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Hopes for the first half of 2024's roadmap

The answer to the 3 gen:

The most obvious solution to this problem is fixing the spawn logic of gens to have them spawn as far from one another as possible. But with BHVR at the helm, I fear their solutions are either over-convoluted or a fix in the wrong direction. A simple, terrible solution would be to max how many times a gen can be kicked, but that would nerf many killer perks reliant on kicking gens, and not just the regression perks. Trial of Torment, Dragon's Grip and even No Where to Hide, but I can honestly believe this would be a consideration from them.

Killer Updates:

Onryo - Don't know or care what BHVR has planned, but maybe a better chase mechanic in her power, like while not being able to be stunned while De-Manifested, she can phase through dropped pallets but phasing through slows Manifesting speed by 25% and when Manifested if she is phased in a pallet, she gets pushed to the closest side she's on.

HillBilly - Please remove Overheat, please remove overheat, the only thing that was wrong with Hillbilly was his strong add ons and map layouts. I still feel Overheat was added solely so they can spread out functions for his add ons.

Blight's add ons - Please gut the hell out his top add ons. Base Blight is still pretty good, and I would like his hug tech removed because with add ons like Rat/Crow/Vial a 5th rush from a hug tech moved to fast to counter in most spots. A Blight should not be able to rush from the front of a car, down along the passenger side and trunk to land a hit on a survivor by the driver door with a single rush. Bump logic is the superior skill Blight.

Hag - Add a minimum range between traps. Even though I don't play against many Hags, it's stupid to see them place 5 traps around a hook and sit within 30m of the hook to make sure no one goes for a save.

Pig - Make her Dash more viable. Maybe let her use Dash Strike without having to crouch but this Dash Strike doesn't travel as far or for as long while a Dash Strike from Crouched goes full length.

Huntress - Map layout is her biggest problem.

Demogorgon - Outside of removing the invisible collision walls from high platforms so that Demo can Shred across the sky (since they were put in place to prevent survivors from reaching spots with Dead Hard dash to land on spots that most killers can't reach. DO NOT NERF OUR EXTRA-DIMENSIONAL PUP.

Clown - Remove the disorienting visual from the gas.

Doctor - More laughing.... I don't know.

Twins - Fix all the bugs associated with Twins. Allow Victor to perform actions like break gens (by having him hop on top of it and wail on it like Hulk having a tantrum) but he does not apply perk effects. Also have him hop over pallets (much like Chucky Scamper but a little weaker, also need to slightly make Scamper weaker still). Have Victor pick up survivors by the Entity summoning Charlotte to Victor, picking up both Victor and the survivor thus eliminating the extreme need to slug with Twins.

Perk and Status:

Mangled - Reduce the numbers slightly

Sloppy Butcher - Give it a timed duration like Basic Attacks apply Mangled and Haemorrhage for 25/35/45 seconds or 30/45/60 seconds.

Save the Best for Last - I don't want to see this perk nerfed into the ground but I do acknowledge the possible overbearing reality of it. Back when attack cool downs was 3 seconds an 8 stack STBFL would drop the cool down to 1.8 seconds. Now that Basic Attack cool down is 2.7 seconds, an 8 stack STBFL drops the cool down to 1.62 seconds. To bring this back to old effectiveness each token will grant 4% instead of 5% and the final cool down will be 1.836 seconds. Second the hook camping effectiveness, while within 24 meters of a hooked survivor, STBFL is disabled (while still retaining token count, but there will be no loss or gaining tokens and the basic attack cool down will not apply while within 24 meters of a hooked survivor). Lastly, attacks on a survivor that would apply the Deep Wounds status do not gain or lose tokens.

Grim Embrace - This perk only gains value by hunting down all 4 survivors, and would often gain value only after 1 or 2 survivors died based on how most killers played. Instead I would have this perk gain 1 token for every time a survivor is hooked. When a survivor is hooked, all gens become blocked for 0.5/1/1.5 seconds for every token this perk has. This seems insignificant at starts but in a 12 hook game, once you get your 10th hook, the gens will be blocked for 13.5 seconds with a total of all time blocked by this perk is 67.5 seconds total throughout the trial.

Quick Gambit - I had to look up this perk to remember what it did, it's so bad and useless. Instead a survivor with Quick Gambit must repair a generator for 10 seconds to activate Quick Gambit. After stop repairing that gen, Quick Gambit remains active for 30 seconds. While being chased while Quick Gambit is active, all survivors repairing the gen you last interacted on will gain 3%/4%/5% repair speed. I removed the range requirement but gave it a timed window of activity and only if you can bait the killer into chasing you.

Monitor & Abuse - Remove FoV aspect from perk.

Shadowborn - Since this is a Wraith teachable and Wraith's teachables are tracking related. Every 90/75/60 seconds a survivor(s) within 10m of a Crow will have their aura revealed to the killer for 3 seconds.

