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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#Chest surprise build: Plunderer's instinct + Appraisal + Ace In The Hole + (something of choice) #Pallet save yourself build: Flip-flop + Power struggle + Unbreakable + Tenacity #Dissapear from the killer build: Overcome + Lucky Break + Iron Will + (something of choice like self-care)
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I think your best bet is by trying to make maps feel less familiar. One of the more subtle elements of horror is uncertainty. Initially, you don't know the layout of maps, which is terrifying as you get chased, you have to make split second decisions adding to the fear of being found. If you want to make the game scary,…
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There is a good discussion on one of Nickenzie's post about why voice coms might not be as ideal as it initially appears to be. Im on mobile now, so itll be hard for me to link.
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That dude looks like he's been playing too much Town of Salem
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It's possible to make every killer viable competitively without changing a single thing about them. The only thing that you'd have to change is the Emblem system. If you have a ranking system that has competitive measures for how well a killer performs in a game (competitive meaning that if the killer gains points, the…
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@Poweas When someone is being healed by 2 survivors and a killer interrupts them at 10 seconds, people often don't think of it as just as a big deal as someone who has been healing solo for 30 seconds. When multiple people are healing each-other, the likelihood of the killer not being occupied and thus interrupting them is…
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DBD Gamers trying to avoid a high ping:
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"Anything and everything gets repetitive with time." A lot of things may feel repetitive. Simply things with an unsure nature do not feel repetitive. RNG, scarcity etc. Actually, the most fun thing in the match for a survivor is in fact the killer. A mechanic that would involve or increase the chances of a survivor…
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Exactly. If ruin is meant to have survivors hitting greats every time, then ruin might as well simply nullify great skill-check bonuses. If ruin is meant to be missed, then it might as well always be that way, in an unpreventable (and preferably in consistent?) manner. All ruin does now is worsen the skill-gap which is…
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I think the mini-games will become more repetitive than you think. Even if you create a bigger collection of games. It is one thing to do something boring and not having to pay attention. It's 2 things to do something boring and having to concentrate on it. I think it'd be a change that you would dislike once you've tried…
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I think it will hit console players the hardest. Missing an attack mechanic is normally healthy but on console missing attacks might have increasingly to do with low frame-rate and locked (low) max sensitivity.
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At 14:00 he grabs the survivor by the legs. Wish we had a sped up version of that. Really gives me the chills just looking at the animation.
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"Survivors should have all information about the other survivors." Exactly. Not being able to see a strangers perk removes so much strategic debt. I had games where I used premonition and "poked at a gen" as I and only 1 other guy were still alive. I managed to continuously hide from the killer. Since there were 2 gens…
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Hey @Hudson ! Thanks for writing all of that out. You brought up a lot of interesting points. As I don't own Freddy it's really interesting to hear what a committed Freddy player thinks about it. So as for the dreaming-transition: I think I wrote it down as holding it from 3-10 seconds. The longer you hold your dream on…
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I'm not sure if I understand your question, but: If a survivor would deliberately ignore items and chests, then they should expect to feel behind, in a similar fashion to how playing perk-less would feel as similar to perks in this version we'd expect them to have perks and we expect them to have items (even if they didn't…
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Correct. From the OP: That is the current fundamental flaw with items: Where as the ability to equip items in the lobby should've only granted you the option to CHOOSE your exact load-out, due to how finding items during the match plays out, it also grants you the ability to meet a superior power-level. The lobby item has…
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I was responding to your second sentence, not your first. There is no difference because nerfing the item makes it less significant. That is the problem. My approach isn't linked to making items as insignificant as possible to achieve balance. There's this sort of humour that when you'd want to design an item in DBD you'd…
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Because that approach tries to balance things by making something less significant. The less significant, the more the left green chart looks like the right green chart (2nd image). Perfectly balanced here would be no significance; items without value.
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The question about 3 people healing is a theoretical one. The healing speeds are altered unnaturally too as to test whether people know how to measure a team's efficiency. A surprising amount of people knew how to measure it right actually. Edit: Still don't know how so many missed the devout one xD
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If that's how you want to cope with answering it wrongly, sure.
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Bill's playrate is 0% on ps4. Bill exists within the dbd universe. That is what i said. Not what you said I said. At least 83% of the people understood it.
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Bill is not Null in DBD. Jason is. The Dead by Daylight universe exists regardless of what platform the game is on. Hence why Meg on ps4 is not a different person from Meg on pc. The mistake you're making is viewing ps4 DBD as an isolated product and universe instead of simply comparing the data of all characters in this…
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Is Bill a survivor?; Yes How often do you play him on ps4?; 0 times. Bill is the least played survivor on ps4 because he is not available on ps4.
