The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update
Comments
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It's the new mode that came out this week or next week called Minor Arcana. There's vids of gameplay on YouTube and such.
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It is. I play it through DMM, a Japanese game launcher because I migrated over from Bluestacks when it went live, but it's available. Iirc, you can find more info on their official site, and if all else fails, try the reddit. It even has PC and Emulator players have their own quene (that I think mobile can opt into but I…
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Identity V is a thing. In fact theyre even about to launched a mode that's 4v4. Each team has a Killer who's job is to kill the other team's king while each side also has two other survivors who are to run interference, be it by helping protect their king, or using their items/plain old sandbagging to help their hunter…
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I think the concensus is clown is pretty weak. Sure, he can win chases quicker. Sometimes, and can negate hard loops, but longer or chained loops he can suffer at. And on top of that, his power is chase only, so he has no tracking, and most importantly, no mobility. He has to walk to every gen on his own, with no way to…
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Doesn't Blood Warden light up when a gate is opened? I seem to recall that was used to know when it was open pre-EGC.
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Remember reading about one time survivors got mad they were camping the hook. And gens. At the same time.
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Maybe if anything widen it? So it's a wider area and not an instant giveaway, but let's you still get out of los possibly. Or maybe make it have a skew, like it can be up to say 10° off, so it's not entirely accurate but enough to let you put a wall between you?
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I'm fairly sure the time you can't vault didn't change. You've always been unable to interact for a few seconds after getting zapped. The difference is before he had to swap stances. Now he doesn't. Also, those notes are saying originally he had to wait to attack for 3 seconds. They have since halved it to 1.5 iirc, as…
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Ofc. Go sit in the corner and let them do gens you meanie! Seriously, this is what I don't get about people who are just like "just chase someone else!" What if THEY run straight to that loop? What if the third person does? What if the forth does? They just act like the other survivors won't go there if smart.
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Let's hit some points. The issue here is SWF vs Solo. SWF absolutely has the advantage against Killer. Their issue is they've (finally) started moving towards balancing for SWF, but forgot the step thats to bring SWF and Solo in line. You're not supposed to regularly wiggle free, it's more there so they don't just Basement…
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Iirc there was a tourney where they had a rule whoever gets to the hatch first wins (this was pre EGC and Hatch Closing) Marth killed the last person and blinked onto the hatch, then the last survivor ran up and jumped in when it opened anyways after he went for the hits , and the refs gave it to the survivor, costing…
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Just wanna point out if you can only use an "infinite" 2 times before you are caught... Go na have to say it's not an infinite.
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Map Pressure. Sure, her traps can apply a little pressure, but also survivors could just get the hat off instantly. Or do gens untill multiple are ready to pop then get it off. In roaming either she's 115 with full try or like 90 with no tr. And if anything, Deep Wounds may also buy time too, yet Deathslinger suffers…
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Psst, Game Over is just weaker Hope
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I only said I'd seen them... My point is that stats keep swinging back and forth anyways, and likely will, as they try to balance for two different levels of survivor: coms and no coms, and it'll likely cause ping ponging. I personally have said for awhile now to give solo come or at least something close enough, then…
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I think someone did a recent count of killers and they were usually sub-2 kill games, it's not official stats, but the stats are wildly varying.
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If he respects the pallet and shoots you and the pallet went down he has to break the chain manually or eat a stun then reload.
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Uh... What? So the game should just favor one role over the other? Thought the devs said they aimed for a 2/2 split.
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I think you got it backwards. Since Freddy's rework, you have a Terror Radius while they're awake, but once you fall asleep, you become oblivious, thus he loses the TR and Red Stain, and you hear the Lullaby instead. Not only that, but Borrowed Time runs off the unhooker, not the unhookie. I think what's really happening…
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No, EGC was added because the survivors could, if they saw fit, hang around for as long as they wanted, just hiding in corners to waste the killer's time. Slugging has an absolute maximum time. Old gates open did not.
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It's not like they didn't know you had it too
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The first is kinda like bodyblocking, but unlikely. If they can't add an interaction to deal with hostage taking bodyblocks... And I'm pretty sure 2 exists. The chain breaks faster if it's going through another survivor and you can bodyblock for them, at least in ptb.
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But if it does protect them, that's why I said it, because heavens forbid I mention it if it does that...
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There is a PC version. It even has crossplay with mobile. I've had the PC version since it first came out, so I use DMM, but it's available from another place too, I'm not sure though, but if you go to their main site they should have a link to it.
