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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Her camera and vomit cooldown is still bugged as of the midchapter. Making at least 4 killers (pinhead, nurse, pyramid, plague) with unplayable, motion sickness inducing camera bugs. Please can camera/cd bugs get a little attention and love, so I can return to playing killer.
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Still broken in the ptb and it is really disappointing as I've not been able to play her since last year.
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I've had this a few times on various killers (most recently plague). It is eerily quiet. If it happens again I'll grab logs.
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hag still doesn't need 4.6, you still don't need to like all killers
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Decisive Strike has been confirmed to be having the stun duration increased to 5 seconds again, but this doesn't address the issue with the perk. With smart positioning of where you choose to die, this perk is already in a great spot as an anti-tunnel tool/nuisance hit-tank tool against the weaker half of the roster. The…
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Definitely wouldn't be me running wicked, otr, ds and dh.😶
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It should be either or. Both the increased stun duration and the killer power disabled would be busted and really easy to use aggressively. Already with 3s that is how I use the perk and against most of the roster it is very solid. Also, the incapacitated shouldn't be as long as 10 seconds imo, just like 3-5s after the…
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https://nightlight.gg/perks/Decisive_Strike It is used, I use it all the time, I see it all the time. By nightlight's stats, it is the 17th most used survivor perk out of 137 perks. Also, did you miss the spot where I said it was in a great spot against most, but not all killers?
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The traps being smaller is an amazing buff and has helped with her biggest weakness (harrasers and bait triggers). Sure it is double edged and you'll have to place the traps better now, but it is so, so nice for landing hits against survivors who know the trap is there. Maybe they could've had one of the reversed addons…
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and then she'd have less counterplay and end up with a higher than intended killrate.
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As a frequent hag (I'd say probably my 2nd main), please no. She is already in a really, really good place, especially after the buffs. Her killrate sits almost perfectly at bhvr's goal killrate. If it isn't for you it isn't for you (or anyone else), but it is for me and other hag enjoyers and that's okay. In general I'd…
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From playing with it as the survivor I can also agree and I frankly don't understand why I am not seeing it much with how completely free and strong it is, especially when paired with altruistic plays like bodyblocking/ftp+buckle etc. At the very least the perk needs to be changed so you actually need to be in basement…
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I think the two powers are intended to supplement each other. In chase against better players you have a very, very small window before weakness is removed and you won't always have time to line up a shot. Against these players you will often have to use the teleport to preserve/pocket the weakness and then fire a grenade…
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a few perks need this kind of qol tbh, deli and plot twist should also give an alternative colour aura/notifcation
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Just because you personally cant get use from a perk doesn't make the perk useless.
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Worth it or not, we shouldn't be messing with passive speed, have we not learned that lesson already.
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Geez no. This perk has become a staple of my build and needs no changes (unless bhvr want to give me even longer wallhacks on the killer). It is really easy to bait or even outright force a basement hook. A self unhook is a huge pressure loss for killer and that should be situational. And tbh even without the self unhook…
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With something like 45s between placing them...entirely managable on the survivor end imo.
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Isn't it maximum 4, 3 with the iri addon? Seems pretty limited to me.
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Probably because the same issues it had still exist. It is still hard countered by a predrop and highly telegraphed making it hard countered by just leaving the loop and making distance when the pig crouches/uncrouches. It is an incredibly situational chase power that cannot/should not be used for actual out of stealth…
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Eh, I just disagree. I've also been playing a lot of matches as the new killer. And I've been finding the power super rewarding, especially since you refresh the weakened on an injure now and are rewarded with more time for landing your shots and not taking the free m1 when it is offered. Sure some players have been good…
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I've been running more of her perks and for the same reason CoH and Self Care were nerfed, so should Strength in Shadows. I think it should go back to the old 60% and/or be unable to be stacked with other healing perks. Free self heals that are more efficient than a group heal aren't good for the game. At the very least…
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What huntress needed (and frankly dredge, trickster and survivor locker perks) was a map locker rework. So many maps have huge locker deadzones and make these killers more map dependent than they need to be. The wind up buff is solid, huntress's base wind up was p. painful.
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Hag very much does not need to be 4.6.
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No, thank you. Can we not make a balanced killer 4.6 please, she really doesn't need any changes and sits almost perfectly at the intended killrate. I'm still not entirely thrilled at 4.6 trickster.
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Yep, just chiming in to say it still affects normal gameplay, and blocks generators so far apart from each other that no one could ever consider them as part of a 3 gen. Hell I played a pig match with only Pain Res and a gen blocked purely because it was the middle gen and the survivors were throwing themselves on it.
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Blast Mine and Head On being able to remove a power that you may very well have once in a match is kinda messed up.
