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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I'm actually just checking the forum to see if the the movement is fixed - until this day, I have 0 motivation to play. Would rather count Keys on my Keyboard in my freetime. Feedback? Change all walking animations back. I know so many people who spend a crazy amount of time on your game to master the movement - and now…
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I play Killer Main - The Perk is absolutely fine. The Info it gives you is not too strong. Also, as a Killer you should constanly look around while not in an active chase, in this case the Perk also constantly activates and deactivates and leaves the Survivor guessing. A really good killer will have more issues with perks…
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The Console Game costs more than the base PC Game
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Since I keep seeing you mention haddonfield, I'm guessing the harvesters are a broken loop with it? That is if the killer just follows them without any counterloop attempts - after which the window gets blocked pretty quickly. Also, a survivor has to reach them in the first place. While it might remain REALLY strong on…
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I'm with Kind_Lemon on this one. If they think a combination is broken, I would much rather have it only reducing the stagger, without any speed boost at all, no exhaustion perk anymore. It's too situational as an exhaustion only and broken as a combination - so why not make it a perk that only reduces the stagger penalty…
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The point is, that on many chases you don't even get to use it - while the other exhaustion perks have much easier access. Sprint burst and dead hard are about timing but can be pulled anywhere, you'll usually always make it to a window with lithe (instadowns aside) - but Balanced? Very situational, only some tiles allow…
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There has to be a better solution tho than the current one. Maybe make it so the penalty to movement after dropping is reduced by 20/40/60 percent instead of the old 50/75/100 (If I remember correctly). But right now, it is by far the weakest exhaustion perk and is rightfully almost never used by anyone. I'd love to see…
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you're trolling right? got changed back almost 2 days ago
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Looks good, also like the idea of less safe pallets but high risk high reward window setups
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As a Huntress Main, I also noticed that the hitbox of Survs is not exactly on their visible body, but more like a standing box. Even when survs are running, the hitbox seems to remain a standing one, which is why hatchets will hit them clearly behind their back, but will go through them while running on the face without…
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Was proposed earlier and I agree that the perk makes her too strong. She is balanced around not being able to see survs while in phase. If you tryhard her with stridor, that's just like farming helpless chicken. I've done it, it's fun for a game or two, but it just doesn't feel rewarding farming off probably good, but…
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Of course there would be some adaptions that have to be made. But after reading through the comments, I actually think it's a better idea to not limit a power so much, as it's what keeps killers individual. So instead, I'd love to see a change we've talked about quite a bit in here, something that helps Survivors tell IF…
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If you go that way, you might as well delete the survival category. It's then also a Survivors Objective to heal himself in order to survive etc. I even think that opening an exit gate should be a survival aspect, although I'd understand the argument that this is part of the "5 Gen to Power Gate" - Objective. But Point…
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The only counter play to her is stealth. Just like against the nurse pre-nerf. But when stealth fails, there is literally no reliable source of counterplay. It just doesn't make an interactive gameplay experience for Survivors. I'm completely fine with dying to a killer that uses its strenghts better than I use mine. But…
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Well put, your best chance as a surv shouldn't be a coinflip every time. Maybe my first idea was not thought through enough - but that's why we're here brainstorming. I like the idea of giving the survs a chance to cope with what the spirit is doing. Maybe make her leave a cloudy trail while in phase walk?
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As mentioned in my first post, I thought about giving her a longer base range on the Yamaoka, so she can use it apply Map pressure much better.
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What makes you think I never play her? Got at least 20 Rank 1 Games played with her
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I'm a Killer main btw, although I play 95% Huntress. But I don't want to play a Killer that pretty much almost wins everytime when facing the same skill level, I want it to be nearly balanced - which Spirit is not. It was fun when she first came out, but now it's just too easy to win
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That would do the job too and doesn't take too much away from her.
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New auras are terrible. The Killers Aura Perks are almost useless currently. Please revert the change immediately
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Saying it's not thought through is not a counter argument to me for implementing this system with all necessary adaptions of course. Banning System: Well, as said, literally all other games of a variety of genres offer a Map Pool Selection. Why should the game force you to play on something you don't enjoy? If I enjoy…
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No more opinions on this? To me, this is without doubt a huge quality boost for the game.
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Make sure it doesn't get wasted and the killer has to spend a LOT of time to get that first hit in, upon you sprint burst away to another loop. If a Killer starts his first chase with a good surv on the shack/main building, he'll loose 2-3 Gens off the bat. Those places should be at least a little risky to use for survs,…
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Don't make perks mutli use if not necessary. If deerstalker needs a buff, it's gonna be more range. I think the perks balance is fine though, it already can save a slugging killer a lot of time.
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Cool thought that would actually keep all the Realm Offerings alive. If you don't like the specific Map, you can use an offering to randomly pick another Map of the same Realm as the one given to you by the lobby
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It's also a map that just wants you to quit and requeue as a huntress
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I highly doubt it would turn out like this. The Survs can't PICK their map, they can only ban a few. SWF Queues of course can never ban 3 maps for each player, but only 3 Maps as a group. And even if you personally, as a killer, don't like playing on Haddonfield, you could always ban it and never have to deal with it.