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Let me know if you want me to tell you a bit more in depth, I'd be happy to tell you, even add you and maybe show you some of the things in custom matches sometime. (They do have bots for 1v4 custom matches even if they're not the best)
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There's a good number of differences too. Survivors aren't just skins, way less grind, 100% free if you want, 2v8 mode. I highly reccomend it. And Joseph is one of my favorite characters. Built in cipher regression via his photos and the games health system is different allowing partial hits.
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Welcome to the world killers have had to do forever Tbh, I prefer Identity V's system. Way less grind
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Best part is that if you use it smart, it can only save time. Either 2 survivors lose 16 sec, net 32, or 1 loses 32, net 32. Oh look, it's the exact same time loss! So long as you're not potato it's no issue
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Does not ace in the hole not protect them?
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Meanwhile Identity V is going quite well. For reference, the cipher's (generator) light pole is not only visible in the aura, but starts to shake as it's more progressed while being worked on, meaning Hunters have a better version of Gearhead at base basically. :P
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First heard of it when watching gameplay from Tru3 I think (I mostly only watch Otz, Tru3, and Monto) Pretty dumb, but I'd take the Nerf if it stayed for a few seconds after letting go
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Like how Gearhead needed a Nerf. Even though it could aparently be made completely useless.
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Possibly that status means more weaker killers play them as well?
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Wanna know what's a double slap? Sounds like they kept the already existing counter which once survivors learn means the perk will be useless, as aparently the second they let go of the gen, the aura goes away, so if they let go the second they hit a check, the killer would get no use of their perk at all.
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Still, if it had even been like, 10-12 meters max it may be worth it. Tbh that sacrafice hook Regen was why I used it when I did anyways. Rip.
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Don't forget that sabo only has hooks broken for like 39 seconds if I heard right.
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I think if you let go of the gen right after hitting the check the aura would immediately stop, so it did have counterplay already iirc.
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He has no map pressure. Keep objects between you and him and he has to chase at 110% speed as his shots can only injure you, he has to actually Melee to down. He also does have to reload after every shot. So just keep objects between you two as long as possible and so long as your team is doing gens you should do well
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I think it was a proposed change now that I think about it and look it up.
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And even Remember Me now loses half stacks on obsession death iirc. If you're the obsession, killer usually wants you to be the last one standing.
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I'm saying it more as a top to help. If you play the killers you struggle against and learn some of their ins and outs, you can counter them way better. Like, in Identity V, I'm not the best Ripper player as I don't play him too often, but I've played him enough to know his tricks, and when I face a Ripper when I play…
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It's a sign Leatherfaces power is pretty poorly designed tbh. Other than this, Billy does pretty much anything he can do better
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Also, try killers, get a feel for their powers strengths and weaknesses. It will help you I promise. An example I give is technically a different game, but it's Identity V which plays very similarly. I'm a Hunter main as I just prefer that role. However, because of my experience playing as all the Hunters , when I play…
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And there you go moving the goal posts. The primary purpose of Left Behind was to repair the gens. Now it's hatch. That is a pretty significant change, like it or not. The identity of the perk DID change. If you try hard enough you can find a way for any change to not be a change...
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And think you're trying to shift the conversation here. My point is the devs very much CAN change the purpose of a perk. They have before, funny how you went into a long speil on the flavor text of the perks but ignored the big point I had. How Left Behind's function completely changed. This is just a PTB, so it makes…
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But the change from early game stall to "late game" does change its Identity. Before it was a bit of a time buyer, but now you have to push people off, meaning it completely changed from good for M1 killers to not so much, with it now shining best on those killer's who had the draw of not "needing" Ruin in the first place…
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I mean, this is just a PTB. They can totally completely change a perks Identity. I mean, they DID change ruin from an early game stall to a "Late Game Hex" so there's no reason Hangman's Trick can't change too.
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Also, iirc, hatchets have their own "capsule" that's a full sphere, so it's like throwing a canonball. They tried to make the hatchet hit detection match the hatchet itself at one point but in doing so somehow made the hatchets just phase through survivors on direct hits sometimes and had to reverse it iirc
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The second you said old Freddy was OP ever you lost me. Map pressure is god in this game. Even on release, old Freddy literally had negative map pressure. He had less than a trapless trapper.
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You do realize if there's a certain amount of maximum time, then it's not really being held hostage, right? Devs even addressed this iirc.