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
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Comments
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Given the edits i made to the OP (no longers heals you, instead makes you broken AND the -50% action speed for everything ALSO affects vaulting), do we still think it would be too strong? Personally with all the debuffs of the perk, i think it would actually be pretty balanced and a very interesting perk, especially…
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To conclude, can we agree that this would be a healthy change for the perk? On the contrary, does anybody interoperate it as unhealthy?
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1.025 X 115% = 117.875% . . . killers would be 17.9% faster than survivors for the entire duration of the match. That would be beyond game-breaking just on it's own. It would be the most meta M1-killer perk in the history of the game. MadeForThis all over again XD. I think it would be unwise, personally.
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Ehm... you do realise that 5% haste is multiplicative and not additive? Utilising haste while moving at a faster speed is considerably more valuable than utilising it at a slower speed. It is blatantly apparent that STBFL does increase the effectiveness of temporary haste. The 1 second reduction to 9s is so that the full…
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No one would run it with Head On because Head On wouldn't synergise with it - the teleportation is instant. As for making the survivor healthy . . yeah that might be a little strong. However, i stand by everything else completely.
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' are** reduced by'
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That's a shame. Billy was the most fun killer to play against so why complain about him. Guess they got what they wished for :/
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People were complaining about Nurse and Spirit but never Hillbilly. The rework was out of nowhere and I don't really recall anybody asking for it. It was so out of nowhere and the backlash from it was insane, but they still followed through for some weird reason :/ biggest tragedy in DBD history imo
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Maybe they just need some help with good suggestions from experienced players? I'm sure they're doing their best.
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I really appreciate the thought and detail you put in your response! Here are my thoughts on them: I agree with you that the FOV changes could be disorienting and that it shouldn't be implemented. A FOV-related addon might be interesting as it would be optional to use. The new ability acts as a secondary curve, performed…
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True, but then Sole Survivor loses it's place. Perhaps that perk need another rework as well.
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No, i never edited that in. It was there from the beginning.
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A more intelligent and constructive response would have been to suggest something along the lines of "you can only kick a teammate off the exit gate switch once per teammate to prevent spam-abuse" and "remove collision at the exit gate switch so you can't get kicked off and then held hostage by body-block" as opposed to…
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2 people with WakeUp! would not be able to kick eachother off, as very clearly stipulated in my original post. " If you have WakeUp! and the other survivor does not "
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Fr bro. I was playing on Hawkins earlier and just walking on those metal catwalks made soo much noise but then i start running with L-F and suddenly i'm completely silent. Just a bit weird i think.
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" If you have WakeUp! and the other survivor does not "
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That's exactly the point. It shouldn't be a potent chase perk. It should be a PRE-chase perk that allows you to identify dead-zones, strong-zones BEFOREHAND and rewards you in proportion to how good your memory is, adding a skill component to the perk and disabling auto-pilot. This is why it is a fantastic rework.
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My rework suggestion: -Show pallets and vault locations outside a 48m range. As it stands, the current Windows completely takes away from the resource memorization aspect of looping, so reworking it like this forces the survivor to memorise pallets and vault locations well-before they chase there. Basically, no more…
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I think a limited-time game-mode where all 5 players get 2 random perks (from the whole perk-pool, not just from what they own) and then 60s to select their last two perks would be very fun.
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I think it should work when Healthy and Injured, but not when afflicted by Deep-Wounds. It shouldn't have that 20s cool-down either.