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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Couldn't you just like… not look? It's not like you have to actively play while it happens.
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Educating dbd players on etymology? What a strange notion. There are just too many of them, you can only reach a tiny fraction. I rather giggle while I imagine how confused will they get once they hear about things like metamorphosis or metaphysics.
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Imagine playing a shooter, and asking the devs to make shooting at the head bannable. 'It's just too efficient! Shooting the torso or the feet doesn't kill nearly as fast! They deliberately aim at the head to be toxic!"
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So you'd be indifferent if they were to remove basekit-BT and AFC, right? As they do nothing at all, m-kay?
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I always love reading people comments when they envision how much fun would be if matchmaking worked based on <literally anything they can come up with> instead of kills and escapes. Of course those concepts are all laughable.
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It's simple: Survivors getting hooked is an intended part of a common trial. Survivors being able to hide all match without getting chased is not. Therefore one of these deserves a perk for those who can't pull it off without one, the other one isn't.
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Content is getting added, the most disgusting metas are getting smashed, they buffed Clown… I may not agree with every single change, but overall I think they did a pretty good job so far. I feel it's easy to like old iterations when we weren't as gud and didn't see the higher levels of play, but I'll resist biased…
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Are we on youtube? Such a clickbait title. :P
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So… you want to buff the 8th most used survivor perk out of the 146 by a whopping 33%. I don't feel like commenting.
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It's a skill issue. They aren't even gud when winning. :P
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Well, he got basekit extra +100% survivors who can step in his traps. Massive buff I say!
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I find it strange that dbd-players complain all the time that some strategy or killer or perk or mechanic being "boring", yet nobody complains that the bloodweb is boring. Nothing that ever happened to me in a trial was more boring than spending 2 mil bp. And I have to spend about ten minutes with pointless clicking for…
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Genrushing is when survivors do the gens faster than how fast I'm killing them. 🤡
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I do it regardless of playing sweaty or casual. Even if I play chill and don't want to tunnel out someone early, it's good pressure to make them think I would.
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At that point I'd like a full-auto bloodweb. The main thing that makes me evaluate if I want to play dbd at all is that I have to spend 10 minutes clicking nodes for every hour I actually spend in trials. I spent hundreds of hours in the bloodweb, and I swear it's even less enjoyable than being bled out. Let me spend two…
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So… who are the first '5 original killers' again? Kinda' hard to track with the starting roster being different on various platforms.
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Alternatively... we could accept that gamers like to play efficiently. When we do that, matchmaking tries to find us opponents who also do the same.
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I don't think UW is a top-tier source of information - screaming tells the survivor when it's active, so they can run or hide as soon as their location is revealed, making the killer waste a lot of time on top of the activation cost of locating and opening a locker. But it's pretty great for tunneling if you can identify…
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This is a very valid question, but I know a good answer: these strategies (alone) only work up to a point. An experienced killer is prepared to deal with pre-running and stealth. If survivors who are otherwise not terribly good try it, he eats them for breakfast. An experienced survivor team is prepared to deal with…
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All this quote shows that's "too close" and "most egregious" means something different to you than to the devs. Can't say I'm surprised that a survivor feels the killer is too close unless he forgets about the hook and goes to do something else.
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Pinhead deserves his own tier in the very bottom. Cenobites are very altruistic beings who only want the best for those who contact them. They are somewhat misunderstood, as initially people don't realize that eternal torture is the best thing ever.
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Perks don't affect matchmaking - it's entirely possible to lose with popular ones on either side.
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Stone me, but I like playing against Exhaustion perks and Skull Merchant too.
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Well, a two-health state chase sounds healthy to me. The main benefit of proxy-camping is to cut that in half, so the killer can chase someone before she gets healed. This benefit is largely eliminated by anti-tunnel perks like OTR. Otherwise... it may be hard to accept for the average player, but the game is balanced with…
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Okay, so normally a survivor has to take two hits to get on a hook. An extra-health state makes it three - essentially granting an extra chase where one's skill can shine, prolonging it long enough for gens to get completed. OTR gives two of those. I feel if two extra chases is "nothing" for someone, no amount of extra…
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So an extra hit you can to take is nothing, because killers can just hit you again. I guess if you got ten stacked Endurance effects after unhook that would be still nothing, as killers could just hit you again ten time, is this what you mean? Is the only "Real Anti-Tunnel" you'd recognize as useful is being completely…
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I'm really happy with dbd. Are you sure you aren't just seeing the complaints while ignoring a few hundred-thousand who are happily playing without saying a word?
