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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You kind of outed yourself when you thought changing Wraith's addons to be similar to Pyramid Head/Freddy was a good idea OP.
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Swf may not have a huge impact on the outcome of games but it sure does make the game feel less stressful to play in a team.
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I'm sorry that Killers aren't running Unrelenting and Territorial Imperative to make the games more enjoyable for you.
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People are just burnt out but they don't know how to take breaks from the game and come back when they feel better.
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Hooking started losing value when BGP got introduced. Not sure why people didn't see this coming.
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Confirmation Bias much OP?
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It made Hoarder + Franklins a "meme" build for Nemesis and Wesker though, but build variety is a different issue entirely. Hitting a healthy Survivor holding the box with old Franklins gave Pinhead the choice of continuing the chase and picking up the box later or picking up the box first for immediate 1v4 pressure via…
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Franklin's was also nerfed to not drop Killer related items around the time Singularity was released which meant Pinhead/Wesker/Nemesis couldn't go around hitting said items off Survivors' hands. The perk is literally a shadow of its former self.
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Saying you were tunneled for 4 games doesn't give much context, a lot of tunneling complaints would be able to be verified if a replay system actually existed unless you recorded your games OP. I say that because while you may have done nothing to provoke the tunneling, your teammates might have done something to annoy the…
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Not sure what you're basing your predictions on OP but I think hex totem builds Ruin/Plaything/Penti will get more traction especially with the two upcoming hex perks from the Dracula patch. Pain Res will still be staple but pop isn't such a solid pick anymore when Ruin/Oppression exists.
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How is Sadako 1.0 more interactive when it was far more harder to spread Condemned apart from using Ring Drawing and Iri tape? If a player wasn't getting constant stacks of Condemned, there was no reason for them to pick up a tape especially because of passive Condemned. Tvs were ignored so much that using Rickety Pinwheel…
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The point of Endgame builds is that the Killer sacrifices potential hook states during the early and midgame to get a huge power boost at the end similar to an "all or nothing" playstyle. For every endgame perk brought is one less slowdown/chase/aura perk which should make the completion of gens faster and looping easier.…
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I think before you discuss whether Broken buffs tunneling, having a mutual agreement on what counts as tunneling would make the conversation smoother. To some people, the Killer going for a unhooked Survivor is "tunneling" until said Survivor has been fully healed and starts doing objectives. While I don't agree with the…
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Self care is popular in Japan servers. In the SEA servers, meta perks/strong medkits and toolboxes are commonplace.
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Downsides to holding tapes doesn't even need to be basekit, adding status debuffs to tape holders via her addons would have been fine. Nerfing the amount of possible locked in stacks upon hook from 4-3 also felt like a feeble attempt to incentivize hooking as Sadako
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Realm blocker would be better. BHVR doesn't exactly have a good track record when it comes to balancing maps. It would also be far easier to change the effect of map offerings first and revert the effect after all the problematic maps have been reworked. For achievements on certain maps, they could be toned down or…
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Maybe if OP's post didn't read like a copy paste template of how easy Killer is, I would be inclined to believe them. Either MMR is broken constantly for them or OP has already gone against the best their region has to offer and OP is stuck in the pond as a big fish
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Play against comp players or strong streamer players. A big fish in a small pond is nothing when tossed into the big ocean.
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Coddle the players too much and there will be people who throw tantrums when things don't go their way. These people freely dc/ragequit because there's no longterm consequences. If there was a public blacklist of players who dc/ragequit and these people get lower priority for game matching, they would probably think twice…
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Tunneling exists because 4 players are too strong in terms of gen efficiency and 3 players diminishes that efficiency by a lot. If 4 player efficiency was nerfed and 3 player efficiency was buffed along with tools introduced to encourage the Killer to 4/8 hook Survivors, tunneling would decrease. It all comes down to hooks…
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Some maps have deadzones where only one hook spawns, so once one Survivor dies on that hook, it's a permanent deadzone. Instead of fixing hook spawns on said maps, devs decided to just make used up hooks respawn.
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I hope they have some sort of data that told them that there's a higher % of dodging when a high Prestige character is in the lobby, otherwise it would just seem like they implemented this change because some people were complaining about lobby dodging because they were P100 ( I recall a few threads talking about this on…
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Wasn't Genetic Limits slanted for an update? Did devs forget about it or did I change realities without noticing it?
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This change is kinda amusing because amount of game hours via Steam is a far more better indicator of when to lobby dodge. Someone can have a P1 Claudette but if they're rocking 8k hours in DBD, that's a sign that matchmaking is borked.
