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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The visual indication on failure would be a big improvement. I like the idea a lot. As for the token idea I like that as well. Another idea is a perk that shows the timing during the pickup animation before the pallet is dropped. This would be analogous to the Nurse's brown add-on that shows the landing zones of her…
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I see where you're coming from. If you're right that the pickup-pallet timing minigame deserves a permanent place in DBD, then it deserves to be made part of the tutorial, or have some other indication that it exists. (As it exists it feels like a bug to those unaware) One way to do this would be a survivor perk that makes…
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Just played a game where the weave debuff symbol was permanently visible as well. Needs more testing I think
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Whether it's nerfed or not, IMO tombstone piece is the strongest purple add on in the game.
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Another idea than varying struggle success chance would be varying the amount of time it takes to complete the struggle action.
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I should've put this in the OP. I mean by adjusting the likelihood of a survivor escaping with the "struggle" action. For example, far-apart traps could give survivors a 10 or 20 percent lower "struggle" success chance than ones that are close together, or some other more or less dramatic difference.
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Just bumping this change, which I think is still viable for the devs to implement, simple for the playerbase and devs to understand the task, and is a simple leveling of the playing field for all survivors. The only real challenge from the developers' perspective is choosing a certain level of volume for survivor injured…
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Doesn't seem like a bad idea. I've never looked at model size, and I'm sure some of the boys aren't as big, and some of the girls are big. Maybe rather than by gender, scale the moan volumes to match survivor's model size? Seems like more work than just making them all the same volume, but it also seems reasonable.
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I'm not married to the exact stats I put forward in the title of this thread. If a person has 20-30 seconds to get their bearings and 'recover', they should be harder to carry than someone who hasn't. Maybe the base difference shouldn't be 25%. Maybe it should only be 5 or 10 or 15. I admit that this notion that those…
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I think that even with 25% flip flop, wiggling would be unreliable.