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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I'm not sure what you're talking about. Did you reply to the wrong post?
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game lasted around 10 minutes on haddonfield, they only did one gen
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I came here to post about exactly this. Hellfire needs a significantly better audio cue, right now I can't hear one if it even exists. It makes playing against the killer very miserable.
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I think BHVR should reconsider their stance on this being a punishable offense. We shouldn't have to play games with people like that.
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Well said. I don't really know why so many people are arguing over specifics in this thread.
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I full agree with this. Aura reading should be rare for how extremely powerful it is.
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I'm just posting my feedback in the feedback forum, I don't really care about arguing with you over this.
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Nah, I just want BHVR to implement a system that works in the same spirit as the current bug does. I trust BHVR is smart enough to figure out a good way to do it.
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It's not supposed to prevent tunneling. It's supposed to punish tunneling.
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No, this would be a survivor buff. If you buff killers to compensate it becomes a meaningless change
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As far as I know, the toolbox speed addons ONLY increase your charges per second, that's what "repair speed" is. The base repair speed is 1 c/s. Commodius adds 50% repair speed for 1.5 c/s, socket swivel adds 30% repair speed for 1.8 c/s. "Depletion rate" is the same thing as "repair speed".
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Add Wesker to the list of killers that is fundamentally broken on this map: https://x.com/beerey8/status/1799842579619656091
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Nope, I mentioned nurse but haven't played her myself or played against her. Pinhead's gateway placement uses the same mechanics as nurse blink, and his box spawn locations only appear to be topside.
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Some more thoughts: The exit gate placement seems to be static and is extremely unfavorable for survivors. Escapes when hatch is closed seems to be basically impossible. Pinhead's box seems to only spawn topside and ignores the rules for distance to pinhead that exists in other maps. I loaded into a map where I was about…
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yeah this bug has been in the game since the addon existed. the marker it places lags noticeably behind the actual position you teleport to
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The fix appears to have made it into 8.0.0.
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The multiple FOV transition bug appears to have been fixed on the PTB, though the original camera transition bug remains.
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Personally, I'm very disappointed to see anything to do with Wizards of the Coast.
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Just checked and it's still broken in the 7.7.1 bugfix
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Managed to reproduce this in a custom. No basement, door open. Video includes the tile ids if it helps
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Still bugged on the 7.7.0 PTB
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Still bugged in 7.6.2
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Still bugged in 7.6.1
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Had another very odd projectile. It visually bounced somewhere different to where it exploded.
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I like playing Skully because she's chill to play and I can play her on all maps. Survivors send me to the eyrie for the fifth time in one day? Meh. Gideon three times in a row? Thank you. Garden of Joy? You can shut down main building with two drones. Dead hard? Don't care. Sprint burst? I'm faster. She's not a fancy…
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There's a good reason that bad survivors used to send killers to this map constantly. The main building is extremely strong and annoying to play. It's practically impossible to defend main gen and it has the potential for an infinite loop, as well as an extremely strong dining room window->pallet loop. On top of one of the…
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From a gameplay perspective, this map is decided entirely by RNG. Sometimes it's incredibly killer favored, sometimes it's incredibly survivor favored. It's weird how sometimes you'll have really strong buildings with a strong pallet or god window, and sometimes it's an empty stable. I never know what I'm going to get when…
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I hate this map, especially the debris field. It's way, way too safe for survivors who can chain several maze tiles together and then have some ridiculous pallets and windows in the debris field. I've seen double windows, double pallets, and all kinds of other nightmares. On top of that, most of the debris has awful…
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I really like this map. It's very small and very easy to navigate, since main building is always visible. Provides plenty of cover for stealth but there aren't a lot of places to really go and be sneaky, so it's a nice balance. The main building is really fun to play, probably my favorite main building in the game. There…
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Horrible map. Has exceptionally safe loops that can't be mindgamed, strong maze tiles, and an incredibly strong main building. The layout of the main building is awful because it's one of those places where you can see a survivor, they're not far away, but actually walking to them would take you 15 seconds and catching up…
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Awful map. Extremely hard to navigate with not a lot of great landmarks. Some of the rooms are identifiable but some rooms you just have no idea where you are in relation to the rest of the map (like the classrooms). The entire map is just an ugly brown, one of the ugliest maps in the game. I like the environmental clues…
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One of the biggest snooze maps in the game. There's practically no interactivity in gameplay or chases, just one long loop that survivors are forced to run. The outside path with the gen, the welcome desk loop, the two stairs in main, the helicopter pad loop, toilet loop, etc. Once a survivor runs down one of the known…
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West Wing is way more interactive than East Wing but it has worse gameplay. There are a lot more pallets and resources than on East Wing and survivors actually get to choose places to run to instead of just being stuck in one long, bendy hallway. The biggest problem with west wing is there aren't enough places to go…
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I agree, look at Ormond main. One window has it, the other one doesn't.
