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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Searching a locker picks the most distant unarmed trap on the map and teleports it into your inventory (provided you have room for it). This ability has 30s cooldown. Each time you pick up a trap this way you gain 1 bar of you special ability gauge, up to 4 bars. If you have any bars you may set up a special trap with…
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New player moment
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Oh wow guess what. Literally just now logged in and got em. So they are at least doing something, which is definitely reassuring. Just please BHVR, do justice to everyone else too.
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What I fear this is coming to is them announcing that everyone eligible to get shards got them, and whoever says they didn't is just trying to whine they way into getting 6k more. Because how will you prove that, lol. Judging by the lack of results, and even more by the lack of communication (would it be so difficult to at…
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Did anyone actually receive shards in this wave?
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So How do you think they were trying to do this? Since they seem to fail so spectacularly and all. Assuming their db actually tracks hours spent on individual killers, they must have taken a snapshot of db right before an update that took the masks away, and queried a sample of users with hours on bubba more than zero. But…
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Also no shards
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Checking in for shards response
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Buff EW3 to ungodly proportions - make him instabreak walls with walking through them, vault with medvault survivor speed, and instantly restand pallets when they are dropped on him, without any stun or slowing down. Also fully stalked survs should be aura read for 10 seconds when activating EW3. Leave everything else as…
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Horrible idea. Different perks are of different strength on different killers and on different maps. And I'm not even talking about perk/build synergy. Or that this approach will just create new stale meta, worked around this arbitrary pointlimit.
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Alright then. What if, when cloaked, by holding active ability button Wraith can go into sort of Windstorm sprint, bringing his speed to billy levels, this replacing the usual cloaked speed increase. BUT when using this you emit a 48m non-directional sound cue, something akin to spirit's whoosh. That way you get great map…
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I have a bit of an idea in the vein of (not coming any soon) early-game collapse. A more pronounced opening phase of the game, which, to be fair, should affect killers to different degrees; e.g. trapper and myers could really use some spare time at the beginning of a trial for prep/stalking, while more dynamic killers like…
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Oblivious should really be reworked to: block terror radius perception and any effects TR would have on survivor (as it does now), unless the killer is within survivor's line of sight / is observed directly block any(!) aura reading on killer block any other killer-detection perks (spine chill and premonition included)…
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Just make Entity relocate a hooked survivor to a farthest hook if Killer spends 30 seconds within 32 meters. Reset and pause the timer each time Killer gets in to a chase. Problem solved.
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The source material. I've had the misfortune of watching it when it came out, I was just out of high school, 2008 I think. And it was horrible on both musical and cinematographic levels. Stylistically, and I will be blunt here, it is 100% pure concentrated, refined cringe. Which is a shame, because I really like the body…
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On the subject of Slippery Meat. While I welcome retiring the anti-Trapper aspect, I agree that kobe chance buff is incredibly useless, even for niche builds. In fact, I would prefer to see self-unhooking option retired entirely (excluding Deliverance usecase) - penalty for failure is entirely disproportionate to…
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Oh, and Dr Weir from Event Horizon of course, with a starship map to boot.
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Doubling down on Pinhead. PH actually currently has the kit that would suit him really well, but you can do quite a lot with his themes of torturing survivors, could be a style encouraging keeping survivors alive as long as possible - like a stackable debuff applied on m1, that accumulates with time triggering some sort of…
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Also Cabin in the Woods Survivor Pack WHEN?
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Killer: Photosensitive Epilepsy Each time a generator is finished, all survivors within 8 meters of it are afflicted with 20/25/30 seconds of Exhaustion. Additionally, all survivors gain the Overstimulated status effect for 60 seconds (Vigil applies). Should a survivor gain this status effect while he already suffers from…
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A prison/cellblock map would be a suitably disturbing location. With a panopticum and prison yard. Old european city street, with low-rise enterable buildings. Decayed urban zone in some post-soviet republic, these don't even need special treatment to look nightmarish.
