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Comments
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Yes I do. It is the same base effect as Call of brine after 36 seconds of not being touched or Overcharge at a full minute. Both have secondary effects based on not being able to land great skill checks otherwise do nothing and both are highly used perks at the moment.
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1) Eruption is 10% you might be thinking of Jolt which is only 8%. 2) 10% instant regression for any down, by any means, possibly on multiple gens is still really big. Overcharge is still a well used perk because of the instant regression and depending on the skill check can gain the extra 15% regression. Call of brine is…
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I would think that it should not go higher than pop, under any circumstance since pop both has the limit of 1 gen AND a time limit. 10% is already really high for such a small trigger condition and near no cooldown.
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The instant regression of eruption is the strongest in the game if at least 2 gens have it, 10% per gen with no limit. It has the potential (never will happen) of 70%. I don't think having incapacitation having something that can be prevented would make it dead.
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Huntress. I will give you that for paid DLC they arent great but both Twins and Freddys perks have their use. Oppression is overshadowed by all the other slow down perks atm and its insanely long cooldown and coup feels bad only having a max of 5 that go away even if you miss. But both are alright (hoarder is only good on…
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This just got worse as it now doesnt show the aura to the survivor with the perk at all. Even after the bubble is gone
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Basically I am trying to say a DC has minor effects on three of the four emblems but if instead of focusing on whats hindering you focus on what you can do you should still be able to pip with 1 person missing. Knowing what in the emblems does help. Totem finding will get you a little lightbringer but not really enough for…
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No I recognize this but disconnects and people giving up doesn't mean you auto depip. You have the same actions that you need to complete. If youre in a 3v1 you can still unhook, do gens, chase, and heal. If you continue playing to the fullest you should be able to safety pip most of the time and focus on pipping when you…
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I do think there needs to be something that encourages the survivors after the threshold is met, otherwise unhooking them could be considered a liability. The one thing I really would want to avoid is leaving someone on hook. The reason for the range effectiveness is two fold. First is camp reduction as the passive…
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I am surprised noone has asked this but what is your build? I honestly don't think pipping in solo should be hard, escaping is a different story. Pipping with survivors generally follows something like the 2x2x2 rule. 2 good chases, 2 gens and 2 unhooks. 2 perks I think help out tremendously with solo are, Kindred and…
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So part of the reducing tunneling is making it less effective on the killers side by making all survivors essentially equal. But the other part is putting more urgency on the survivors to place "friends before gens" both in having them sit on the hook for shorter periods of time and actually protecting the other survivors.…
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Two major things that survivors complain about are tunneling and camping. One major thing that killers complain about is survivors gen rushing. By having the survivor have essentially a team health state this eliminates the main purpose of tunneling, getting a player out quickly. But at the same time survivors are needing…
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Agree with the Jolt one its strong as is and to implement that it would need to reinstate a cooldown which would essentially just be debuffing M1 killers. In addition lets look at those killers with special attacks for sloppy Hillbilly/Bubba/Oni - is a 1 shot down so if you want these status conditions run Gift of Pain and…
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Ummm good question
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It says if you go are in an injured state you go into deep wound
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I feel like its no more counter-intuitive as STBFL. You're killing all of their little friends. However it would make all of Michaels perks synergize really well for a non-tunnel build as youre only going to lose STBFL stacks if you attack the person last unhooked which might be a little too stronk.
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This actually could be a cool dying light rework. When you hook a survivor they become the obsession and then getting a stack every time you hook a non-obsession.
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If I would have followed Feng directly I could have hit her but I didnt expect her to unhook because of how unsafe it was. I could see a reassurance play but that also would be unnecessary if she just didnt run to the hook. But since I went to cut her off and she didnt wrap around for the unhook there was no way for me to…
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No I 100% agree that its the Feng. My main point is that I too often here survivors blame the killer for tunneling when plays like this happen where the survivor side intentionally puts the killer in a position where there is no other good alternative.
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Freddy with Black Box and Dream Pallets. There is something super satisfying about watching a survivor use a dream pallet. BUT nothing is as satisfying as a survivor opening the exit gate, tbag you and then get downed because they are blocked in for 15 seconds.
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I don't see how I returned with the intent of tunneling. So after reviewing the clip like 30 times I am noticing that Jane existed and failed on the same skill check on the same gen, but due to the way that scratch marks work the only set I saw was Feng's. I honestly wasn't expecting her to do the unhook there because Ada…
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Feng farmed Ada for a free health state. Feng should have been injured at that point in chase. Hitting Ada literally does nothing for me after her unhook unless she goes down. I would actually lose pressure because she is no longer on the hook. So going after Feng would be rewarding her for farming Ada. Especially given…
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Laurie, Cheryl, and Quentin are all 17.
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She was awake. You can see it in the HUD that she didnt fall asleep from that hit, no laurels. You have a buffer time from getting off the hook. I agree that Feng made the bigger mistake. But Ada could have easily avoided by literally going in front of the Feng. She 100% had the ability. She leaves the hook walking until…
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I also could be wrong but during the time and looking back on the clip it felt like Ada was walking until hit not running. Its hard to tell but Fengs lead does increase a bit despite Ada having 10% haste.
