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This update is just bad.

DTJObe
DTJObe Member Posts: 170
edited June 2021 in Feedback and Suggestions

Let's start by accepting the good: everything in this update looks pretty. The RCPD map is gorgeous (even if it's nearly impossible to navigate for the average player). The skins look great, and the Trapper's new look is awesome.

The design team is, and always has been, great at their job.

Unfortunately, they're the only team that is doing a decent job in my opinion. This patch had some significant issues otherwise:

  1. Demogorgon was just put in a balanced state, and they nerfed three of his best addons. Sure, we want to encourage a variety of builds with killers, but buffing Vermillion Webcap while leaving Red Moss and Violet Waxcap unchanged is puzzling. Why increase Vermillion to 3 seconds while leave Violet at a useless .5 seconds? The changes are just puzzling overall.
  2. Why the nerf to Blight? Who was complaining about his turn rate? By the devs' own stats, Blight hasn't been an issue.
  3. Franklin's Demise provided good counterplay to keys, flashbangs, and the vaccines. It added a layer of strategy for the new killer and the new survivor perk, but because it was a minor inconvenience to Survivors, the devs bowed down at the altar of profits. Again.
  4. Same with Lucky Break. It gave the Survivors one near-guaranteed escape if the played it right. What was the point of extending the time? To give Survivors more wiggle room? In a game about Survival? I'm sorry that Survivors couldn't run away or sneak away well enough. They should learn the game like Killers have been expected to.
  5. Nemesis. Three hits to down, hitting required to upgrade, a heavy-handed slowdown while using the ranged ability, and inconsistent AI. The killer is a mess from top to bottom. Looks great, plays terribly. The hit box of the tentacle is inconsistent and can be countered by the Survivor moving toward the Killer. A Survivor should never be incentivized to move toward the Killer. That makes no sense for this genre. The slowdown while using the alternate attack is too severe, allowing a severe downside for the playstyle the devs want to encourage for the Nemesis. And then there are the zombies. Sometimes they are useful, but the majority of the time, they wander aimlessly and do nothing. If the devs are relying on the zombies to be part of the Nemesis' power and are trying to balance him accordingly, then the AI needs to be better and they need to be slightly faster or more effective. Otherwise, there is no reason to play this killer. At the moment, he's a worse PH with heavy, heavy requirements for his ability to injure all of the Survivors. In a game where time efficiency is the key to winning, Nemesis is the king of wasting time.

The devs need to do better if they want us to keep spending money on this game and if they want Killers to stick around. Congrats to the design team, but the balance team should know that they've down a terrible job so far. If this keeps up, queue times will grow, and they'll lose Survivor players, too.

Post edited by Gay Myers (Luzi) on

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