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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Thats a big buff for survivors and a bigger buff for grouped survivors, No thanks
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I think both sides need something to compete at the highest level, watch any tournament and even if they have a nurse involved there is a high chance they lose. At the highest level nurse its balanced, so you want to balance her around the average level. But as soon as you do that there is now a permanent gap between what…
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I love a killer whos power is based on skill to it but the outcome is based on rng chains that spawn
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Someone had the idea that rift is blue so we should have all the deep rift be blue, and the artists arted their art and then after a few months we started to see it, and now that we don't like it we gotta wait like 9 more months for the pipeline of blue deep rift art to finish arting before we can get some deep rift greens…
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Happens more often then you would think plus what else would wraith do if he couldn't body block, there is almost no other subtlety to his gameplay besides that and would only incentivize the more boring playstyle of hit and run instead of chase oriented
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Based on how they actually know how to use the forums (unlike many new users) im gonna guess its 1 person who is very upset creating a handful of accounts
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16 survivor perks vs 4 killer perks SWF capabilitys Stacking the perk capablities The synergies of stacking it with other perks you have The synergies of stacking it with perks OTHER people have The synergies of stacking it with items you have The synergies of stacking it with items OTHER people have Specific killer…
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Yes it is, it also was just intended to answer someone elses question that they weren't sure of.
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The repair progress bonus is the equivalent of ~25% increased gen speed, I couldn't even imagine them adding that as a perk which is then massively buffs to subtle cheating or extremely skilled players (this is partially sarcasm because its basically the same numbers that hyperfocus ramps up to)
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no way 3v7 mode
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This is just an information battle people can and will adapt because you deal with it in 2 ways Everyone has basekit unbreakable AND SURVIVORS ARE HOOKED WHEN PICKED UP (people forget this part) so how to you abuse this to get back at the sluggers FORCE grabs out of lockers when about to go down (the more people that learn…
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No changes are needed and all of those numbers would be silly Infinite pickups every 37.5s Infinite pickups every 24s (it takes more than 20s of being slugged to even get in unbreakable range so that wouldn't do anything) Infinite pickups every 24s (but its free in another way) Either way just can't have infinite pickups…
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People especially in multiplayer games don't usually prep for what happens on average, they prep for the worst case scenario of what might happen. The potential that you might run into something like this is why people play 4 slowdown because its just safer to be over prepped than under prepped. As an example for an…
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90% of the time when I play soloq survivor i'm mad at my teammates more than the killer
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Odds of it happening is roughtly 1/50 Odds of it happening 4 times in a row (1/50)^4 or 1/6250000 Given enough time, enough players, and enough matches magic happens
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I love void as survivor and take some good chases there, but when I play as killer I almost never see a survivor enter the void unless they want to score some points outside of chase after they have done ~3-4 gens Theres almost no point to go alone there as killer since the power up usually takes more time to get than it…
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Not interesting enough
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What proper incentive? Oh the killer won the match, downvote Oh the survivors won the match, downvote Oh the survivors lost but they teabagged me once, downvote Oh the killer lost the match but they were playing X killer I don't like, downvote Oh the survivors won the match because they brought 4 toolboxes in a swf,…
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Karma / Endorsement / Reputation / whatever you want to call it systems just don't work in an asym and they won't, players will -rep -karma not endorse, downvote, ect the other side for ANY little reason, and it will mean nothing within a matter of hours for countless reasons, interesting thought but not the genre for it.
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Give him a top hat on top of his hood. Make his leaning client sided instead of server sided, its not fun to stand at a corner / edge for half a second before you can lean
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Blight : (I discovered this one years ago when blight was short and mclean still was a dev so I get to name it) Slight tech: During the first rush you can hold A or D to strafe in that direction which can give you some extra mobility and paired with turning can let you take wider or shorter corners than other rushes can,…
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No Its basically a free out for at minimum 1 survivor in every scenario The one survivor finds it first so they get out and the other one still has a chance at doors You find it first and both survivors go on seperate doors The survivors find it first and one has a key so both instant escape You find it first, one survivor…
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Simple solution Allow the killer to mori the last survivor if all other survivors are on hooks past stage 1 Now you don't have to wait for a killer to let the person die on hook and go through the 10s of sacrifice animation Also we don't have any actual statistics on how common it was before the changes. Your set of data…
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He does not become better than blight, and even if for some reason he did then its a risk reward, you risk snowballing the early game into a loss for the 2nd strongest power in the game.
