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Raulillo

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Raulillo
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  • In silence antagonist role seems boring. Like you follow a radar, get flashbanged, follow the radar again... You are suppose to be blind... but you are not you just have blurred vision xD And the horror of that game is because you are in almost complete darkness every time with a fog like effect in a circle around you of 5…
  • I think it doesn't work the same way. Bonus is only applied to altruism BPs while BBQ applies to the whole categories. Buff this perk is dangerous because could force a lot of players into risky plays just for the points and to get that perk extra value. It would be cool a farming BP perk for survivors tho.
  • OoO raise will be followed by stealth killers raise when everyone realise that is free X-Ray vision.
  • It would be cool, maybe with passive reloading the total amount of tokens should be changed to 1 or 2. Inverted controls maybe sounds cool and interesting... but it would became annoying for survivors, similar to the space spamming on hook, i would change it with a camera flick as hag traps just to add a bit of…
  • It is a bad design. The game is about hiding from the killer and running away. This game is not a fighting game, you are not supposed to avoid hits and be rewarded. People spinning like beyblades is already enough comedy for a horror game. Is not too immersive when people come to the killer as if it wasn't a threat. I…
  • It wasn't the addon. It could be that haunted grounds had some weird interaction.
  • I had a match just now, and i could apply haunted grounds, so ... I think i can apply sloppy butcher too. I'm still not sure :S
  • If I am the killer, I just ignore what they could be pointing at (except in certain situation like a player trolling, or if it is pointing near a bugged spot).
  • These ideas are not that original. If they are not solving the problem it's because they don't consider this situation to be a problem or that the problem is not clearly defined to be solved. Anyone working in a problem-solving job knows that depending on how you define the problem, the solution will emerge with different…
  • There are multiple solutions. All of the based on discouraging players from the undesired behaviour. With some mechanics changes you can discourage people from spamming flashlight or crouching in game, imagine being affected by a slow after spamming these actions. Also postgame chat could be parsed with a bad words matcher…
  • Gotta catch 'em all! It would be cool to have some sort of collection of things, so veteran players could have another secondary objective. Making it easy to iterate over it, would mean a big collection to work towards. Now I want a menu with a collection of sticks.
  • No one have said this: Buy a new copy of the game
  • Rank kind of represents skill, but as it does so badly it was modified so the matchmaking could be better. Also there is no display of the matchmaking numbers the system uses, so it's difficult to say it's working badly from an objective stand point because we don't have the data. Also Devs have said that this is a problem…
  • Rank is not related to skill, is just a representation of the frequency a player plays a certain role with the entity expectations. You can depip winning (achieving your win condition), that says a lot. This just means that the people you are matched with, plays more often than you. But that doesn't mean that they are…
  • It would be easier just give an extra time to change perks to the killer after the count down starts for survivors. If you have a clear counter you will pick it fast enough, so an extra 10 seconds to pick counters would be neat.
  • I think this is not needed. I find several problems: First, there is no real advantage, it just resets the egc phase which could lead to an unnecessary wait I don't want it as a killer tbh. If the team stomped me, the last one (probably the boldest and most toxic player), will stay to start a chase i am not going to win…
  • That would destroy half of the challenge of playing huntress though
  • I do that kind of things. When the game is not fun enough you have to spice it up. I usually put random criteria to let them leave, like hiding in the correct locker, vault an specific window, repair an specific generator... Even rolling a dice on my desk or the item they get from a chest. Weird games are fun for survivors…
  • No it isn't. There are a lot of things you can ignore as survivor like sound hints and still be pretty decent. Also survivors can play relying on reacting the killer while the killer has to play more mind games. It's less reacting and more predicting. The thing that confuses the difficulty for both roles is the learning…
  • The concept is broken but I think the idea is interesting. Maybe a side objective to clean status effects or reuse broken pallets for this purpose could be nice. The thing is that the game would be unbalanced without giving killers an extra resource to keep up with survivors.
  • From a gameplay perspective it could be interesting to have new mechanics to interact with. Not every character from creepy pastas is going to fit the game atmosphere tho.
  • If the killer does not hit you, you can body block him to stop his chase and he will be forced to hit you. You will get awarded with audacity if you do this too.
