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Coffeecrashing

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Coffeecrashing
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  • This is correct. Blight’s lethal rush hitbox just needs to be extended vertically downward. That’s it. And fixing Billy’s similar issue is literally just extending the hitbox of his chainsaw vertically downward.
  • But like, why isn’t it based off of the number of survivors that got sacrificed, since that’s what actually matters, and because it’s actual anti-tunneling? Because we saw tunneling in the last 2v8, where killers would just zoom across the map because the cage spawning rules were too predictable. Were the cage spawning…
  • If the gen speeds are connected to cage states instead of survivors eliminated, then it encourages killers to really try their hardest to tunnel survivors instead of spreading cage states. For example, 9 cage states could mean that 3 survivors have been knocked out of the game, or it could mean 0 survivors have been…
  • The game makes proximity checks that can forbid a killer from lunging, and it can yank the killer’s camera, and this is completely separate from the actual hit validation check. This means the game can forcibly yank the camera and then say the attack missed. In the second scenario, the survivor to your right was probably…
  • The nerfed haunts are garbage and aren’t worth the time it takes to get them. And killers don’t have time to do event stuff, unless they are clearly winning, and have extra time to spare. This means that I’ll do event stuff in killer games when I’m clearly winning, but I’m ignoring the event stuff in killer games if the…
  • 2v8 didn’t have as many ragequits because survivors can’t ragequit via 2v8 cages. This is why BHVR should remove survivors being able to ragequit via hooks. If survivors want to ragequit, they should be required to actually DC, so they can get the penalty they deserve, and the other survivors can get a survivor bot…
  • Fix Blight and Billy's hitbox, so that survivors aren't more difficult to hit when they are crouching. Remove both tombstone addons and the infinite tier 3 addon from Myers. Billy's curve window turning is unnecessarily difficult, and should be easier for all skill levels. We know from the existence of Blight, that BHVR…
  • BHVR just needs to make all toolboxes have 16 or 18 charges, which would instantly fix this issue. Toolbox gen rushing is only an issue because 32 charge toolboxes get too much value when combined with other generator stuff like Hyperfocus and Streetwise. …And if that's not enough then BNPs should be nerfed again. But we…
  • How often are survivors being slugged for over 60 seconds, when their teammates could easily pick them off the ground? And if 60 seconds isn’t longe enough, then make the timer longer. But there should be a point where the game can say “clearly the killer isn’t going to pick up the slugged survivor, and none of the other…
  • This suggestion stops killers from letting the 3rd survivor bleed out on the ground, when they try to slug for the 4k. The 3rd survivor would auto teleport to a 2v8 cage, and the 4th survivor actually has a chance to rescue them. It also ends games earlier, when all the survivors are slugged, and none of them can pick…
  • If a survivor has been slugged for 60 seconds, then the game should automatically teleport them to a 2v8 hook. The slug timer is now 60 seconds If the slug timer reaches 0, teleport the survivor to a 2v8 hook If a survivor is hooked or caged, reset the slug timer to 60 seconds
  • Yes. Lunges don’t have environmental object collision, so normally when you lunge at an object, you get the full lunge. The reason why those attacks were quickly hitting the environment is because the game forced the lunges to turn into a short m1 attacks. Aim dressing is literally forbidding lunges due to proximity checks…
  • The lunge animation wasn’t playing. The game was forbidding lunges from occurring, which is why the video showed short m1 attacks even though the mouse overlay showed the M1 button being held down. And BHVR said there isn’t supposed to be aim assist in the game, and it’s supposed to be aim dressing. But it’s clearly…
  • I expect that the game shouldn’t be forbidding me to lunge, and it shouldn’t be yanking my camera, unless it has already confirmed a hit. In the above video, if the game was working correctly, it would have allowed me to make full lunges. Can you at least admit that the game can forbid a killer from lunging, and then…
  • How do you explain what happened in the above video, where the game forced the lunges to turn into short m1 attacks, and forced the camera to move, but didn't give the killer a hit? The game can clearly do things to a killer's attack and camera, before the hit validation check is made.
  • Or BHVR could actually fix aim dressing so it's not stealing hits from the killer.
  • No. Sometimes survivors will 360 more than once, and sometimes the killer doesn't notice the 360 has started until after they started holding down the M1 button. Also, the bug doesn't always trigger, so the killer is usually better off just going for the hit and risking the bug. Because as I said before, if a 360 isn't…
  • Here's a video, with a mouse and keyboard overlay, that proves the proximity checks are separate from the hit validation checks. Notice the game forbids the killer from lunging, and the game yanks the killer's camera, but then doesn't give the killer the hit. If you 360 behind a survivor, and it didn't trigger the aim…
  • There is a proximity check that can forbid a killer from lunging, and then a hit validation check that can say the killer was too far away for a short m1 attack. That is how 360s can steal hits from the killer. You literally can't lunge at a survivor if you're next to them, and facing them. And my main theory is the…
  • The 360 exploit works on the same idea, where the proximity check thinks the survivor is “too close” for a lunge, so the game either forbids the killer to lunge, or forces the lunge to end early. The whole idea of the 360 exploit, is the survivor briefly goes into the “too close for a lunge to be allowed” range, but then…
  • You can literally just stand in front of a hooked survivor, hold down the attack button, and notice you’re forbidden to lunge, and a short M1 attack happens instead.
  • No. I’m implying that aim dressing makes proximity checks that are completely separate from the actual hit validation checks, and when survivors 360, it tricks the proximity checks into thinking the survivor is “too close”, which forbids the killer from making a lunge… but then when the actual hit validation check happens…
  • I hope the Demo change involves fixing his hitbox, so that he doesn’t miss M2 attacks when survivors crouch.
