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 wouldn't say having the visual bar is crucial to every decision in the end game. Just like killers listen for gens being worked on, survivors moaning, crows flying off. Survivors would have to be more attentive to the end game timer increasing in tempo to know time is running out. Like hearing a time bomb ticker getting…
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I think that's the hard part of 1v4 balance. As a survivor, I feel like each survivor wants to feel like a chance at success, but individually when it should be a squad balance. Hence where some always feel unhappy with the balance.
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My post wasn't about the game being killer sided or survivor sided. It's about the mentality that neither side will ever be happy with the changes. Because it doesn't favor them, (both sides.)
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The sad thing is, it used to be a bit scary. My first play was against a Doctor. I didn't know his madness makes you see illusions of him. So I thought he was teleporting to me, and it freaked me out. But the longer you play this game, the less you're scared. The only killers that still give me that thrill of scare is…
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Oh no, I didn't take what you said as toxic or offensive. I think just sometimes some people on both sides feel entitled to win regardless of the results.
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Honestly doesn't change anything about the endgame. Survivors will just have to be more attentive of their time. Thank you.
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It can't. Not in a competitive sense.
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I found this comment interesting with the term "git gud". Most of the salt I get are from players that feel entitled to always win. In some (not all) of my experiences, mainly when I'm play as a killer, I will get salt messages no matter how I play. No camp, no tunnel get 4k, I'm trash. Camp and tunnel get 4k, I'm trash.…
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Because toxic players forget there's a human being behind the character. It allows them to show the worst side of their own humanity.
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I've been playing around with a surveillance + surge build. Once I've downed someone. Gens in a 32 meter radius explode. It's the same as kicking a gen, so surveillance covers all those gens. Then I can see instantly what gens being worked on. I usually run a killer that can traverse the map decently. (Spirit, Billy,…
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Nice assumption that I'm new to the game. Or that I only play killer. I never said they need to get rid of loops. It gets boring, and depending on the map, you may end up in an endless loop. Looping needs to evolve.
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I would agree with this. It's just really boring to keep running in circles. We need plays that both the survivor and the killer have to think. I always look at this game as an asymmetrical chess game. Always trying to out think one another.
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You forget, killers lose their bloodlust every time they break a palette. So the chase continues at the same boring pace.
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Don't blame a killer for a survivors choices. It's just like the windows, the survivor chooses to jump those windows multiple times. They make that choice. Same goes with a 3 jump palette break. If I know the palette will break on my 3rd jump. I'll need to think of an exit strategy. Out smart the killer. If I'm lucky and…
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Nothing is guaranteed for a killer that camps or tunnels. Something that is always missed is survivors ONLY face one set of perks from killer. Killer has to face all those perks x4. So any Swf can have multiple combinations of the mentioned above perks, they play it right, they can escape easily. Maybe the killer might get…
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Equipping those perks every game is a matter of choice. It's part of the game to weigh out what perk may work for you in a given match. One match, unbreakable or soul guard may be the clutch escape you needed. The next match, it may be a wasted slot because it was never used. Not every killer is gonna get that kind of win,…
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As a killer main, I think looping is fine, it's always been a dynamic of the game. But I do think it should be adjusted like the windows had. Just like jumping through the window 3 times until it's blocked by the entity. Jumping a palette 3 times should automatically break the pallet. This breaks that boring back and forth…