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I'm terrible at running loops. Beartraps make loops go away. :)
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What if it was a generator repair speed modifier based on proximity to a closest non-repaired gen? Say, each gen has a 128-meter radius, inside which all unrepaired gens get a repair speed boost, nonlinearly scaling with the distance. So, at 24 meters it's 250% faster, 150% faster at 76, 105% at full distance. And then we…
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Survivor main here. This is a terrible change for a number of reasons. First, it does nothing to address the issue of random hex placement. As before, this perks is a lottery, only this time even without a good payoff - you will either get a hex totem placed in a good hidden location for a slight-to-moderate lategame…
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Survivor main here. Yeah, this change is really bad. First, it does not remove the problem with totem placement, which makes this perk a lottery - just as before, only this time without even a good payout. Hex will either spawn in a good hidden location to be moderately-to-slightly useful in lategame, or it will be…
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And another point. To me personally the thing that kills my desire to play more is not swfs, camping killers or any sort of bad matches. Mostly it's the aftermatch discourse / ingame taunting that does me in. I'm perfectly fine with playing a bad match, either dying three minutes in or not getting a single hook, but…
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The only way to solve the issue, as I see it, is to integrate the comms as base feature. Alternative is to allow killers to opt out of matching with swf, but I've been told it would create more problems than solve. The thing is - comms by default would bury the horror mood of the game once and for all. And that's not even…
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Trapper. I absolutely suck at dealing with loops and couple of well-placed traps help to alleviate that. Also Myers for memes and jumpscares.
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Here's an idea for Legion's chase music. Take some edgy harcore punk track. Chop it up, badly, and mix up the pieces. Distort it to hell and back and play backwards, until it is a dirty cacophonous rythmless twitchy mess.
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Don't forget that Ace has an inbuilt Iron Will.
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If you mean that doing the same for killers would nerf some strats, heavily reliant on teachables, well yes. But you could either leave perk ranks for killers or rebalance native/teachable difference so that the nerf wouldn't be so jarring. Or, if you say that killers would not appreciate some perks being stronger on…
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What if we just got rid of perk ranks altogether and made it so that perks, native to a survivor would function full strength on them, kinda like rank 3 perks do now. And teachables have a slight nerf, similar to current rank 1-2. I mean, perk ranks are just bp padding, and even that has lost its utility with how many…
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Ace always struck me as a low-profile high-functioning sociopath, but maybe it's just my prejudice against gamblers. David sure is a candidate for a non-premediated murder but I think the question was more in the spirit of "which of the survs is the most likely candidate to be corrupted by the entity" or something like…
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>Imagine a 4 man SWF, all saboing every hook to start with and running petrified oak. Well, good. They just wasted a whole lot of time and toolboxes - or even more time if they run a perk - and it's pretty easy for me to catch on what is going on and erase their hard work in seconds, and I'll probably get a couple of…
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well, firstly I'm pretty even on my Killer/Survivor time, thanks for asking. Secondly, what you described is quite suboptimal way to go about that kind of situation. Should you suspect that there are janky hooks abound you would not pick up surv until you know exactly which hook you are taking him to. And yes, he'll…
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I am sorry, but I don't see where you're getting 30-40 seconds per hook. If you mean that constantly checking every single hook you come upon would add up, then yes it would and also you would be playing inefficiently. There is only reason to check hooks when you need to use one - and then it's at most 10-12 seconds,…
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It would be alright actually, assuming there would be a similar difference in sabo/desabo times as is with my proposed concept. If killer wastes 12 seconds to compromise a pallet and only 1-2 to check and fix it for me - I'd take that trade. It would be not much of a waste of time to just check any pallets I come upon by…
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Here's how sabotage could be reworked. Saboing a hook does not immediately break it but rather makes it compromised. Killer does not get a notification when this happens, nor can he distinguish compromised hooks from safe ones. When Killer tries to put a survivor on a compromised hook it breaks immediately, stunning a…
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Why not make killer light up his own totems? That would solve the rng problem. Game starts with all hexes inactive and killer can see all totem auras - and must physically go to one and put one of the hexes on it. Of course, variations are possible on this - killer could relight cleansed hexes on standing dull totems, but…