Ultimate Weapon - I feel this is still a fair perk and not over-powered but we can ditch the Blind application.

Decisive Strike - buff the stun time to 5 seconds or buff the stun time to 4 seconds but prevent the killer from using their power for 5 seconds after recovering from the stun... or just buff it back to 5 second stun... simple

Anything else in the first half of the 2024 roadmap I'm not to attached to.

Comments

  • Grigerbest
    Grigerbest Member Posts: 1,703

    "Hag - Add a minimum range between traps. Even though I don't play against many Hags, it's stupid to see them place 5 traps around a hook and sit within 30m of the hook to make sure no one goes for a save."

    If Hag doing that in your matches, this is a free escape for you. Believe me, you're up against a baby Hag player.

    You should be worried, when Hag don't trap hooked survivors at all...

    If they said that they are gonna fix 3-gen, they are going to do it.

    Once they said that they are gonna fix Face-camping. And they did it.

  • radiantHero23
    radiantHero23 Member Posts: 4,246

    I hope Sadakos tape interaction and teleport gets reverted. They said that she would function closer to her original self again.

    #bringbackSadako

  • I_CAME
    I_CAME Member Posts: 1,302
    edited December 2023

    They have to do a three gen solution because they are determined to keep making maps smaller. You can't keep three gen as a powerful strategy if all of the maps are going to be tiny going forward. Games would be unwinnable for survivors if killers chose to play for the three gen. IMO some of the new maps are too small to just place them far apart. You would need to make some of the maps larger than they currently are to make this work. Then people would complain that maps are too big. People are going to be mad no matter how they address it.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,912

    It's impossible to spread out generators far enough apart to avoid 3 gens without making maps larger which is not something they should do. Another solution is necessary.

  • Azulra
    Azulra Member Posts: 504

    I honestly still want to see Doctor's illusions run at you to mess with the survivors more- Also the change idea for Grim Embrace that a lot of people are hoping for more is a token system similar to perks like Pain Res where each unique survivor hooked gives it a token and blocks all the gens with a base time of 10 seconds then +10 seconds on the timer for each token meaning that the first unique hook you get is 10 seconds for blocking all gens, second unique hook would be 20 seconds, third unique hook being 30 seconds, then finally the fourth unique hook being 40 seconds(where it's currently at now). That change would still make it not op since it can only activate a maximum of 4 times per trial, but it would be good with the decent-ish amount of slowdown the perk would give.


    As for Pig she's likely never gonna be good unless they do a huge rework to her kit(while keeping the traps the same since they aren't a problem at all) because her stealth sucks and her ambush sucks. Plus she doesn't even have any actual chase power. John's Medical File needs to be made into her basekit because even though her crouch move speed is the same as Ghostface she can't enter stealth while standing like Ghostface can meaning that crouching for stealth isn't optional on her like it is for him. On top of that I feel like they need to give her the option to grab survivors while crouched(because if Ghostface can then I don't see why she can't) where when she goes to grab you she sticks a needle into your neck to tranquilize you(like in the movies) then pulls you onto her shoulder.

  • GeneralV
    GeneralV Member Posts: 11,299

    I wish for Billy to get reverted back to his original self, in solidarity for all my Hillbilly mains out there who know the pain I feel.

    Remember always:

  • XombieJoker
    XombieJoker Member Posts: 55

    it's actually not a free escape, she can lay down those traps real quick before the anti-face camp(not anti proxy camp) fills up and with a 40 meter range to teleport she can do whatever and when she hears her traps being removed she can just head back especially if the hook is in basement.

    If that idea blocks gens for 10 seconds plus 10 more seconds for each unique hooked survivor, that would actually be 20 seconds for 1st unique hook, 30 for 2nd, 40 for 3rd and 50 for the last meaning through out the trial this one perk can block the gens for a total of 140 seconds which is 2 minutes and 20 seconds. That's pretty long considering that there are other perks that can pair with to extend this effect like Deadlock, Deadman Switch, Thrilling Tremors (yeah, I know, but still)

    If you're talking about old Freddy as in his old add ons help slow gen progress..... ######### no....

    I know but this would be the only feasible attempt. Recent updates have made 3 genning on many maps really ridiculous, like the extra versions of Macmillan maps and reworked Cold Wind maps.

    My only other solution would to have a device survivors can retrieve in the map and use on a completed gen to drain progress from it and store it into the Exit Gates (which will share a total progress pool). This action would make that completed gen able to be repair more so that this device can collect progress and apply it to the Exit Gates. This would eliminate the need to have a number at the bottom left to display how many gens are left to complete to power the gates and turn into how far progressed the gates are. But however my fear of this is BHVR will make perks to regress Exit Gates or on maps with close Exit Gates be the focus of defense, but at the same time maps with Gates on complete opposite sides will be impossible to defend for killers.

    Guess we will just have to wait and see what BHVR's solution is.