base coming back. It is still a horror survival game and 4 vs 1. Have you seen horror movies not everyone gets out nor should they.

Comments

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  • fcc2014
    fcc2014 Member Posts: 4,388

    I agree Killers should speed up the longer the chase goes, the looping is ridiculous. The chase detection is also an issue.I do think the killers have a weaker set of perks to pull from. The Killers should have a few more "end game perks". Personally i like when the killer has blood warden or NOED. It makes it more exciting.

  • newduls
    newduls Member Posts: 90

    This wouldn't give them their balls back. It would just change the killer meta a little and push survivors to focus on the gens even more.

    Given enough time a killer will always kill everyone. Let's just say for example, we took out the exit gates completely, let's say instead of escaping survivors are just working for points. Infinite # of generators. The survivor who "wins" is the survivor with the most points, points are achieved ONLY via generator progress.

    All survivors would EVENTUALLY DIE, the duration of the game would be the only thing in question.

    The issues with killers is not how powerful, simple how the time to chase vs the time to complete gens is currently balanced.

  • DasMurich
    DasMurich Member Posts: 67
    fcc2014 said:

    It is still a horror survival game and 4 vs 1. Have you seen horror movies not everyone gets out nor should they.

    The opening cinematic when you start the game isn't what we're playing. 4/4 escaping should be rare, what ever happened to the idea of "the final girl"?

    RemoveSWF said:

    I've lost a survivor when I'm right behind him or he breaks field of view for 0.5 seconds.


    I've been running Bloodhound + Sloppy Butcher + Predator and seen this happen. It's real, it's so real.

    fcc2014 said:

    I agree Killers should speed up the longer the chase goes, the looping is ridiculous. The chase detection is also an issue.I do think the killers have a weaker set of perks to pull from. The Killers should have a few more "end game perks". Personally i like when the killer has blood warden or NOED. It makes it more exciting.

    I think the survivors should have a stamina pool that they really need to be mindful of. Put broken glass in windows to discourage constant looping by way of staggered damage over time. Killer should be able to break pallets before they're dropped while they scout.

    newduls said:

    The issues with killers is not how powerful, simple how the time to chase vs the time to complete gens is currently balanced.

    Maybe generators could actually require parts to be repaired. Strip two parts from generators to repair one. Get spark plugs from Gen A and fuses from Gen B in order to fix Gen C. Would just add some steps to repairs and by default, time.