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

ad19970

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  • Sure but queue times are still pretty stable for the most part when 2vs8 isn't out. Not to mention DBD needs 4 times as many survivor players as it needs killer players for stable queue times. So saying that nobody enjoys survivor anymore is still an obvious, extreme exaggeration.
  • Yeah I really doubt that nobody enjoys playing survivor. You don't speak for everyone. Survivor could definitely use some improvements, but this is such an exaggeration considering queue times are generally fine when 2vs8 isn't out.
  • If the cooldown is long enough, and the interaction took more like 10-20 seconds instead of 3 seconds, I think a perk like that could work perfectly fine.
  • The devs stating that camping is a strat doesn't make it any more fun to go against. A strategy that unfun to go against for most people shouldn't be as strong as it is now, that is just not good game design if you as a dev care about your playerbase. Not to mention how little skill proxy camping takes compared to it's…
  • Everyone and their grandma knows this by now. That's exactly the problem with the anti-facecamp system, it only does something against facecamping and nothing against proxy camping, which is almost equally as skillless and unfun to go against.
  • You want the teammate of fearmonger to insta down all the time? These all seem like omega buffs to killers classes. I feel like most people would mind the hour long queue times killers would have in that case.
  • I personally disagree. The buff to the hook timer was for good reason, a perk shouldn't counteract this buff completely.
  • Ah ok that makes sense then, thank you for the clarification.
  • I would want to see Vecna added to 2vs8 so badly, but I know that probably won't happen due to the survivor items. I'd be surprised to see Singu in the next iteration though, since he as well depends on items that survivors have to use.
  • It was for me. But maybe I played towards the end of the 2vs8 mode, where many people stopped playing 2vs8. Not sure. I just remember plaiyng 1vs4 when 2vs8 was out and thinking to myself that I am glad to not have to endure long killer wait times like in 2vs8.
  • I had fun playing with a friend. Quite chaotic and unique enough to stand out from the main mode. But in the end I still prefer 1vs4. Especially because of the killer options.
  • I am feeling the longer queue times this time around, at least today. But last time I didn't really. Maybe I played towards the end of 2vs8 mode and a lot of people went back to 1vs4 at that point, I don't know. I just remember playing 1vs4 while 2vs8 was active and was happy that I didn't have to endure long queue times.…
  • What exactly was changed? I am curious because I never played the mode before and to me it looks like these abilities still exist. Escapist still has sprint burst and scout still reveals killers when looking at them.
  • Interesting. If I remember correctly, last time 2vs8 was out, my queue times for the normal 1vs4 mode on killer were still pretty quick and normal.
  • I seem to be one of the very few people that do believe that solo survivors have the potential to do at the very least almost as well as a 4 man swf survivor team, if all 4 solo survivors in a team are good enough and use the information they are given well. It's just harder and less likely for them to do just as well as…
  • I believe you are mistaking me with someone else. This is the second time I believe you tagged me because of a post regarding kill rates, but I believe I never made such post. Not bad or anything, just wanted to let you know. Or I am completely stupid and forgot about it.
  • Very much disagree. Killer is certainly stronger at normal or lower mmr, but at high mmr, things get much more even, and a well coordinated 4-man swf is still stronger than most killers, although there are exceptions of course, like Nurse, who is completely broken. And killer certainly isn't easy mode when going against…
  • I don't know. Even without camping and tunneling those numbers seem crazy high to me. I guess I wouldn't mind if slowdown perks were buffed a bit if tunneling and camping got hard nerfed, but not by that much in my opinion.
  • Dude, you call every killer baby easy mode. Hard to believe anyone would still take anything you say serious.
  • As much as I dislike Tru3, calling him a slightly above killer main really doesn't help your point all too much. He might not be as good as he thinks he is, but he certainly is a good killer player.
  • Slugging is a seperate problem that needs to be adressed, but I doubt this will make slugging worse. If anything it's just another excuse for killers to slug that were already going to slug anyways.
  • It discourages tunneling and that's it. It's a very healthy perk. If anything, it should lose the exposed status effect downside.
  • Thanks so much
  • Is this for real though? I see no notes and nothing in the internet. But I can download the ptb on steam. What is this?
  • I disagree. If Vecna is close enough to the survivor he can just block the pallet and get a guaranteed hit against the survivor. And if often enough Vecna can just wait for the pallet drop, then use Mage Hand and get a guaranteed hit as well. It doesn't happen as often anymore after the first Mage Hand nerf but still too…
  • I hope Vecna gets his Mage Hand nerfed a bit so you can't get guaranteed hits with it as often.
  • Isn't the patch supposed to be released in november though? If the ptb launches on novermber 12th, then the actual update wouldn't release until december.
