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Looping fix

Looping is a major problem, but it should be a viable strategy. The areas looping is a major problem are areas where survivors can have long advanced warnings of the killer. Areas where pallets exist and there are no LOS blocks are areas where the killer literally has to loop with them until they take a pallet to the face, this is not fun or exciting for either side. Other problem areas are where a survivor can jump through a window and wait at a corner, having a large amount of reaction time before the killer is in striking distance.

Yes there are a good amount of areas where you can mind game the survivor, but in every single chase with a good survivor, every killer except the nurse comes down to if the survivor messes up or not. The killer has a very straightforward chase them until they run out of pallets or the entity steps in.

My suggestion is not to remove pallets or limit them or anything, instead focus on setups of pallets to avoid senseless looping. Every pallet should give the killer the opportunity to fake out the survivor, areas with no LOS blocks do not allow this, and areas where survivors can jump a window and wait at a corner do not allow this either ( Big "L" setups. double "T" Setups). The balance team just needs to get a very good killer and a very good survivor, and just set up test maps, and watch the interactions between them at various window and/or pallet set-ups.

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Perks is a whole 'nother discussion. But in short, you should not have perks that, as an end result, add or shorten the amount of time it takes to chase. I.E. Decisive strike, in the end, only makes a chase last (X) Seconds longer. The killer has absolutely ZERO interaction with this perk except mechanic exploiting, I.E. Dribbling, Which SHOULD NOT be the intended solution to this perk. Dead Hard is an EXCELLENT perk , the killer can have counter play by being patient, still a weak interaction, but ITS AN INTERACTION.

Exhaustion (FAVOR) should be considered for killers, heres a great example, "Bone Shiver" Upon Activation, The killer loses the red stain, and the terror radius will inverse over the duration. (far away survivors will experience the heartbeat get closer and closer, the end of the effect will have the heartbeat as if the killer is 5 meters away. Close survivors will have the illusion of the killer running away), This effect lasts for 6 seconds. Your favor with the entity will be diminished for 120 seconds.

"Shadow" Create an illusionary copy of yourself, this copy will continue in a straight line until it reaches a blood trail, at which point it will follow it, the entire effect lasts for 2 seconds. Favor with the entity is diminished for 90 seconds.

This is just an additional suggestion, but is not my main suggestion. Comments on this would be greatly appreciated as well.

Comments

  • apropos
    apropos Member Posts: 245

    You might find it interesting to read the patch notes for the last couple of patches. To be frank, they've heavily changed pallets recently.

  • ReneAensland
    ReneAensland Member Posts: 838

    I got looped for 3 generators for my first time today.
    To be fair, he/she was a rank 1 survivor and knew what he was doing...can't say the same for the rest of the team though.

    It was painful, rare, but I accepted it.

  • Attackfrog
    Attackfrog Member Posts: 1,134
    Good loopers know what they are doing.

    I do well with spirit against them and sometimes Mike. 

    Gotta choose your battles...Sometimes it's better to cut and run depending on killer.
  • ReneAensland
    ReneAensland Member Posts: 838

    @Attackfrog said:
    Good loopers know what they are doing.

    I do well with spirit against them and sometimes Mike. 

    Gotta choose your battles...Sometimes it's better to cut and run depending on killer.

    My guy is a great looper and I always hear him scream, " A ha haa, he got tired of me lol."
    I don't think I've ever faced a good looper at Rank 1, but today changed everything lol