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
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Comments
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I've gotten used to the way it controls and am not bothered by it, but to answer your question the reason I see for his clunky movement is that he's dragging his knife on the ground, it would look very weird if he could turn freely while doing that. Plus it's bringing back good old tank controls!
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The main usefulness of his cages is eating DS even though most people here ignore it because TuNnEliNg Is MeAn; this killer has no map mobility so instead of zooming around the map his cages allow him to rush kills and slow the game down. Cages can also be useful for when you need to stay in one area, for example when you…
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I'd say the first time you predrop against him you have a pretty good chance, but consecutive times are less likely to work since he's expecting it, Even though he still needs a pretty good read to go into POTD before he starts looping. If he does that then it's lose/lose.
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I agree with your first point, however you're skipping things on your other two. You're only getting hit when predropping if PH is already on POTD and at a range of 8 meters with no add-ons, if you get hit when predropping its honestly your fault / you got read. There's no reason to dodge in the open, his attack can be…
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You're forgetting that his turning on POTD is very limited, so if he chases you to the vault he has to stop a few meters before reaching the pallet to aim, that's the only time PH has an actual 50/50. Anyway, I really hope they get rid of the trails, making his power based on reads rather than based on zoning would make it…
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"I'm staying within 15-20m of the cage" Do gens then. And yes don't rush the cage, force him to go away by doing gens, it might be harder as a solo surv but having people pressuring gens and another go for the rescue when he leaves is a good strategy. He has low mobility which makes him weak against survivors who split up.
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lol, they get so mad when they know it's their fault.
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I don't know about Deathslinger, but i don't think PH is braindead. He's a very lethal killer, but he has no map mobility. You don't beat him by being better at looping than him, you beat him by playing smarter and stealthy. Either way, there's still plenty of room to outplay him in a loop, but you have to read him, just…
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The whole purpose around cages and final judgement IS killing survivors quicker, the killer is called "The Executioner". This is a killer with 0 map mobility, so he can't get to every gen on the map, he's weak to survivors who split up and play carefully/stealthy. He's the opposite of a slowdown killer, he does everything…
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I mean, he's "The Executioner" kind of makes sense he can kill people quicker. Plus, it's the only thing that makes up for his lack of map mobility.
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Can you stalk someone with spine chill though?
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HIllbilly, although there may not be much to tell about his childhood, his story must be pretty brutal.
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We don't know for sure yet, but i'm taking infectious fright since the cage makes it so you can switch targets quickly. BBQ for when i don't get anyone on infectious. Surge or Corrupt for a bit of slowdown. I'm All Ears, or Nurses for cheeky through the wall hits.
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Pyramid and Demo would survive. Pyramid can't die unless his purpose is fulfilled. If Demo survives the others Pyramid wouldn't have a reason to hurt him since he's basically an animal and feels no guilt.
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James legendary skin O.O
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How about this?
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I will use both BBQ and infectious, if survivors scream i cage, if they don't i hook and get info.
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You just need to rank up dude, at ranks 9-1 you start getting survivors who stick to gens pretty consistently. Maybe they are all swf? Idk, I have never played survivor on high ranks.
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I think it's extremely dumb that survivors get a sprint burst when they break free from the chain, so there's literally no upside to hooking them at times, and I think you should be able to use your harpoon to lessen your distance with survivors at least.
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Why?
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Don't worry about it friend, soon enough you won't even be able to tell with certainty if they are red ranks so it won't be an issue anymore.
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I just want this killer.
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You don't really need to get people off gens Because you are losing, since survivors already spawn on gens. Slugging for a 4k depends on a lot of things, if you're playing Billy VS 0 toolboxes you may not need to slug depending on survivor skill. But if you're playing Myers and you're at 1 gen VS decent players, the most…
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I don't think you got what I said LOL, to clarify what I mean by "if 4 people get slugged you deserve to lose" is if 4 survivors get slugged they deserve to lose.
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Apply pressure=making survivors get off gens. Yes, 4 people slugged is a win condition, if 4 people get slugged you played bad and deserve to lose, there's also unbreakable if you don't like being slugged and want a second chance.
