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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You never once said that to me. And you should not need another person to justify my claims, I justified them myself. Many. Times. Over. When arguing with a person you discuss with them directly, not with someone who is not even involved in the conversation, and if there was someone else I gather that if they agreed with…
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I literally just said what they, I and anyone should do. Many times over. 1: Get on a generator, do not run after the killer for no reason. 2: Go to 1. 3: That is it really. And if the problem is the traps as you have said (And it is not, because they cannot even deactivate them, but hey, you jumped past that point too)…
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BLEH HEH. Ah, yes, the Nea will disarm the Hag traps with a Med-Kit while the Hag is chasing the Meg and thereby will not be placing any traps of particular importance. Besides, if you need disarm the traps, you should run to all nearby traps while the Hag is picking up a survivor, then they cannot teleport to any of them…
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The Nurse still has most of the potential from before, with 3 differences. The first: downing a survivor now has a speed limiter due to the blink cooldown which really just feels like handcuffs holding you back, which is what people dislike, It turns Nurse into a cooldown simulator and is just forced. The second is that…
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I did explain how it should be done based on logic, but if you insist I will do so again. The Nea on the Hag game should have stopped running after the killer for absolutely no reason and gone to a generator. The Claudette on the Hillbilly game should have left their teammate to die. Really, you do not save in the face of…
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Yes, it is easier to analyse small mistakes when you are watching. Those were not small mistakes. You do not require a brain of a genius to realise that the Nea should not have been running after the killer for 2 minutes. You, as the player, can very well see that you are not doing anything in that situation, that is a…
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Everyone makes mistakes I understand that but those in particular were incredibly banal for survivors of the highest level which leads me to believe that they were either not trying their hardest or were not dedicated survivor players. The first Claudette on the Hillbilly match should have just left the teammate to die on…
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Unfortunately the games I had in mind were the SpaceEsports tournaments on twitch from a few months ago, the VODs have since expired. As to your examples, I cannot go through all of them but from what I can gather most of them are resumed in survivors failing to rush generators. In the second video during the first game…
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The Tournaments I have seen have had artificial rules imposed on them in order to make the game even remotely balanced and even then, all you see in tournaments is Nurse, Hillbilly ,Spirit and perhaps another killer once every blue moon that is usually steam rolled a few minutes later. What does that tell you about the…
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Anything that does not make survivors able to force 2-3 blink cycles by simply running in a straight line. Blinking is how the Nurse moves about, putting a cooldown this harsh on it is like putting a cooldown on W for other killers. Suggested fixes: Slightly increasing the blink range to compensate for distance lost during…
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It is not overused, it is rather rare, but when it is used it is crippling to all but stealth killers and Nurse. In groups you have information on the killer at all times, that is agreed upon as a problem. The thing most people fail to realise is that it is also problematic in solo queue. The ability for the killer to see…
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Well, I was queuing at 5 AM, so. . . I was confused as I thought they had restricted it to the closest server a while ago. Anyways, thank you for answering my question.
