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Comments
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The main difference here, is that rather than a perk, this is a mechanic. I wouldn't want a perk that does that because it runs the risk of becoming either a non-used perk or a perk that's part of the meta. If you introduce a new Mechanic on the other hand, you can have, say, four or five different perks that grant the…
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Boy, if you're slugging a Survivor team so hard that you're able to chain-lock generators with Thrilling, then you did not even need Thrilling. Chain kicking generators is a waste of time since you can only bop one generator at a time, so you're invisibly jacking off in one corner of the map while the rest of the Survivor…
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You can't exploit Thrilling Tremors or Blood Echo either for the same reason, you need to down/hook. You can't exploit Trails of Torment because it's tied to kicking generators, which takes time so you can't do it in a chase, and you can't damaged unworked or already damaged generators. You can't exploit I'm All Ears…
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If you're fast-vaulting all the time, I don't what to say to you mate. But yeah, that's what I'm talking about though. If you're at a T-L or a jungle gym, and someone is just fast-vaulting everywhere, I'm All Ears should show you them. It doesn't let you catch up to them, it just balances the power of a good loop by giving…
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This is my point, mate. You can't balance a Killer around players being BAD at the game. You can't nerf a Killer because you're playing with bad players. Do you think I don't get those games to? Because I do. I never said that you can survive every single game doing this stuff. I'm saying 'This is how you loop…
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I feel like Mori offerings should be removed and just be a thing that you do to the Survivor when they're on death hook, or barring that just something you can do automatically to the final survivor in a match because they're dead anyway.
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Mate, with the best will in the world, you probably just need to practice and get better. Right now the game has a massive problem with Killer/Survivor Ratio. The disparity between how hard it is to rank up as Killer and how easy it is to rank up as Survivor has actually caused a pretty big problem with the matchmaking…
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Why would you bother to nerf the worst Killer in the game, mate? If you're this bad, you really have no leg to stand on in terms of suggestion input.
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OH NO! Running from a psychotic murder? Stressful?! PERISH THE THOUGHT.
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I agree with this entirely. 99'ing doors is incredibly dumb. It should immediately start regressing back to 0 once the Survivor lets go of it.
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This is a terrible idea, mate. I'm sorry to say that so bluntly but it is. Deathslinger is not a good Killer. That's not against SWF's either. I play almost exclusive solo and he's just a bad Huntress. Literally you beat him by dropping a pallet early. Don't go for stuns. Just play ultra safe, drop pallets, loop til he…
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The problem with that is that if the emblem system isn't judging you on your performance, then you're going to end up in situations like I do where I'm performing at a higher rank, but playing at a slightly lower one, which results in lower rank players getting stomped by a misranked Killer. That's not fun for me or for…
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Deathslinger is terrible, mate. He's really an awful Killer. I'm sorry man, but your main complaint seems to translate out to: Deathslinger is really hard to play against when I'm playing with a team that doesn't do objectives. If that's the case then... man I really don't know what to tell you. That's every single Killer…
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Fun Fact: Survivors possess the ability to remove NOED from the game via a little known talent called: breaking dull totems.
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I agree with the gen kick regression. Honestly, the ability to just undo a kick by gently tapping the generator with zero backlash or requirement is incredibly annoying and doesn't even make sense.
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The change to Devour Hope is only relevant if they implement this change in its entirety. I agree that as it is Devour Hope would be far too powerful, but having to get maximum stacks before the totem is cleansed is incredibly hard to do unless the team you're going up against is a bunch of potatoes which, let's be honest,…
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As an aside. If you're talking about Deathslinger's efficacy at the ranks where survivors aren't good at looping and chasing, then yeah, Deathslinger is high-mid, because they can hit at a range. But then, at that rank the Clown is good, so... yeah.
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I can't agree with you there. Deathslinger can only shoot over very specific loops. Most tiles that are looped completely block the Deathslingers shot. His power is all but useless at jungle gyms, questionable at best at T-L's, and gym v.2's from Ormund and Estate are no better. Furthermore, Deathslinger's power doesn't…
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Unfortunately there's no way to punish Hook Suicide as far as I know. I would suggest removing the ability to try and kobe entirely without the service of a Perk like Deliverance. That way players can't intentionally bypass first stage. After that you'd have to remove the struggle effect, but that might be too much. At…
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I can't agree with your notion on objectives. You're ignoring that the Survivors have 'Stages' of objectives too, even if they're not as obvious as the Killer's hook stages. Bypassing portions of your ultimate requirements is a function of the Key and the Mori almost identically. As for the pipping. I can tell you I have…
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A Mori that speeds up the Sacrifice timer is actually an interesting idea. Maybe a Mori could instead create a number of hooks around the map that have 25% faster Sacrifice speed? That would make for interesting gameplay at least and it would be clear that the Survivors need to rescue that person FAST or they'll lose them.
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Predator is a little too strong. Haste effects on Killer should be very carefully modulated because so much balance is tied to their speed vs the Survivors speed. It's a decent idea, though. I love the idea of being able to activate Beast of Prey as a power, maybe with a cooldown of 60/50/40 or something like that. Being…
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Let me put it this way: If you're defining the Survivors ultimate objective as 'Escaping' then it is equally valid to described the Killer's ultimate objective as 'Killing all 4 Survivors'. Think of it like this now: Survivors have to finish multiple generators to open the exit gate and get out in the same way that a…
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I get what you're saying, but balancing isn't really the point of my question. My question is this: Let us assume that the Devs want to keep the Mori and Key exactly how they are. Let us assume the Devs are not going to change anything about these items/offerings. Assuming those postulates are true: why is the Survivor…
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Re: the mori. I'd be fine with being able to autokill, say, the last survivor on the map, since with the changes to hook timers for the final survivor they'll just auto-die on the hook anyway. As for keys, that makes them borderline useless, but that's not really my point. My point was that, IF the devs insist on keep…
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Deathslinger is in competition with Clown for the position of worst killer in the game. I don't necessarily agree with OP's suggestion, I'm not sure 115 is right since it actively rewards you for ignoring your power, but Deathslinger isn't in a 'fine' spot. He beats brown-green ranks (sometimes) with increasing difficulty,…
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Perk tiers are just not useful anymore. I think I get why they had it before, but now there are just SO MANY perks in the game, and there's even more set to come out as the game continues, that tiers just feel like a total waste of bloodpoints. I would much rather spend my points collecting addons for my characters, not…
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Regarding regressing past 50%, I'm also on the fence about that. I'm not sure if it would fair to put the Generator back in the Entity's claws as that might be too oppressive, so allow regression back feels like it might be problematic. That's something I think would have to be tested in PTB rather than theorised on.…