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Can't bond with the enemy its too difficult to kill them after
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Well id say hes got a a bit more going on then oni, because he can immediately move to the next camera and infect another survivor but yes they definitely get punished hard for hooking.
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Scampering under pallets and through windows is just boring on both sides it feels like a cheap hit and just doesn't feel like you actually outplayed someone or got outplayed you just got a free win. However, scampering under pallets mid slice and dice should be more heavily rewarded / incentivized because that is peak…
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Its ok op, token based bamboozle that also got its vault speed stolen away from it isn't real it can't hurt you
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Wasn't said but heavily implied especially since thats one of the 2 options in that type of senario, concede or lose more slowly
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Oni is genuinely fun to face its fun games with a moment of unfun that you allow to sour the whole match because thats all he can do once he gets his power unless he wants to throw. And since you don't ask a survivor to not repair gens don't ask a killer to not kill.
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Whats wrong with infectious fright oni slugging, its basically all hes got
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Agreed Also that legion build is silly but sounds fun
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The killer knows because it was just too easy to juke in an out of the void during the first version of this event (shorter channel time and no cooldown to back out) and its still relatively easy (theres no indicator when a survivor leaves while you are in there unless you stare at the hud) during the first version of this…
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I wouldn't mind survivors getting a QOL pass with their hud update Some perks id like to see shown more readily ingame Deliverance (although I know it doesn't need the buff would be nice in solo queue to see if a survivor has it active while on first hook or within 16m of another survivor going for the rescue so you can…
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I feel like it could use a bit more now. Its a bit boring and a bit too niche to really care about any more
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Well ok heres an example current version activates for 40s per use with the decreasing returns the first activation might last 60s, then the next would last 50s ect, so even if you only manage 3 procs per match you would get 150s of total time from the perk compared to 120s with the current version It could work the same…
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Id rather see them reduce the duration for each time it procs rather than give it an overall duration decrease (oh they also either don't have it displayed right or actually nerfed it down to 40 seconds ingame 2-3 procs per game should be impactful but to keep it more in line even if you manage to get a 4th / 5th time you…
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How is the event killer sided, you either get a projectile that doesn't cause slowdown or a item that can very easily win a chase and get massive amounts of distance. Both are just really good and a reward for interacting with the event. The void this time around is decked out with a lot of decent vaults and pallets on top…
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No
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He is
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Its bugged where instead of screaming the interaction bugs out for a bit Normally in t3 you scream from time to time including when you would be snapping out of it Unfortunately this became bugged a while back where if you are snapping out of it if will try to scream, fail on start up because you are holding the button,…
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I don't think you should be able to stick you hand through walls or floors to give the survivor on the hook a thumbs up, especially in a place where killers should get an advantage for hooking the survivor there
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I think because of how much room for synergy it has and effectively how susceptible to being strong when cheating the perk is in a fine spot Not counting for time during a skill check (because I can't do the math for it) heres how much time normal vs skillchecks vs deadline can save Normal gen time 90s Normal gen time with…
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Its generous if there is a survivor within 16m of the hook not 16m of the killer, if you can keep dragging a killer around the hook but stay outside of 16m you can get a ton of progress, its not currently used because no one can see it but like all things in dbd it will be pushed to its limits if people can see it
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Then just make it disable upon a survivor dying, that should be enough to knee cap it if you tunnel no need to also make it worse 90% of the time
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3 hooks is the minimum to kill someone, 6 hooks is the minimum to hook all survivors once and have one survivor dead you already stretch 3 into 6 but thats not good enough to reward?
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Its not extra slowdown though especially since yes the high end is 90% is while playing the nicest. For the other version you could get 100% value out of it at 4 hooks and then kill someone at 6 hooks. This one gives the same value at 8 hooks and only more value after 9 hooks. Having a gap that big of leaving 4 survivors…