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Could you quote the dev statement where they pledged to keep changing killers until every survivor will feel delighted to face every single one of them?
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I assume survivors started to miss the stacked slowdown with maybe an info perk mixed in. Because that's what we're going to see if they start to nerf chase perks.
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That's true. I don't get this design philosophy of taking a strong perk, and adding something not half-bad on top of it. I was among the few killers who didn't complain about the speed during the MFT meta. I was complaining about it being a not half-bad Endurance perk on top of being a good speed perk. UW is the same…
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I'm personally more than fine with survivors using half of their perk-slots for things that isn't gen, chase or info stuff. Though I hate how Distortion also hides scratchmarks. It's cool that they counter my info perks, addons or powers, but why do they have to counter basekit tracking along with it?
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You just described killers with anti-loop. One of the reasons I'm not playing survivor is that I feel it's mind-numbingly simple. You are holding m1 or W during 95% of the match. I don't have to understand what people enjoy in that - I'm just happy that they do, because that means I can chase them! Sure, Skull Merchant is…
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You may wanna' play some Lethal Company while you wait. The killers are npcs, so no reason to get mad at them. No hooks, no gens, but there is timer and day & night. You even get to fight back if you really want to. Sure it's not -that- similar to dbd, but since you loathe most things in it, that's a good thing right?
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Well, the latest Killa Whale survey suggest that the average survivor doesn't like playing against more than 40% of the roster. I'm not particularly interested in the 'why', although I don't think it's reason enough for removing 40% of the killers. Neither 20%, 10%, or even 2% of them. What I really like in your previous…
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Much more. It's lacking any explanation or reasoning, almost as if someone only parroted a popular opinion like everyone else does. Though her being easy to play is a valid point - but I don't see why every low-tier killer must be hard to play. Not everyone has to be Hillbilly. But to display the balanced nature of my…
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I can't take any Skull Merchant criticism seriously that doesn't start with "yes, I know the drones do nothing if stay still, crouch-walk, avoid the scan-lasers or leave the loop, but..." The only explanation for a Skull Merchant being better in 3-gen than any territorial killer is if the survivors doesn't know this. Also…
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Dunno. The map may be big but the loops are mostly weak, and it has some of the strongest tunnel-hooks of the entire game. I even consider it killer-sided (if someone is willing to play nasty).
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I feel it's an excellent place for sharing my universal generic killer guide. It's all there is to know:
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Cursed? My brother in the Entity, you are blessed if you get all the Bubbas! Bubba is cute, Bubba is love!
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My trick is only playing killer. You never have to do a skillcheck, or stop at a spot. You don't get tunneled either.
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To be fair, any knowledgeable killer who intends to camp memorized how much is 16 meter already. The better ones also know how much closer they can go if they only want to secure the next hook-state. For survivors who want to stay away it's pretty easy: it's exactly Kindred range.
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Haha, it was exactly the other way around for me. One of my favorite features in dbd is that I don't need to play the role I don't want to, and that doesn't seem to be an option in Tag and Zombie Tag. On the other hand, The Thing is the only iconic horror license I'm really missing from dbd at this point. I'd even power…
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The fact that you consider an extra hit you take, the following speed-boost and the recovery the killer has to go through "nothing" suggest me that either the only option that would satisfy you is being teleported down from the hook, and getting fully healed by a basekit mechanic. Either that, or you have a skill issue so…
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So they bypass the anti-facecamp mechanic by not facecamping. I understand, this is terrible! How can this be a thing? Your point about basement is valid. But if AFC would prevent killers from securing kills in basement, there would be zero use of that place, as hooking there takes more time than anywhere else. It would…
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How do people abuse this feature? Are the killers making it somehow worse than how it was before anti-facecamp was introduced? AFC is meant to counter the most egregious cases of facecamping. It does that. All I see is some players wanting more, while the devs consider hooked survivors the killer's objective, just like…
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I support this as killer by discriminating survivors who don't dress warm. I can't have them running around in the cold in mini-skirts and cut tops! I send them back to the campfire as soon as possible.
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The correlation between p-level, hours and efficiency is vastly overestimated. One can stay casual forever, or get good fast.
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I forgot that I'm posting in an unironical 'nerf Pig' thread. :P
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My main reasons: I like low-tier killers and I find gen-perks boring, so I use fun but not terribly impactful tools. If I want efficiency, I achieve it by how I play and not by packing strong powers. I like this approach because this way I don't have to decide my threat-level before the trial. I can just adjust it on the…
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As a killer player, I consider SWFs the baseline I have to compete with. There are just some lovely players who decide to give me an advantage by choosing to play solo.