  • Fortunately, the devs also directly told us that info currently isn’t the main reason for the gap, and the main reason is the fact the solo q survivors don’t work together as much. Which means that addressing the gap should involve ways to encourage survivors to work together, that don’t involve giving them more…
  • Maybe there isn’t anything survivors need added to their HUD either then. The latest stats already showed the gap between solo q and SWF is super low the vast majority of the time. Survivors don’t need anything else to bridge the gap. Also, there are other UI related things killers could get. For example, Dracula shouldn’t…
  • Distortion will still be chase oriented with the newest change.
  • I just want the teleport cooldown to be much longer if the teleport is cancelled, because it’s super annoying when this killer spams 99% teleports on cooldown.
  • 360s are just exploiting the aim assist bug that can steal hits from the killer. It’s not skill expression, it’s literally a game bug.
  • I think it's disappointing that people can think of a giant laundry list of HUD improvements for survivors, but with killers it's "meh, they don't really need anything" or "let's just give them a hook counter, because it's such a minor thing that it's not really meaningful or impactful".
  • The problem with adding hook counters to the HUD, is BHVR might give survivors actual new content on their HUDs, then give killers just the hook counter on their HUD, and call it even.
  • Wake up and Sole survivor should get nerfed, for the same reason Distortion got nerfed… because they encourage survivors to never interact with the killer. Pretty much every survivor that I've ever seen use Wake up and Sole survivor together, just wait for their teammates to die, so they can try to get a free escape when…
  • Hook counters aren't really a big deal, because we can easily track that stuff with a pen and paper next to our mouse. I'm talking about HUD improvements, like allowing killers to see the same killer power progress that the survivors see. If a survivor sees an infection meter on their HUD, the killer should see it too. The…
  • Vigil is a problem in bully squads, when multiple survivors are running Vigil at the same time.
  • I hope Activity HUD Improvements involves the killer HUD too…
  • I hope Myers gets the instant kill addons deleted from the game. They are the most unfair addons in the entire game, and it’s not fair that Pig and Sadako got so many changes and nerfs to their alternate kills, but Myers can still alternate kill way way easier than Pig or Sadako can.
  • It’s not an oversight. Patch 7.4.0 was the major change patch, and patch 7.4.2 was very minor in comparison. Also, when working with third party data, you need to show a data trend over time. You can’t just give us one data point, because you didn’t prove whether or not there is a data offset between the official data and…
  • Does the third party website show the kill rates have changed a lot this year, or are you only checking the current stats? Because although you might be able to argue there is a correlation between the official stats and the third party stats, you need to track if there are any offsets when comparing the data. For example,…
  • Tricksters knives are purposely designed for rapid fire gameplay. That’s why the hitbox is so small, it’s why the travel speed is so slow when considering the hitbox size, and why he throws knives from two different locations. This is also specifically done so that the knives are a battle of attrition, where the survivors…
  • No. The majority of people think he's more fun to play as 4.6. There are millions of people in this world, and a small percentage of them that think he's more fun to play as 4.4, isn't enough to consider moving him back to 4.4. And again, there's not giant divisive thing here. It was just a few people that were loudly…
  • There's no "original Trickster playerbase" consensus. It's not real. It's not a thing. BHVR's recent Trickster feedback Reddit post proved this, and the comments are there for everyone to see. This entire time, it was just a few people claiming there was a consensus. But it's not real.
  • The base duration of main event is fine, so it’s not very punishing if Trickster isn’t granted extra duration via the combo system. But a lot of the suggested combo systems involve delaying main event if knives are missed, which is extremely more punishing than being denied extra main event duration. Furthermore, there are…
  • BHVR could add music to Trickster's current combo mode, without reworking how the combo system works. But unless BHVR wants to completely rework how knives work, to allow them to be guarantee hits at mid range if they are aimed perfectly, then it would be terrible to punish killers for missing hits. Because as the knives…
  • The problem and discussion of Trickster is that a few people were spamming posts, claiming there was a Trickster consensus, and the Trickster consensus agreed pre-rework Trickster was better. They were also repeatedly telling us how many hours they’ve played the game, or how dedicated they are to this killer, as if that…
  • That entire idea doesn't work, because 100% accuracy with Trickster's knives isn't a skill based task, because that's not how his power works. Trickster's knives have a very small hitbox, and their travel speed is so slow, that even if BHVR programmed an aimbot that aimed every knife perfectly, Trickster still wouldn't get…
  • No. BHVR asked players to give their opinion on whether or not current Trickster is more fun to play as, because a few people were claiming there was a giant consensus that pre-rework Trickster was more fun to play as, and BHVR wanted to check if this consensus was actually true. And if you check the comments on that…
  • I personally can't get a constant supply of Alex's toolboxes because of their rarity, because I don't pour that many bloodpoints into any one survivor. And even with most killers, I don't spend enough bloodpoints on them to have a constant supply of very rare or ultra rare addons. I have a lot of killers that are limited…
  • It's the same reason why Very Rare and Ultra Rare addons have such a low percentage to find in the bloodwebs, and it's the same reason why one of Billy's recent addon changes was to bump up the rarity of some of his addons. Survivors and Killers can be given powerful items and addons, and it's balanced by the fact that…
  • Your idea will never work. Erasing item rarities would either be a large buff for survivors or a large nerf for survivors, depending on which items were picked. Item rarities specifically exist, to limit the number of best items survivors get. That's literally the point of why the killer and survivor item/addon/offering…
  • Your suggestion is inconsistent. You claim that your idea is good because "the different rarities are either too similar to one another", but then you refuse to give us example toolboxes. If you really truly felt the different rarity toolboxes are too similar, then it should be really easy to pick example toolboxes. So no,…
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