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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Medic was the second strongest imo.
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That's also a big issue, tho not too big.
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It might mean "50% of the entire bar", so it's not clear.
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Thank you, I kinda guessed the first one also by the description. I was asking specifically in terms of "game mechanics", because that would introduce an entirely new game mechanic.
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I meant, "after Endgame Collapse has been activated (and before its end)".
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I checked all blood point events in the Wiki, and it says after Endgame Collapse. Still it's not clear, because it could mean "unhooks done when the timer is close to second/third stage".
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That's true actually, I apologise. I forgot about that.
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Just 1 question to the Devs: why wasn't Resurgence emergency nerfed also ASAP? Why Machine Learning over Resurgence? It's so so strong, to the point that it's not even a question on whether it's OP or not, because it's 101% one of the strongest anti pressure perks ever created. Just 2 of it can completely ruin a match for…
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Maybe you're right, and I didn't see the feedback? Anyway, the changes should be proposed first, and then give a little bit of time so the community can say the opinions in case something is really really out of what the community wants. UNLESS something is really really important to be emergency nerfed ASAP.
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I already know what you said, you're 100% right. It's not a democracy, I know. But I think the community should always be asked first, not always just Consultants.
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Ye Yeah, exactly. Just freaking nerf Nurse preventing her from seeing auras. I 100% agree with this.
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Ok, sure, that's good. I agree with this, 100%. I didn't know.
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As a Sadako main myself this sucks, becuase you never know about the consistency of the character.
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Feedback from an Unknown main in this video. There are other 2/3 videos of Unknown players talking about this.
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Myers' breathing is bugged by weird audio acclusion
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I think they should, absolutely! It's ridiculous that, from p 1 to p100, I ONLY got 60 of them. While, instead, I got over 300+ Syringes! That's absolutely ridiculous!
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it's not easy for the VFX department, but needs to be done.
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Permanent 2v8 like this would cause such a gigantic issue for the base 1v4 mode and the game in the long term. Absolutely not like this, but could be considered a way to have it way more often. Perhaps a "game mode gambler" every sunday, or every specific hour of the day or something.
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Sorry for the slug, it's to express the emotional and sentimental pain that playing solo Q is. Even more the fact that there isn't a basekit version of Kindred (without Killer aura), to have info on the map on what to do.
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It's not a "crutch", it's literally the META, the Most Effective Tactic Available at the moment, and a game mechanic. There's literally absolutely 0 reason, apart from fun or archives or human empathy, why you should not do it. After the game is a 3v1, now actually the macro game is insanely more effective. I don't think…
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If a killer really wants to tunnel, they'll do it anyway in this situation. If you unhook them early, and there's no Off The Record or DS, you do them a massive favour.
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I mean, 4 survivors always VERY EFFICIENT on gens. Also, fun fact, with proper stealth builds, you might have situations where 4 people are effectively on gens for a short amount of time. But that requires a lot of coordination.
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If the killer wants to tunnel, and force the game into a 3v1 ASAP, they'll do it anyway no matter what. Situations where the killer is a bit far away from the hook, and then comes back, will happen exactly like before.
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I almost entirely agree with this. In a certain sense, this now might unironically be true now, with 2 minutes and 20 seconds of total hook time, + eventual Reassurances, + all the time it takes to chase them, DS, Dead hard, etc, that there are some situations where it might as well be worth it to just leave the survivor…
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This still gives time to quickly finish a gen before unhooking, or leave it 99% before the killer comes back, and much more time to get rush to the endgame and open the exit gates. I complained about tunneling, not slugging. Exactly, how can you not notice XD ? Yeah, also remember hook grabs were removed too, for the…
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Exactly this. It's still hard to judge early, but I think it's true! Correct. Gen jockeys make gen blocking perks even more necessary now. I massively disagree, hook grabs had to go for good, and borrowed time basekit was needed. Pretty much yes, a mess. This is not true, this is terrible for competitive and public…
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Even with this, I completely agree: hook trading now just kills the entire momentum. In order to fix this, they'd really have to buff to so many killers to A/A+ tier.
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Perfectly said. Tunneling at 5 gens is now better.
