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
The November Developer Update is now available: https://forums.bhvr.com/dead-by-daylight/kb/articles/481-developer-update-november-2024-ptb
Comments
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Not gonna lie, I feel like this is where you start to see the mindset of some people when they play killer. Where their idea of playing the game is to actually play it as little as possible, and the only thing they want is for the number of players to go down. Honestly these people feel like the kind who would rather the…
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Isn't this just a killer win? Honestly I'd rather have the game end immediately so I can queue for another. Unbreakable is just too powerful to be basekit. In the 2vs8 mode you get self-care on your last hook and that would be way less disruptive to normal play in comparison (not that I'm suggesting that).
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Not gonna lie, I feel like the proliferation of aura reading abilities has really diminished the whole hide-and-seek aspect of the game, and I honestly think it needs a rework. Hopefully with the fixes to scratch marks people will start relying on it less, because with all the different ways your aura can be read, it feels…
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Filters aside, this is more of a bugfix/consistency pass than a buff. It was always intended to be this way, as far as I can tell.
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I'm really confused. It's an asymmetric game. The kill rate isn't balanced to 50%. This one dude is carrying the thread to get more posts.
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Someone said it above but I think a bigger problem for me is it really does feel like the survivor role has lost agency. Kill counts don't bother me because even before the changes I would rarely survive. That's an issue with how I play and I never feel like returning for a survivor in the end game and dying is the fault…
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Not gonna lie, I feel like if the game is based around Killers not using their strongest perks, while Survivors almost always using their strongest perks, there's an issue.
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It started resurging before Lara Croft's addition, sadly. I genuinely think it's time for this to actually be tackled through a rework of gameplay mechanics, because you're right, there seems to be little place for fun builds anymore.
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Claudette. Even with the nerfs none of her perks are less than good, especially when used together.
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They teabag to increase the toxicity of the game so that more killers tunnel. That is, if they're not healing, waiting to try for a save, or something like that.
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Not quite related to the op, but as an alternative, does anyone have luck with Pharmacy? Is it good to run or pretty situational?
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Ya know, for all the people that rag on self-caring, I've seen enough teams all go down due to not healing that I feel like most of them are just being doofuses. Sure, these days I definitely wouldn't recommend bringing it without botany knowledge, and that perk now lifts its weight in team heals, but still, imo, a healed…
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Well it's about balancing but also limiting. You can balance for the average player while also limiting the top level. This is sometimes easier, sometimes harder, because top level players will exploit things average players will never think of, so you can just nerf or limit those, while other things are intrinsic to the…
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I mean, that's my point? That killers asserting that doing a generator and tunnelling a survivor, are the same thing. I'm pointing out the logical inconsistency to compare the two like for like. It's bizarre to say that. It's even more bizarre that killers act really put upon and aggrieved when survivors escape or do more…
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I try to lead the killer away, but honestly sometimes you just lead them to other survivors. I don't ever when I'm running bond, but...that's a perk that I only get medium use out of - nice to have, not essential. Would be kinda cool if you could get an aura within 8 metres or something, basekit, but...that's a pretty low…
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"The killer's goal is to eliminate survivors." I agree. Though I don't understand why that makes tunnelling the most effective use of their time. In fact it's actually not against highly skilled teams, because those teams will do gens. That's why I say it's unsportsmanlike. It's disingenuous to complain about coordinated…
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I dunno, I think camping is the lowest of the low. Tunnelling is unfortunately an effective strategy, so it has that going for it. At the end of the day, gamers are the worst people to give an effective strategy to and not expect them to use it, at least sometimes. I mean...games are there to be fun, but they're also…
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I don't really understand this. A killer chases a survivor off a gen, and survivors move to other gens. They don't go back to the same gen - at least not immediately anyway. This is why the game gets more difficult when there are fewer gens. I don't really understand how people can both think and post this illogical stuff.…
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I mainly play survivor, and my survival rates are probably around 20-25% or so. Mostly because I'm pretty altruistic in the game, but often because...well it's kinda hard sometimes if you're not higher skilled. Matchmaking does kind of suck, and people were dc'ing and dying on first hook a lot and that made things kind of…
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Some things are questionable, to be sure, but for the most part for me I found a lot of survivors were dc'ing and giving up pretty quickly and were reluctant to actually play, despite...things not really being all that more difficult, as far as I can tell. I feel like a lot of people don't want to try new perks and just…
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This, so much this. I don't understand why people always talk about giving away the last hatch or being "merciful". I personally hate this idea of survivors going hat-in-hand up to the killer and begging them not to kill them, just as much as I dislike the idea of killers being "benevolent". There are times when people can…
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Honestly, if people are that hurt about the boon totems, something that's in the game to actually try to flesh out a secondary objective, that at least a bunch of killers always said survivors should be doing instead of just working on generators, then sure, get rid of the boons, give us back the self-care that the…
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Boons were an attempt to flesh out a secondary objective in the game, and they're still relatively in their infancy. It's my thinking that they're there to move more traditionally strong perks into gameplay so that players have to work a bit more to get those benefits, as well as add some interesting affects to the game.…
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Oof. I get that it's just a charm and not an outfit because it's a licensed franchise and all, but oof. Not really the place for this, but I used to buy the DLC from the store (on sale because I'm skint xD) but these days I'm kind of struggling with whether that's worth it, since the addition cosmetic or extra rarely seems…
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It seems a little like an anti-steamroll perk to me. It looks like it has a good range but that formula seems kinda dippy - if it's using the #2 method surely it should go up to 50% not 33%?
