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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They should at least remove the lullaby from the Bat form, for sure. He already has a sound cue for the bats and is visible and stunnable, so why does he need another warning of him being close.
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I think it is one of the best designed killers so far, and doing anything with him is pretty smooth. The only things that are a little "clunky" are the Bat to Wolf transformation and the Hellfire spawning the exact same instant you press the button, making it hard to aim while moving, so you need to adapt to it. Is he…
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In theory, it sounds good. In practice, I can't wait for all the infighting and people getting banned and discriminated of every single group because of the perks they use, the character they pick, or the way they play, forced now to suffer longer queue times. A "Guild" system to find people to form SWFs before queueing or…
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I keep seeing people on Twitter complain about this That explains everything.
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Someone complaining about the new killer not even 24 hours after his release? What a surprise!
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Solved. Thanks!
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The game was free one time on EGS only. AFAIK, it was never free again. Also, you were responding to a conversation about pulling out the game completely from EGS (that I have to say, if they are going to give an Steam copy in exchange, I'm all about it).
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They are not even getting new accounts from Epic anymore, according to a hacker interviewed by Choy. EDIT: Seems like mods don't like Choy videos, so look it up in Youtube. So, the solution is not removing a copy from the game on any platform. The best solution is for BHVR to fix their account system (and I'm going to…
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Just as OP said, Dominus Anger unlocked instantly, but Snapper Casket not.
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Clean a totem → Get Pentimento → Go back to that totem you cleaned to clean the Pentimento. That's it. That's all you have to do to counter it. It doesn't need a nerf.
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Not long ago, there was a version of Geforce Experience that was bugged and didn't work at all with D12 games, but it is now solved. EDIT: Maybe it is still a thing, as I remembered that the way I solved it was by activating Desktop recording in privacy settings. Do you have enough space on your recording hard drive?…
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50% kill rate would be an average of 2 kills per game which is considered a draw. Exactly! That's why devs want it to be a 60% to "keep matches relatively even", so killers can win as much as survivors: Saying 2.4 kills is preferable is just arbitrary. No, it's math. Try to find any other kill rate on average that grants…
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The reason of why the 60% average kill rate is needed and balanced, abridged version: As in DbD… The win conditions for both sides are completely asymmetrical. (MMR win condition to be exact) You can't directly compare skill levels of both sides, as they require completely different sets of skills and game sense. One side…
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Two doritos later: Tell me you don't play killer without telling me you don't play killer. At minimum, again, you haven't played enough.
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It's not even a plugin, it is already integrated into UE and the part that would take more work would be the UI. Not only that, but many UE games have implemented that same system way after the game was released (e.g. Fortnite, Rocket League, Tekken 7…).
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Probably a hacker. I had one the other day that basically prevented anyone from being hooked. I know it was a cheater because I also saw her teleporting and getting outside the map, but if there wasn't any other signal, then probably it would look like a bug.
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“Just play as a swf” This is literally all ive been told Here's a new one: Play as killer. Pick a killer, and play long enough to get those survivors that when you don't tunnel, slug, camp, or use 4 regression / slowdown perks finish all gens by your 6 hook. Maybe then you will understand the true state of the game right…
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If you don't care about MMR at all, a win can be whatever you want, so the win rate is subjective. If you care about that invisible number that is only useful for the backend of the game right now, survivors are not a team, and a win is only when a survivor is not killed. Ergo, if you escaped but your other 3 team mates…
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I don't think he is weak, but it definitely doesn't feel good to play since being nerfed. In my opinion, the main culprit is the fact that hitting a turret with the tail is considered a "wall hit", which has the longest cooldown possible. So, if you are chasing a survivor and there is a well placed turret, your options…
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No, we're outside of math and just talking about how words are used in English. The guy doesn't even know what a rule of 3 is, and even when having the dictionary definition written on top of an example still doesn't understand what an average means. Keep pretending to fight basic math while making language-ambiguity…
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I simply wouldn't balance DBD with only kill rate. Neither is BHVR, just as I explained: When we reach that point, now we can use the kill distribution of each killer to balance those that are overperforming or underperforming until we get a balanced average […] But we can only do that once we have reached that target 60%…
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you explained incorrectly. the fact that there is such high variance in the data set is a reason specifically to Not extrapolate based on the average of all those data, not a reason you Have to. Then again, explain to me how you would balance DbD, granting every player the same winning chance no matter their skill level or…
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In that scenario you have a kill rate of 50% and a winrate of 50%. More specifically you have a winrate of 50%, a loss rate of 50%, and a draw rate of 0%. By the definition you posted: "Average, math, is defined as: An average is the result that you get when you add two or more numbers together and divide the total by the…
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I literally explained how those averages apply to the balancing of a total asymmetrical game like DbD, why it needs to be those averages, and indirectly explained how what you said doesn't contradict any of it, and in fact, it complements those kill distributions (those "uneven data sets" the game obviously has and no one…
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The problem is that every average is made up of many numbers. No, again, the problem is that you don't know what an average is. Let's take 10 players in 10 matches, 5 of them do only 3Ks, the other 5 only 1Ks. The average kills per match is 2 survivors killed per match, which is a 50% kill rate per match on average, which…
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In your most recent post you are using the phrase 'on average' to mean the most common result […] The concept of a winrate calls for a percentage, not a general statement No, I'm using 'on average' because we are talking about averages. Averages that can be expressed as other averages, like a percentage win rate: 60%…
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Like, how hard is it to understand that if the average killrate is 2K, and a 2K is a draw, then on average killers never win, as they draw? I mean, seriously. You guys are seriously not getting that...
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Now "an average" is "super tortured logic" and trolling. My entity… A 2K on average means that killers have a 0% win rate on average because there will be people that do more than that 2K and people that do less. That's why it is AN AVERAGE. It is pure, simple, basic math. And yes, anything more than a 2K would be a win,…
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Except 50% killrate is 2 survivors killed per match on average, and because a win is 3K or more, that means a 0% winrate on average. In other words, that 0% is not the result of doing the average of kill rates, as you are saying. That you are trying to give anyone lessons when you have proved again and again that you don't…
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Then explain. Multiple people in the thread are laying out why you are incorrect and you're just saying 'you don't get what an average' means. Because every single one of you proved that you don't know what "on average" means. Not only that, you don't even have a grasp of why dealing with averages is needed in this game…
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So when you say 'mathematically speaking' you don't have enough data to arrive at a mathematical conclusion. And what more data do you need to calculate that a 60% killrate on average means 2.4 survivors killed per match on average? Because the only thing you are proving here is that you also don't know what an average…
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There's literally a post from Peanits copied in this thread saying they don't talk about 'win rates' because wins are subjective. Direct dev statement outweighs community wiki. And I already explained the reason why he said that: Because the MMR win conditions don't translate to in-game mechanics or rewards (escaping…
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You still don't know what "on average" means, obviously. Even after all the times it has been explained to you. Thankfully, BHVR does, and look at that! They say the exact same thing I had been saying all along: I will keep correcting you so long as you keep spreading this misinformation. And you will keep being wrong and…
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The "community created" wiki is supported by BHVR and is a compilation of official sources and data mining the game. So, it is probably the most accurate data about DbD that you will find.
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That's the closest thing to a "team" mechanic the game has, and as far as I understand it, it only affects the quantity of MMR you would gain and lose. Meaning, if you die but your SWF escapes, you still lose MMR, but less. So, the normal MMR win conditions for survivors still apply. In my opinion, it should work for all…
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Except generators and chases are two different parts of the game that have nothing to do with each other. The generator aura equivalent of WoO would be Déjà vu, and nobody is complaining of that perk allowing survivors to see the closest 3 gen aura all the match. But I tell you what, I'm totally ok with only showing the…
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"For example, a 50% kill rate would mean they kill two Survivors per match on average. We try to keep Killers near a 60% kill rate on average to keep matches relatively even" And the matches are more even because a 50% killrate on average means Killer draw all matches while survivors win 50% of the time, so it needs to be…
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That's for the survivors, as the survivors win condition is individual, meaning that if you escape but your 3 teammates die, you have won and they have lost. Devs explained it as being "1/1/1/1v1" in the day. However, for the killer, this is not the case. For the killer it is still a 1v4 and just as explained in the wiki,…
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If I have to guess, he is saying that in Quote 1 because the MMR win conditions don't show in-game at all, and most of the community don't want the game to become "competitive" (even if it already is by design) as they consider it a "party game". So, their go-to answer in this cases is "whatever makes you happy". Because…
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If the survival rate were 60%, which would mean an average of 1.6 survivors killed per match, guess what? That would mean a winrate of 0% on average for killers as again, a win for the killer is 3K. That's why it needs to be 40%, so both sides could be able to get to a 40% winrate on average, mathematically speaking. It's…
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The only Swfs that can be argued to be too strong are the ones that play like a SWAT team. Because if a team of 4 people only says "The killer is going to where you are, get out of there!" and does not transmit any other info, they don't have a great advantage over SoloQ, of course… In other words, everything you said here…
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Oh, hell, here we go again… 65% is what is "little killer sided". 53% is "little survivor sided". 60% is balanced. Why? Because of how the MMR works, only a 3K or more is a win for the killer, and survivors only need to escape themselves to win. Ergo, a 60% kill rate means a 40% win rate on average (I repeat: ON AVERAGE…
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The only substantial benefit WoO gives to good loopers is knowing which pallets where used by other players, a benefit that is only relevant to Solo Queue. This is what is simply not true. First, because not all SWF play like a SWAT team that shares every single movement they make, and second, because it allows anyone, no…
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You used the difficulty of playing a character in a fighting game to argue about its accessibility, like it is the only factor that affects the skill and knowledge requirements of it. So yes, you know nothing. And I already explained why it is a balance issue: Because it removes any need to develop the minimum game sense…
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The fact that you think that the only complexity of a fighting game (the genre that is almost impossible to play in a casual manner precisely because of the time investment, skill and knowledge gaining needed) is knowing how your character works says everything. And the problem is not having "accessibility options" (which…
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What you are doing is asking why a good driver would ever drive an automatic if they know how to drive a manual, when the answer is simple: Because it is easier and effortless. Good survivors maybe don't "need" an autopilot perk, but they use it anyway because it is a substitute for good game sense, removing any need to be…
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First, sorry, I quoted you by mistake. Second, the escape rate was not only the escapes of the "pro player", but his whole team of randoms in those 50 SoloQ games. Even tho, I agree with your last statement.
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Image with numbers written in it about a killer doing great without any source or explanation: Aha! This totally proves that killers are OP. Stop with the propaganda already, killer mains! Pro player playing 50 SoloQ games live in stream and getting a 65.5% escape rate among all survivors by playing well and as a teammate:…
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The best part is that it is not even a good strat… Bloodwarden with Tombstone? What?
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I’m sure if you play only as killer you are. Survivors not so much. Funny, because I had been a killer main since I started playing, and the last few months I had been playing almost exclusively survivor, as with the latest changes in perks and such, playing killer had become extremely stressful to play again. Now, name…