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Zeidoktor

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Zeidoktor
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  • I imagine the duration was reduced as a trade off to it being made easier to trigger.
  • The point being made is this theoretical bully squad could be using Survivors they're only P3 instead of their P100 main. Just because you have aP100 character doesn't mean they're the only one you're allowed to play.
  • See more info here https://support.deadbydaylight.com/hc/en-us/articles/28143341034644-Cross-Progression-Release-FAQ
  • Random Fun Fact: The Spirit can see Spies alerts while phase walking. I definitely have an appreciation for Spies and have always considered it underrated.
  • Oni's a good choice too. Eruption is good on M2s since it encourages downing with your power on the Killers that can do so, where Surge compels you to M1 to get the effect. I mainly recommend Pyramid Head after a thread I saw noted he's hard to pick regression for since they're hook based like Pop or Pain Res or otherwise…
  • Eruption was the video's regression of choice for M2s, actually, alongside Call of Brine. The video was made before the perks got reworked/nerfed, but the logic is still there (Eruption does for M2s what Surge does for M1s, turn downs into regression, while CoB gives the kicks to activate Eruption a bit more oomph).…
  • A video from early last year offering general builds for each killer typically paired Pop with Jolt/Surge on M1 killers. The logic, as I understood it, was Surge made sure you didn't have to stop to kick gens as often, while Pop potentially ensured that you'd get your money's worth if you did have to kick a gen.
  • Are you sure about this? I tested this in custom games with Wraith and the meme add-on. I confirmed the suppressed Terror is still in effect when DD and Unforseen are active, and I recall both perks being active at once, but I'm not 100% sure now I'm thinking of it since that wasn't what I was testing.
  • Which just means you make them use up their Unbreakable. The real, if unlikely, worst case scenario would be Soul Guard or Exponential since they're reusable.
    in New Ds Comment by Zeidoktor May 1
  • And my point is it might not and might just highlight a bad copy paste job. No telling which until it's in game or BHVR comments on it.
  • I've seen those pics. Honestly it feels like someone mixed up the text of the aura read with the Blindness effect. I'd wait for confirmation of it acting like that in-game before kicking up a fuss
  • "Seriously why are dc penalties still here?" Because people continue to DC whenever they're mildly inconvenienced in a match.
  • I think it used to only be pallet stuns. But I play Plague only occasionally so I can't be 100% sure
  • The primary reason is the system has no way of knowing if your DC was for one reason or another, if it was legitimate or deliberate. Legitimate disconnects should, ideally, occur infrequently enough that the penalty is negligible. On the flip side, if you're legitimately disconnecting often enough to build up a high…
  • Not necessarily. Weren't there also hacks that inflated the penalty time on whoever D/C'd?
  • The idea I've had is require at least 5% healing be done before Buckle Up can kick in. More specifically, heal a Survivor with a heal action that recovers a minimum 5%. Basically give it the same rule as regressing gens. It covers the last 5% that's normally required for an otherwise full pickup and nerfs the ability to…
  • Re: the drones, they have T-Rex vision. They can't see you if you're stationary. They also follow Hag rules in that you can also crouch walk without issue. Even they're in Stealth mode (you don't see the radar zones) there should still be lights you can use to identify where they're scanning Didn't see this post yet but,…
  • Desperate Measures is my first thought. Gives a boost to both healing and unhooking, meaning both actions that offer tokens are buffed. In the flip side would be Leader, which benefits anyone healing you (don't think unhooking is affected by it). Alternatively, something like Boil Over which can possibly prevent you being…
  • Probably not for a while. Perks like this see a lot of use out the gate then things taper off as the novelty wears off and the meta reasserts itself.
  • My personal takeaway has been that it's less about directly buffing Huntress and more about reducing add-on reliance/increasing add-on variety. The vast majority of Killer updates this time take the most used/'required' add-ons and making them partially basekit. Doctor got Discipline and range, Demogorgon got Shred…
  • 10 per gen that, if achieved, the Killer can't really do anything about because it's locked in, vs the 15 per gen they could potentially just regress off with a kick or gen perk. I like the change myself. Not sure if it's worth risking a lengthy Broken period, but it's a bit more viable this way, nonetheless. Me own idea…
  • Have BHVR devs ruined DBD for survivors? Only until the next time they ruin it for Killers
  • It reminds me of a video I saw during Sadako's first rework when they tested her new power with Iri Tape, which basically gave Sadako her old power...
  • Here's a couple of PTB Pig videos to help from (respectively) RedGamingGears, TwoKnee, SpookyLoopz, and Bazazell: My only gripe is the videos seem to use the Pig's Ambush related addons, which kind of defeats the purpose in my opinion (I haven't watched TwoKnee's vid so could be wrong there)
  • Odd as it may sound my own main use of Ultimate Weapon has been in stealth builds, using the Blindness effect to hide which generator I've Trail of Tormented. I also think it's unironically a decent choice on Freddy, as it lets you find awake Survivors more easily.