  • I would say so. Haddonfield is arguably a bit too small, or at least it definitely doesn't have enough pallets for survivors to work with. And the Badham maps are a bit too big for how many houses it has, and it has too many safe pallets.
  • Well this post is half a year old. Forgotten Ruins isn't even on the tier list, and shattered square i would only consider killer sided since they added those weird edge tiles that are kind of useless, but take away from the pallet count. Ormond I still consider to be a pretty balanced map. None of the versions seemed…
  • You are expecting someone to actually refute you with proper arguments when all you say yourself is that killer is "baby easy mode"? You must be joking right? How about you actually make some helpful comments with proper arguments yourself? I just pointed out how pathetic your comment was, nothing else. And I have seen you…
  • I think the ideal solution would be to nerf Blight and especially Nurse, and buff weaker killers.
  • I mean the killer still needs to down the survivor to mori them. The only thing that really changes is the fact that instead of having to hook the survivor, they can mori them on the spot. I don't see how that is such a big difference, and how killers had to work hard for the last kill before compared to now. The only…
  • I would disagree. Blight needs objects to bump into, meanwhile Nurse can teleport exactly on to a spot that she wants to teleport to. She'd have much more control around many loops than Blight I fear.
  • This I very much agree with. I actually have been defending a lot of the newer map reworks because until a certain point I found them to be good, some maps were really too big and had too many safe pallets and needed changes. But lately the map changes have been questionable. Haddofield is the perfect example. But the…
  • Damn your posts always present such high intellect, very impressive.
  • There can definitely be rage posts that at least indicate that the person posting the rage is mentally ill. Normal people don't normally go that crazy.
  • Honestly I think this version would be just as problematic as current Nurse, if not even more. Survivors will be able to make less distance after she blinks and she now has 3 blinks, she would still be very easily able to blink onto survivors without survivors having much counterplay at all. Especially when survivors would…
  • Yes, being healed does not cancel the endurance effect you get from Off the Record.
  • Dude it's a tiny buff if at all, and even tinier for swf survivors. Really not a big deal.
  • I really hope they nerf Vecna's Mage Hand a bit, increasing the slowdown he has to suffer after using it. Vecna is such a well designed killer in my opinion but Mage Hand being too often a free hit really bugs me about him.
  • I have seen enough matches where tunneling was able to secure a killer a win where they would have most likely lost otherwise. It's not too late if you tunnel out a survivor who is already on the second hook stage. Camping is very effective against a lot of survivor teams. Even good survivor teams, if you get a down early…
  • But killers have kind of the equivalent to hatch, which is securing a kill during end game. Often enough matches end in a 3 man escape instead of a 4 man escape because the killer can still secure a kill during end game. Which in my eyes would even out the hatch escape rates.
  • I see it often enough, or have in my last survivor matches, which have been a while. And it seems like a lot of other people also see tunneling and camping often enough to be a serious problem, or there wouldn't be as much complaints. Those strategies surely are not dead in any way. Tunneling is still one of the, if not…
  • I just never see the endless amount of deadzones on maps that some people seem to talk about. Some maps certainly have unnecessary deadzones, and some maps are receiving more and more weak pallets for some reason, no doubt, but I also don't think it's that bad either. My experience with hitboxes are also never that bad,…
  • Had a match on Ormond today and didn't notice any problematic new tiles. Which new tiles were added that are useless now? Because I didn't see any. I also didn't have any noticeable deadzones on Ormond. Map was filled pretty well with tiles and pallets. Don't see how Ormond is problematic now. I agree that the new tiles…
  • No way you just called Garden of Joy killer sided, or? How is that even possible? Haddonfield is surely killer sided, but most other maps you mentioned are fine. Rancid Abbatoir is the only coldwin farm map that is killer sided, and the Borgo maps have enough usable tiles and loops for survivors, and I also don't see how…
  • I have autism myself, so when I am really into DBD, I sometimes get anxious of possible changes to my favorite killers and what not. But that's not something BHVR can take into consideration. DBD is a live game, it needs changes, especially a live game like DBD that still has a lot of room for improvements. Stopping with…
  • Even the newer maps and map reworks still have tiles that are strong and safe. I am not sure where the 90% is coming from in that case. They certainly have been making new tiles that are overly unsafe, that I agree with, but I feel like the amount of unsafe pallets that exist on most maps according to some is a bit…
  • Which new maps and recent map reworks have generally overly unsafe and useless tiles? Haddonfield is bad for survivor, but even that map still has it's share of safe pallet loops as well. It's pallet count and size are just too small. Forgotten Ruins and Greenville are quite the candidates for having too many unsafe…
  • The difference is that he can hold on to the charge of FoTD. At a loop that is crucial. If you react to him charging FotTD and then crouch, he can simply not activate FoTD immediately and close distance to you. Just like Nemesis can when he pulls out his whip, but then doesn't use the whip because the survivor is…
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