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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survivor in 2v8 is unenjoyable. like the core game play of the role is boring and while in the main mode i can customize builds to enrich game play like adding dead hard, plot twist, ds, balanced landing etc and have fun with planning and creating game play depth these cookie cutter builds we're given just can't do. like…
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You're playing a multiplayer game with no catch up mechanics after a snowball. I absolutely will unhook quitters every single time i can and its that utterly selfish mentality early on in a game that already has a single player mode that's frustrating. Just que as killer, que as a stack of friends or take a break. i really…
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How would they rush anything? the perk deactivates touching a gen healing or doing anything that progresses the game with a visual indicator to a killer not to chase them. Survivors who want value out of that perk will give the killer a 1minute grace period to do what they want and all it does is prevent bad /unlucky…
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Red herring, no question as a survivor. you literally build progress on a generator to tell a killer to kick your generator. a 3gen killer isn't going to care and you basically either did nothing but waste your own time or 'distract a killer' using a perk and your objective instead of just fast entering a locker or rushing…
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dead hard, plot twist, decisive strike and balanced landing. really strong anti tunnel and a lot of useful tools for almost any match up
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just hold the sprint button and other players cant heal you. i used the aura of my body sometimes to show other players where an exit gate is and slow endgame clapse
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i might be crazy, but dead hard is better than off the record honestly. it allows you to progress the game, doesn't deactivate in endgame and both give you two uses but dead hard you can save indefinitely this build is honestly fantastic and works in almost any scenario Ive found
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if a whole team is on the killer, no one is progressing the game state in their favor, I'd say bully squads only work with a large experience difference. but then again Ive seen many 1k+hr players matched with people with 12hrs in the game before.
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i actually like it, i don't care as much about hook trades and tunneling but i do care about not even getting a chance to play the game
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they shut down on its own after 3 ties and almost all are mind game able. also bamboozle is like that but unlimited use for the killer so you can be more proactive and leisure with it.
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okay no, you miss understand what their powers are. without those slow down side objective being worth doing those killers both would legitimately just get gen rushed bescause their is nothing that incentivizes survivors to do something else. like weskers spray to avoid 8% slowdown or plauges foutains. it isnt hand holding…
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if they're too easy to deal with then survivors have no point in doing the side objective and wasting time with them so you basically just have an antiloop killer with a smaller terror radius you hold W against. its a hard balance but the same as those that think nemesis should injure on his fist tentacle strike. it…
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honestly I've been using balanced landing a lot more recently(one of the builds I'm using mainly right now as my only chase perk), in a regard it is similar to head on giving a survivor a new resource to work with but balanced landing is a lot more dynamic and fast to use which you really need in a chase perk. it's also…
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my problem with it as an escape perk is the set up time required, it fails as somthing to use mid chase outside of using multiple other perks to make it useable for it's 'purpose' other exhaustion's don't.
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i think the main draw to this would just be able to help against tunneling, and allow better team play, head on is the only exhaustion that requires coordination, has a set up time and currently doesnt give any info to help solo players
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the change doesnt effect swfs at all and is just intended to make it work for solo que better coordination wise. other stun and trap perks show their auras to team mates like chemical trap and blast mine as well so it's not really out of line as a buff and just keeps consistency in team play
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it's never going to happen, but martin mystery would be dope
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none of those killers have a 4v1 power that forces players to do side objectives, and what if she demanifests while in a pallet waiting for the free hit with her lunge?
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what actual engagment would a survivor have chase wise in this scenario if they let her do that? it would just be leave the loop yet she isnt hindered like other killers that can just shut down loops and can even teleport across the map while having a team wide mechanic like pin head and pig.
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i'd argue bond and dead hard should be higher. bond is like the best solo healing and info perk in the game right now and allows a lot of optimized chases where you don't hurt team mates doing gens and with the chase icons you pretty much get all the general info you'll need at a glance dead hard while definitely worse is…
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The top 5% of the game show over a 60% kill rate along with the changes causing an overall lowering player count when they buffed killers outside of the Halloween event, trying to balance around 'tourney level' will kill the game faster than anything since its a miserable experience for 4/5 players, its already more in one…
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overcome is literally uncountable in majority of killer match ups and doesnt even have a mind game. you just get value and win distance
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no, its already the only exhaustion that has a time sink built in when you use it effectively. no other makes you mend for 12 seconds each successful use
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3gens like current haddonfield. why a gen spawns in the main building with no resources whatsoever is really awful and you can patrol the whole batch in 5 seconds
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1.) She's a free killer so her being the best avoids the "pay2win" argument a bit 2.) She released in such an old era of dbd that her design would and will never come back concept wise yet they seem sentimental with it
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It's honestly more build dependant than time imo. Build a robust loadout with tools for problems and with enough practice you can win a lot more An anti tunnel, exhaustion and reusable healing perk really boost game enjoyment a lot in the roll
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no, it would just be used as a "im this good" tool on the forums and a basis for acting like someones opinion is more valid on a game they enjoy like with overwatch.
