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 may not be the most skilled play, but it makes a lot of sense to do if a survivor hook bombs near the killer. Wait for me to walk away at least.
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I agree with the title, toxic is toxic no matter which side it's on. On the flip side, making a survivor think you're going to hook them right by the hatch then turning and letting them escape is kinda funny. I did that as Trapper one recent match, set 3 traps around the hatch, backed off, and waited. One snapped on the…
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I have three problems with hatch. It appears before the last gen has popped or there's only one survivor. If it didn't appear until you were at 0 gens or 1 survivor, you couldn't find it early on either side and that would reduce hatch disconnects. It opens immediately on a disconnect. Should be a timer, like the sacrifice…
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Not bad additions, actually.
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Only way to really prevent most of the 3rd survivor slugging is to add a timer until the hatch opens. They want to prevent the escape. I'll admit to being guilty of it occasionally if the last person is someone I REALLY want dead (typically for things like teabagging and flashlight clicking).
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Can we all come together and agree that anything meant to actively move the game forward (choosing perks, offerings, characters/outfits, using your abilities appropriately) isn't toxic? Please?
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Man, this troll was hungry. You can disable crossplay if you don't want to use it. All that matters.
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Until they bring solo survivors up closer to SWF and buff killers against that level, the game will still be survivor sided.
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I like this. A lot. Cleansing transfers it to the survivor instead of all survivors.
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You know what would fix the hatch tech? Hatch doesn't open when a person disconnects. Takes a full minute to open after it's down to one survivor if it's due to a disconnect. To make it fair point wise, give all the other players a BP bonus and lower the safety pip requirement for that match. (Pip up remains the same.)
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Would help if you'd made a point. If you used sarcasm, that doesn't work.
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If we get barrels to hide in, we need a rodeo clown outfit for Clown.
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Wrong. Killers NEED the information advantage. Tells them how to play at the start of the match. In a 1v4 game, it's important for them to start with an info advantage. Also helps to see what the survivors look like. Some outfits hide better on certain maps.
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Killer is MEANT to get that info. It was designed that way intentionally, that all the info belongs to the killer, not survivors. Take away that info and you take away part of the power in a game that already favors survivors at the top levels.
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Part of playing killer is having more info than the survivors at the start of the match.
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I hate all the people DC'ing. I really think they need to at least reimplement the penalty against those who choose the Leave Match option. 15 minutes every single time. Day ban for 4 or more within 24 hours. Other methods can stay for now because of hackers and random disconnects. How about we get a better noticeable…
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What if you're going up against a flashlight squad and the killer you picked doesn't have Lightborn or Franklin's?
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Survivors swapping should add 10 seconds to the timer at this point. The last second swap shouldn't be usable to throw off the killer, it invalidates the idea of having info early.
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I've dealt with this a few times. I just try to avoid grabbing. What needs to happen is a new check on the server side. Confirm the beginning of the action against the killer, and cancelling your action as survivor does nothing.
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How did killers provoke anyone?
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Except the example he gave was about the EGC and having a basically guaranteed kill vs losing an easy chase and giving the survivor away.
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I like it. Or light them all up if there's an active hex.
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A thousand times this. You're responsible for having a stable connection when playing a pvp game.
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Killers don't really jumpscare me. Survivors hiding behind pallets as their teammates are being chased jumpscare me. I always find that amusing.
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It's all under the same header.
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Reduced by 100%. The heavy breathing is part of the sounds. I use it a lot, along with Calm Spirit. I like to stay silent.
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Not a bad idea. I don't think it would have a large effect though.
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So should the gens be slightly more complex then? Making survivors give directional inputs or something to perform repairs? (Like, every 5 seconds, it gives arrows on the screen and you have to press those directions with your movement option to advance the gen.) The gens would be slightly more engaging, failure to…
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You can have NOED as soon as you give up Adrenaline. They're equivalent perks.
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Teabagging is inherently disrespectful due to its origins. Intent no longer matters.
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Close the hatch. I had a hatch situation earlier. A survivor sacrificed on the hook so the other could escape. I got there just in time and interrupted them by slamming it shut in their face. Best part is I'd repeatedly spared them earlier in the match, I was going to let them go. But I don't tolerate sacrificing yourself…
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It could be conditional. My concern is giving something to one side and not the other. Concerns to address are game flow, pipping, and points.
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I was survivor, injured, and going for a medkit I knew was in a chest nearby. Out of nowhere, Ghost Face jumps in the side of the screen and downs me. Actually startled me like a jump scare. Told the guy in a message afterward and we both laughed about it, I sent him the clip. Turns out he just stumbled across me randomly…
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Sentence 1: I said nothing of the sort, although it's incredibly common. Sentence 2: Did you have a stroke while typing that out?
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And performing an action specifically to make a player mad isn't? Because let's not pretend that's not why survivors do that at the exit gate.
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Spirit: Her power is great for applying match pressure. Without being able to see survivors while using it, audio cues are key. I don't use her power often in chases, but it can be good for clearing a gap. Ghost Face: I dunno, I'm not any good with him, no practice. Plague: Keep people sick. Cleansing is a Prisoner's…
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I know you're being sarcastic, but this just sounds like a DbD boss battle.
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I've gotten Adept on over half the killers, including all my mains. I don't mind working for it. But as survivor, I'm out of my league and this is a limited-time event. That's why the issue is so stressful to me. Also, why are you complaining? I'm a killer main asking why something isn't easier on survivors. That's such a…
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That's a nice thing to do. I haven't encountered you, unfortunately. I was just trying to go easy on people, but if you were wearing a crown you'd already earned or you were a licensed character, no mercy.
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If nothing else, it takes them longer to get back in because they have to reload the game. Even better, if someone DC's, they can't rejoin until that game they DC'd from is over.
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The issues arise from everything in the game being balanced around solo queue only. Having communication breaks the game, badly. What we need is some sort of handicap system that, perhaps, makes any SWF squad rank higher than its individuals once we get SBMM.
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Sometimes. I've dealt with that. I've also intentionally stared at flashlight beams while laughing maniacally. It's fun.
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I already run the perk, and it looks like a level 4 version, basically. I'll take it.
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As long as SWF is balanced the same as solo queue and the devs balance the game against solo, the game will be forever survivor sided.
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Doesn't matter, there's nothing unique about survivors thanks to teachable perks.
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You know, I'd be fine with just re-adding the ban only for leaving through the menu, no other DC counts. They can tell the button to report its user.
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BHVR really needs to make an invisible cone on top of everything you aren't supposed to stand on so survivors and killers will always slide off.
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I message if I want to farm. If everyone agrees, great. If not, just play.
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"This is explained by this fact: humans will notice negative experiences 4 times as much as negative experiences." Whoops. I agree with most of the post, except that it's totally fair for even someone playing 90/10 or 100/0 to complain about imbalance. That's why forums open up discussion, to give a variety of viewpoints.…