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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The difference is Amongus and ToS players generally play those games in good faith. I've played both and is more fun fooling your friends than the randoms. You get a 3+ person SWF in this game mode and 1 of them is the traitor, they'll be more incentivised to use that to help their SWF than the killer. Partly due to…
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Can you please explain how else I am supposed to interpret: These conversations aren't about you, they're about the average player base. When I have just explained how my swf experience offers me no tangible advantage (no increase in escape rate), and you have suggested that the average SWF has a huge advantage. Is what…
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These conversations aren't about you, they're about the average player base. If you think the average playerbase is in any way different to my experience, please explain why. You seem to be treating the top 5% as "average". Data would suggest otherwise considering that is only a 3% difference between solo and SWF across…
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These groups are not preselected to optimise their skill, these groups are preselected based on who my friends are. I'm not being disingenuous, but you are absolutely gaslighting my experience playing this game when you say my swf games have given me an unfair advantage. If I had any possible advantage in these teams, my…
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Any mechanism that "makes it impossible to tunnel" is something survivors can weaponise, particularly the highly skilled highly coordinated SWF teams. What is insulting or condescending about what I said? You suggested a buff to SWF.
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The advantages of SWF are not guaranteed, they are potential. It provides the potential for better coordination and it is still up to the survivors skill to make use of that potential. Many, many groups are not performing at these high levels with a ton of advantages. Many friend groups are no better than solo survivors.…
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To be clear, I'd make it literally impossible to tunnel someone out. So I'd go a different direction to prevent even more than just a HUD showing the gauge. Congratulations you just buffed SWF.
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It absolutely does not make more sense to bring SWF down to solo levels. For starters, this isn't possible. It would require inflicting penalties on premade groups, which amounts to punishing people for playing with their friends. When we talk about "SWF levels" we are not refering to every premade group. Many groups or…
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Closing the gap between solo and SWF should be the number one priority anyway. If it requires other changes to right the balance so be it. The disparity between solo and SWF is a problem. What possible reason could there be for not showing the AFC gauge on the HUD exactly? This is info freely available to SWF and cannot be…
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And yet you've still lost as much as say 40 seconds of a gen where SWF will have lost nothing, on three survivors. I 'addresed it' with my last paragraph. The largest hurdle against solo queue meeting SWF levels is the fact that randomly matched uncoordinated players rarely cooperate. That isn't going to change no matter…
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There are absolutely solo queue problems related to information. I just explained a major one, but if you need it spelled out: A camping killer should be countered by doing gens and making use of as much of the hook timer as possible. SWF can do this easily. Without information, solo survivors attempt a hook rescue, only…
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Any info that is available to SWF should be feasibly available to solo survivors without breaking the game. Info such as 'is the killer near the hook' would be easy to implement by adding the AFC gauge to the HUD, allowing solo survivors to make the same, correct, play against campers that SWF can do every time, which is…
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You break line of sight and dodge her blinks. Most Nurses are more than manageable so long as you learn how to feint your pathing and bait her blinks the wrong way, allowing you to extend chases as long as any other killer. Not unlike Blight. The only time Nurse is broken is when she's stacked with aura perks and ambushes…
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I don't think either of these are significant issues, because like any license/collaboration it can just be chalked up to the Entity reaching through time to pluck a version of that character from a different timeline/universe. Anyone who hasn't played FS isn't going to presume that the existence of any characters in DBD…
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There are 2 versions of Ironworks and Autohaven now, you could be alternating between them.
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I never said that she wasn't a strong killer or that having the lowest kill rate means she's the weakest killer. We're all well aware Nurse is at the top. The point is her place at the top is deserved, it's warranted BECAUSE of her learning curve and because of her kill rate. That doesn't mean she's busted and broken, it…
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Why is her kill rate so low then? If she's so easy to play well, and so OP, why does she not have the highest pick rate and highest kill rate? Stats don't lie, most people cannot play Nurse.
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Oh right yeah I forgot people are generally stupid.
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I just said there's no reason it needs to be 8 survivors. Forget the bots, just have 5 survivors total. Change gens required, hook states, gen speeds, health states, whatever it takes to make 5 survivors capable of facing 2 killers. Nobody wants to play against bots.
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With the lowest kill rate, becsuse she's incredibly difficult to play well.
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It should never have been 2v8 anyway. The fanbase jumped to 2v8 because it was doubling everything, but it already requires a ton of balance changes to make it viable anyway, just doubling the numbers doesn't work. Survivors only have to do 8 gens instead of 10, can't bring items, killers don't have to make hooks. It's not…
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Even if they make survivor "more fun" (not that I think it's particularly un-fun, 2v8 survivor is probably the most interactive the game has been for survivors so far with the different skills you can use) it's ultimately just a numbers game. Most people want to play DBD with friends, it's when the game is at it's best. In…
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Deja Vu, Prove Thyself, Wiretap, Hyperfocus You're welcome
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I'd like to see Nemesis and Wesker playable together if they both just inflicted regular T virus, so you just get Nemesis chests and no ouroborous infection. This way Wesker is slightly nerfed but assists Nemesis's power. No zombies though.
