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 don't think it's becoming meta, just a niche pick. It's basically unblockable tracking with no tell at all, since Calm Spirit is barely used.
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I think they started early:
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1.6 seconds doesn't make much of a difference at all if the killer is actually slugging. It only affects aggressive plays.
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It's because it's an easy recolor. I think they should do different colours from time to time, I want to see purple because it's my favourite colour. There's not many Deep Rift skins I've been excited to get in all honesty, except Alan Wake's one. I can run the blue hair with the default outfit and become his third alter…
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It's funny, I've had people genuinely flame the hell out of me in the EGC because they lost to 1 beam Skully. It's wild.
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That's probably the case then! Thank you for checking once again.
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I think it'd be fine to reduce the cooldown by 15-30s now that it doesn't have the lingering effect.
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I was in 1v4, and I'm pretty sure a map offering wasn't used (not certain, though, I could be wrong), different killers each time. Do the variations count as separate maps in terms of the repeat prevention? Thanks for checking it out either way, appreciate it.
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Survivors should just lose collision when they get crows. If they can make the Twins lose collision after 30 seconds of being dormant then they can do the same here.
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I think a lot of people genuinely don't know about it, since I don't think it's stated anywhere, so they assume kicking gens isn't worth it. It's insane how fast the regression is, though, if anyone's having trouble maintaining pressure, this is a great way to do it.
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I've got 2 P100s and I'd go nuts for that much BP. I've been playing Survivor in 2v8 a bit because of the short queues and higher BP, it's a pretty great rate. Granted I'm trying to P9 every single killer atm but still.
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+1000% BP on surv queue 🙏 do it bhvr
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Medkits and Flashlights are very useful in this mode.
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That's the opposite conclusion to what I was going for.
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It's not free, though. You need to spend 1.5% of progress for 1% on Potential Energy.
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Well, I can't give you anything, I don't work at BHVR unfortunately. The skill check bonus is also free repair progress. Greats got nerfed from 2% to 1% for a reason, no need to put them to 4%.
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No thanks. We don't need to add instant gen progress for free like that.
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I suggested this exact same idea half-earnestly in another thread but I do genuinely think it'd be a really cool idea.
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They should make unhook attempts only take 50% of the sacrifice progress they do now (so 3 attempts by default will leave you with 45s on the hook), and make it so that missing two skill checks on struggle doesn't immediately kill you.
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The buff to the hook timer was to lessen the effects of camping. Monstrous Shrine can't activate while camping.
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All killers get basekit pre-nerf CoB and Overcharge in this mode, regardless of class. Just kick the gens and you'll get the slowdown you need.
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We need the option to select music tracks for specific killers, sort of like Music Kits from Counter Strike I guess. If I had the option, I'd select the PTB themes for Pyramid Head, Alien and Ghostface (i genuinely loved that one despite what others thought).
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I'm sorry but Infection just isn't a significant effect anymore. It's ~100 seconds after the first hit for a -4% Hindered effect.
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Never going to happen but they should let both killers play Legion, as long as they're playing different members…
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Making it so people can't instantly give up would be a good start.
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It affects the hitboxes of certain killers far more than intended. You can literally be touching Demo's model but because you're crouched the actual hitbox will miss you. I know this is an old clip but it still holds up today in terms of how this works. Demo literally slides off of the Survivor on the second shred without…
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It's getting more and more well known by the day. It doesn't even necessarily require elevation changes, crouching and moving left or right slightly makes hits that would hit an uncrouched survivor miss due to how the hitbox is set up. The killer it affects the most is Demo, who isn't anywhere near an S-tier killer either.…
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How to tell if someone has absolutely zero knowledge about gamedev in a nutshell.
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I think they use default TR for all killers in 2v8 to avoid confusion between the two.
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I mean, it says right there in my post.
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Depends if it's 50% total or 50% of current.
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The killers that are most affected by this have their cameras locked vertically during their power. Billy, Blight and Demo mainly. Kind of asinine advice. Crouch tech nullifies some killer's powers to a borderline broken degree and shouldn't be a thing.
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Pretty sure this is exactly what they wanted to happen, anyway. Any Skull Merchant buffs wouldn't be well received in general, so I don't expect anything to happen.
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Take the DC penalty if you want to go next. If you want to go next all the time then uninstall. If you go next at 5 gens then you are the reason why solo queue is so terrible at the moment.
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Hey, I mean last year's cobblers add an extra chest as well as giving you extra BP. I have like 600 on Sable still.
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Eh, Nurse used to have something similar way back in the day and it felt awful. Instead they should bring back double fatigue on a stun, make pallets actually worth a damn against her again.
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Frank would 100% deal drugs.
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I know what it's based on. We shouldn't have to luck out by having high BP on a date that seems to change every time before a PTB. I only had ~60k BP from the snapshot date. We should be given bloodpoints to test the actual content. It is a test build after all.
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I really like what they've done to the perk. I just wish it had a slightly shorter cooldown, maybe 45 seconds, or maybe make the aura reading always active and only have the gen speed go on cooldown. Either way, I'm happy that they've finally made Quick Gambit somewhat viable. I love seeing a bad perk made good.
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I don't know, I managed to get a game where I managed to take a kill from a killer who was actively tunnelling. It's gonna be a lot more situational than people think, it's most effective when you're on 0 hooks and someone else is on death hook, but it'll have the potential to really throw a wrench in the works if…
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We don't need to add killer forfeits, we need to remove the ability for Survivors to forfeit.
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Yeah… I don't really see much of a point in using it at 60 seconds. It's like Moment of Glory but somehow worse.
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They said it's for a different chapter. I guess they finished the map earlier than the rest of the content and want to do some testing beforehand. (that or this is a rehashed previously licensed map that got cancelled but let's not assume the worst)
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It's barely used, quite honestly. Nowhere near the meta. It's just the games where people use it to it's fullest extent are unpleasant and hence more memorable.
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You have Deja Vu: When there's only 1 Generator remaining, there's only 3 total generators left, so all are highlighted by Deja Vu and all get the speed bonus.
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I think I could get behind a similar idea. I wouldn't only want it to activate in the endgame because honestly it's a nice perk as it is, just underwhelming. If they made it 5% per stack, and an extra +25% when the Exit Gates were powered, I think that'd be really neat.
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I'd love per-character profile loadouts. I already run hook charms that are related to the killer I'm playing on basically every killer, I'd love to do the same with the profiles too.
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I mean yeah, that's kind of the point. It's only meant to be used if the killer's tunnelling you. I'm gonna assume you weren't around you were around for pre-nerf DS but you'd have people working on gens in front of the killer with DS up and then they'd go hop into a locker if they got too close. It was kind of dumb.
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There's out of the box and then there's conceptually busted. You're basically suggesting the killer version of (old) Made for This, which was incredibly busted. Your idea is just inherently flawed, and not even theoretically, it's been tried and tested.
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Can't give you a dev update but I can give you a sign: