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

Nerf sadako, destructibility mechanics and more

Training within the match.


Inside match training, this is the sadako nerf I was talking about, because in order to solve the sadaku problem, you only need to teach the survivors to resist it, nothing more.

How I see it: In the first match against Sadako, the survivor is shown a message: find the cassette and the aura of the nearest TV is highlighted, the survivor takes it, and then writes: cassettes protect from death, this is exactly what should sink her to the bottom, where she should be right, because the killer is terribly weak and all that makes her strong is inexperienced players.

if you work with this concept.. it will still turn out to be something better than the tutorial that we currently have in the game


Onryo

-TV noise can now be heard within a radius of 18 meters.

It's not as noticeable as auras, but will still help players find TVs.



destructibility system

Now everything on the map is made of materials that have their own power, and killing attacks will have their own power

For example, let's take a tree material, the strength of which will be, for example, 5. This means that attacks from killers whose strength is less than 5 (for example, a witch), and killers whose strength is 5 (killers with knives), weapons will stick into this material, that the truth will not increase the reload time of a strike after a miss, this is a stupidly cosmic solution in essence .... well, except for the fact that killers whose strength will be more than 5 (demo, alien) BROKEN PART OF THE WALL ON IMPACT. That's all(:

You can also make it so that the clothes of the survivors have wounds from attacks ... I think this will be no more difficult than memento mori with dismemberment, well, in fact, these are also textures that are superimposed on the survivors after certain events.

Map features.


Traps: Things that will prevent either the survivors, or the killers, or both of them from reaching their goal, for example

For example, let's take a rough idea for one of my maps: Cameras: Cameras close passages when they spot survivors and set off alarms. But at the same time, there will be textures in the room to hide from the view of the camera, and all of them can be turned off in a special room by finding it by wire, for example (I think we will soon see something like this in the game ... actually in Nastromo already has traps)

In fact, this is intended to force the survivors to do something other than repair, and diversify their gameplay by making it a little more difficult ....


.... It seems that this ######### is enough for you ... thanks for reading ... although it is unlikely that you read to the end ....