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Teacyn

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Teacyn
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  • Pig absolutely needs an addon rework - Most of her addons are extremely minimal or even useless, and then she has the tamper timer + gearbox combo that literally makes it impossible for a survivor to do all of the jigsaw boxes in time, resulting in unavoidable deaths. There's pretty much nothing good about her addon setup.…
  • Tombstone Piece needs to be reworked in general, so I think it's fine if we work under the assumption it would be if Myers got buffed in some way. (or, possibly more likely, it doesn't and then there's mass outrage as every myers is a tombstone myers for a week, and then it gets nerfed) I think bringing back multi-stalk…
  • I like the idea of making it a small permanent (as long as the Hex stands) movement buff instead of the 90% useless current temporary movement buff. Every other aspect of the perk (and most Hex Perks) lasts until it's cleansed, why is that one element temporary? I feel like a bigger rework needs to happen to Hex Perks in…
  • Have a feeling if we do get a new map it might be Raccoon City (possibly just the police station, since the station is huge). I'm not really sure what other singular location they could use. They could use a condensed version of the RE7 map, but that seems tougher to make work. The mansion from the first game could also…
  • It's pretty simple actually - There's nowhere near enough killers for the volume of survivors. As a killer you tend to get matched up against high-ranking survivors regardless of your rank because the game is desperately just trying to find a match for them. When you reach those ranks as a survivor your queue times can…
  • They've been brightening maps in general with the reworks (other than Badham), guessing to make hiding in plain sight less effective. I think it looks really nice, even if it is a little strange to have a straight-up daytime map.
  • Yeah, sadly it's not that easy because it would be extremely abusable. I would like to potentially see the "Quitter Bonus" increased (you get like 600 BP as both survivor and killer for someone quitting, it's laughable. Keep in mind it's just added to Altruism or... IIRC deviousness for killers, so if you max out…
  • AFAIK, it doesn't check for the animation at all. A flag gets set when the animation ends that tells the game you're dead. Changing that flag to become set as soon as you get last-hooked would cause the hatch to spawn/open instantly, basically forcing killers to slug in order to secure the final kill (unless they got lucky…
  • Yeah I could definitely get behind removing the ability to dead hard through traps, that's dumb and the only killer it majorly affects is Trapper and god knows Trapper doesn't need any more disadvantages than he naturally has. I still stand by that removing the Iframes would render the perk almost completely useless. At…
  • Yeah, I think it would be better if there were instead situational mori skill checks you can do against last-hook survivors.
  • There's a significant problem with looking purely at data when it comes to stuff like this. Old nurse is a great example of this. She had one of the lowest kill rates in the game, because of how high her skill floor is (she still does). If you look purely at the data, you would likely come to the conclusion that she was…
  • The main issue I see with a system like this is that it might allow for some crazy stacking of synergistic perks - Some of these perks are so powerful together that even with halved power they are superior to either by themselves. Such as We'll Make It + BT, (unhook safely in range of killer, fast heals if you're safe to…
  • The current grind is completely unreasonable. I've put almost 100 hours into the game this tome and I got less than halfway through with actively doing challenges constantly. Maybe if there were less frankly nonsensical challenges that require the stars to align to even hope to get them done it would be a little less…
  • I'd rather Dead Hard get a consistency update. I cannot tell you the amount of times I've used it as a survivor only to end up exhausted on the ground despite literally being in the animation on my end, or from the killer side watching a survivor use it, connecting with them a solid second after the animation ends, and…
  • I love writeups like this. Here's my response to every one. https://pastebin.com/VA7xrTM0
  • I got so absurdly lucky with the latest grab challenge, I got down to last survivor in a match and tried to point him at a gen and he let me just grab him off it repeatedly. Grabs are so goddamn broken and it's obnoxious. I was trying to do the challenge as ghostface for HOURS and I got maybe one grab every... 10 matches?…
  • My ideal solution has always been to bridge the gap between SWF and Solo Queue. Give survivors a communication wheel, (possibly even some proximity voice and text chat, but this would be difficult to balance), and add some additional indicators for basic game information that normally isn't possible to communicate without…
  • Bubba is like, the literal definition of an average/balanced killer. His power has decently reliable counters in most situations, he has very minimal map control. His major strength comes from being able to punish mistakes a lot more than other killers, especially if multiple survivors are in an area. If survivors…
  • This is a much better direction for the perk, and allows for synergies with Breakout/Sabo. It'd likely be a very niche build, but could allow you to do funky saves if also combined with some way to heal yourself (Inner Strength or a Medkit most likely, you could do Self Care + Botany but then that's your entire buiild)
  • I do understand their point of not wanting people to instantly max out new killers and survivors the second they drop. I think a better solution is just going to be alleviating the grind in other ways I.E making dailies and challenges worth more, making perks spawn more, etc. I do think raising the cap to 2 or 2.5 million…
  • This is pretty neat actually. Iris for killer IMO should always be "huge upside with notable downside" that allow for a significantly different play setup, and this definitely accomplishes that. Far more than Iridescent Head for sure.