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I hate to say this, but it's literally an asymmetric horror game where the survivors are supposed to be scared of getting caught and killed. Whatever made you think it was supposed to be fair? If the killer win rate is anywhere between 50-75%, they're doing fine, balancing wise.
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The amusing part of the opening post was: It isn't healthy for a player's skill to be invalidated by "good timing" on a survivor's part. You literally just said player skill shouldn't be countered by player skill. I was never a big user of DH and I have to say, since the rework, I definitely find it something that requires…
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I don't...really understand what's going on in this thread. Why do hooks break permanently on sacrifice? To make things harder for the killer. Why do downed survivors move to a place where there are no hooks? To give them a chance to wiggle out when you pick them up. The only real question here is why aren't you picking…
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To be honest, I feel like if someone flashlighted you three times in succession, then they kinda earned it. That shouldn't really be a regular occurrence and tbh I struggle getting the first lol. I will say though, if someone baits a killer, I fully expect the killer to tunnel, camp, and enjoy removing that player from the…
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Does Self Care no longer pair with Botany Knowledge's buff, or am I missing something? I've been running both and it's been just fine. Or circle of healing, but, y'know. I don't know why Iron Will can't be used while exhausted. It got a sound nerf, that should be enough, surely? Especially since you'd want to use it…
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I think the end of your post was cut off, but thanks for explaining the 25%. I do agree one person being quickly killed is quite a crippling blow to a team, probably over and above the 25% idea, simply because you can't be in four different places at once, so the killer has less to track making it much more dangerous.…
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To be fair, the idea of increasing the hook timer is a pretty good one, it's simple and doesn't have the mess of survivor interference, where survivors might be running the killer near the hook and the killer being penalised as a result. Making it as long as a gen would be pretty funny, too, since now you're kinda at a…
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I didn't quite understand everything in your post. The second point is something really good to know, and I hadn't thought about that, so thanks. The first though...I don't really understand, healing happens at anytime, no? It's not something that comes with thana, and thana actually doesn't affect those speeds either,…
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It's a pretty loud sound, and I agree that I wish there was an effective way to tune it down.
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I'm sorry but I can't help reading this as "Hooked on You" has ruined my innocence 🤣
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When I paid for the game and bought the game, all my survivors were level 1 with only their level 1 perks unlocked. Even now when I buy dlc, that remains the same. Me giving them money does not mean I have control over what they do. I am not an investor or a shareholder, I am a customer, a player, and I am entitled to…
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My killer rank is so low this is how I try to play usually. It's weird because the ranking system throws me up against all types now, but it used to be that I was playing vs level 18-20's, and people at that rank rarely know what the game is all about yet. Mayaswell let them actually play a bit before the next match. Minus…
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Because they don't owe me anything. I'm "compensated" in that I didn't lose any items, addons, or offerings by not prestiging, and while that's small comfort, even if I wasn't...they still don't owe me anything, because I didn't lose anything. The characters that have unlocked perks still have those perks, the outfits that…
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I wish I'd seen this, I didn't see it on the steam updates and I read pretty much most of the large updates patch notes, and was following this one closely. The last time I heard anything was when they said people at level 50 would be compensated, so it made me hesitate to prestige all my survivors, who were sitting at…
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I always go for the save. I find that more people who are suiciding on the hook do it because of how the game has been going and often as a gesture of no confidence in the team or that anyone will help them. I like to prove them wrong on the latter, at least.
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Interesting, that's good to know. Thanks for the clarification.
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Oh really? So a game doesn't show as 3 kills instead of 4 on the statistics, but instead it has a separate stat for that dev side? I'm talking about the statistics for matches, not MMR really. Like if you were to reference the numbers and it said that in 30% of the matches the killers sacrificed all the survivors, vs the…
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How many kills per game, no? Say you have 15% of players giving a survivor the last hatch, that means 15% of the data is skewed. 15% of the games that would have been total wins for the killer now read as 3K's, a partial escape win, maybe even the outcome behaviour skew towards. The percentage probably isn't quite that big…
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I honestly don't think killers should give the hatch to anyone. To me it just skews numbers. I'm much more comfortable being lenient playing against a poor team than pity gifting things, and I never take it as survivor.
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Maybe we can just get the entity to auto-cage a survivor that's been downed for every half of the meter. It brings the survivor back into the game but not in any advantageous way.
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From my perspective (as someone who didn't use DH much), 0.5s is kinda a short time to deal with and honestly with the kind of lag dbd experiences it threw me that they would have such a short timer on it. They mentioned adding an animation or something to clue the killer in to when it was being used, so I would expect…
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I'll be honest dude, if you were playing the same build for 6000 hours, you were probably playing dbd to self soothe, and I gotta say I'm happy that video games can do that, but...I'm not sure if dbd is the right game for that. Even if it is, it's really not the devs fault for balancing or tweaking the game so that you…
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I mean, like yeah I appreciate that breakdown (though I was doing my own to try to figure it out), but my comment was more about the roundness of numbers in general in dbd, and also like...2% is less than half of 5.5%, which is a pretty big balance change and forced them to compensate for the situation in other ways,…
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I would agree with the OP if Thanatophobia was a weak perk before, but...I don't think it ever has been? As far as I know it's been pretty strong, not overpowered but still very worthwhile, and if the other changes they've made have unexpectedly made it difficult to deal with in certain situations, I think it makes sense…
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I think it wouldn't be too bad. I mean a lot of people starting out play games with very few or limited perks, often those which aren't good (which they don't know anyway, but still). I think there's something to be said for toning down power on perks but I do think that that's kind of what the devs just did. Some things…