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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Also semi-related is the small-ish (but quickly growing) DbD modding community, who I think are mainly using the leaked Dev-Kit build from that big 2019 Ghost face PTB fiasco to do their modding with. If BHVR has any particular stance on that, that'd be nice to know too.
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At least they fixed Mother-Daughter Ring, as well as Spirit's bugged acceleration, which has been bugged for YEARS longer than CTG has. Bubba's acceleration & bugged add-ons are likely next on their list.
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Was playing in a SWF a few days ago & this happened when my friend escaped the hook on last attempt. Don't think it's specifically due to the "last attempt" though, it's from escaping the hook at any point in which hypothetically failing the attempt would put you into second stage. Obviously this always happens on your…
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Yes, this is currently a universal bug, regardless of perks/add-ons/cosmetics/items. All Survivors don't have any mid-air falling sound or any landing sound.
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I'd have to re-check the code to be 100% certain, but I'm at least fairly positive, from the last time I checked, that the window blocker's "vaults while in-chase" counter will consider a survivor as "in-chase" for about 30 seconds after losing the chase.
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Yup, having this happen to me as well, on PC, using Steam. 3 games in a row, one as Spirit, two as Demogorgon. Each one was about 5 minutes into the match. Extremely infuriating given the overall time-sink was around an hour, and I effectively wasted all the offerings, add-ons, bloodpoints, XP, and time spent trying to…
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Huh, that's interesting. I did notice that Spirit had weird acceleration when phasing, but I had thought that was just an engine quirk. I'll look into seeing if I can figure out what's going wrong in her code.
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What is the spirit bug you're referring to, if you don't mind me asking?
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The "Virulent Bound Extension" is how long Wesker (and the survivor) dash for, before Wesker does a throw. The default extension time is 0.86 seconds, and the Add-on multiplies that time by x1.5, giving a 1.29 second extension time.
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Yep. In the code, while using a Virulent Bound, his normal acceleration gets a x15 multiplier so that his Bounds can actually reach top speed quick enough, but when using a Bound to vault a pallet or window, it seems the x15 acceleration multiplier does not get reset.
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Additionally, all that information on the wiki is true, I and many others have programs that allow viewing of DBD's source code.
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Yes, I was the person who changed it on the wiki a few days ago. and yes, Bubba does reach max speed at 60% of the first chainsaw charge, which does mean that both chili add-ons also increase how long it takes for Bubba to reach max speed, albeit not hardly as much as Carburetor Tuning Guide.
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Hey, person who recently re-vamped the "Movement Speeds" page on the wiki here. (MathUnsolver) First and foremost, the wiki screenshot is slightly outdated, and is corrected now. I had incorrectly assumed the code was using "time" as an actual face-value number, and not a percentage, as it actually is. Second, I just…
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To further elaborate; in the code, these add-ons use multipliers of x0.8 and x1.2, and those multipliers are being applied to their respective bound durations. Default: 1st bound - 0.5 seconds || 2nd bound - 1.0 second || total - 1.5 seconds of bound Unicorn Medallion: 1st bound - (0.5*1.2) = 0.6 seconds || 2nd bound -…
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This is untrue. Both add-ons use multipliers, they're not additive.
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ah, yeah, that one actually did slip my mind.
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As far as I can remember, this has been a bug for years. Long enough that I don't remember when this bug was introduced, really. Just never got around to making a report until now.
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This is not a bug. As of patch 6.1.2/6.1.3, Pain Resonance's ability to make the Survivors scream & interrupt repairs was reintroduced, but still does not give the Killer a visual notification.
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I believe what happens is that there are actually 3 types of "Basic Attack Results" - A "successful hit" result - occurs when you connect the attack hitbox with the Survivor's collision box. This is followed by the default 2.7 second successful Basic Attack cooldown, as of patch 6.1.0. A "missed hit" result - occurs when…
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Bumping this because I noticed this too. This bug seems to have actually been introduced all the way back in either the 5.4.1 patch or the 5.4.2 patch. Using videos from "D3AD Plays" YouTube channel to give a general timeframe for when this bug was introduced: As can be seen in this video, dated December 25th, 2021,…
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The bug is that the bloodpoint incentive bonus only ever applies to the party leader. Usually the party leader is just the survivor who started the lobby, but if they leave, the party leader becomes the first survivor who joined the lobby after the leader.