  • Every single map requires the player to know its layout. Running around on a map first time will get you dead as a survivor and lost as a killer. Windows are strong in that map because they are next to each other, you can chain a double window structure with the freezer room. That's a lot of vaults and oportunities to hide…
  • I can't agree with OP because the whole point of multiplayer games is being fun. If you have something that is not fun or affects the fun of other parts of the game, as a designer you have to take it into account for change it. Also a gameplay element doesn't need to be strong to be unfun to play against. It's the…
  • I think it's a unique map. You have strong loops and windows. I think the basic strategy for survivor is to run towards one of the strong corners of the map (the control room or the big fall). If you get there you can loop the killer a lot and chain structures to the windows that are near this corners in the bottom floor.…
  • I think it's a unique map. You have strong loops and windows. I think the basic strategy for survivor is to run towards one of the strong corners of the map (the control room or the big fall). If you get there you can loop the killer a lot and chain structures to the windows that are near this corners in the bottom floor.…
  • I think that the thing people hate is the frequence that killer is going to appear in their games. When a new killer is released you can have 5+ matches in a row against the new killer. This can make people sick of certain new killers, especially if it's difficult to deal with or it's too strong. People don't want to leave…
  • I do it from time to time. I queue to have one more match and I'm in my burnout limit, while in the match something unfun happens and I stop playing. Sometimes is leaving the PC sometimes is just alt+tab and surfing the internet. The game still go on without a killer playing, nothing much changes, just a bit more of m1.…
  • With constant high latency I think the only thing could happen is seeing them hooked a while after the animation. All the actions are delayed in the same amount as the latency they have. So you can still hook them before they struggle out because the struggle has to be checked by the server too. I think this problem you…
  • Because with VPN the increase is permanent and constant through all game. Lagswitching if I understand what it is (that's the thing i'm not sure about) just increase and decrease the latency at random to create an unstable connection.
  • I haven't work with network that much but I think VPN and lagswitching are not the same kind of problem. VPN increases your latency so it increases certain effects like position perspective and interpolation errors while predicting your actions in the other clients. Lagswitching should be more like lag spikes that could…
  • You can go for protection hits in this kind of scenarios. If you do not is not the killer fault.
  • I agree that prestige doesn't make sense right now because you can prestige a character that you don't use. Seeing a first game clown with presige 3 is not impossible. The bloodweb and the progression system should be decoupled. Blood web is for items, offerings and consumables in general. The progression system should be…
  • I would use them as a reward for the killer after a good match. If you have killed 2 survivors you enable your ability to kill a survivor that has been hooked 2 times. Also i would change the offering so it only let you kill a survivor if there is no hook near enough of you.
  • I think it's a mechanic that requires the player to learn Crows spots... and there are a lot of them. That's probably the reason why people don't bother using them and the fact that spotting survivors is not that hard. Also you have to be near the crow spot to check, it's not like whispers that works through walls.
  • It's a common disrespect in videogames. Some people argue that it's a psychological game but reality is that if you can disrespect your opponent, you are skilled enough to don't need on the mood of the other player to win. Also this game makes things feel weird because the player that is disrespecting you, can't know who…
  • Today I have faced 4 survivors with flashlights that blind me in less than a second. Couldn't do anything. After the match the only tip I got was "you have to accept the flashlight existence". I came to the forum, read the post title, laugh and qeue as survivor to have some relaxing games looping big boys.
  • It depends on your connection. I've tested it and I don't feel that preference exists for neither side.
  • Not that hard to see if you check how characters behave ingame. This is not a shooter. I'm ok if they move the center of the pill to don't have to aim to the invisible pill. But that would remove 360's and people love that over being hit by hatchets.
  • There are more spots when you can be trapped by the killer. In hawkins upper floor on the generator room for example. I think it's fun to make some spots dead ends. This is not gonna be fixed because it's intended. There are a lot of hide spots where you can be blocked from escape. Some killers can use this to get a free…
  • It hits because the survivor is still landing in a valid position. She just rotated. If she were facing the other side it would cleary be seen as a hit. This is intended behaviour, if not you could avoid every shot just by rotating, easily. This would make huntress extremely hard to play. It had been already discussed that…
  • I enjoy being tunneled, I play this game because chasing and be chased is fun. There are more people like me out there running in the fog, I've played with some of them.
  • Rank from low ranks is easy (if you have the skill to rank up). Start of the match, go to a gen, do it until someone is hooked. If you see that your teammates last enough in chase, complete that gen if not stop doing that gen and go for the killer attention. When you have the killer attention you just have to make a long…
  • A machine can't differentiate between intentional and unintentional tunneling so your simple solution have to take that into account. With your sistem I would be deranked and happy to stomp survivors that are not prepared enough to deal with me, then I would rank up anyways and the story would start again. Also there are…
  • Because I don't want to keep track of everyone hooks. The other day for example i had 2 megs in my game that both have the same outfit but different shirt colour. They expect me to differentiate between them, but i couldn't... so the hooked one got "tunneled". Both were injured and running away from me so the only thing i…
  • No iri hatchets nerf listed, interesting
  • Tunneling comes from tunnel vision effect. Long story short, focusing on one thing without caring about the rest. In the game context, focusing one single survivor without caring about other survivors, generators progress, totems, etc. It's overused so you can see people putting this tag to any situation with a killer…
    in 2 Questions Comment by Raulillo May 2020
  • I meant by infinite that you have unlimited uses during an entire match. A chase only slows down the rate at which you can use it, but don't completely deny the resource. The same window can be used multiple times by a single survivor in a chase, it can be used again on the next chases and if any survivor uses the window…
  • Survivors: Don't try to piss the killer off. No animation/notification spam of any kind. Don't rub the victory on the killer. Waiting at the exit gates to escape just before the killer arrives. Killers: I expect bad things from the bad guy. It's great if they try to interact instead of camping or focusing one survivor…
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