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Comments
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to be fair, it's just as fast as another survivor hand healing, when you consider that takes 2 survivors off gens. Slightly faster if they'd go to the same gen.
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Essentially, you want to learn the most effective ways to go around loops. You need to learn how to read killers, because a misdirection can cost them a good 10-15 seconds and let you get into a safer loop. You need to understand how to route tiles together if they're close enough together (e.g. a lonely pallet right…
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I agree with your gneral analysis, but I don't like your specific example of picking up the items. In my opinion, a better way to balance it would to make the hatch take time to open, and the killer is aware the second that timer ticks down
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Imagine it like a safety function. I can totally see a switch that needs to be held down for like 15 seconds being a valid response to "the door door needs to take longer to open". And a safety feature that lets the killer catch up to you is such a classic Slasher thing
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Here's how I'd make DS more of an anti-tunnel perk instead of a momentum crusher: • You get DS after every unhook, and the timer is now 90 seconds • However, when another player is downed, DS instantly deactivates
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Spies from the shadows. I play it on my huntress because I don't really level her up much (I like her, but I like others more), and I'm already bad at finding survivors. Never got accused of hacking, but some people are mad that huntress can hear crows lol. Also, as a survivor, once got a killer very upset because of…
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I mean, Stakeout also gives a boost to great skill check progression bonus
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no mither's proposed vault speed buff is too fast IMO. It's supposed to be a challenge perk, so I think what it should do is make all your allies slightly faster to further encourage the killer to chase you. maybe 1% haste ior 1% action speed buff The constant Doctor's Calm effect on This is Not Happening sounds really…
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People in this chat unintentionally be like "There is 3 body types: underweight, normal, and morbidly obese" sheesh. But yeah, new model(s), potential colision issues, it's asking a lot for this particular game to have different body types reflected. I do wish they tried to play a bit more with what we had, but their…
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Look, we aren't saying the system is flawless, or that you deserve to derank. We're just explaining how the system works and how to game it. You don't need to be so passive aggressive
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I've not have huge issues with her, personally, but I do have good interente and a good PC
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Freddy is the most powerful of them, but I don't think any of them need a nerf. Doctors who have low enough ping to actually use their power right can be quite opressive, but it's not terrible at least.
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They could also make the map RNG better, instead of just removing it, if they so desired. Give tiles different values, and have the map spawn between X and Y value. Wouldn't be that hard on a technical level, just would need a fair bit of design tweaking
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I don't think OoO needs this nerf. The range is basically the whole map, so knowing where the killer is withing a 90 degree cone doesn't seem very strong at all. And the problem with it is how it interacts with SWF coms, letting the entire team know basically exactly where the killer is and where they're going, which this…
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I think we can all agree though, the 2 best licenced killers they should get are Herobrine and William Afton :þ
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Tunneling is actually really inefficient. If you focus all your attention to one survivor, then you give up pressure on the other survivors. They can easily lead you away from the gens, and you'll eat a DS if they have it. Choosing to chase and hook the injured survivor in your face instead of the healthy one, or going…
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If you want to slow the gens down, camping and tunneling isn't that good a method, it's better to go for slugging to draw the other survivors without alleviating the pressure or letting them get into position first, especially if you think they're nearby
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Let me break down your ideas one by one: Frenzy should be able to down: This negates the whole point of frenzy, which is to bounce between survivors and slow them down by forcing them to mend Legion should have a higher than average sprint speed as with how out there they are can see them from a mile away with no way to…
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An aside: everyone says spirit is easy, but while she isn't mechanically difficult like Nurse or Huntress, she requires a lot of game knowledge to use well, meaning you have to already be good at the game to really make use of her power the way Survivors complain about.
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Some survivors see cleansing totems as this impossible task. And I suppose it can be if you just bum rush it with the killer around the same way some survivors approach finishing a generator.
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oh my bad
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I believe so. And I don't think it's that bad, considering that they just have to get the gen up to half and the perk vanishes, basically
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I'd certainly rather face a spirit than a trapper anyday. Trapper you get a normal M1 chase but then suddenly you lose. Spirit you get a unique chase experience of trying to see who's a better mindreader (not that dissimilar from Nurse)
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So, you want the duration to be short enough you can still use the exhaustion perk in the same chase? Besides, isn't the counterplay to just use your exhaustion perk early? It's still just as effective at creating distance that way.
