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
The November Developer Update is now available: https://forums.bhvr.com/dead-by-daylight/kb/articles/481-developer-update-november-2024-ptb
Comments
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okay following your logic, Noed fixes full game mistakes by providing instant downs, Bloodwarden fixes full game mistakes by literally blocking off the exits I could go on and on about perks for killers that fix killer mistakes dead hard isn't the only ability that fixes mistakes being made. ROFLMAO
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Dead hard from what I understand was mostly used for distance and exhaustion perks are generally a one-time use perk during a chase so honestly, they should be strong. Dead Hard was used as a second chance perk, Sprint Burst was mainly used to gain distance or disappear altogether, Overcome for getting to the furthest loop…
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Nope, the only perk that took a hit is spine chill and that's not even a game breaker for me, I run Windows, Lithe, Bond and Spine Chill, dance with me or quick and quiet.
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I think it was poorly handled, as I stated before, I'm all for changing the meta but nerfing perks into the ground and making them basically useless is a poor way to do it the other perks should have been made viable some minor nerfs I could see are fine and it has nothing to do with attachment, but by removing meta perks…
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I disagree but I will agree to disagree simply because a meta shouldn't exist if balancing is done correctly. A Meta by very definition to any game is a series of skills, perks, talents, or gear that outclasses its counterparts which is why tier lists exist. There will always be a meta and I'm not being binary I'm just…
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It's not just about simply buffing the current effect, they were in the process of reworking perks, and the only thing they could think of to make other perks viable was to nerf the current meta perks instead of making those reworks equally as viable as the current meta. The problem with nerfing and buffing as I said above…
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I'd have to respectfully disagree because the whole thing missing here is the Choice aspect of play and buffs and nerfs shouldn't happen in a vacuum where player choice is discounted entirely, by nerfing perks into the ground and making players switch off of the perks they love due to them being all but useless is…
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Nurse isn't hard at all just use her brown addon that shows where her blink is going to land and viola pro nurse without ever having to really know her blink hold time. They basically hold your hand with the Nurse with that addon.
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Yes, the Meta has been the same but it's not the fact that they are shaking up the Meta that is the issue it's the fact that instead of making other perks actually viable in their respective ways they are nerfing meta perks into the ground and gutting them to make the other crappy perks appear more appealing so they can…
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I play both Survivor (Nea and Feng) mainly solo Q and Killer (Dirty Nurse Main) and honestly, after the patch, I'll either play exclusively killer or just play another game. Like the comment above said it'll be 1-2 minutes at first then 15-30 later on when all the casuals and SoloQ players leave. I predict a lot of people…
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That's the thing, I didn't lie about anything even my group was surprised I didn't pip :/. I've noticed this game being inconsistent at times with it's pipping process. Time when you sit back and think "okay I pipped for sure" then barely safety pip....Then other times when I legit spend most of the game just looping and…
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I want to say it was MYC Ruin Calling and Chili.
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I know she wasn't in a previous chase because she literally teleported from me someone instantly grabbed me off the hook then she teleported back, it was on Autohaven I believe and I was heading to the other side of the map on the straight away, trying to at least but she barreled right over me within the first 10 seconds…
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If you watched the recent Q&A like you said you did then I wouldn't have to explain all of this too you and in the previous Q&A is where they talked about the DS change and how they felt it was a bit too strong at the moment. You didn't watch but maybe 10 minutes of the Q&A I bet. xD You want to come out with guns blazing…
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Where are you getting a DS Buff from? DS is going to be changed to be a stun where they aren't dropped. Pallets have just been changed slightly so that the animation doesn't take as long to complete it's literally a decimal percentage that was changed I think it was something like .6 seconds or some bs like that. Bloodlust…
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Survivors don't need to be nerfed at all, they vary based on skill levels, you minus the pallets and we basically run into dry spells with no hope of escape unless you're a juking beast, they are somewhat nerfing us in the next patch because healing is going to take longer, the changes to exhaustion nerfed exhaustion perks…
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I wouldn't say SWF breaks the game honestly especially since they are doing more things for solo players to adjust the balance a little like making Kindred supposedly baseline and deleting the perk altogether giving solo survivors more information on the hooks and campy killers and a way to more or less combat multiple…
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You don't really have to worry about Ruin when you Gen Tap which is what most of my friends and I do until we find ruin. Yes it's a little slower but you literally just hold the repair button until you see your character set into the repair animation about 3-4 seconds then let go and do it again, this avoids skill checks…
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Hmmm > @Esheon said: That's makes a ton more sense, I guess I was just used to it popping up instantly I have Dstrike 3 on my Claud and that 35% must have just been right there before I was juggled again and popped to the hook.
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Then is this a bug?
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LMFAO where are you getting that I main LF? xD I've already said what I main but think what ya will. You're logic btw as to people being cautious is flawed, I've had people be ballsy all the way to the last hook, even in the higher ranks. In a perfect world, they would be more cautious and not go for the save but…
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Okay, so looking at it the way you put it let me put another spin on your same situation this time on the killer's side. Say I go and ignore the injured person pulled off the hook altogether and go for the one that pulled them off instead now spending maybe a few seconds or the rest of the game chasing that single survivor…
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I did actually lose a pip and it wasn't a bug, regardless of who leaves or disconnects the issue still needs to be addressed. Having a killer dip out on you just because they're salty only for you to be punished for THEM rage quitting is a tad unfair.
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I have no problem losing my stuff if I die while playing but the killer dced as the game was loading. I'm a killer main I get your argument. xD
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I have a hard time believing that she has a higher kill rate than everyone else as well. xD
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Completely agree, there is no reason for totems to be spawned near gens etc and no reasons survs should spawn 10 feet from the killer or even right next to them, the same to be said with survs and totems. This game is too RNG based on some things.
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No I didn't see those but I like both of those suggestions, Amanda is playable but it just seems like for a stealthy type killer a lot of her potential is being wasted and I hate seeing things wasted in any game. Keep the solid suggestions coming guys, maybe if we throw enough at them it'll stick.
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There are ways to make peer to peer connection better starting the matching system off by looking for local connections and slowly expanding its range and or pinging from the host to next and the next and the next all this stuff can be done instantly and the game would know damn near instantly if that person is a good…
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What you're saying though is something that a killer main usually wouldn't do, I'm not going to stand on floor 2 to listen for a gen on floor 1 and waste my time trying to find a way down because there isn't a hole for every gen to surprise the survivor xD when I could just cycle around on floor 1 between the gens and not…
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Both solid suggestions, I'm always open to more suggestions and possible ideas I like the thought of making weaker killers a bit more viable through suggestions and ideas brainstormed through the course of using her. I understand that balancing something is tricky and people are always going to complain about something but…
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1.) That would be nice to see most of it gone and do agree that they are already weak. 2.) Time could be adjusted it was used more of an example but a way to regen a trap or two over the course of the game would be nice. 3.) Yeah I know it's more of a time waster but it should still have the threat thereof being able to…