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With yesterday's patch!
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This is one of my 3 most hated maps in the game. Chasing survivors through dead dawg main is the least interactive experience you can have in dead by daylight. Every survivor knows the loop by heart, it's practically impossible to mind game, and it just wastes an extraordinary amount of time with no counterplay. There are…
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This map is extremely lopsided. Super killer sided for some killers, practically impossible for others. The map has far too many extremely safe pallets where no counterplay is possible for m1 killers. The gameplay is extremely stale because survivors just run from pallet to pallet and there are over 20 of them. This map is…
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This is, without a doubt, the worst map I have ever seen or played on. I started playing after ST left the first time but in all the old videos I've seen of it, it looked very stupid and I didn't know why people remembered it fondly. Then it came back and it did turn out to be very stupid. Everything in this map is…
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Played this map on the PTB for a bunch, played around a dozen games today. Nothing seems to have changed from PTB so the critique is mostly the same: Map is way, way, way too big and the rectangle shape makes the size even worse. Exit gates are impossible to contest. Chases never go to main unless you have a teleporting…
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That's unfortunately a result of my recording. I ran DBD twice on the same computer and the spectator client was the background process, so the recording had occasional stutters for it.
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This is still bugged in 7.6.0
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The main building is such a pain, especially when one of the god windows spawn where it's impossible for many killers to do anything at all if they don't run bamboozle. On top of the windows, there are also really safe pallets. I don't remember a single game where I enjoyed playing the main building. I think without such a…
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I kinda like temple. It's a neat map with a good size. The biggest complaint is the size of the underground area as well as the lack of hooks down there. There's only one and that's in the back, so sometimes there are unhookable spots down there. The Red Forest realm has really awful hills though where it's not immediately…
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Terrible map that really, really needs a graphical overhaul. Despite being one of the tiniest maps in the game, it's extremely hard to navigate because there are no good landmarks you can see from the distance and a lot of rooms look identical (like the four L rooms around library). The map is also stacked with resources,…
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Here's an example video: On the left is Pinhead's POV with the broken chain FOV, on the right is the spectator POV which looks completely normal
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This is just a general bug with the location indicator of the gateway. It's not accurate and trails behind significantly. The gateway will always at the location that your camera looks at, not where the indicator is. Example: This bug has been in the game since Pinhead was released. Nurse has the exact same bug with the…
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I just found out that Pinhead's camera is WORKING COMPLETELY FINE when you spectate a pinhead playing. There are no crazy dolly zooms and multiple FOV transitions for the spectator, it just works as it's supposed to. It's only broken for the player.
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Usually has a really strong gen spread for survivors unless you get a lucky rng 3gen. Tons of strong fillers connecting strong tiles. Main building is usually very annoying to play with a mandatory breakable wall and strong filler loops next to it. Typically very boring gameplay (like most autohaven maps). Not really sure…
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Never liked this map personally. Main is too RNG when you have one kinda weak variant and one really strong variant with a mandatory breakable wall. Even on the weak variant, running around main just takes so much time. The area around shack is also extremely strong with strong maze tiles connected to strong fillers and a…
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Awful map. Has the same problems as Suffo1 where the shape of it is just extremely unpleasant to play. A hard 3 gen (or 4 or 5 gen) on one of the sides and five million maze tiles in the middle to make sure there's no reason for the killer to ever bother crossing to the other side. It's also the longest map in the entire…