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SWF "sabo" strategy revived - must fix

In the past, the no mither, sabotage game was a big issue. This was because with coms, no mither giving endless self-pick ups (not allowing players to be slugged) and hooking is very difficult with Boil Over and toolboxes. At the time, the Devs remedied this by nerfing sabo so that the hook wouldn't be gone for so long.

This type of game above was degenerate. I got downs but it was meaningless because I could not successfully hook. There was not counterplay. Of the 2 hooks I did get, breakdown would create a dead zone for 3 minutes (and everyone would run to the known dead zones). By the gen they were working on, they didn't even bother running at times because they had no fear. I even brought a green hook offering. At the end of the match, I slugged all of them, and they simply crawled to an open exit gate because they knew there was nothing that I could do.

This is when a poorly designed game mechanic is abused. Dead zones (enabling strategies like the "comp corner" where players run to the corner because they know they are immune or run to zones where it is impossible to achieve a hook) are not fun nor useful to the game.

If anything, this game reinforces a few big points:

1) An endless "unbreakable" effect (as seen in No Mither) with no limitations is unhealthy for the game. It created the horrible Sabo issue in the past and now it is back in another form with no counterplay. Honestly, just completely reword No Mither into something cool rather than abuseable. It is only used in situations like this degenerate game.

2) Hooks should not be completely destroyed after a sacrifice. This creates dead zones that are uncounterable and do not add to the gameplay. It just meaningless punishes killer for doing the objective and has never made sense. Although there was no sacrifice in this game, if there had been, then the remaining players could be unkillable by running to the created deadzone.

Thanks, I hope someone on the Behavior team reads this. We appreciate your work.

Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
    edited February 2023

    I also have been seeing a lot more of this. I don't mind it though. It's easier to deal with than all gen perks. Especially as the knight? Weird you had trouble with it.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,873

    i believe that in their finisher mori system, they want to implement unlimited base-kit unbreakable. the issue is that there is no punishment for being slugged because bleed out timer is so long(at 4 minutes) that it takes forever for the killer to get a kill if the survivor force you to slug. that is why on average, killer hook survivors over slug them unless survivor forces them to slug or the position is advantageous to slug. this strategy could be ok if the bleed out timer depleted every time the survivor got picked up, then there would be more of risk vs reward for killer to slug vs hook and survivor could run builds to feed into this gameplay. slugging could cool game pressure tool for killer but in current iteration it is little bit to survivor favored. I think this also reason why Twin is not very popular as killer due their slug strategy being too high risk for not so great rewards.

  • themirrortwin
    themirrortwin Member Posts: 280

    "Especially with the knight?" Are you serious? Do you understand how the console players abused No Mither, Boil Over, Flip Flop, and dead zones?

    I honestly want to hear how the knight specifically would counter this situation. What, put a guard on top of them when they are on the ground? They simply wait until the guard despawns and then stand up with No Mither.

    I want to undersatnd your comment, but it honestly doesn't make sense to me.

    If it helps, let me further clarify a tactic they used. It was Eerie of Crows. There is 1 hook on the second floor. Once it is gone (say best case in exchange for 1 hook via Breakdown), there is no way to reach another hook if a survivor runs up there with these perks. And leaving them is also not an option because they can pick themselves up.