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The biggest flaw in game design

XLbuff
XLbuff Member Posts: 18
edited June 21 in Feedback and Suggestions

The whole idea of the Entity and sacrifices were always about hooks. Trials of suffering feeds the Entity. But in the game we play as the killers and main goal is to kill. After SBMM devs further established the rules as kills vs escapes. In terms of ideas and game mechanics, there are fundamental contradictions here. This is the root of most problems. Why not tunnel, camp or slug when amount of hooks or hooking in general barely matter? Sure, you can use a few hook perks and get more BPs with more hooks, but that's about it. There is nothing meaningful behind hooks for the main goal of the killer, no game-changing incentives. If people can win faster without hooking it is definitely a game design problem. No perks or killer nerfs will fix it, only core game changes and new game mechanics.

Post edited by EQWashu on