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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So what do you suggest? On a somewhat related note, what's you take on the design of the Smokebombs from the prior event?
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Now that's an edge-case if I've ever seen one. Wonder if this also theoretically applies to Pyramid Head's Cages.
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Well. I mean. This information isn't in a vacuum. This mechanic is actively incentivizing survivors to split up on gens, which means they genrush faster by being less likely to consolidate on a gen wherein the Killer can interrupt multiple survivors at once instead of only one (with the rest doing gens). So while this…
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Dog Pet yey
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That was the inspiration. Coupled with associating resonance with "two hooks" Yeah, could be an interesting change for Hangman's Trick.
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Just like med-kits self-heal allowing for such time-efficiency to be better than a toolbox in nearly all cases where a toolbox was used due to fundamental circumstances of altruistic healing necessitating another survivor (and receiving a deserved nerf), so too does the dying state have a non-insignificant presence of lack…
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You can still camp/trade at least one survivor if a single chase “loses you the whole game”, maintaining an interactive loop before whatever the result of that is. (Though I can’t off the top of my head recall if some anti-tunnel perks need a once-over to deactivate once the exit gate switches are powered, instead of once…
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So like Leagues Honor system except making it so that more than half of the player base can’t interact with their queued party because you’re restricting SWF honors? I’d be a bit pissed at such a system not letting me honor my swf teammates, especially if they were the carry. And even though you can honor the other team in…
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Survivors by design constraints of the game don’t get to loop the Killer for 5 gens unless the Killer is really, really bad. (Killers are faster than survivors, window block, bloodlust, depletion of chase resources). Nor can they all expect to escape even if they do fairly well. Killer by design constraints of the game…
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To fit the horror trope, IMO. Ideally the game should make getting sacrificed/killed an entertaining experience such that kill-rates are less of a concern for the majority and only really "problematic" for those that are fixated on "winning". Though currently there is a bit of a problem where if you're killed/sacrificed…
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Wait, does it actually prioritize where the Killer is or is that just biased hearsay?
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On a technicality Mori's don't "lower the chance" of hatch, at least in terms of game mechanics. Slugging to prevent hatch has already been a thing. As far as behavioral trends though yeah, people now have not only a competitive (PvP) reason but a visual/flair/aesthetic reason to do so now too. If they really want to get…
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I do miss the days when hatch was a feasible alternate escape route if through killed survivors the survivors were no longer able to compete with the basic pressure the killer could put on generators (so long as they did a decent amount of them). A more dynamic "catch-up mechanic". Though I don't miss that it was locked…
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Is the [changing] portion your suggestion? So: now I only get 1 &1/2 self-heals from Pharmacy? After spending time opening all three chests on the map, hoping no one navigates to them and having opened them already, and spending time opening chests, then spending time healing myself?
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Yeah, that neuters it for Killers that have sub-par initial chase, which is where such a perk like this should shine/target.
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Hmm. So enforcement of the Gen defense playstyle, and specifically through kicking generators, needing movement to them and away from them. Possibly favoring mobility Killers. Small Corrupt that pushes survivors away from starting gens, good for low mobility Killers initially. Totem corrupt that at least prevents breakage…
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Eh, that’s kinda the risk you take just leaving the survivor there.
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I dunno man. Seems a bit too simplistic. I’d love it if such a tally created a dead zone that the other side will typically no longer frequent, potentially acting as a safer zone, and a place that the other side may not want to be led through as it draws them away from their other objectives that I (we) can then target,…
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And if tunneling and camping is severely hindered? Will they have enough?
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Ah yes. The survivors are designed to 5 gen chase argument. I don’t think that’s the intended gameplay loop. It’s a slasher game. Survivors are expected to go down now and then. Even being killed as part of set expectations.
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DBD mobile has something like that right?
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shrugs , haven’t played unknown, not sure how high you can fire it/its trajectory/projectile speed.
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I’ve seen a clip where if two huntress hatchets hit each other, they bug out: lose all movement, and stay spinning in place (indefinitely?) where they collided with one another. Still have damage checks on survivors too. Maybe this can happen with The Unknowns Projectiles too?
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Whispers, in some form. A method to deal with survivors that hide too much, but not as impactful as aura reading.
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Kinda like needing you to stand still and not be doing any other objective at the time? But in terms of QoL I do like what Jester mentioned.
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Honestly I’d have preferred something like: The cooldown begins after chase ends and is paused while Exhausted. (Also possibly just: this cooldown pauses while in chase or Exhausted). And maybe removing the Healthy criteria. That way you may still only see it once per chase, but it also won’t ever be used more than once in…
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This is more from the perspective of this post: Were proxy-camping/camping made nearly impossible to perform, and tunneling much more reliant of hunting down a survivor, what would you want to see the act of Hooking itself do. But as to your points on this post: Devour Hope itself is a perk, and while it does offer…
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Keep in mind such a hook donation system would also be used to funnel stages into a good looper while the others played more passive/focused on stealth. It wouldn’t only be used for altruism to keep a player in. I’m not wholly against that, but sharing hook stages to become more time efficient by increasing the “average…
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Deathgardens major issue was that while they had a shared hook pool, the Killer at any time could be like: nah man, and instant Mori a scav they downed. And even then we would see the issue with hook proxy coupled with ranged and that instant Mori. (Hooks were added in after the fact, and were not part of the original…
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3 Times is barely enough time for tour MMR to acclimate to your skill with that Killer. Especially if you don’t play serious on other characters.
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I don’t see why it couldn’t trigger while on Hook, but for everything else: Not with Killer Aura reveal: Makes cleansing Totems much safer, healing safer, every action more than 4s safer, and also gaining constant aura pings while not necessarily actively looking for such information. Far, far too many cases of passively…
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The “checkpoints” on the tokens may make Killers hold back on a hit to make sure they hit the next token. It may also make the Killer annoyed if they “waste” some chase time with a partially full token. Is there any way to make it more granular? All progress on a partial Token also counts towards partial regression? For…
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I mean TBH I’ve played this game over many years, and I’ve barely even registered it as part of the gameplay system even when I started. Maybe they could add some banners/Icons to certain levels to show off you “devotion”?
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appreciate the kind words, might post those there, and moreso appreciate the feedback, good points. And in regards to the Aura part of Emissary’s, yeah. Unfortunately the main cornerstones of the game have already been leveraged by many existing perks, don’t think there’s new area to tread: Information, Mobility,…
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Kinda like a firecracker: fuse ignites the payload and it’s gone. And on a more serious note: they are finite in most use-cases.
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There is a stark difference between: A scenario in which regardless of how the Killer opened any of the two Lockers, the other Locker Survivor could immediately jump out and blind the Killer, both having time to jump back in, and repeat this process until one ran out of Flashlight charge And: A scenario where the Killer is…
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Hmm, what about: Remnant: Solitude - See the Auras of Dull Totems. You can interact with them to create a Remnant: Solitude Totem (Similar to a Rekindled Totem). You gain the Undetectable Status while within 32m of this Totem and for 6/8/10s after leaving it. (Remnants are cleansed/blessed faster than other Totems and are…
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Well, they could make the scream reveal the survivors location (scream bubble) if making it reveal the aura with few interrupts is too powerful.
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Zone control perks (see boons). Seeker Perks (Searching for a Chest-like Item to interact with it, but for Killer). Meme-able perk like No Mither/Bardic. Disinformation Objective (See Dream Pallets/Mirrored Illusion). Ability Override Perk (see Blighted Serum, arguably Exhaustion Perks). Resource manipulation (See: Any…
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I mean if they ever do start pushing the idea that all survivors are independent versions of themselves, (and slightly pivoting that the survivors do have some basic retention inside the Trials or at least around the campfire, which can be suppressed when pulled into a Trial proper), they could showcase the banners/emblems…
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Hmm. Drawing on some of the examples so far: Hooking a survivor blocks the nearest generator until they are unhooked. After every survivor has been Hooked once, gain 10K BP, Hooking every survivor twice awards an additional 10K BP. (Harder, yes, but the BP kept lower given it’s not an expectation. A flat bonus as to not…
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Aura/Screams can still be useful at range, to more quickly engage and find priority targets (Be they survivors or generators). Information is a powerful tool if used well.
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That’s like asking why a Killer was complaining about the double-locker chain blind loop because they could have brought Lightborn.
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Suppose that could be grounds for an “Oblivious” status for Killers, that just suppresses Survivor auras. Reuse the Lightburned naming for such an effect. (Frankly would be needed anyway, if survivors get more information/misinformation warfare tools going forward)
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If regression perks are the end-all be-all for competitive play, they, or the aura perks, have design issues. And yes, macro play is important, when to hook, who to target, what gens to check and ignore. And to echo you, the key word is “if” the nurse makes mistakes. Which is exactly what Aura Perks are helping to diminish…
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Can’t say it’s my idea, just an iteration on yours from your suggestion with some parts of critique modifying it.
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Yes, Nurse does have a very unique power. I actually like playing against Nurse: Where do I get the most line of sight blocks (instead of where the most pallets/vaults are)? If she’s far away, do I think she’ll try to blink on/in front of me/behind me? Where can I navigate to, to take advantage of blink travel time? Is she…
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Yes, the key word is “if”. That’s why I said she has a high skill floor. She’s a feast or famine Killer entirely reliant on precision, benefiting heavily from excellent execution. That is her playstyle niche, her design, and what is to be demanded, but not expected. She’s the Killer designed for the “1%”. (If you want to…
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I honestly didn’t know he was a CM. I just missattributed him as being a dev given the forum tag on his comments. Maybe he found a more “devvy” role given he’s still on the DBD team. Wonder what department.
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Oh. Ooh. Strategic Hook placement allowing you to potentially block a desired generator, especially if you spec into carry perks (which are generally kinda lacking), which can also play a part in retaining the concept of strategic hooking that will likely be damaged with any anti-tunneling base-kit changes. I really like…