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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This ^ Blood warden and end-game builds will immediately be added to the play pool more often for viable killer builds if survivors opened the gates since several of them rely on it, this also opens up possible perks for survivors to be considered like no one left behind since opened gates would be more reliable aswell to…
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The problem wasn't Gun Man's TR, it was Monitor and Abuse and how it interacts with low TR killers. The change they should have made is simple Instead of a flat 8M, Monitor should have reduced your TR by 25% and increase by 25% respectfully 32M killers still have a reduced radius to 24 but now 24M TR killers gain less…
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This is a bad change, the reason why they made this sorta thing a purple add-on for trapper is the play-style brand new players and the average player would lead themselves into because of it, and being one of the 5 base killers in the game that's pretty major to both the killer players employing it and the survivors that…
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Keep in mind their is also a tech with nemesis where the hitbox lingers for a split second, meaning that he can strafe to one side to move the hitbox with him after performing a tentacle smack, visually it will look questionable since the visual effect doesn't move.
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Yeah BNPs will do that. Personally I think this issue would be better if they reworked map spawns so that survivors never spawn directly next to generators. Then you have those few extra seconds to interupt survivors pulling something like that while also generally addressing the generator immediacy for survivors.
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Nah tinkerer is fine being uncapped just so it's simple, if you were to touch it then they should increase the threshold to 75 or 80 percent generator progression for it to trigger, to tighten the timing required for a killer to capitalize on the info.
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Isn't it convenient that while the shrine has been changing daily it has had a lot of perks from the killers and survivors you get with the base game, when the primary reason people buy teachables from the shrine is so they don't have to buy the DLCs?
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Every now and then there is a killer who I run away from and hit him with a pallet, and they have so much fun chasing me that when they hook me at the end of the chase they stay with me and stand right in front of me like our characters are having a nice chat, giving all my friends time to do all the gens and escape. Isn't…
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They buffed him so he's better, these changes make him better at downing people so ofc he's better at downing people off hook. Personally I think the amount of knives to down for him should have been reduced by 1, 2 was a mistake just watching this gameplay, good thing it's a PTB.
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I keep gravitating towards a 5th perk slot for survivors for aura reading. So only bond, kindred, better together, aftercare, empathy etc. this is the sort of info that swfs have anyway so letting them have an aura perk doesn't make them all that better but solo survivors can have that info without giving up one of their 4…
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That could've just been a survivor with bad internet based on your description.
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The purple tool boxes and BNPs are a different issue then balancing these perks. Alright, you invest your entire builds to pull this off, possibly giving up a health state aswell. and you get a situation where the killer doesn't intervene like trying to punish healing under hook and lets say you pick up your duo q mate…
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I'm ignoring the aura read component and doing detective's hunch with it. Haven't had a game where I was the only counter-force user though.
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Yes I was around when leader affected repair speed, generators also didn't incur any diminishing returns based on the amount of survivors repairing a generator in that day. Prove Thyself is fine as it is, it helps repair gens faster when two survivors are grouped up on a generator. Just like how every second chance perk…
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That is just excessive
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It's not over bearing One character can run prove thyself and grant 15% to another survivor they are grouped up with at any time. My Blood Pact idea grants 14% only if two survivors, one being the obsession, heal each other, and then start a gen Prove thyself isn't ruining everyone's games as is and it is way more…
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By disarming I meant in particular the methods like running over her traps while she is already in a chase or carrying a survivor. Where as with trapper you need to run up to them and perform an action to do so. Yeah, trapper can do much the same with his own traps if a survivor knows, anticipates or sees a trap in chase.…
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I think it'd be better if the traps had more of a localised spawn, like they all spawn closer to the center of the map or in set locations like the shack or main building and in front/inside of random lockers.
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Hag has all her traps from the start for a variety of reasons. She's 110 speed, her traps are easier and quicker to disarm, her traps require her to teleport to them to have an effect, they can be burned away with flashlights, triggering a trap only gives a hit instead of a grab, they don't immobilize you for setting them…
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I think gen rushing is a problem for new players more because all the regression perks are teachables for dlc killers and not unique to new players on trappers, his playstyle just puts it into perspective. Sure it'd be conveniant but conveniance also tricks people to be complacant and lazy, I'd rather new trappers learn…
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Hag exists? so do 22 other killers. Trapper's power works differently from hag's power in a lot of different ways the only real solid thing they have in common is the fundamentals of what a trap. I'm certain if giving trapper all his traps at the start was the way to fix him they woulda done it long ago, I'm also certain…
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That is a cool idea, you forgot about the yellow spring kit though. I'm not sure if this will really affect high end surviver that much though. The deep wounds timer idea of mine is something that would impact all levels of play though.
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The problem with the iridescent stone is that it promote a set and forget playstyle and if you want value out of your traps you want to be moving them. I don't think this will be very good for new players to trapper when learning him.
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Perhaps you should give the other post I linked in this one a read and share what you think.
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If trapper could just get all his traps from the same locker then he'd just trap half the map and claim a 3 or 4 gen to defend at the start of a trial. This is the same reason why trapper just doesnt have all his traps to begin with. Because of his ability to create dead zones with multiple placables they need to be spread…
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No actually, I linked my trapper rework suggestions post that states trapper by default has a carry capacity of 2. so trapper sack ends up being as good as a trapper bag as is, and the trapper bag can be the green variant of the bag addons now, The spare trap add-on suggestion was to replace the trapper sacks role.
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Pardon I meant to post this in feed back and suggestions.
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It affects both survivors.
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@EQWashu Why did you edit my post?
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It doesn't make it harder for the killer to chase you in the vast majority of cases. Even in ones that do if you are sticking 16 meters together during a chase that just means the killer is bothering two survivors at the very least. The only situation where that could help out is if you have a long open space for you both…
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Thx. so in order to undo self cares negative, you have to have +100% healing speed
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As a trapper main who plays on OCE (Player population is low enough here that rank is more a symbol of how much you play rather then your skill) and I go out of my way to spread my hooks around survivors on a killer as pressed for time as trapper. Sometimes camping is just the play, you don't know where any survivors are…