  • Copy-pasting my post from the other thread... Self-care is a weak perk by itself, but that's almost 100% intended to be its main balance factor. Keep in mind it also makes medkits more efficient while healing yourself with them. Botany Knowledge, along with increasing healing speed, also increases efficiency. If you run…
  • (They're referencing a ######### flamebait post the other guy made in a different thread)
  • Devour Hope does show up every now and then, the main reason you don't see it more is because you can't use it with Undying since it's token-based and all of the other perks to reduce totem RNG suck ass. If Thrill of The Hunt and Retribution weren't so bad you would see Devour Hope more if I had to guess. Make Your Choice…
  • BL can definitely work out really well if you play into it hard, but on some maps that literally isn't an option or is so situational (you have to play around like, one specific area in the map and it does nothing elsewhere) that it's sometime hard to justify bringing compared to the others unless you also play a map…
  • You say this like it's something people can just, do. Maybe in some countries, but in most of the US and many other countries you literally have one internet provider option, and if you're not happy with them your only other option is to not have internet (which isn't a real option). You're passing the blame for a game…
  • I fail to see how somebody asking for an accessibility improvement makes the game easier. Mashing/tilting to struggle is not hard at all, but it produces needless wear on control peripherals and can easily lead to hand soreness or possibly even injury. I have a friend with minor carpal tunnel syndrome, and he had to set up…
  • The Walkie Talkie idea is cool, but it would also become the de-facto meta item to bring any chance you get (and if you make it a perk instead, it is going in literally every survivor build unless you're SWFing), and it would give SWFs yet another advantage since they get to bring a different item like a medkit or toolbox.…
  • Yeah I wish that the Survivor DC bonus was larger for both sides, especially early on in a match. If some dude DCs when he gets hit by the legion once 20 seconds into the game, I know for a fact I'm going to have a ######### awful match and most likely de-pip unless the killer lets us do gens on purpose (or isn't very…
  • This isn't actually a terrible idea tbh. Gives survivors an extra objective to deal with and gives killers more things to patrol. Main concern I would have is that the intermission gives survivors a lot of extra time where they can hunt for totems, so it might unintentionally nerf Hex perks a decent bit.