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Scratch marks have been broken for months, this is a good update
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My only issue is I recalled seeing Genetic Limits on the roadmap and somehow the devs just forgot about it
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slug seems more worth
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It's counting hooks except on a 8 player scale. Even seasoned players like Otz and Hens were keeping track of Survivors they first hooked even though they probably didn't need to and could just go for chases. It's the optimization mindset setting in If it was 9 or 10 gens being required to fix, Killers could probably go…
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It's way easier to escape in 2v8 than 1v4 if the Survivors have some idea of how to play. Isn't there a free weekend ongoing? It could just be more potatoes joining matchmaking.
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If people are complaining about mass slugging which is the minority and not the majority of matches, it implies the majority of matches have been pretty chill and easy for Surv. There's the reason for mass slugging lol
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Assassin for hits Jailer to distract Survivors Feels like more QOL changes could be nice to show the difference between Guards Carnifex: If the intended job of Carnifex is to break pallets/walls or gens, why not use the remote pallet breaking feature from the anniv event with some visual touch ups? Assassin: Movement speed…
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More people should play the different "roles" this game has to offer, it would definitely broaden perspectives of the game. When I play Survivor, I play Solo Queue and Swf with casual and comp wannabe friends. Each has their own take of how the game should be balanced. Some nights I fail to escape consecutively, some…
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UW could use a larger radius buff from the locker and it would be fine. People didn't like the old iteration because it bypassed Distortion and they didn't want to bring Calm Spirit.
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If I had a nickel for everytime someone said "You can't punish people for playing with their friends!" Lol While swf and solo queue may not be that far in terms of escape rate, swf with comms does feel better to play than solo queue and that gets downplayed a lot here I feel. A similar comparison would be PTB and the first…
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Game is called Dead by daylight, not 2 hooked by daylight
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Anything can become a complaint worthy perk in the right scenario Someone trying to do 360s and getting hit early because the Killer brought unrelenting for some reason could complain that "Killers are being rewarded for missing M1s" with Unrelenting.
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The concept of Survivors 3-genning themselves is probably more widespread than the frequency of Killers locking down a 3 gen deliberately.
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For this idea to work, default gen timers would probably have to be increased to make for such a comeback system. 4 Survivors being efficient is good enough on average, that's why taking out one Survivor early is a good strategy due to the huge drop in efficiency. For a comeback system for 3 or less Survivors, the strength…
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Maybe the game could have reached endgame if you took one or two chases? Knowing macroplay can turn the tide of matches when it comes down to games when the Killer isn't actively tunneling/playing chill. If you have been playing since 2016, you should know this to some extent. Since theres no game replay, we can only…
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Just don't play Killer.
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No idea who started this "You can't force people to play the game" trend but if they feel forced to play, they shouldn't even be queuing in the first place. Why should one person's feelings be prioritized and coddled while the remaining players are left to pick up the pieces?
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9 gens would have been fine. Did the devs mention why it was 8 gens, not 9 or 10 in the livestream?
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The BP bonus will show whether this mode is worth playing as Killer or not My initial guess is not much especially if two Killers get matched together instead of friends queuing up
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I'm guessing this was to address that PTB bug where Knight could send out another Guard and the first one if active just disappears. Meanwhile window faking throwing off Guard AI becomes a feature lol. Can't make this up
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Seems like focusing hook states on one Survivor, constant depletion of Bleed out bar on another Survivor and casual slugging the other two Survivors is starting to look more attractive a strategy.
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If Killer mmr is changed to value hooks instead of kills while Surv mmr is still based on escapes, wouldn't that eventually lead to people in "high mmr" only facing Killers who can end chases fast like Nurse, Blight, Billy etc? We already know that people want Killer variety (Complaints about getting Wesker every game), so…
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RIP to the best Killer in shutting down shack loops
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Why would BHVR design a weak Killer? Would that boost sales of their DLC? Would players want to buy cosmetics for a Killer perceived as weak by many players especially if not licensed?
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Gen efficiency is probably the thing that people are complaining about the most but the word gen rush gets thrown around a lot which leads to confusion and counter arguments of "Not everyone Surv brings good toolboxes with BNP every game". At the end of the day, it still falls on Survivors making mistakes which leads to…
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How often will players go up against a hag let alone a hag running this specific perk/addon combo and playstyle? It's probably more rare than a 4 man premade running 4 Bnps with second chance perks, did gens in 3-4 min and left.