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The right answers are: Rotten fields: 65% Nurse: 77% Bill Overbeck: 83% All: 84% Team A: 64% 96.25%: 51% Adam: 59% Overwhelming Prescence: 73% None of the above: 93% Dance with me: 20% Game Director: 74% 2 Pips on average: 20% 300 Survival, 650 Boldness: 27% Devout: 21% None of the Above: 37% There is no right answer to…
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@Devil_hit11 "Overwatch actually tried this ranking system(your proposed ranking system) and it failed miserably, because players looked to earn the most "points" in the hidden rank system rather than play the game properly." They did not. What failed in Overwatch was that their their ranking system and "playing the game…
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@AntiJelly https://youtu.be/ZXqb0jiwGoM?t=12
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Damn, I really miss the old system. This one feels so much more restrictive.
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If someone plays killer, how/when would they "win"? If someone plays survivor, how/when would they "win"?
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Is there any tutorial on how it works now? xD I noticed the "preview" was missing too.
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Definitely Sekiro. Played every Dark Soul and Blood Born game.
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What happened to markdown. Edit: Ignore the random Bold text.
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@NuclearBurrito2 What if you replace power cells with, idk, spiderwebs? Meaning that you have to "cleanse" spiderwebs before you can go down the last stairways, meaning you are spending more and more time increasingly deeper inside of the basement? xD
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@NuclearBurrito2 Labour-wise I think you wouldn't be able to get away with a multi-hallway tunnel set. Though what you want already exists inside of the game, right?; It's the basement, as you've mentioned. If you want to create such a pressure spot related to doing an objective, then you could try and remove the batteries…
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@NuclearBurrito2 Ah, I see. So you want to create a place where the survivor can get trapped in and has to make the consideration of whether committing to it or not?
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@Paddy4583 This is not a side-quest. Anything that directly advances the main goal is NEVER a side-quest. Side-quests are things that are NOT directly progressing your main goal; 420/440 bar to escape.
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@Paddy4583 Avoided the point. Extra points. If that was supposed to be a rebuttal that doing a generator is no longer 1 mono-process then you failed at that one! Ha! We are creating gameplay here. Of course the code gets bigger. Only if we didn't create new things to DO would the code have been the same.
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@Paddy4583 Yes, both are different things. Scripting a bot that does a flat gen (route A) simply has 1 instruction: Hold M1 for 80 seconds. If I had to write the code for a bot doing route B, then the code would be more complex. If doing a gen was doing 1 thing only, then I should've only needed that first script. But as…
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Is this the moment where you tell me you are one?
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Seems like someone has given up and is resorting to evasion indeed ^ You are no longer defining words. You're not quoting anything. Inflating 2 separate things as 1. And you're still denying that you can complete the game without a flat generator in the version with the parts, aka the 350 seconds. By your own definition…
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@Paddy4583 Still oblivious to the fact that sitting a total of 350 seconds next to a generator inserting charges is no longer mandatory to escaping. Keep side-questing on flat gens. You're the only one that still believes that. Even Nuclear_Burrito2 understands that sitting out the 350 seconds is no longer mandatory.
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Finish 3 gens; So route A = Do 2 extra Gens >>> Go to the basement >>> (escape through the exit gates?) Route B = Go to the basement to grab 3 things / 3 times?>>> Open and enter the hatch >>> New area. Route C = Map dependent. For Route B: So the moment when there are 3 generators finished. (Which is insanely quick as it…
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I really like the potion idea. Opens up a lot of opportunity. Some minor changes to how BP is earned exactly and how the killer benefits as well and all be good.
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@NuclearBurrito2 To make sure if I understand how I should read it: You mean if you pick 4A then 5A and 6A is the route right? Same goes for 4B, 5B and 6B?
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The word doing has a different meaning to it than achieving. The thing you are DOING when you are doing a generator is the same as doing a totem; holding M1. Doing a totem and doing a flat generator means you are DOING the same thing, but you achieve something different by DOING the same thing, but somewhere else. A…
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If they can afford to stand still 10 uninterrupted seconds while doing so; yes (:
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Its more similar to doing a totem than doing a flat gen. Doing a gen has no meaning since its not 1 thing.
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@NuclearBurrito2 Ill respond to that tomorrow when not on mobile.
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I admit that water is wet. Doesn't have to do much with the OP. What you call doing a gens is no longer doing 1 thing. You can do 2 distinct options one of which the new one does not involve mandated rooting yourself in a position for 80 seconds.
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@Paddy4583 Generator progress on a gen that isn't completed is also potential time, derp. If a generator is never finished then it's basically the same as a 0 progression generator. A generator with 70 second progression is actually less absolute progression than a generator with 5 parts, since the 5 parts are 70 seconds…
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Glad that at least 1 has started to see the obvious :) As for your comment; I have a post about Death-Efficiency, which is simply about the disproportional drop in total generator efficiency of survivors upon the death of 1 survivor. (You'd expect to lose 25% per death but it's worse) Link:…