  • That idea for mangled might also justify it being on a timer again. Take the time to heal and get your repair speed back up, or just wait it out/power through it
  • For what it may be worth, one thing I like to do in this game is look at a perk and consider which killers, if any, get any special or unique use from it that other killers don't. For example: Doctor's Static Blast hits Oblivious Survivors, so he gets use out of things like Plaything, Hysteria, etc, that no other killer…
  • I've always regarded the head pops as a bonus, not a goal. It's one reason one of my favorite Pig add-ons is Ruleset No 2. It hinders Survivors ability to find their boxes until theyre on the clock. My rule with trapped Survivors is they're the ones I least need to worry about. I'll smack them if I get the chance, sure,…
  • Slowdown is anything and everything that keeps Survivors off of or prevents them completing generators. Reverse Bear Traps, especially active ones, guarantee that Survivor won't be on a gen for however long it takes them to remove the trap. The could be short or long, depending on box placement and how many searches they…
  • Correction: It's one-third of her power, and the other two thirds are getting buffed. Head pops are a bonus, not a goal. It's why I don't view the RBT timer change as that big an issue. Especially in light of my original point that it's possibly intended to compensate for exactly the issue you described of getting stuck on…
  • At the same time, how likely are you to get a head pop on a small map with the current timer, unless you're actively going out of your way to do so?
  • I had a thought about the RBT timers. Could the extra 30 seconds be, at least in part, a response to the Pig's reworked RNG? I don't know how common it is now for a Survivor to have to search 4 boxes, but it's probably more common than it was compared to back when it was mainly a guessing game of finding the right box. But…
  • One thought I had was based on the failed plan to have Punishment of the Damned inflict Torment: Add-ons that allow Punishment to inflict Torment if the Survivor is afflicted with something else first. Ex: Punishment hits on Survivors afflicted with Oblivious inflict Torment as well. Or Blindness, or whatever. If that's…
  • I agree not seeing the boxes may be an issue. That said, why would you want to go out of your way to catch Survivors doing boxes? Until their trap is off they're the ones you least need to worry about because they're the ones you know won't be on gens, and chasing or slowing them stops their trap timers.
  • 2/3 of her power got buffed. The increased timer on RBTs doesn't mean that much since they were never reliable for kills. Not seeing the boxes may be a blow, so we'll see how that goes. Even if your still think she got overall nerfed, that's still only 1/6.
  • They say as multiple buffs for six killers have just been announced and gen kicking in general got buffed (8 kick oer gen limit aside, each kick does more and gen tapping is now impossible)
  • To be precise, the survivor perks mentioned are killed by Hemorrhage, which drains the heal progress, not Mangled, which only slows it. I remember Puppers (RIP) suggesting that Sloppy Butcher be timed but the mangled add-ons be permanent, rather than the other way around that it once was.
  • The other big reason I'd be likely to farm is of there's 2 or more Bloody Party Steamers or equivalent in the match. Very least, if I don't farm I won't go for the kill and let folks go.
  • As a Survivor, this actually makes me glad I don't run Windows. As Killer my main use is Blindness has been to hide the generator I've Trail of Tormented or, as Pig, combining Blindness (via the Face Mask add-on) with Hex: Plaything, to make finding their Hexes that little bit more difficult. I add in Ruleset No. 2 to hide…
  • Speaking for myself I'll do that sort of thing when a Survivor or kill themselves on Hook early in the game. It's my way of trying to give the people who stick around something for their time in what would otherwise be a lost game.
  • In all seriousness, if a specific perk or tactic or whatever truly bothers you that much, then why not run a perk or perks you know will counter it? Its only actual detriment depends on how much you interact with chests and totems. If your not doing either on a regular basis, then use Calm Spirit and Ultimate Weapon ceases…
  • You know, in all the discussion of the GE/DMS combo, I legitimately forgot Grim Embrace has the hook distance requirement. Just knowing that makes the combo a lot less intimidating.
  • On that note, I wonder if it wouldn't be too much to gain Objective BP for any gen progress affected by Quick Gambit. A small QoL thought. I'm actually fond of Quick Gambit. I took to running it due to, when playing with my roommate, having an unerring ability to run the Killer to where he's on a gen. I also think I got…
  • Far as Dead Man's Switch goes, simplest solution that comes to mind, assuming it's feasible, is give Grim Embrace priority on activation. If a Killer is using and activates both, Grim Embrace triggers first, THEN, after gens are blocked, Dead Man's Switch activates. That way GE kicking someone off a gen does not, in and of…
  • Maybe a dumb question: How did the "lock in Condemed on Hook" promote tunneling? Barring the specific scenario of the hooked survivor already being high on Condemned I don't see it having a specific effect since tunneling someone off hook would limit your ability to Condemn them in the first place.
  • Right. If the Plaything totems were remaining blocked so nobody could cleanse them, that would get it kill switched. Just not seeing the auras is understandably annoying but otherwise not stopping you from finding and dealing with the totems.
  • Either a price drop or an increase in what's available base game. One or the other would lessen the strain on new players/buyers starting from scratch.
  • I'm personally a fan of Ruleset Number 2 (Survivors can't see the auras of jigsaw boxes until the trap is active) Also it's worth noting that there's no such thing as "the box with their key" anymore. The way it's set up now it will always take 1-4 searches, and it doesn't matter which boxes are searched to achieve it.
  • May not count, but the circumstances make the difference: Infectious Fright. Was in a match on the Game back in the days of BBQ stacks. I'd gotten 3 BBQ stacks and was actually in a position to get an easy win. The last survivor was a Meg I hadn't hooked yet who DC'd when I downed her, instantly ending the match. Said Meg…
  • Just as, if not more, important is that it's also a way to force a match to end in a timely fashion, which prevents hide and seek situations and taking the game hostage as much as possible. Not sure if serious, since this is pretty much exactly how hatch used to work in previous versions, though you needed a key to open it…
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