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I do get that and I would put that on Feng rather than Ada. But after the hit Ada definitely had choices to avoid me choosing her in chase. Pre-dropping the pallet would have been enough to dissuade me from continuing. Or she could have used the speed boost to get in front of Feng pushing the chase onto her. Both give up…
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Exactly. Both do occur. I have definitely seen killers refused to hit someone body blocking effectively to the point that they actually lost more distance than if the killer would just taken the health state for no reason other than trying to damage the tunnelled survivor.
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Jolt and Pain Res do the same thing. But if a person is on at the time of regression they will not regress because ya know someone was on it. You know this because Pain Res/DeadMans does not continue regressing after deadmans and Jolt if you lunge to down a survivor working on a gen, downing them the gen will take the 8%…
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I was wondering if this would be mentioned. Its ridiculous that the STRONGEST perk in the game got a 7% min buff. Like why?
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I was just about to comment this. I saw the same thing.
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I was thinking the same thing like a thrill/devour on a stealth boy/girl
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While we are asking questions about this perk, will all survivors scream at the same time or will they be intermittent. Second question do the screams interrupt actions
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The only way I could see them lifting the Hex status without making it OP is changing it to only being active while a survivor is on a hook. Either keeping it as stacks this way OR just having it be while a survivor is on a hook you do not get notifications for skill checks.
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The reason I dislike Eruption is I feel it is too strong in comparison to the other perks that do similar things. It does: 10% max 25 second incapacitated scream reveal no limit to the number of gens triggers on any type of down super short cooldown no time limit. So other instant regression perks include Pain Res, Pop…
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I think I am a solid 50/50 split. I like playing both roles because it give a more rounded view of the game (however I swear vault hits just are always against my favor.) It also I think helps with both sides of the game. I can learn how to play the opposing side better from seeing what they do that's effective. I also…
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But the pipping system isnt based on kills by any means necessary. If you dont let survivors heal you have issues with chaser, same thing with camping. If you dont hook enough times devouts an issue. If you are doing most of your work at end game with noed or something then both chaser and gatekeeper.
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NGL I would love to see snuffing being replaced with breaking. Either that or having hexes work like boons where you could ignite a different dull totem if you see it at snuffing speed. But I am unsure how balanced that would be. Devour stacks would have to drop off if you replaced the totem
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I mean in the big overhaul they got Base kit: 2 stacks of save the best for last Tier 1 Brutal strength Survivors getting less of a speed boost after hit Faster bloodlust 10 seconds to gens I don't think that BHVR is targetting one side or the other but trying to maximize gameplay experience for both. The finisher mori…
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I am actually fine with the double nerf. I do understand why they did it, BUT saying that I think they need to revert the changes they made to sound in patch 5.1 and go back to increases and decreases in sound be additive not multiplicative. Like if you have Iron will active and you are in a locker you should not be making…
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So if I understand the blood web correctly, its not direct RNG but basically two sets of RNG. The first RNG is color and is not pure random. Each node would have a % chance of being a specific color. If I understand it right the inner circle has a much higher probability of being brown and the rarity goes up as you go to…
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Welcome to the Eyrie of Crows. There is a reason you see survivors often bring it as map offering and I dont think I have ever seen a killer use it as one. (Hint it's not a balanced map 😂)
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You really shouldn't see a difference between her and other killers since all killers have the same number of each thing. Three map offerings in a single web isn't unusual depending on the level. Like 30+ I wouldnt be surprised because map offering are over 1/2 the total green offerings.
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Depending the length of the rock loop huntress and trickster can line up a shot. But huntress just needs to hit it once where trickster is resetting his loop for 1/3 of a damage. Huntress Lullaby is because she can do long range damage by landing a hatchet and no indication would be super strong on her. Trickster cannot do…
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I see your point. It is a tough call but I will concede that Pinhead is probably better first with current perk setup. That said I would level both to P1 before leveling either to P3 just because of how valuable their perks are and because the perks will then appear in the bloodweb for the other characters so you get more…
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I would say that it depends on who you want to play some of the time. Like if you like trickster or huntress - Dredge (Darkness Revealed) and Legion (Iron Maiden) If you like Pinhead - Twins (Hoarder) If you are just looking for general good ones I agree with Fent but I would go with Artist first then Cenobite. However if…
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It depends on the survivor, same with killer. I find more often than not if I play "fair" or at least start "fair" I dont experience the salt. The past few times I have gotten salt from survivors I have also gotten defended by the others. I really wish more people would play both roles as I think it would help the us vs…
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I say for me it depends on when the DC is. If its super early in the match, no relief nothing good just sadge. But if a couple gens have popped they would be like 6th hook or something and I still havent killed anyone. I am thankful for not losing the hook or the time to carry them there.
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Survivor- I love doing Power Struggle or Head on builds. Unfortunately they both require more than one perk Killer- Mad Grit is fun but I also love Nemesis/Rancor combo
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He is currently underwhelming in Power Level IMO. Like I really like playing him but I know hes not great. I think his biggest issues is his speed. I 100% understand why ranged killers are 110, however tall rock loops and wall loops are especially bad for trickster because he doesnt have the same advantage huntress or…
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I think a big thing was the predicting of the map offering. Not necessarily that Map offerings are OP, but showing that opening screen seeing a SWF with 4 toolboxes, predicting that they were also going to bring offerings that would do the same. I am not denying there was a flex here, but its general discussion posting a…