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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One more attempt because I feel this got buried quickly. If there are no further responses, I'll just leave it.
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Perhaps if you could use more than one exhaustion perk, you might have a point. But effectively with the cooldown, you don't get very much use out of more than one. I think that having one exhaustion perk, one information perk, one team assist perk, etc. is good. Perhaps the problem is that exhaustion perks are so good…
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Well written post! I think I understand where you are coming from emotionally. It used to be that you could get his cooldown super low with the correct addons. But we're talking about a 1 second difference now. Is it really that bad when you can now get a much lower cooldown without using those addons, and play a different…
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I believe its a perk intended to help new players. Honestly, I wish it were moved to one of the starting players. If a player wants to troll however, getting rid of this perk is not going to stop them. I would much rather have the option for people to play and not worry about failing skills checks until they're better at…
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You obviously put some thought and work into this. But my major question is why you felt the need to do this? Do you feel that survivors items are too weak? Otzdarva did a test with a group of people using items, then not using items at all. With the most powerful items they had an average of 3 escapes in 84% of the…
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You win or die by your traps as hag. Do not do long or lengthy chases. If you don't get them soon after a trap has triggered, redo your web and go back to guarding your area.
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Is it bad because it feels bad, or is it bad because it usually makes the game unwinnable for survivors? There is nothing wrong with a strong perk right? A perk that deserves a nerf should have some evidence of being very uncounterable, oppressive, or used in ways the developers never intended. I'm assuming the devs…
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Its just a suggestion for them to consider. I'm sure they'll evaluate whether this is something feasible to code. The ROI for coding higher MMR to be more engaging and fun would need to pay off in long time user retention and streamer advertisement. A good end game MMR where skill is prevalent and there is evidence of your…
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So this is still an option. In fact, I'm sure the devs would first test this among the high skill MMR teams. They might forbid a match under a certain MMR threashold for example, then anyone above that threshold had the scaled decreasing addons and perks based on their individual MMR. Once the system is tested, it could…
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While there are spots that a survivor could walk past at times, the traps would not be hidden in any grass and clearly visible. This could potentially be a downside for the killer, as a newer survivor will see a trap, and if they go to disarm it, find a totem they might not have been looking for. I don't see how this makes…
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But these are set in front of the totems. The point is the updated trapper has a layer of totem protection at start. People aren't going to run into these by accident, and they don't shut down any loops. The trapper could leave them there if he wanted, but he's going to want to grab some of them if the has any hope of…
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I'm not sure that's a quality of life change. That's an alteration to his gameplay. Part of what makes the killers in this game good is some element of attention needed by the player to optimize their effectiveness. When the player needs to press a button, it requires them to pay attention to timing. When it doesn't, it…
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Why would that be? Traps are able to be disarmed by survivors. Further, the traps are extremely unlikely to actually catch any survivors. If a Trapper is playing with few to no hex perks, they'll be grabbing them to use. The only time it comes into play is if there is a lit totem, or if survivors want to clean regular…
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Firellius, I appreciate your well thought out posts and discussion. But I think we're losing sight of the main topic. I am not claiming that there aren't perks that are absolutely useless, nor would I ever. Yes, there are some perks that are worthless. But I'm also confident that there are plenty of perks that do not see…
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You might be surprised. It might be the incentive for a couple of players to say, "You know what, maybe I can make a build that makes that perk work." It might not be the most effective build in the world. It might be niche. But it gets people to try new things, shake up the meta a bit, and let people have some fun. Also,…
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See, this is the problem I'm talking about when I say the "meta perception" prevents people from trying other perks. I would argue there is a meta perception that 75% of killer perks are "downright garbage" as well. Now it may be that during certain weeks of bonus perks, its found that even WITH a bonus and an…
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As a killer main, I agree. I consider 2k "par". 3-4k meant you had a great game. Now does that mean the DS nerf is wrong? No. It was a perk with too much loaded in it. Its STILL very good, and survivors will want to run it as a top choice.
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I think second chance perks are a great way of allowing more agency to the survivors. Like any RPGish game, you get more powerful the more you play. Being able to make a mistake is good for the survivors as well. The only perk I think is too strong is DS. But that doesn't mean there isn't a good idea behind it if nerfed…
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NOED is a situationally useful perk that can be hard countered. Once the gates are in play, it becomes a LOT more difficult for the killer, as survivors can stealth bounce between the two gates You can take out the perk entirely by doing totems If the killer camps his ONE hook, ok, let him have it. It took an entire perk…
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I'm going to disagree here. This is a horror game. One aspect of horror is facing the unknown. The adrenaline of having to make snap decisions, or guesses that sometimes don't pay off adds to the enjoyment and replay of the game. If the games had no RNG to them, then you could get a team of people together and create the…
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Yes, this is why DS is a good perk. Good perks alter the gameplay for a particular purpose. However, even if killers did not camp or tunnel, DS would still be immensely useful due to some of the points I noted above. The goal is to keep the perk strong for its intended use, while minimizing its strength if a killer does…
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I personally think the idea of DS is good. I think if you lesson the times where it doesn't feel like a killer could have done anything about it due to the situations above, it will be good for the game. Nothing wrong with having a strong perk.
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Sure, all suggestions are welcome. If it deactivates when another person is hooked or 60 seconds, it doesn't fix the issue of a killer having to keep track of 60 seconds from a survivor's unhook. It also doesn't address the issue of a survivor using DS to put themselves purposefully in front of the killer and absorb a hit…