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To be honest, it wasn't really all bad. If toolboxes get reworked properly, and DS gets changed to be anti-tunnel only, then I'm fine with them. I don't really mind stacking slowdown perks becoming less effective, since I don't think it's very useful anyway. I don't know about buffing that many survivor perks, since if…
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Corrupt Intervention for early game portal setup, Whispers/Discordance for tracking, you can also run Bamboozle if you think you don't need more info perks, BBQ and one of his most underrated perks imo, I'm All Ears which allows you to hit more shreds and make better plays around loops. The good thing about this build is…
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Yeah, that's why they are both bad for the game.
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I agree on great skill check size, but increasing skill check chance is basically decreasing repair time, although by a much lower margin than current toolboxes, so I don't know if it's a good idea.
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The base of 80 seconds and stacking speeds are fine, the problem comes in with toolboxes that make gens take 53 seconds, and killers who have no pressure in the early game, this can be fixed with CI, but I don't know if devs will allow it to be mandatory on low mobility or setup killers. Reducing toolbox speeds might be a…
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Yeah that was mb, but 53 seconds is still very dumb.
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It looks like extreme lag on their end, you could argue lag switching but you never know.
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A bit funny how the DS thread got answered instantly, but the response to the instablind thread was "no you're lagging" and "you know multiple people blind faster right?". https://forum.deadbydaylight.com/en/discussion/comment/1021120#Comment_1021120
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Purple toolbox + socket swivels + clean rag=50% faster gen time, so every Gen you'd o with it takes only 40 seconds. So if 3 people have these it definitely can happen. Check the wiki if you want to see the numbers yourself.
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As a mostly killer player, the early game and toolboxes. There's nothing more annoying than getting 2 gems popped after the first down, so you are forced to run CI or play a killer with good mobility. You also feel robbed when you didn't play bad but you just didn't have enough time because they brought toolboxes and every…
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"Just don't go after the hooked person". Yeah, sure buddy we all know DS is only active if the killer is playing like an ######### right? I mean getting DS'd by a healed player, completely fine. Getting DS'd after you hooked someone else? , just stop being such a bad guy. Slugged everyone after questionable unhooks?, nope…
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Yeah I was playing Demo and I felt like the lunge was slower or shorter too, weird.
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Toolboxes shouldn't just speed up gens for free, like there's no reason why an item can just make a generator go from 80 seconds to 40 seconds. Reworking toolboxes would be a step in the right direction, but then there still is the early game where the killer has no pressure and survivors are free to work on gens, even…
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Except "doing better" is securing hook states, proxy camping, tunneling when you can and slugging. I mean sure if you play Billy, nurse, spirit, Freddy there's no excuse, but play any other killer and toolboxes are going to lose you the game.
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If your team gets slugged that's too bad, but the killer shouldn't get punished for bad play, and you shouldn't get rewarded for it either. Every single example you mentioned has counter play, it's not like you just get nuked and couldn't to anything about it. Even if you're the last survivor left, if the killer hasn't…
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It lasting 30 seconds in the early game is good enough, it takes 45 seconds to do a Gen with 2 people considering the third person is doing nothing.
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Yeah, corrupt intervention is the next band-aid that will get picked 80% of games that aren't below rank 10. I honestly thought they nerfed ruin because they were going to follow it up with a nerf or fix to early gens, maybe something like EGC for early game, but no, it's like they came back from their holidays, sat down,…
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Damn, that looks like a pretty weird episode
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I'd like a killer with a whip, who can hit survivors from a reasonably long range but doesn't move as slow as huntress, deep sea diver killer would be cool too. Other than that, as others have said: Map reworks, game optimization, better graphics.
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Yep, and then they release statistics that make killers look overpowered.
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That's too funny man, I love seeing people do this "tech".
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Ah yes, the new hook "tech" that makes the killer waste a few seconds, I find a good counter is utilizing your camp-tech until you get a free hit or grab.
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Me too, but for some reason I got like 7 surv puddings, but it's just not worth playing her because I just get destroyed.
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I'd rather the screaches and screams just get removed from the game.
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Unsure about Nurse, demo because they aren't played very often, Oni might be lower. From the perspective of someone without infinite add-ons, this is it imo.