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
The November Developer Update is now available: https://forums.bhvr.com/dead-by-daylight/kb/articles/481-developer-update-november-2024-ptb
Comments
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This. Every single one of these problems is spot on description wise. Spirit feels AWFUL to play right now. if the survivor's footwear doesn't ruin your chases, half of the maps will.
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Is it normal that my logs are a complete mess of random characters? mostly Chinese and random pictograms?
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Those are all reasons why she's awful. No one enjoys any of those things. You also compared that abomination to things that are drastically different and less abominable, hence the response. How could I possibly ignore a statement so void of reason or understanding? No one enjoys feeling like they're losing, or being…
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Trapper's traps aren't 8m wide, they're disarmed faster, can't be remote reset, he doesn't have a +15% speed differential, his traps don't give him stealth, he can't look at a radar to find the most recent player to escape his traps. Hag is 110%, Hag's traps have on-going exploits to always be out of lunge range, she can't…
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Skull Merchant could be the weakest killer in the game and still deserve these changes. Power level has nothing to do with it, it's a game health thing. She's incredibly uninteractive, painfully boring, and only beats survivors by drowning them in a sea of unavoidable AOEs. This killer was a mistake, and shouldn't exist…
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The largest offenders I've seen so far in terms of footstep audio are: Lara AND Alucard (Biggest offenders) Adam Aestri Renato (Sandal audio was already WAY too quiet pre-bug) The only theory I can come up with is that all of these characters (and more) use the same audio file for footstep noises, and thus all are affected…
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No lightweight, or walking as this was replicated in co-ordination with the other players.
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Things like this, where the scratches appear to prioritize spawning on surrounding walls and ceiling, rather than on the floor in large gaps
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Not sure if this updated report has been seen as it's still tagged for info, just bumping it back up.
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The issue is extremely noticeable on survivors with boot-like footwear, bare feet, and flip-flops. (The flip flops were already too quiet but now it's a lot more apparent).
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The best frame of reference I can give is this twitter video posted by a different creator. The main focus of the video did not have Lightfooted. The issue may also become worse once the survivor is injured. I'm not 100% sure on that, but I've had injured survivors that have basically fully muted footsteps when injured in…
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Even though it still says "100%" it should work on a integer based system now. Meaning having no Iron Will leaves you with 100 sound "points". Iron will essentially just sets it to 0 points, instead of 0%. which is why Stridor should add 50 points back, setting you to half volume, but it only seems to bring back about 10%…
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The Withered Isle is Garden of Joy… And so is Greenville square.
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The "Massive Hitbox" is more of a visual issue than an oversized hitbox. as long as his weapon is in the correct position for the first few frames of the swing, his weapon can be anywhere else after that and it will connect. It's not a hitbox issue, its a visual issue.
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This is intended. Gens that are blocked are unaffected by that perk.
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Doesn't need to be changed, just learn the counter-play instead of immediately running to the forums to complain.
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It's especially a problem on larger maps where it takes upwards of 30s to cross from one side to the other with your average 115% killer.
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"Please make the game as mindlessly easy as possible because I can't be bothered to learn how to pilot the killer's kit to moderate effect" is the rough translation i'm getting from this. The whole point of the killer's design is to be jack of all trades, master of none. If you start giving him 4 fully juiced powers at…
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They literally copy pasted the same code they use on wesker where he can't use his power too close to objects. It took them maybe 6 seconds.
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Just because something is a bug doesn't always mean it's bad. That arguement never makes any sense. It gave the character's gameplay depth, and skill expression while still being counterable since the player has to sacrifice line of sight to look down and hug the wall. These "bugs" often get hard coded into the character…
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Removing hug-tech was a bad choice
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The entire point of the chase music from the killer's POV is to mask some the survivor's lighter sounds, otherwise tracking survivors mid-chase would be way too easy.
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What blew my mind the most was when a skill expressive mechanic like 180 flicks on certain characters (Oni, Chucky) have already been removed, or are constantly complained about to the point where they'll both be gone. Even though things like scamper are still as strong as they are. Scamper was Chucky's real issue and…
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All I had to read was that "maps are getting balanced" to know that this post is about to spew non-sense.
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"Please turn Plague into an M1 killer with no effective power" is the best way I can para-phrase this post.
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The entire scamper mechanic needs to be changed, but they keep nerfing the wrong parts of the power. This makes most of the players reliant on scamper hits, since the actual fun ways of playing him keep getting pulled back. There's no room to buff him until scamper gets cut out or heavily nerfed, it bottle-necks the entire…
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Saying his power cooldown is too short tells me everything I need to know about this bad take. The killer isn't even top 5. sure scamper could use some changes, but the rest of his power is underwhelming.
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This post is fantastic, I couldn't have worded my experience with this killer any better.
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Scamper is his biggest issue in terms of balance. It nearly guarantees hits if you bait the survivor into dropping the pallet in front of you. They keep nerfing the parts of his power that are fun, and interesting... while leaving poorly designed mechanics like scamper un-checked. If scamper wasn't such an issue, his power…
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He's already not great, removing his flicks makes him much easier to kite on most loops. I'd take this idea and move it to his scamper. Kicking him while he crawls under the pallet to make him crawl out slower and buying you more distance. The "hold onto power until pallet drops" style of play is the real problem.
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The Good Guy is just straight up weak now. The power cooldown is way too long, the stealth is underwhelming, and when you do actually get to use his power, the skill expression and hit potential has been neutered. The amount of times I've hit nothing but oxygen and it counts as collision with an object 40ft away is…
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I couldn't have worded this any better myself. I enjoyed Blight more than any other killer and Chucky was a huge breath of fresh air in terms of mechanical versatility and an excuse to temporarily retire Blight. I guess it's back to Blight. Chucky is boring now.
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Blight's been changed a bunch over the years and has been deemed "In a good spot" in terms of his camera limits. Oni is completely fine. Sucking the fun out over every character in the name of "balance" is always the wrong choice. especially when it's a skill intensive action that requires time and effort to perfect.
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I 100% agree, I only came back to DBD because a new killer with a versatile mobility power came out. anddddd now the fun has been sucked out of it.
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Nerfing Chucky's flick limit to 90 degrees was a huge mistake. it sucked all of the fun out of the killer.
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Thanks for the positive feedback! I'm hoping it gets seen at some point in time lol