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
-
Yeah unfortunately that's exactly the case. This is how it is sometimes in DBD, where counterplay is treated as something that should "shut down" the opponent entirely, instead of simply countering their play. So with such an easy counterplay to Xeno's power, it does sometimes feel like you have no power and no fun lol.
-
Huh interesting! And yeah I can agree with that, like I said I'm of the mind of the tunnels kinda being like the vents in Alien Isolation where you're kinda always on edge going beneath them/around them, so that's fair. A kinda "reverse trapper" situation is exactly what I think would be more fun! :D
-
A very valid point! My only thought on that is that they are typically in the most contested spot, so you are kind forced to travel there, or give up on the gen. Though once the gen pops, this is 100% true!
-
I actually decided to make a small video about this, as it seems to have gotten some good reactions and feedback. In this video I will go over everything we did and show the results, so please allow some time for that :) I'll link the video in the original post when it's finished.
-
That is very true! Which is exactly why I made this thread to begin with. Survivors cannot play the game without a Killer, and Killers would have nothing to kill if there were no Survivors. That is why the sides need proper balance and individualized card, instead of blanket sweeps that harm the games already fragile…
-
Your statement contradicts itself though. If most Survivors (including the top 1%) are SWF squads, then they are the "Survivor" problem. As a SoloQ Survivor as well, I understand the hardship. I really do. But you can't cater to them and also keep SWF in check, that's simply not possible. The stronger you make Solo…
-
No need to get hostile, just because I didn't address those points in my already way to long post doesn't mean they weren't considered. The problem is not that Killers get changed at a higher frequency or even that Killers are getting changed negatively at a higher frequency. It's an in-depth issue rooted in Development…
-
Yes I can! I'll post the numbers we found tomorrow, I'm off to bed for tonight!
-
100%. Maybe this is all simply because the Dev team used to inform us of their reasoning behind almost everything, and now that they barely do, we no longer have the luxury of that information. Maybe it's making us all a little paranoid lol
-
This is excatly the feeling that lead to this analysis, so I'm glad other players feel it to and it's not just me lol
-
I do appreciate the laugh! And no worries friend!
-
As I stated in the original post, I actually play Survivor and Killer 50/50. The observation we made stems from playing both sides actually, and feeling that Killer is way more punishing that Survivor.
-
Of course, and my claim is not that Survivors never get nerfed or that they never get Dedicated or screwed over by the game or Devs, it just happens to Killers at a much higher frequency according to what we found!
-
Oh I'm in no way "heated" or "angry" this was just an analysis based on an observation me and some friends made. But hey, I'll still definitely play some Civ!
-
You are 100% correct, and honestly my blame lies on the Dev team for encouraging this type of behavior in Survivor players. This game used to be a fun gameplay loop with interesting chases and a fun back and forth, and now honestly it's just the same old ######### over and over again of getting tea-bagged, dedicated,…
-
^^^
-
Happened to me as well, I don't think it's map or killer dependent, as it's happened 3 games in a row on different maps. Just put in a Bug Report myself before I found yours!
-
Yes, since posting this I have read up more about why the MMR was removed. I'm saddened that the system didn't help everyone as it helped me, and hope that a more permanent and effective matchmaking solution takes its place.
-
I agree with you almost entirely. My only disagreement is that we should hide player rank. I'm afraid that if players are not shown the ranks of the players they're competing against, the Devs will not be motivated to change the matchmaking, as no one will have any specific evidence that there is a rank gap in their lobby.…
-
After posting, this fact has since come to my attention. I wish that there was a solution that could work for everyone, because the frustrations of matchmaking are probably the highest they've ever been.
-
If you took the time to actually read my statement, you'd have seen that I've always defended the Devs decisions. This is my first time expressing frustration. There are people that just complain because they didn't get what they want, or their favorite perk got nerfed. But I post here in the hopes to spark conversation…
-
In light of the Ruin change, have you ever considered applying the old Ruin effect with Unnerving Presence? I think it would be an interesting way to show the perk some love.