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CodesterKing

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CodesterKing
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  • All the time. Even though I main Unknown and Vecna, ive been absolutely loving the changes they're doing to some of the weaker killers. I've also been playing a lot of dredge, same with knight and nemmy due to the updates. Hard killers like Singularity and Billy also got buffed, so they feel a lot less punishing to play…
  • After a good amount of matches, I can't agree more. This mode is like normal DBD minus the downtime of hooking and finding people. Constant chases and the immense amount of options during a match make games super intense and fun. Another aspect worth mentioning is the removal of hook notifications. You can't easily tunnel…
  • Very balanced map and is my favourite out of the autohaven realm. The generator spread is good, the loops are balanced and feel fair to both sides, the rng is mostly stable regarding pallet spawns, but theres one small problem. This map can be a little unforgiving against certain killers good at protecting the basement…
  • This map is great, definitely one of my favourities out of the macmillan realm. Although it can be a little rough for low mobility killers due to the size. I think trimming it down a little would help those killers create pressure. One particular window by the main building in the tent area is also a little too long. It's…
  • A map with too many line of sight breakers and too many pallets, albeit unsafe pallets, makes this a balanced map, but in the worst way possible. Stealth killers have too much of an edge on this map, with a lot of the generators being very easy to approach without being seen. Theres just too many walls and unsafe…
  • Amazing map with very interactive loops, super fun and balanced to play on for both roles. It's also a pretty small map which is great for low mobility killers. However, it has a couple of glaring flaws. One, theres a three gen that can be extremely favoured towards the killer in the gallows area by shack. It can feel…
  • Good map, although main building (specifically the second floor) is a bit of a problem. Certain builds including boil over can be super oppressive against the right killers, so adding a hook or two up there may solve the issue. It's also really easy to prerun towards it as a survivor, wasting a ton of time for the killer…
  • Love this rework. Feels pretty fair to both sides with a couple of small issues. First off, the 3 gen spawns can be rough at times. Specifically the main building + the generators in the jungle gym tile and corn is a pretty oppressive one. Certain loop spawns near shack can be rough. If a loop spawns right next to it, it's…
  • Very balanced map and easily one of my favourites with little issues. Main building is very well designed and has one of my favourite layouts. The good pallets inside are somewhat hard to reach too, making it feel pretty fair for both sides. People are saying the map has too many deadzones/is too big, and I can sort of…
  • This map is kinda balanced, more so favouring the survivors due to a couple of reasons. Main building is a little bit too strong, specifically the window can be looped in multiple different directions. The breakable wall don't really do much for the killer in terms of weakening the loop, and can even be a bad move…
  • Least favourite autohaven map, entirely due to the layout. It's hourglass-like shape means that a killer can choose to protect one section of the map, often having 3-4 generators on it. This makes it very easy for the killer to patrol those 3-4 generators and easily win the game. The map is actually quite fun as survivor…
  • Grim pantry is a fun and somewhat balanced map, leaning more towards survivors. It suffers from a lot of the same issues as Pale Rose, but definitely isn't one of the worst maps out there. Much like Pale Rose, map rng can feel volatile at times, specifically in the outer edges of the map. Generators can spawn a little too…
  • Pale rose I feel is a pretty balanced map. It features one of my favourite main buildings and feels pretty fun for both sides at times, but it has a couple of issues. I feel like it's core issues lie in killer prop placements as well as some certain generator/loop spawns. They can feel a little too volatile at times,…
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