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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I will keep unhooking self killing teammates, if you want to leave the game I am afraid you'll have to disconnect and take the penalty.
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I think they mean things like Unnerving/Overwhelming Presence, Coulrophobia etc., not Perks which alter with your actual Terror Radius.
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For some reason my game crashes 90 % of the time when playing against Blight. Not sure why, I have no problems against any Killer but Blight for some reason crashes my game. And no.. this isn't a "I don't wanna play against Blight" excuse, my game does in fact crash vs/ or as Blight.
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Myers: Knives, Ropes and Halloween Masks.
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If they add Sypha, our SWF trio will be complete. Yes, we're currently watching the Castlevania series and we love it. Actually.. for me it's the second time. And I love my boy Alucard.
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So they basically killed his best Add-ons instead of reworking them. Wow. Now 1 Ultra Rare will take you just as long as double Iri. Myers took you before to stalk, and will be even slower when stalking from up close. His basekit changes seem really good, but they destroyed Tuft of Hair + Tombstone's. Could've just removed…
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The point of it would be to keep him lore accurate, to allow him to just murder Survivors. They might not do it, but it's a possibility.
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I find it weird that Demo has the same Add-ons twice, but the green one only gives him 0.5 seconds while the purple gives him 3 seconds extra of Undetectable. It's really strange.
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I mean, seeing Pyramid Head who can just camp you as well with PotD and then down you into Final Judgement I don't see it not happening really. Or they just give him the ability to mori Survivors on the ground once they're death hook, without needing a Mori offering.
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I assume they'll buff the numbers and put it on a 60 second timer or something, like Machine Learning.
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Did you read anything past that?
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Seems like you already cannot mindgame or juke him to much because of his forgiving hitbox.
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Thanks for that insightful argument! I sure feel like my mind has changed on that topic.
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The Aura Add-on? How's that a problem?
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The biggest tip to play Sadako is to play any other Killer. Unless you enjoy getting destroyed. I get that the condemn playstyle is fun, I've tried it as well. But it's fun until you realize that it's not working.
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A thing I discovered with Knight (even though I never play him) You can start creating a path towards a gen, and if you hear no one on that gen then just cancel your patrol path. They added that to the new Knight and it's quite helpful. You don't waste time walking to every gen and can quickly check with your power…
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This works when Survivors have no idea of what they're doing. I've had 2 Onryo's back to back yesterday.. in fact it was the same player with that Condemned playstyle and I never had more than 3 stacks. Managed my tapes, gens and saves as well. While others were almost, if not fully condemned. Survivors are just bad…
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I usually run to shack and do some noise to lure the Killer to me, then I start a 1v1 chase and shortly before the timer runs out I let the Killer mori me for a cinematic ending. Way more interesting than to hide for the hatch or Exit Gate.
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I can't use Wolf because all of a sudden Survivors want to pet me and I cannot play the game normally anymore.
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Yeah that's what I meant by swf. Should've made it more specific. But I meant 4man swf, sorry for being unclear. I sometimes play duo or with 2 friends, and even one bad random can throw the match immensely. But we're usually just playing with little thought and abit of coordination, so not as efficient as we could.
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This gets mildly annoying, doesn't it?
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It incentivizes NOT healing under the hook, which is the right play to begin with. It forces Survivors to play smart. That same feeling I sometimes have for Blood Favour. Some Survivors get hit and drop the pallet afterwards, wasting them. Blood Favour just denies them to drop a pallet after a hit, which is actually better…
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Imagine getting shat on while doing a gen below a tree.
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If it cheers you up, I tend to scream and curse into my monitor like Gordon Ramsay anytime I see one of my teammates do anything stupid. I don't know, but that's kind of my personal way of "relaxing". Poor neighbours.
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You're mistaken. It's not Survivor-sided, it's swf-sided. Solo is probably the most miserable role right now, after that Killer while swf floats a 1000 metres in the air with all their advantages. They can either nerf swf which is the easiest and most logical way or buff solo so much that they're basically swf in strength…
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Also the Killer Instinct Add-on for Freddy which is surprisingly good.
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Blast Mine: Just sit on a gen for 35 seconds and now you can stun the Killer for 5 seconds.
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There is no justification for hook suicides, no matter what. If people want to leave, they should dc and take the penalty. Hook suicides should be removed by removing the ability to unhook yourself unless it's a 100 % chance like Deliverance or Wicked. Rework luck and rework Slippery Meat.. again.
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Not right now, but I just googled "Killer fun to go against Tierlist dbd" and got it pretty much instantly .
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Well, it looks like a lose lose no matter the scenario. Hit them normally, they heal 25 % slower, hit them with Forced Penance, they cannot heal at all. Either that or the person didn't think to much while selecting their Perks.
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I personally don't like them. Trickster can just throw multiple knives at you and it's not really interactive. Against Deathslinger, if you dodge then you're good because now he has to reload. You get rewarded for playing well against him. Cenobite is just miserable in solo, and solo is what I play most of the time.
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Some times you have to brute force a pallet break, no point in mindgaming certain tiles. If the loop is long on both sides or has a window as well, it's best to just force a pallet drop and break it. Doesn't mean that you can't try it, but a good Survivor will be uncatchable on strong tiles if the pallet is down and not…
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Well, here are my opinions: Skull Merchant: Whatever. She'll remain a problem until she is reworked. Machine Learning: Unneeded Nerf, but the Perk is still good. What makes the Perk way better is that it only requires one kick to activate. 45 seconds is still a decent amount. Predator: Unneeded Nerf, but the Perk is still…
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Maybe it's just my personal preference. I just find gen Perks to be extremely boring, and each time they release one, I'm just thinking if they couldn't have come up with something more unique and interesting. Gen slowdown and Gen speed Perks are just sad.. most aren't even op, they're just uncreative and boring.
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Does it still lose charges though?
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I hope it's not just slight number tweaks on Freddy. But January almost looks like a Nightmare on Elm Street update in general, planned changes for Freddy, 2 of his Perks and 2 of Quentin's Perks
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So it does not trigger if I heal the Survivor to injured or full?
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Yeah, just keep it's current effect and make it map wide instead of when inside the Terror Radius.
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I'd change it to work only on basic attacks and increase the Exhaustion effect to compensate. That way it'd be stronger on M1 Killers and weaker or useless on strong anti loop Killers, but those don't need the effect anyways. The exception would be Spirit, but you'd have to change her functionality.. because any hit on her…
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Oh you mean with Bite the Bullet, I thought you were referring to the healing action in general. Got confused. So basically if one has the Perk, and 2 others heal the person.. everyone is silent?
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But 3 Survivors can already heal at the same time, no?
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It's a sidegrade, nerfing it's strongest aspect while buffing it's weakest aspect while also simplifying the Perk. Also, current Pentimento just assures 30 % gen slowdown everytime a Hex is cleansed, making it a huge lose lose.
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It's a sacrifice indeed, but a needed one. @Seraphor
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More Rekindled Totems do not exist at the moment, but they could theoratically work like Boons. And yeah, it can be activated up to 5 times. @AssortedSorting
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That's the point. It is to strong against gens, and useless against everything else the Perk does.
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An idea.
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Seems unnecessarily complicated for a WoO change. I'd just revert it to it's previous version.
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Currently doing a list and going through all Perks and that's literally what I also wrote for Exultation xD I mean, this change is a no brainer and pretty obvious.
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Yeah, I'm pretty sure any duration related effect works this way. If there is a higher value, the higher value takes priority instead of stacking on top of each other.
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What's SAM?