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Significantly improving solo queue is not possible. The largest issues are fundamental to the format, the fact that unfamiliar team mates will be both largely unable and likely unwilling to cooperate. You simply can't stop other players giving up if that's what they want to do. That doesn't mean that there can be no…
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While the addition of more killer options is going to draw more people to play killer, it also has an improvement on queues in the sense that there are more viable killer matches. You can't have two of the same killer, so when you only have 5 options, you're throttling potential killer match-ups in much the same way as…
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Slugging is potent because it's currently more advantageous to slug than it is to hook. Dying survivors are easier to control and play around than hooked survivors, and requires less time/effort. But killing a survivor is absolutely more advantageous than both. There is a benefit to slugging a survivor who isn't on death…
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So it seems these numbers are too high. The gen speed increase should be something like 5% for each survivor sacrificed, instead of 2.5% for each cage state. This way it only kicks in as survivors (who repair the gens) are reduced, and it becomes the catch up mechanic it was meant to be. With 8 survivors instead of 4, the…
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The gen speed increase should be 7.5% for each survivor sacrificed, instead of 2.5% for each cage state. This way it only kicks in as survivors (who repair the gens) are reduced, and it becomes the catch up mechanic it was meant to be. With 8 survivors instead of 4, the difference it makes counting cages instead of…
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I'd rather it be a periodic temp game mode while they build on it and iron out the kinks. Whether or not if ever gets to a stage where it can be permanent I'm not sure. It'll always be playing catch up to the main game, and it may be too problematic for queue times anyway.
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Unless Ranked offers significant rewards, I can't see why the sweaty players who only run meta and camp/tunnel would choose to play against challenging opponents rather than just beat down casual players in Unranked. Most of them already ignore the current reward system of Bloodpoints (you get more if you DONT play sweaty)…
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Both of these are a greater risk than a reward. Survivors should be learning to split up on gens anyway, but 99ing them when they're done risks the killer regressing them, then that extra repair speed is wasted. The killer would gain more gen pressure by eliminating a survivor than they do by leaving them slugged and able…
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If you're on the edge of your partners radius, survivors on the opposite side won't hear your partner's radius and you'll be undetectable. You hit them, then let them escape your now audible radius, and they run into your undetectable partner. This promotes a specific form of hit and run while not directly teaming up.…
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Those numbers look better. Would still suggest it be 7.5% per eliminated survivor however.
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Best thing to do is run Sole Survivor and Wake Up. Once a game starts to go south play cautiously and be the last one alive so you can blast open the exit once the hatch is closed.
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The audio for her Lulaby might be fair, however with the visual heartbeat, you get a clear indication the moment she crosses into range even when undetectable.
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I guess it would be similar in concept to Rapid Brutality, although the example you've given is far too much of a drawback for what it gives. If anything this cost is even greater than current Exhaustion, so the effects should be higher value. The reduction should be no more than about 2.5%, otherwise you're pretty much…
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I think it would be healthy for the game if a lot of the most effective slowdown perks either deactivated or diminished after a survivor is eliminated. Slowdown is ultimately only necessary when the number of unoccupied survivors outnumber the killer. E.g. you have a survivor in chase and three on gens you're outnumbered,…
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I think you'll find Billy is a milkman.
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It's not difficult to choose a survivor and then repeatedly hook that survivor. It doesn't require tracking hookstates. It becomes much more difficult to track hookstates if you're spreading out hooks and trying not to tunnel. Hiding this information does nothing to hinder tunneling. But it does make it more difficult to…
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I've suggested it a couple of times in comments. I wouldn't care to dredge through my post history for them. My idea was a little more restrained though as it would only work on survivors that are on death hook and then make that survivor immune to any other uses of it. So it could only theoretically be used twice in any…
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So tunnels the same survivor for 6 hooks. And that's worse than eliminating a survivor in 3 hooks?
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They only really synergize if you don't keep healing though. So if you get a heal in, hooked, second winded, and then another heal (which if you're running We'll Make It you should be trying for), your right back to having second wind as your first proc. No... they have different activation requirements. Neither supercedes…
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This just seems like such a niche scenario with so many downsides and/or better options. When it happens as often as it does to me, doesn't seem all that niche. I run Second Wind all the time and have survivors running up to me teabagging instead of just joining me on the gen, before they realise I'm broken.
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Spend time healing. Or you spend no time healing and then get an instant heal in 60 seconds. Is the same logic as Second Wind/Renewal. You use that time doing something else. What's more is that these two perks synergise. By healing one survivor, you charge up two instant heals for yourself. Throw on We'll Make It and a…
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Also a good idea. It would better indicate who made the unhook and allow you to track hookstates.
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I don't think it needs the Expose, as that's just going to encourage proxy camping. It also doesn't really help when the killer is both tunneling AND camping. If it loses the scream as well... well as someone who likes to spread hooks and is usually disappointed when I eliminate a survivor too early, I'd appreciate the…
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Yay! Aww...
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Does it despawn and then move if a survivor picks themselves up?