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
Comments
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We already have enough people complaining about slugging. Do we really want to buff a perk that promotes it even more? It's like asking for a buff for Knockout.
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Yep, I've had some instances of this happening. Though admittedly in this one, I may have pressed the button too soon… And I definitely agree that that totem next to that window in RPD needs to go.
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Why do we even need to use Visionary when Deja Vu exists? Deja Vu highlights the generators that need to get done at any given time to prevent a 3-gen scenario.
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Probably not, if the rubberbanding gen thing helps to even the playing field a bit.
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I'll admit, I haven't heard much about the changes to this iteration of 2v8 (other than the three additional playable Killers). I told myself I'd rather be surprised by the new info when it gets closer. So I'm curious how this "rubberbanding gen" thing is going to work... If these changes (along with the changes in the…
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It's also in the descriptions of every item/perk/add-on, etc. (at least the status relevant to that particular item). Example: Third Seal causes blindness. The bottom of the description reads, "Blindness prevents Survivors from seeing auras."
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And also because early cages/hooks didn't feel nearly as punishing as they did in 1v4. Survivors still felt like they actually had a chance to win.
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No, it'll worsen the cases of people going afk and such, or throwing on hook. The match would end quicker, but the Killer would get less points. But I guess they wouldn't care about that...
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But then the Killer could just drop you again and let you bleed out. I'm not sure that you'd still be able to pick yourself up with Plot Twist at that point…
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I definitely understand it. The Survivors often lose the match well before it actually ends, especially when tunneling is involved. The match is lost for Survivors when the second one dies, forcing the remaining two to hide for hatch. Killers often refer to this as "holding the Killer hostage." Survivors don't like being…
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This was one of the things I enjoyed about the first Lights Out modifier (not so much this recent iteration), the fact that you couldn't bring a loadout. So I would have liked to see a no-loadout mode without all the darkness stuff as well.
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I'm a Survivor main, and have been since I started playing in mid 2021, just before the fifth anniversary event. But I'm not a sweaty one. I just play normally, try to do gens and get out. I try to play it safe, because I'm not that great of a looper. And because I don't play sweaty, I have no problem letting go on second…
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Leave it as is. Even with the regression event limit, a 3-gen scenario is still a very bad spot for Survivors to get stuck in. All it's supposed to do is ensure that the match ends sooner rather than later.
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Well, in this case, only two things can happen. You can do the rest of the gens in peace while the Killer continues to stand on the hatch, or they'll come after you when one gen is done, catch you, hook/mori you, and end the match, thus allowing you to go next. Either scenario would be fine with me, personally.
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This kind of mindset just cements that the game is over even though two Survivors are still alive. So why does the match even continue then?
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I'm hoping that, at the very least, people realize that the Survivors don't do this because they want to "take the Killer hostage." They do it because at that point, trying to do the gens would be the equivalent of throwing the game. If they complete a gen, the Killer gets notified of their location, and that Survivor…
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I don't see why a Killer would want to DC during a mori. They don't HAVE to do the mori if they don't want to see the animation…
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I like this idea. Remove the gens and hooks from the event modes, set a ten-minute time limit, and then everyone can just play with the void stuff. Collect orbs and smash pumpkins and interact with that void well, collect your void crystals or captured haunts. After the time is up, it just goes to the tally screen with…
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Yeah, I got a Haunt thrown at me, and it dissipated upon hitting a hook.
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OP is seriously complaining about Survivor perks never being nerfed after the recent gutting of Distortion.
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I agree with what @TragicSolitude is saying, that the game places too much emphasis on escaping and there's not enough reward for giving it your all even when the match goes south. Killers giving up is far less common (and not even the topic of this thread, so I don't know why it's being brought up). Even when Killers…
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If hatch is removed, what is the last Survivor supposed to do then? Do the rest of the gens by himself/herself while being chased by the Killer at the same time? Or just hook themselves?
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With all these predictions that slugging would be even worse with the Finisher Mori, Survivors need some form of viable defense against it.
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I'd support this. Iirc it's even been suggested in the past a few times too.
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It's not hypocritical, that's just the difference between Killer and Survivor role. It is not the same for Killer. You say the Killer and Survivor only have a 50/50 chance of finding hatch first, so explain to me why the Killer finds it first 90% of the time. You and OP are whining that Survivors get a free escape when…
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When I first started DBD, I just played with Dwight because he was the one selected by default. And then they did the texture rework on the Survivors I forget how long ago, and Dwight became a lot more visually attractive. And the longer I kept playing with him, the more I got attached to him. I also felt bad for him in…
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It's funny how people always have to correct the person who calls it "anti-camp" with "It's Anti-Facecamp, you fool!" I'm sure people are well aware of it, even when they call it "anti-camp." Hell, even in the BHVR Castlevania livestream when they were discussing the changes to Lights Out, one of the devs called it…
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When did they patch it out? I'm not seeing it in any of the recent patch notes (I checked back as far as 8.1.0)…
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I hear Gabriel's getting a Halloween shirt this year. So that'll be casual cosmetic piece #3…and not a single pair of casual pants to wear with it… 😭
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I'm sorry, I quoted the wrong comment when I made that post. I meant to quote the post from adsads123123123123. Sorry for the confusion.
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Survivors aren't guaranteed to find hatch, therefore, it isn't a guaranteed escape. They'd have to be damn lucky to find it. And not only do they have to find it, but they actually have to jump into it. You'd be amazed at how many Survivors will stand on top of it and wait for the Killer to come to them. Oftentimes that…
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I main Survivor, so I know how difficult it is to escape through the gate after hatch is closed. It only happens perhaps 1 in 20 matches, not counting the ones where the Killer lets them out. You're trying to make it even more difficult than it already is, and I will not support that. I have a clip of me escaping through…
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If the "sitting on gate" strategy is the only viable strategy, why don't survivors just instantly die if they don't open the gate in the first 30 seconds of hatch close? You mentioned in previous comments that the hatch is intended to close out the game faster. By your logic, there's no point of keeping the game going…
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You're still contradicting yourself. You keep mentioning that this change would "make it easier for killers, who are trying to make the survivor give up". This change only benefits killers when they close hatch. By saying that this change would make things easier for killers sitting on hatch, you are admitting that these…
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I can think of a few "campfire stories", but I'll spread them out. The first one that comes to mind was a particular Plague player that I faced for three matches in a row. Has that ever happened to anyone? The first match was average, we all lost. Near the end, everyone was slugged or hooked. I managed to wiggle out with…
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Recently I've been hearing people say that the first chase is the most important. And given how Killers naturally get stronger as the match progresses while Survivors get weaker, I can see that point. It is EXTREMELY difficult to recover from a bad start as Survivor. The first Survivor who goes down within the first two…
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Yeah, delete the Infinite Tier III and Tombstone, and then we can talk about buffing him.
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So you're actually planning to lose when you bring NOED? No one plans to lose. NOED is powerful because the Killer always gets value regardless of what happens. Anti-slug perks are very situational at best, so 9 times out of 10, they don't help at all.
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Nah, bro. The Victims had a "chance to escape" when they entered the game. If they play so poorly, that there's still 4 gens left, when there's 2 Victims remaining, they don't deserve to be given second chances, just because… What… It sucks to lose? Then why does the match even continue when there's two Survivors and four…
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I'm not even sure how people think that matchmaking is busted when we can't even see our MMR. It probably seems that way because people are either dodging lobbies, or people are backfilling into lobbies that others have dodged without even knowing it. Therefore, I'd be in favor of removing lobby dodging entirely, or just…
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I can't see randomized items and add-ons working out. Idk about anyone else, but if I randomly start with a flashlight, I'm immediately putting it down and looking for a medkit in a chest.
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Yeah, they might as well just end the match once it's down to two Survivors, because the game is lost at that point. Not only is it nigh impossible to complete the remaining gens, but it's also pointless, even if they somehow succeed. There's still the problem of getting out through the exit gate. The last gen completed…
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I might just wait until they fix the T1 perk glitch before I play it again…
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I wouldn't mind it only during Bloodhunt/rush/feast events, but all the time would be too much, I think.
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Yeah, maybe they could have it so that you earn 25k bp if you escape with the thing, but only 15k if you get the glyph but die in the trial. Maybe it'll be incentive for Survivors to not give up prematurely as well, but who knows on that one…
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There have actually been plenty of arguments about making it more worthwhile to spread hooks. (There are a few perks that do that already, but if someone really wants to tunnel, they're not going to use them.) I wouldn't oppose the idea of giving Killers a get-out-of-jail-free card if they're not having fun in a match, but…
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Another thing to consider is that you don't really know that these "ragequitters" are serial ragequitters. They could have just been having a one-off bad game. It happens to all of us, and I can guarantee that everyone has gone next at some point. So I don't see this ragequitter lobby being utilized very much, even if it…
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There's a software called Medal TV that allows you to capture the last 30 seconds or so (the time can be adjusted in the settings), I'm not sure how long you can set it to, but I think 30 seconds is the default.
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I can assure you that ragequitters have already been on the other side of it as well, so we don't need ragequitter lobbies to let them know how it feels. Yes, it sucks when they do that, but I understand the reasons for doing so, as well as others who have commented on this thread.
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How well did it go in that game?