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ChainsLogic

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ChainsLogic
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  • 99% of bugs? No need to exaggerate here, 20% would be a more realistic figure here. Most of the bug reports I see here, images or a video wouldn't give any more info than a couple of sentences of text you would get instead. A system that asks for more info to be provided within 24 hours before being declined, if the issue…
  • There's been some improvements, but the nerfs make him a bit weaker overall. A mid/low B tier killer made into a strong C tier. He's still playable, but is overall worse, and also still bugged as ever.
  • I think his tantrum should be 4 seconds basekit, instead of the current 3, since it's much harder to bump into objects ever since they lowered his environmental collision.
  • The gates wouldn't open by themselves, they would just be powered. The survivor would still need to open it. There are 2 gates, much harder for the survivor to escape since you know where the gates are. There is also a period of 30 seconds after the 3rd survivor dies where the gates aren't powered which lets you search for…
  • You'd still have the chance to get out, but it would be less rng based. I personally only slug for the 4k when doing adept on a killer and otherwise don't care for the 4k, but realistically many killer players do. Reworking the hatch mechanic to not be rng based would help mitigate this issue.
  • Survivors can teleport from one locker to another if they have a specific item from Vecna. So that's what I suggested for the hatch teleport, hatch being the entry point, and a locker x meters away being the exit point. It's not a resource problem, but a priority problem, concerning the exit gate distance. Also, i believe…
  • Why exactly?
  • You can't hide the whole game, and hop into hatch? Because last I checked, that's absolutely a thing some people do. With my rework it would be harder to get a "free" escape, as there are 2 gates, so you know where to look. You also have 30 extra seconds after the 3rd survivor dies to look for the last one, before the…
  • They could simply increase the distance between gates on some maps? Like, it's a really easy solution, I think you're the one who hasn't put much thought into their reply. They could teleport you to a locker, like with Vecna, to make the teleport mechanic easier to code. Also, you need a key to open hatches, and each hatch…
  • Easier for the killer to patrol 2 exit gates, than hope that the hatch rng is on their side. If you think this will make it easier for the survivor to escape, I don't think you actually read what I wrote.
  • Pig is fine, and it's clear from the proposed changes that you have a very strong bias for her.
  • So you say "haste" Clown seems a bit too op, but also that you don't die to him or ask for any nerfs. Even though your title and this comment conflict each other, let's say I believe you (I don't) and move on to address your other concern. You say he's unfun to play against, but in a game with such varied killer designs, I…
  • Clown is in a decent place now, a low B tier killer. You just aren't that good at the game is all, and it's fine, but killers need to be actually able to somewhat deal with 4 survivors, since it's a 1v4 game. Instead of trying to ask for nerfs for "haste" Clown (haste bottles are literally part of his power) try getting…
  • The static noise is her lullaby audio, I never said she's completely silent, just that her audio can be subtle.
  • First of all, Dredge never had a lullaby. He was just very loud, which thankfully got fixed in the ptb, by making him much quieter. Here is a link to all the killers with lullabies Her stealth is fine enough, imo. I swear some Sadako mains want to 4k every time, and if they can't do that, then the killer is weak and needs…
  • I literally am NOT agreeing with you. What I'm saying is that Sadako herself is very quiet. Without visual terror radius her lullaby is quiet as well. Poor audio mixing resulting in something that even people who can hear can barely notice, is only even more of a reason to keep the lullaby in visual terror radius, when…
  • I find most of his buffs reasonable enough, but now with his chase potential made much easier to achieve, I do find getting this info given to his basekit unnecessary, and just a bit of a buff overload.
  • I said it makes him ever so slightly stronger, meaning a minor buff, not a major buff like you seem to imply is what I said. He has enough buffs that this is really unnecessary.
  • They should remove killer instinct notification when a survivor is slipstreamed. It's really not necessary info for him, and it only makes him ever so slightly stronger than he needs to be.
  • Sadako is almost completely silent when undetectable. Removing her lullaby would allow her to sneak up on anyone super easily. Basically tier 1 Myers without the drawback of slower 4.2 m/s speed and shorter lunge. So no, the lullaby needs to stay.
  • I must say, as someone who likes both sides, and plays them pretty equally, that I can't relate to the hypocrisy of many dbd players. Simply put, being a killer or a survivor main makes one highly biased, so their input on balance shouldn't be taken too seriously most of the time. That said, I respect the willingness to…
  • I wouldn't say her hatchets take no skill, and their hitbox has been only changed once, a long time ago, before being reverted, but a 10% (5% from each side) reduction in hitbox would be fine, imo. The hitbox would still be bigger than the actual hatchet size, but would lead to less bs hits, while still keeping Huntress…
  • I hope eventually all killer moris will be 3rd person, with an option to switch to 1st person for the couple of older killers who have them. 1st person moris are cool, but I'd rather see Clown, Huntress, and all the other killers with 1st person moris, be 3rd person by default.
  • Most people don't care anyway. Like cool, you have a p100 character, good for you. Seriously, most people don't really care for your character's prestige, so them only not caring in the post game lobby is honestly all the same for you.