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bump, cuz me (and many others) have noticed this.
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I'm playing with friends all in the same region.
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I have 4000 hours and play both sides equally. You have a very poor mindset.
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So let's say there's a generator in the single pallet jungle gym as well. And the two survivors will immediately hop on it if you leave.
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Tell me, what do you do when two survivors, both with 22 charge flashlights and built to last, go into the double lockers at a single pallet jungle gym? Elaborate to me what the counter to that is?
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For the last year they've had the same philosophy - they don't buff/nerf a newly released killer until at least the chapter AFTER they get released, i.e. 3 months. Expect changes in the anniversary update in late May/ early June.
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I personally think that Nemesis only has 2 main big issues, #1 being how often zombies get completely stuck, and/or doing absolutely nothing (like not even trying to path towards survivors, even when they're making noise notifications). #2 is that his whip cool down movement speed is 3 times slower than a normal hit…
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And how is that?
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How so are they underpowered? In what way?
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Saying flashlights aren't powerful is blatantly wrong, and you saying "9/10 times they lead to a slug fest" just sounds like you strawmanning flashlight users as bad survivors. Balance should not be made around the average, and what you're talking about is the average. On top of this, the only thing I think is a huge…
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Those scenarios should not be able to happen though. You could say the same about old Iri Head, you hardly ever saw them, but when you did it sucked, and it wasn't fun, and there was very little counterplay.
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I said "potential" rather than "skill" on purpose, as the issue with flashlights (and a lot of other things in dbd) is the actual potential of what certain things can do is extremely unfair/over the top/stupid. Just because the average use cases of flashlights isn't that bad doesn't mean that flashlights can't be highly…
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In Hag and Wraith's cases, you could probably do away with their light-burn mechanics without putting in other weaknesses and it would be fine. If they did away with Nurse and Artists' light-burn mechanics however, I would want some more base-kit counterplay introduced to those two.
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Nurse and Artists' weaknesses shouldn't be tied to an item (I think both of these killers are very very poorly designed), lightburn on Wraith is just a slap in the face to a middle-of-the-road killer, also Wraith's lightburn is more or less an artifact of a different time period of DBD. The same applies to Hag, I think,…
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The only thing I'm trying to "take away" is having a flashlight with 22 god forsaken charges (not to mention Built To Last).
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In general I think the light-burn mechanic is pretty stupid, the same way old Sabotage was stupid against Trapper. It's a mechanic to specifically counter a small handful of killers, and feels fairly targeted and unfair. If I were to make a patch with these flashlight changes, I would remove light-burn in the same patch.
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Every single charge is a potential blind. It only takes 1 second for a blind, and generally the only times to use flashlights are during uninterruptible animations, so there aren't many cases were charges get wasted. 4 blinds has a LOT of potential, and that's just a normal common flashlight.
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Looking up, looking down, facing away from the flashlight-wielding survivor before picking up, running infectious fright, running franklins, using your ears to listen, or general situational awareness are all good counters to flashlights
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IMO I think lightborn should do something else. Having a perk that specifically denies a specific different mechanic is poor design.
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I agree, how flashlights function is perfectly fine. The main thing I'm focusing on is the sheer amount of charges you can put on flashlights at the moment. It's way too overboard.
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The changes I presented in my post significantly reduce the ceiling potential of flashlights (which as of right now is way too high, being the reason why I made this post). I'm not sure what you're getting at.
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What?
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Asking again since I didn't post my discussion during active BHVR hours.
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so then why are you complaining about it?
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very cool, thank you elasticheart
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I have bought the base dbd on PC, so I can see Billy's add-ons, but I only play on console. I have zero progress on PC, so I can't see Leatherface's add-ons. I'd like to see all the add-on icons and descriptions fully tho
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lmao that dude went OFF
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I'm not seeing that at all.
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On Console?