  • Blight is completely unplayable on console yeah. He's pretty bad on PC with a controller too because you can't turn fast enough, but the framerate being lower on consoles makes him even worse, it's actually atrocious. There's other killers like Nurse and Deathslinger that struggle on console but holy hell Blight is…
  • I was so confused until I realized that by "fat shames" you mean spots where you can't run between two objects even though there's clearly enough room. Yeah, the swamp maps have a lot of these. I tend to forget about them and go down to them once every few times I play on them, and when I play killer on them almost always…
  • It's definitely the best of the Haste exhaustion perks (not counting adrenaline, since it's very different), but I think that more comes down to the others sucking. Lithe is alright since it gives you more control, but SB is still generally a lot better since you can activate it at any time. Balanced Landing just sucks.…
  • Autohaven is basically unplayable as a Huntress now against good survivors. There's so many random props your hatchets will collide with despite clearly sailing over, and there's so many different objects for survivors to dash behind. Add in how overly dark the map is making it very easy to miss survivors entirely because…
  • Yeah they've said before that they have a (small) dedicated team making cosmetics and art that don't work on other aspects of the game, so I would expect cosmetics and visual changes to still come, but I would be perfectly fine with them taking the entire next chapter "off" of making fully new content (such as new…
  • Not unless they remove mashing to struggle. My hands hurt enough already.
  • Killer's ping matters too, but yeah the ping of other survivors is mostly meaningless. Might cause some weird teleports here and there but that's about it.
  • You can see other survivors in the pause menu (which I don't blame you if you had zero clue existed, there's almost no reason to open it during a game unless you need to leave the match), but you can't see the Killer's ping at any time.
  • Scarred is neat, reduces the power of DS. If anything, I might suggest making it 10/15/20% for 15/25/35 seconds. Eagerness is nowhere near a powerful enough effect to be run. Faster hooking is nice, but it doesn't really accomplish much since you're immune to any form of fuckery once you start hooking AFAIK (the person…
  • Camping isn't actually an issue in the grand scheme of game balance. If a killer is just sitting in front of a hook or walking back and forth around it constantly, they're going to lose the game very fast against even remotely competent survivors. The only reason it might work out for them is if the killer is using…
  • This is the kind of bodyblocking that Mandy means in terms of griefing. If some dude is literally just blocking you in a corner and not moving (as survivor or killer), then report them after the match ends. If they're doing it as killer they're going to lose extremely fast. If a survivor is body blocking a hook, that is an…
  • This already is an aura read perk, and it's one of the worst perks in the entire game. It needs some kind of buff, and this is a really small one all things considered. It's still super situational.
  • Yeah the map is legitimately terrible. The rainbow map just being the green map with all of the tracking add-ons built in is also really lame. I can't even say it's OP because it really isn't, medkits and toolboxes are far more impactful overall, but it's just a lame design for an item. I really don't know how you would…
  • Pig is one of the weakest killers in the game already. If anything I wish her traps were a bit faster/activated off more things to pressure survivors even more. Her power is almost completely RNG and has so many stop conditions that if you get unlucky it can literally do absolutely nothing for you.
  • I always feel terrible when I, as a rank 8 survivor, get paired with 2 red ranks and another purple, against a rank 16 killer or some ######### like that. The game ends before they even get two hooks usually, and nobody pips or are happy.
  • Builder's Grip would immediately become an absolute run-in-every-build perk. Even a 5% speedup to gen repairs is massive, and you should be working on gens alone anyway early on. Toolbox efficiency increase is just absolutely overkill. Outlast invalidates Camaraderie existing almost entirely (and that's already a niche…
  • Self-care is a weak perk by itself, but that's almost 100% intended to be its main balance factor. Keep in mind it also makes medkits more efficient while healing yourself with them. Botany Knowledge, along with increasing healing speed, also increases efficiency. If you run both perks, you heal yourself in... 24 seconds,…
  • "Last Man Standing" type perks are going to always slightly encourage a toxic playstyle, it's mostly about trying to design them in a way that they're useful enough during normal gameplay that that's not the literal only way they can be used. Left Behind is a terrible perk because it does literally nothing except show you…
  • I'd be fine with a Roulette mode that gives a BP multiplier, like an extra 25% or something. Maybe also have it roll an item with addons?
  • Delayed Capacitor is a bit of a cluster of mechanics. I like the idea but it should probably be simplified a bunch. I would personally reduce it to just make it so the gen just has to sit at fully repaired for 10/20/30 seconds before it actually turns on, giving you time to kick it, along with the Exit gates taking longer…
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