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While it is true that Huntress can deal with shack rather easily compared to other killers, there are several loops and maps in which you are mostly a 110 killer whose power reads: "Recover from melee attacks slightly faster" or even worse "You have no power, hold W for 15 years and eat that pallet", Coldwind loops and…
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While seeing Legion buff was nice, the deep wound change and nerf were uncalled for, the change was but another band-aid fix for poor interaction design, and the nerf was just. . . why nerf one of worst killers in the game? As to Nurse, the survivor can pretty much run in a straight line to maximize the time wasted by the…
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In an ideal scenario where people have standards, that would be true, however, if one side decides to do such things, the other will be forced to reply with the same, it creates a feedback loop, consider: if two or more survivors bring commodius toolboxes with brand new parts, what option is left for the killer? Ultimately…
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You cannot blame people for trying their best at the game, blame the game for being so poorly designed that all the fun is drained out of it when people do, blame the game for not giving people any option when it is played a certain way. The most optimal playstyle for survivors make the killer's game completely miserable,…
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Eh, they ignore all sorts of feedback, whether insulting emotion or constructive criticism, this game has many flaws, ranging from balancing and map design to inherent game mechanics which suck the fun of it dry. Many of these flaws have been in the game for ages, solutions have been proposed, yet the game remains with the…
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Things like that are part of the reason why the DC punishments are not functional, the game has far too many problems with game-breaking bugs, deplorable dedicated servers, poor optimisation causing crashes, unbalanced and utterly unfun mechanics such as a survivor team with 4 toolboxes or an Irisdescent Head Huntress, to…
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This game is really not a scary game, communication or not, it has horror elements but it is not an horror game, the mere fact of it being a multiplayer game severely impairs any fear it might cause, and if that does not take the fear away, playing the game repeatedly will. Prioritising making it frightening over being…
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The Game has the greatest amount of god-pallets in a single map, it is not killer sided at all, you can easily loop a killer for an entire game due to the absurd quantity and proximity of those pallets. Really, there are maybe 5-6 possible pallet spawns that are not safe, out of 21.
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They are, because generator speeds only become a problem when compared to chase time, if you tried to balance the game without touching generators you would have to make every chase end early enough so that the killer has time to hook a survivor, walk across the map to the generator and prevent it from being completed, and…
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Map design is a significant part of why the balance is so very poor, yes, but other things do contribute to it. Even if you removed every pallet on the map and sealed off all windows so chases would end in 30 seconds, it would not be very fun for the survivor, you could have the most balanced game in existence but nobody…
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If someone is in chase next to a generator, the progress of that generator will be impaired, not impeded, and that is only one generator, there are still other 2 which are most likely being worked on. Even if a great team of survivors 3 gen themselves, it will likely ensure 3 people escaping, because even if the killer…
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The point is that a perfect killer against perfect survivors will always lose, and how would the Spirit prevent 3 generators from being completed? It does not matter which killer you are, you can only chase one person at a time, the rest are bound to hug generators. Discordance as I said, would have been inconsequential as…
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I said 40-60 seconds, and a good survivor can very well maintain chase for that long, the problem is not overcommitting, it is that when faced with a team composed entirely of good survivors, every chase will be that long, and then you are at situation where you waste your time if you drop the chase and waste your time if…
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You said that my view was incorrect, when inquired as to why, your response was that my idea was not wrong and "you are bad", what a wonderfully constructive criticism! which also happens to contradict your previous statement, from what I gather it seems you think this game is perfect, all I see is ignorance. And if you…
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Rank reset is pointless and it has always been. The ranking system does not actually represent skill, thus you may run across people in red ranks that are absolute potatoes or players that loop every tile as efficiently as possible and make all chases last centuries, the ranking system is simply not functional and thereby…
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So you cannot provide any feedback of actual value, thank you sir.
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Would care to explain why it is wrong? And yes, I will lose if a chase lasts 60 seconds and survivors are actually doing what they are supposed to, because as I explained, the killer does not have enough time.
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This game has always favoured survivors and this is still the case, just search for Marth88's experiments. Whether the killer wins is not determined by how good the killer is, it is determined by how many mistakes survivors make. Just take into consideration that a chase will last 40-60 seconds if not more, and before the…
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Nurse is still one of the best killers in the game. Except on large maps( in which generators are completed faster than you blink in between them, thanks to the cooldown on a cooldown) And on indoor maps (in which you are stuck in a cycle of having to spend several blink rotations catching up and then hoping that you hit a…
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The game is not killer sided, it has always been and still is heavily in favour of survivors. The statistics mean little as most people in this game are not very good or coordinated, thereby killers win not because they are the stronger role, but because survivors are not playing optimally, Also as a sidenote, anything…
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Do not add a cooldown to Infectious Fright, that would be a mistake, that would only punish killers for downing people quickly, and far more often than not, when that happens it is because the survivors put themselves in a position that allowed it in the first place. Adding a cooldown to the perk will make it useless for a…