  • Like the other users said, you can dodge it. As soon as you dodge one, you can unhook. No change needed.
  • Imo, the perk needs changes. My suggestion is a hit with a basic attack no longer drops your item, but instead makes you unable to use the currently equipped and any other item picked up for 20 seconds, and you also lose 35% of the charges that CAN'T be recharged with perks like Built To Last, etc… It would be more healthy…
  • He's the strongest A tier killer now after his nerfs. Bhvr shouldn't touch him, most likely ever. Base speed Blight is fun and strong. Definitely shouldn't have his speed add-ons incorporated into his basekit, in any capacity. Your fun or lack of fun shouldn't be a consideration in balancing Blight at all. I'm sorry, but…
  • Considering the sabo buffs from last ptb went to live, I don't really have faith in what you're saying.
  • You do have some chance of escaping, a small one, but still a chance. The game doesn't teleport Leatherface to a nearest survivor, and instadowns them for him in endgame, so first try not getting caught in endgame. If caught, either your teammates are smart and open gates and leave, or take a very small chance they'll be…
  • If anything, it should be nerfed, the guaranteed self-unhook shouldn't work in endgame, since It's very easy to force the killer to hook you in the basement.
  • Yeah, I don't think it's a good idea. It's a fun thing to do during the event, but balance wise, it would most likely be overtuned, or completely underwhelming.
  • I hope you're joking. Look, anything that can potentially make you lose on either side can be a bit annoying and frustrating at times, but I don't think being blinded while kicking the pallet, which will be broken after the blind is done, is the same as being locked into an animation and losing your next hook.
  • I'm not against any characters getting new outfits, (I do think it's a bit more complicated for licensed characters like Yoichi) but these are rift outfits that can literally be viewed in-game now, so it's just a flip of a switch on bhvr's side, but I guess they have some arbitrary list on when and what outfits will come…
  • I do like this change as well. It is kinda silly you have to go out of sight of a hooked/downed person to be able to use his power.
  • Not talking about his increased curve window, but the 180 flicks you can do with the Lo Pro Chains add-on. Thankfully they are very rare and not as useful a lot of the time, but still should be patched out. Here's a video where the 180 flick is mentioned.
  • I'm not really cherry picking things, it's just there are many "techs", that are actually exploits, but there are things that are okay, though they are rare. Like, some people believe orbitals from Huntress are an exploit, but it makes sense that a hatchet if it's not interrupted by any collision can hit a survivor from…
  • While I can understand they have wall-hacks in public games, because without them they would be basically useless, and I'm okay with that, until they implement an actual ai for them, there should at the very least be an option to disable their wall-hacks in custom games.
  • For around a year they've been bad and only seem to get worse with time. I think the devs thought actually having scratch marks work properly was too much of a buff to killers, so they shadow nerfed them and are keeping quiet until the outrage gets too loud.
  • They apparently fixed it a long time ago, but people with super high dpi were able to get around it, so they didn't really fix it in the end. This and Wesker's hug tech needs to be removed from the game. Thankfully Wesker's hug tech is harder to do, compered to Blight's hug tech, so at least it's a less common sight, than…
  • Like I already said, the possibility of standing moris, which aren't possible with any mori offering, plus a healthy way of the add-on staying in the game. If that minor thing isn't enough, I don't mind them deleting it from the game, the add-on was never really fun to go against, and if encountering good survivors, it…
  • There's one minor benefit to it, you would still able to kill the survivor while standing, unlike with ebony mori (which I think they want to make just a bloodpoint offering now because of finisher mori) It's mostly like this as a way for the add-on to stay. Otherwise, the add-on would need to be deleted, because it's…
  • I play on pc, but I hope they implement this change for console players soon, feels unfair not to allow it imo.
  • Yeah, Iri Head is quite unhealthy and unfun to go against. The only saving grace is that it's somewhat rare to go against, and the limitation to 1 hatchet before reloading. I had a proposed change where you start with all 7 hatchets and if you: Hit a survivor 25 or more meters away, the hatchet is an instadown, and you…
  • Definitely nearing towards a full year since scratch marks started becoming consistently worse and worse.
  • I know that.
  • Ofc it's not guaranteed, but most of the time you'll hook the survivor just fine.
  • The Ghostface video is the average Dbd player when they 4k (op let the last survivor go, but he could have gotten the 4k if he wanted to) at 1 instead of 5 gens. The thing is with Surge if you reached 8 regression events it means in "worst" case scenario everyone is death hook and best scenario is 2 people are dead and…
  • It's not like Lightborn and other perks mentioned can't appear in the random perks when playing either, I really don't get the op's complaints here.
  • I'm all for for consoles getting k&m support, but this game doesn't have auto aim. Instead it's something called aim dressing, which makes hits that would hit anyway, visually make more sense, that's why the camera will sometimes suddenly jerk towards a survivor during a hit. The problem is that it's bugged and can…
  • I always wanted them to let us fully mute the bloodweb sfx, and lower survivor hook screams to like 30% of their original output, though I wouldn't be against adding the option to lower the crickets noise, even though I don't mind them personally.
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