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Devs: You wanna know how to truly shake up the META? Here it is

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Comments

  • MoNosEmpire
    MoNosEmpire Member Posts: 649

    About 2 weeks ago or so I read a website which stated that they found a document over on the official DBD discord which was titled tunnelling.exe or something like that (which was supposed to be hidden) So they are definitely looking into it, not too sure about camping but I'm sure it must be getting the same treatment. Whatever it is I hope it brings back some fun for both sides.

    Now that I think about it though, maybe just giving a survivor 2 health states back like adrenaline does at 2nd hook, but it could also be very oppressive and sometimes killers have no choice but to tunnel, so.. yeah.

  • Rise432
    Rise432 Member Posts: 162

    Tunneling and camping is easy to deal with.


    If you are a confident and mechanical player you wont have to worry about either 2 as you are wasting the killer time in chases already


    in other words


    git gud

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    People are going to use pop instead of Pain Resonance. It's not dead perk, pain resonance was simply better.

    Eruption is still good if you combine it with Nowhere to hide for extra value.

  • Anti051
    Anti051 Member Posts: 651

    That actually is true, though. "Camping, tunneling, slugging," these terms were invented and cultivated into social taboos as a way of trying to control the way killer playstyles develop.

  • bigboss192x
    bigboss192x Member Posts: 57

    I've not disputed tunneling. He does not just sit there and camp people tho. You're moving the goalpost. Good day

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Eruption is dead and lost 2/3 of its effect.

    PR is dead and only working once per player per game is not worth it.

    Pop is dead. As I've said before it used to give me 2-3 minutes of extra time and now it's more like 40 seconds per game.


    The PTB notes want to nerf CoB by 75% and OC by 70%.

    Is there any survivor perk you would continue to use if it lost 70% of its effect?

  • DBDVulture
    DBDVulture Member Posts: 2,437

    I saw him guard one player to death on Lerrys and you're saying it did not happen. it did.

  • Ardrillin
    Ardrillin Member Posts: 28

    So what I see here is punish the big bad wolf as the hunter for eating my grandma. I mean what are we going to do about survivors coming in running all sorts of Meta perks and just blasting through 5 generators in the time it takes you to find and engage one of them? I mean neither way is fun to play so it's either burn out killers with gen rush after gen rush or burn out survivors with killers who will hard tunnel and camp. Personally I endure campers and tunnelers because it is a game. I might get camped and tunneled to the end of my days one game then spin out next game and get 3 generators 2 totems and an escape. It's a flip of the coin.. I don't see an honestly fair solution to this.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    They are not dead perks by any means, just because that effect can't save your gameplay, it doesn't mean it's bad.

    I have been trying builds without PR and it's fine. Eruption, Jolt, Deadlock, No Way Out, Pop are still valid perks.

    PR with Floods of rage too.

    Pentimento can work on some killers too (with Plaything), Plague is best for it.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"They are not dead perks by any means, just because that effect can't save your gameplay,"

    Pop used to save 2-3 minutes when I used it before it got obliterated. I moved to a new perk to save me time in chase (STBFL/Bamboozle).


    If you're at a point where you can afford to take a perk that reduces a generator's progress by 9 seconds or less - fine that's cool. The people I normally play against would be slowed down in no way by such regression and it would cost me games.


    Playing a "weak" killer vs an efficient team is only possible if you make the enemy team need to repair about 6-8 generators as a function of time. You make them do extra repair work because gen regression works (until next patch).


    You also conveniently ignore the 70% nerf question.