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That_One_Scrub

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That_One_Scrub
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  • Scared Wraith player with Jomin on shoulder: "D-do you have Decisive Strike?" The Chad Jomin: "No. No. No. No." Scared Wraith player: "D-do you have Adrenaline?" The Chad Jomin: "No. No. No. No." Scared Wraith player: "I-IS IT BOTH?!?" The Chad Jomin: "YES! YES! YES! YES!" hyperspeeds through exit gate The Chad Jomin:…
  • Looking at this, honestly the only change I would make would be to swap Pig and Trapper. I want to love the big trappy boi, but the fact is that traps are time-consuming to collect and set, easy to avoid, and easily countered compared to hag's traps. Pig isn't any better than low-mid tier, but as minimal as her power is,…
  • Iridescent head is definitely one of the most powerful add-ons in the game right now. I feel like it should either do slightly less, or it shouldn't be so easy to fix the downside with Infantry Belt. Like, what if an Iridescent Head applied Broken for 2 minutes instead of an instant down? Still feels like an iridescent to…
  • OK, is it just me, or is the solution VERY simple here? Just change the condition from 'gain token on unhook' to 'gain token on safe unhook.' Then, increase rate of return and/or number of actions that can give tokens if needed. @Dehitay and @Trial_By_Scythe have the right idea.
  • The other ideas in your post I'm pretty neutral on, but I do like these bits a lot.Honestly, it's a very similar idea, so it's nice to see someone else thinking in a couple of the same ways. Sweet validation! Yeah, I guess if Deep Wound started at 2/3rds vs injured survivors, that would serve much the same purpose as…
  • Compiling thread data for everyone's convenience: Myers: 14 likes, 0 dislikes. Huntress: 8 likes, 0 dislikes Pig: 5 likes, 0 dislikes Nurse: 7 likes, 2 dislikes Spirit: 6 likes, 1 dislike Trapper: 1 like, 2 dislikes Hag: 0 likes, 2 dislikes Clown: 1 like, 3 dislikes Billy: 2 likes, 4 dislikes Wraith: 1 like, 5 dislikes…
  • This is fair, but I wanted to address this specifically. Yes, hooks are important - and not necessarily for balance, but for tension. Sacrifices and hooks are one of the most visceral rewards for the killer, and one of the main components of tension for survivors. Although I occasionally enjoy a more relaxed pace, I think…
  • I like to play against Huntress almost as much as I like playing as Huntress. Other ones I enjoy are Trapper and even Billy, to an extent. I hate playing against Wraith, Leatherface or Hag though. I find them to be more likely to disallow you from playing the game after first hook, depending on personality of the player.
  • I think the main problem with NOED is in how hard it is to figure out whether you've killed all 5 totems, when playing solo or even duo. Like, you can break every dull totem you see, but you're never going to personally kill all five. Combine that with the potential for your time to be utterly wasted if you're wrong about…
  • I agree with all three of your proposed Trapper changes. Right now, Bag addons are way too important in terms of being at all time-efficient with trap setting. Removing RNG is cool by me, too. The wraith...the problem with the wraith is he gets a free hit on uncloak against non-sprint-bursters, but sprint burst stuffs him…
  • If this was an actual QoL buff, what you would do is, if the survivor has been unhooked in the last 1s, the hit is transferred to the rescuer. Even that is questionable, but at least the idiot who did the bad thing is taking the punishment rather than the person who got farmed. =p
  • I would 100% accept this as a reasonable compromise.
  • How would reducing the stun on manual cancel constitute 'killing with power'? It's literally not.
  • Alright, that's fair. Yeah, that'd make this idea too good. Hmm...I don't know, it's hard to get over how worthless it feels to make extra hits on a survivor while in Frenzy without the mixtape. I feel like first-hit-reset+3 hits would be fair and fun, but 1+2 is a little crazy, yeah. ...bleh. The devs have really boxed…
  • With Frank's Mixtape AND Stab wound study, it would be 3 hits total in frenzy. If I recall correctly, it requires both add-ons to drop the threshold number of hits. And honestly, compared to add-ons of similar rarity, that doesn't sound all that insane to me. There doesn't seem to be any references for the exact duration…
  • Yeah, I tend to agree. The house-on-stilts in a swamp idea is cool and all, but those basement/pantry areas need to be a bit more...breathable. As it is, they're even more claustrophobic than Lery's.
  • I'm fairly certain that the timer isn't gracious enough for that, at least not on average. Remember you only get a recharge when hitting a fresh target, after all. Still, if that becomes a problem somehow, you could always take away some percentage of the bar other than 100%. 30%, 50%...whatever balances out correctly.
  • I agree completely. However, I would MUCH rather have Feral Frenzy become less restrictive, rather than making Legion into another M1 killer. Frenzy is fun, so maximizing that fun should be the priority.
  • 2 Traps should be the MINIMUM default. Huntress gets 5 hatchets. Clown gets 4 bottles. Hag gets 10 traps. Trapper should be able to carry 2 or more traps without addons. Right now, bags feel too necessary to have any fun with his power.
  • I had the same idea, but I just took it a step further:
  • Right now, I'm not 100% sure, but it feels like the most viable way to get downs is that after you get any target-switching chain-hits in Feral Frenzy, you literally just try to bodyblock that final survivor without hitting them again, so that the chase is still fairly short distance after your power ends and the stun buys…
  • 4.5 seconds, actually. 1.5 seconds at each tier. Consider that Enduring, one of the better perks in the game right now, only reduces each pallet stun by 0.9 seconds! (Granted that buying that time away from a stun is more useful than buying Bloodlust time from non-Bloodlust, but even so, that's time shaved off of a…
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