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The first time I played nurse was for a mori ritual (I might be a fairly long-time player, but never been interested in trying to learn her blinks). I had 2 survivors give me the sac and mori, and it was the sweetest thing survivors have ever done for me
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IMO what they should do is let you recycle offerings into BP; even if it's at a 20% rate, it would still be great for offerings I will never use, like mother's dwelling on Hag, Haddonsfield on killer, or those "hey your power now does nothing, but have extra BP" addons.
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And "listening" doesn't mean "implementing". If someone has an idea, and Behavior listens, they can say "no. This point is wrong, and the side effects of your idea, which would be these, don't improve the health of the game", for example.
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Wait, what's the glitch?
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No, that would make the game too volatile to really balance well
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Who brings bond on voice coms lol
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People often say Dead Hard is the best because it extends loops, but why extend them when you can just run to a better one? (plus I far, far more often see DH only extend by 2 seconds than extend more than the 10 seconds running in a straight line with a normal exhaustion perk does) Other people often say Sprint Burst is…
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There's a bit of nuance here; I don't bother hunting for the 4th survivor, but if I know where they are, I'll go get them. But yeah, boring on both sides.
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Overcharge is the weakest gen defense perk of them all, and often provides basically 0 effect against higher level survivors (especially those used to old Ruin)
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you posted after I loaded the page so I didn't see your comment, and I'll edit mine now
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Besides "play [killer]" "use [perk]" and other suggestions like that that try to remove your problem without solving it directly, here are pieces of advice: • Know when to leave a chase. if the survivor seems to be pretty good at looping, especially if they're in a strong place. It's better to apply pressure to the gens…
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Doing the math, using the bottles to speed yourself up to cross the map does save time; even if we assume reloading has you stand completetly still, you still gain 0.2 seconds a bottle. And as mentioned by others, if you use it in the right situation you'll be gaining speed without giving the survivors speed. If you speed…
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This is only really viable if you're all playing with Dead Hard. Otherwise, this would have been a terrible idea lol
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So, you're saying you did nothing the whole game, found the RNG hatch, and want to be rewarded for it?
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The first two comments above me and the original post's suggestion would actually make the generators get done faster than applying pressure, I don't understand your logic. Are you just using a different generation of "genrush"?
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You don't lose the points if you drop rank, they said it'll give you points for the highest rank you got through the whole season [even if it's not your final rank]
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Franklin's demise should really only destroy items if either the survivors don't care/make bad mistakes to waste that 90 seconds, or the killer is already dominating pretty hard. It's more of a time wasting perk than item destroying in most cases, like having a hex that isn't actually a problem but you convince the…
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The way I've thought of fixing it is simple: right now it disregards if a survivor is too close to the hook (16m I think?) So what they should do is apply that same radius to the killer, as well. Because it should not be considered camping when I'm trying to get this survivor away but I'm not technically in chase because…
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The spirit has more counterplay than DS :þ more seriously, the spirit is an exercise in understanding the other side's persepective. She can't see you, but she can hear you. If you drop a pallet, she can't know which side it was dropped from. If you run to a window and run to the side, she can't know if you'll double back…
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Killers need a perfect game, while survivors need only escape. Like, to be honest, what would be equal to "escape as survivor" is "Hook all 4 survivors as killer". Both are pretty easy to achieve in 2 or 3 games with average luck at green ranks or better.
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I thought his high kill rate was due to his powers covering gen slowdown, map pressure and anti-loop all at once, in a way solo queue survivors really struggle with
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The hatch can spawn pretty much anywhere, but it won't spawn on slopes, and it won't spawn if there's any sort of walkable area (whether the killer basement, the Badham basement, or the Haddonsfield basement) below it. It also seemingly can't spawn on certain raised terrain features, like those gazebos in the Yamaoka…
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I find the best way to do it is twice per second; that's a relaxed pace considering that some people mash as fast as they can.
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Honestly, they should really make it so DS deactivates when someone else is hooked or when you're the only survivor left. If they feel that weakens it too much, then here are suggestions: • don't make it once per match • Make it last longer • Make the skill check easier. Or even automatic (I know I hate getting screwed…
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Last time I remember Killer queues being long was the first blighted halloween event, when the serum vials had an equal maximum for each side, and Killers had to do way more games, depending on how many people brought the event offerings
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Lots of people saying "Make opening the hatch take time" but I have a variation of that idea: The survivor uses the key instantly, but then a 30 second timer activates, as well as a map-wide sound to let every player know the hatch is getting opened. Maybe the killer can see the exact time remaining. This fixes several…