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Yes, and learning it all over again made me realize the new dead hard is much more fun and fits the game better. It and overcome have become my go to exhaustions because I like them and their powerful impact but also they have cost Overcome requires a healthstate but gives an incredible amount of distance while new dead…
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Medkits are literally the only items really worth a damn as a survivor with 2 years experience. This game can be really snowbally and relying on team mates can be awful. Medkits give a bit of self sustain that keeps games interesting and actually enjoyable for most of the player base. If they're an issue there are plenty…
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How about an activatable perk that makes fast ones but on a cooldown? That way you can have fast vaults when needed or if you aren't talented at good running but sacrafice a slot for it
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Cause it's not worth the time running over that close just because unhook times are awful and hook grabs exist. Unless it gets buffed or rebalanced well I'll always see it as a meme that wastes the teams time. And unless it's bubba just use desperate measures or an extra team mate for the safer unhook
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you mean like waiting out and trying to bait a hit so i don't get hook grabbed in a face camp unhook scenario? that removes all healthstates instantly is base kit and somthing i have no control over outside of having more than one person around while the hooked player likely gets sacrificed since the killer isn't the one…
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Dcing just cause you don't like a map sounds lousy I hate shelter in the woods and haddonfield but will still play them out even if one leads to an unwinable 3gen that lasts 40minutes
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A simple strong build I use to vibe on Dwight is overcome,built to last,off the record and desperate measures. Bring any medkit especially a stacked green one and you've got about 6 fast heals and the easiest exhaustion to get value out of. Even in matches without healing you get fast unhook speed and a good anti tunnel.…
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My trick is to never give up, if you're going down, you go down fighting. Regardless of team mates I find ways to have fun win or lose and perk build choices can help a ton giving survivability,speed memes like flashbang fun or a spicy deliverance,sprint burst off the record combo where you cheese a killer into a sudden…
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Sad part is iirc hearing the BP bonus has to be still up by the time the match ends if you want the extra blood points. You'd think it'd be locked in as soon as you que
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Exhaustion, an anti tunnel and a healing perk with one free slot for memes at least on my 2 main survivors I play For exhaustion the big 4 of dh, overcome,sprint burst and lithe are all fun to use to me. Anti tunnel choice is either off the record or DS which depends on the exhaustion choice(seriously, DH and DS have…
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Decided to avoid playing him till recently(like I do 90% survivor). Honestly hes really fun both sides and is one of the few killers good in 1v1's but also with strong basekit slowdown for the 4v1. Honestly kind of funny it's the same kind of priority to players like a reverse bear trap or chain hunt box. But really people…
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its literally used to avoid the most skillful part of the game, getting rid of chases completely for downs and makes no win scenarios if you don't go in with 2+ people for the save thus giving the killer the ability to pressure 3/4ths of a team if they don't want a player to die camping just feeds on altruism and lack of…
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i mean we've already headed that direction with the attack on titan patch, honestly a lot of charatcers in that genre are pretty creative or imposing ability/power wise. its nice having more out there ideas around keeping things interesting at least to me
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sweet idea! i feel sheer heart attack would be a great secondary power to kira as well as a deployable ai pursuer with map pressure. constantly going for the closest survivor and taking time to detonate if they don't run with those added voice lines as it keeps hunting relentlessly
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I feel besides working the artstyle right kira would be really fun to play turning windows, pallets and even survivors and gens into potential deathtraps to interact with. Could give a sense of unease and worry you only get with random hag and trapper placements these days but on a more active killer
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yes, it removes a universally unfun part of the game we have currently and is a needed change to fit with how mori's are being implemented. Let's be honest, outside of a perk you see maybe once in 4 games slugging is legitimate free, instant pressure without interaction. slugging one guy and chasing another means you…
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Can we trade? Rpd is like my favorite license map and overall I enjoy the changes they made
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If you're slugging someone for 4minutes straight just trying to hunt others that's literally just a good play because it removes other players options entirely without help in its current state. People slug because it's free pressure and doesn't use a killers time finding a hook while it baits out other survivors. It's…
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Honestly I'll take camping and tunneling over slugging any day. At least it's semi engaging and goes by quicker.
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Depends really on the match up or scenario. Like oni could easily do this or a good basement play as most killers. Compare this to before with slugging for the 4k the killer gets free pressure to hunt for the last player a whole 4 minutes while the other players who are slugged get to add nothing to the game except bleed…
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Its more than a single Mori, it gives you the chance to end an entire match if you can down everyone in less than a minute. It's moderate risk(losing a single healthstate worth of pressure) for a game winning reward if you can secure your last kill fast enough
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Survivors literally give no pressure in current slugging and thats why it's used so much and effective. It's about removing other players options at no real cost to the killer outside of niche perks
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Yeah I think it is, you give solo players more self reliably and a killer the power to literally end a match in less than a minute if they play their cards right. As a survivor I think it's a more than fair trade and actually gives somthing to do instead of slug across the map aimlessly