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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This is still a present bug. Any update here?
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I've experienced this bug today with friends still
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Monitor and Abuse expands during a chase. Spawning inside the terror radius seems not great for the game. I would understand it if it were on a smaller map with two stories, like Midwich or the Meat Packing Plant.
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Killer takes the game hostage again by refusing to hook a survivor. This is why I advocate for the return of the old hatch.
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When killers stop taking the game hostage like this, I'll consider the previous hatch being OP. In the meantime, here's a screenshot of a killer taking the game hostage and just making it so f'ing boring for everyone. They waited for me to bleed out because there was no available nearby hook they could see.
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The game really wants to bring back the old hatch. The game bugged out today and I was rewarded with this here.
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Oh dear, you think I'm the one dying? No, no. I make good use of bond and diversion pre and post nerf hatch. Current hatch mechanic just means I have to guide the killer to kill more survivors. I'm sure that's lots of fun for the team. Smetimes the hatch spawns next to the killer. Sometimes killers just sit on the hatch…
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Depleted keys don't work. And for everyone else complaining about 'the game isn't balanced,' why does the game have to be balanced? I don't want 'balanced' I want fun. If I wanted a balanced, I would go play solitare.
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I disagree, and we have empirical evidence to show that having the hatch spawn with the former limitations was good for the game.
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This isn't much of a feat anymore. Bond, Diversion, Urban Evasion and your choice of either Left Behind or Clairvoyance will get you there often. The strategy is getting the killer to kill your teammates and then leaving out of the hatch. It has an 80-90% success rate.
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Some deleted comments mentioned how toxic killer play was 'justified', but encouraging toxic play from killers because a select few players don't understand the amount enjoyment and absolutely laughter friends would have doing a group hatch is not how you keep a game running. The quickest way to end the life of a game is…
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Well if you're looking to make the game 'healthy' encouraging toxic play from killers doesn't justify having a nerfed hatch. I don't feel bad if you don't know how to enjoy the game with how the hatch was, but it was such a blast playing with friends. We would be cackling with laughter. And now, it's just OK.
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There's nothing fun about killers who tunnel or camp either. And 3-4 survivors NEVER left early with the old hatch. In order for all 4 survivors to leave, all 5 gens had to be done.
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This whole post is filled with people saying 'please take anything that could inconvenience me and make things harder out of the game' and my eyes are rolling like a slot machine. I just want to have fun with friends again. What about hatch aura spawns with 2 survivors left and 3 gens done?
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This needs to be brought back up. #MakeHatchesGreatAgain
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Did anyone get a chance to look at this? Seems like a major bug if survivors can break the game.
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With the changes to how Franklin's and keys work, I don't think you would see repeat problems. Especially not when now you can just kill everyone more easily with things like healing regression (hemorrhaging) The game is not how it once was where the hatch was the best thing ever. Now it's... blegh and has been since the…
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This is suggesting that killers tunneled more when you brought in a key, but I haven't seen a difference in the last 2 years I've played this.
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Any update on here by the dev team?
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Wanted to update. Played another game with diversion. Other player was able to literally spam diversion without cooldown. My cooldown was constantly resetting. This time the map was coldwin farm. Killer was Pyramid Head. I'll try and get a video.
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Pics? Videos? Anything other than 'a doorway'?
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SWF is still alive and well. So I ran with friends, and instead of doing objectives, we now just torment the killer. Everyone uses headon, we have vigil, spine chill, and few other perks. If there isn't a full group, we leave gens to the last person standing. If they get hooked, they die. Objectives don't get done. Either…
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What are they called because I don't see them at all.
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I just checked Steam and noticed the Nancy and Steve adept acheivements have been removed. Is this correct?
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"Instead, you can't play how you want with friends." That sounds not great for a game's life cycle. You don't have to plan the totem cleanse, you do it at some point early in the game, and save the activate for the end. It's not that complicated or time consuming.
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Left Behind lets you see the hatch within 32 meters if you're the last survivor up. Clairvoyance let's you see it for 10 seconds within a 64 meter range as longs as you've cleansed the totem. Read the perk.
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My problem is that this kind of gameplay is now incentivized with the hatch change.
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I guarantee if I went full troll build and I wanted you dead in a game, you would never come close to getting me killed because you're not going to have the perks to be able to do so.
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Clairvoyance, Mikaela's new perk. It has twice the range of Bill's perk.
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The way I see it, now this is what all your, ahem, "teammates" will be doing. Once they get bored of all the new content, anyways.
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There are now two perks that let you find the hatch instead of just one. This is a moot point.
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I've gotten this a few times the last few days. And then it won't show recorded progress.
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Same thing happened to me today.
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I'm surprised this hasn't already been addressed. Seems like a more serious bug.