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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Ok but I actually love your idea of changing some of the hatch escape points to survive until endgame points, it's a very elegant idea. If the 7000 escape points were instead closer to: 2000 — Survive to see all generators complete 1000 — Be inside the exit gate area 4000 — Escape plus an extra 750 for each other survivor…
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They've confirmed in their roadmap that Weave Attunement (among 7 other perks) is getting a change this month/early next month. I'm not a huge fan of these ideas though. I think Franklin's is only an issue with Weave, so we should wait to see the changes.
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You missed the point of me including the nurse kill rate stats, which is to say that stats don't exist in a vacuum because we all know nurse is definitely not the third weakest killer. The knock out stats were on nightlight from games since the 8.3.0 patch. I mentioned the other perks only as evidence that the most common…
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Rare things can be problematic and in need of changes. Rare but bad games are what people remember and negatively affect people's perceived enjoyment of the game. I don't need to explain why bhvr wants people to enjoy playing their game. I never said knock out was common nor that you need it to slug. But in games with…
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The reality is that the game is boring in the 2v1 and changes to speed it up are good imo. Anti-camp currently discourages hooking in the 2v1 because you have to leave the hook and let the other survivor unhook. This forces the game to drag on which is especially stupid at 2 or more gens remaining. In the 2v1, remove…
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I don't care about slugging in the endgame, I'm talking about how knock out specifically makes slugging too easy at all points of the game especially against solo queue players. I know survivors complain a lot about killer things - I play a lot of killer, with literally over 12,000 sacrifices. I just happen to also play…
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Don't get me wrong. I'd gladly see knock out nerfed into the ground because it's a stupid perk that promotes stupid gameplay, at least until bhvr can figure out what to do with it. I just find it more productive identifying a perk's issues and the negative gameplay impacts, and nerfing that in particular. My hot take is…
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BHVR hasn't nerfed it because it has a very low pickrate. I'm not inherently opposed to slugging but I agree that knock out needs a change - it encourages and enables slugging that in particular hurts solo queue players. The problem with the perk is the infinite duration of hiding the slug's aura. While there is a use case…
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Yes that is the game, and your job as survivor if the killer is playing for it is to deny the tunnel out as long as possible while still pressuring gens. That said, I agree with your point about pain res pop etc. I think pain res should deactivate when a survivor dies, and other strong perks should get similar treatment.
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The survivor objective is to complete the gens and escape through the gates. If the survivors don't complete the gens they lose, even if the 4th survivor escapes through the hatch (what you call trap door). The hatch exists so in the 1v1 the game can just end because it's not worth playing the normal game - so either the…
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From what I've seen, the OCE situation is better than it was June-September - they even replied to my email in September saying that they had made a change and to their credit I did notice improvements. That said, I still see it happen, I even had a game following that email where all 4 OCE survivors got sent to some Asian…
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People saying to "just chase someone else!!!" and "don't tunnel 5head!" have never had someone aggressively use their OTR to take a hit while you're chasing someone else. Especially egregious is when you're chasing someone and your previous hook comes in while healthy to take two hits (yes I've had this happen). To avoid…
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I agree Pain Res should deactivate when a survivor dies, but keep the current 4 token fresh hook form and buff to maybe 25% if needed. 4 token pain res alleviates rng issues with struggling to reach a pain res hook for each down, allowing killers to more consistently get max value from the perk. Not being able to pain res…
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I used the phrase "hostage holding" because that's what it felt like but I should have been clearer in my original post. My point about about wrapping up the game still stands - in a 1v1 situation where the generators are incomplete the survivors have lost the match and the hatch exists to finish the game so both people…
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As an OCE player, I've been playing less because of the server issues. Just before I enjoyed a match on OCE servers, then when I saw high ping in the next lobby I closed the game. I've barely bothered playing survivor because it's not worth it with high ping. On the killer side, the game feels nearly as bad to play, and…
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I agree with (I think genuinely) literally everything in this post and it saves me from writing up my own post but I have extra comments. Firstly one positive - the new UI feels a lot faster which is understandable as the new store also runs a lot more smoothly. My other general thoughts are that the new UI is more…