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This argument is so flawed, that I don't even know where to begin to deconstruct it...
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"Nobody needs to tunnel". And that's where you're wrong: with 4 survivors always going gens, eventually you will need to tunnel, unless you have Devour Hope of another super gimmicky build.
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It's not contradictory: anti camp is when the killer literally stands super close. If a Bubba stays further than 16 meters, or in a vertical place where it charges even slower within the 16 meters, it does absolutely nothing.
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I think this change is BAD for the game overall, if not very bad, because: It doesn't solve camping really. It makes the anti camp mechanic stronger with no rebalancement of it. If makes tunneling even more necessary. It doesn't solve killers wanting to tunnel. It doesn't give killers an incentive to split hooks, and the…
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Very well said: "The survivor can still easily hook-trade and all generator will be done". I agree.
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Yeah. "Fun" and memy Blast Mine. But guess for who? For the survivors. Seconds when stunned that can COMPLETELY destroy the killers' pressure and momentum. Because when killers don't find it fun to get hit by Blast Mine, and other "fun" perks that kill momentum, guess what they're gonna do? Go back to the hook, tunnel, and…
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I really agree with this: "It's not the end of the world", but it's still a bad change.
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Exactly. This is another big problem.
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I agree with the first part, but I don't think copying 2v8 is the solution. Apart from the extremely oppressive Escapist class, if there are 8 good players, you are screwed as killer. Before you can reach a kill, all 8 gens are done. As killer, instead the strat is to injure everyone with Wraith, and slug everyone. Or just…
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Let's suppose the killer just goes for chases. As you said, 1 survivor is doing gens. What do they get for hooking all 4 survivors? Apart from perks? Nothing. What do they get for hooking all of them again, with none dying? Nothing, no kills again. How much time has passed? Supposing a chase is very short, like 45 seconds,…
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It will make tunneling more needed, because if you split pressure on 5/6 hook stages, before a survivor dies, that's 50/60 seconds more of survivors doing gens, before going last second for a save.
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What killers do you play the most? Because with Skull Merchant, I absolutely believe you can win with no gens slowdown, considering how much survivors either give up completely, DC, let themselves die on hook, or stop playing seriously entirely. As you said yourself, if survivors are the objective (what does this mean?¿?)…
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I don't think they wanted to make tunneling stronger intentionally.
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I meant, staying 16 meters from the hooked survivor, just outside the anti camp mechanic radius. Also, you can always go inside and outside the radius a bit if necessary.
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Ok. Let's suppose, the killer completely leaves the hook @AmpersandUnderscore . Then, by macro macro pressure, let's also assume they need to go back to the hook, perhaps because the closest survivor pre ran to main building, or because they instantly saved just 20 seconds after the hook. What happens if the killer, by…
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The anti facecamp mechanic would need to get adjusted, because now, with 70 seconds, you can self unhook so many more times if another teammate is near the hook before second stage. In theory it should punish hard camping, in practice it doesn't. And it will make tunneling even stronger indirectly.
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I don't think they intentionally made it stronger. But even them ( I suppose) know that hook stages cannot be super long. So if they want to reward chases, this is not the way.
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Perfectly said: "The less defence you bring, the less time you have as killer to interact with the survivor". The more they nerf passive slowdown perks, the more killers are forced to camp and tunnel. In fact, I'd make getting the fourth stack of pain res a massive bonus, like, regress 60% of a generator, considering how…
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High tier and mid tier killers are not in a bad spot. (Not really true, medkits, toolboxes and perks are still broken, but whatever) IF you tunnel. Because if you don't tunnel, then you're screwed.
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The competitive sene is good, because it shows what the actual problems of the game are. Btw, it's not just those words you used, it's a lot of macro strategy, efficient chases, skill. A lot of people actually like the competitive side of the game. Many. " Survivors will literally unhook the instant the killer finishes the…
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Exactly, it's not proportional. Exactly. Unless you consider camping a part of tunneling. I disagree with this. Camping should be punished, but this is not the way. Why can't they also make it a less efficient choice to "gen rush" so fast with perks? Or instantly heal with Resurgence? So make things that instantly destroy…