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Strength in Shadows is kinda problematic. I've been using it a lot and an infinite self heal that is more efficient than a normal heal and stacks with other healing perks isn't good for game health. It completely messes with normal game flow, removing the need for teamplay and coordination. That said, healing bar go weee…
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Perfect and I absolutely love the Unknown in everyway as both sides. Juking the power is rewarding. Landing bouncing trickshots, snipes, through-wall shots are incredibly satisfying. The weakened status so far feels like it is in a good spot with time it times to remove, the refresh on injure, and ability to hide to…
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Hag changes feel perfect, triggering traps is much riskier now, but the counterplay of baiting a trap is still somewhat an option if the hag isn't quick to react. Pig, idk I used to love the ambush, but it is still too situational. Ambush is fun for the rare time it is the right call, but this won't really help her all…
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No one likes the colour scheme of this map, it's an eyesore and scratch marks, blood and auras blend too much.
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Too big? How on earth is Toba too big, it is one of the smallest maps in the game afaik.
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I can see the size being a problem for the less mobile killers, but since the majority of the gens are pretty central it should be manageable. It has been fun so far on both sides and I'm absolutely in love with the design.
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Linking/removing the sets isn't the solution, banning for harrassment is. Many killers have bought the sets not for malice but because they want to be a monster entity that mimics a creepy, adorable old lady. Or because they want to use gardening sheers with the default as it makes for a sick weapon. Besides the kinds of…
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The wall openings being so rng makes playing this map infuriating. Many powers cannot be used as normal (wesker, larry, billy etc) and make for a painful time for the killers. Other powers completely nulify the loops (dredge, knight, artist, unknown) and make for a painful time for survivor. Nothing can really be changed…
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Probably my least liked of the Autohaven realm since the sheer size/strength forces you to play half the map. I think the size is on par with Disturbed Ward and Shelter woods, which I personally think is past the point of a reasonable sized map. Same as Suffo 1, which side it is depends on how it is played, both are more…
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This applies to all the Macmillan maps, but totem spawns are too easy to see and there's too many common, memorable spawns. If you run a hex build, they will be found incredibly soon into the match and then it is just GG you have 0 perks. Otherwise a decently balanced map and realm.
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It is one of the smaller maps in the game.
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Same issue as Disturbed Ward and old Mother's Dwelling, both variants of this map are far too large for most killers to play. Map strength being tied to size is just boring on both sides.
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Survivor spawns are also an issue on this map. If you've ever loaded into this map with Lethal Persuer, you'll often spawn in the middle of the map, seeing all 4 survivors in separate corners on separate gens. Unless you have Corrupt Intervention, coming back from that purely RNG start is going to be an uphill battle.
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No one on either side likes this map. It is absolutely horrid to play on for both sides and forces incredibly unfun playstyles. House loops are unengaging and painful unless your specific killer power can play around it. The road is a dead zone for survivors. Killer has to only play the road. Survivors have to only play…
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I love this map. It has a fun design, some of my most fun memories of dbd are the survivors taking me to the funfair to goof off. Loops are decent but fair. Gen spread is decent but fair. Size perfect. Honestly a contender for my favourite map in dbd. I've seen suggestions of something silly that could be added though. The…
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Up there for strongest maps in the game for survivors. Too large by far with the large main pretty central and reachable wherever you are. Gyms into gyms. An unegaging strong main, with 2 god pallets and arguably two too strong windows. The breakable wall you just have to break asap which isnt interesting.
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Oh. I completely forgot about early game stealth on this map. I don't know what it is about this map, but everytime I get survivors stealthing out the entirety of Corrupt, it is on this map. It's also a map where I frequently will end up in a hatch 2v1 standoff, where both the survivors ultra stealth for 30 minutes. 2v1…
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Again, heavily RNG dependent. Which "side" it is is dependent on RNG. Mid map can just be a complete dead zone or you can get some decent RNG with main into log and into some solid fillers. I do enjoy the main a lot when the RNG suits it. The mini boat window as Trapper can't be trapped on the outer side which frustrates…
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Both the swamps I absolutely adore the design of (I know I am in the minority here), but they are so RNG dependent. It is less about whether they are Survivor or Killer sided and more about which the RNG landed on as it can definitely be either or. Not a fan of the main on Pantry, I just don't bother chasing there as it is…
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Possibly my least favourite realm to play in. An unengaging strong main that becomes even more problematic when basement spawns shack and survivors start becoming unhookable/near unhookable. Killer interactables in the worst locations make some killers (plague) painful to play as. These maps have some of the safest and…
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I think it is fine to have maps the size of the Yamaokas, it adds flavour to the game having differing shaped maps and they're not unplayably large. It's the maps that start getting larger after these that are more of a concern imo.
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Overall a balanced map, but it feels too large for the less mobile killers. Whilst the size is roughly the same as the other maps listed (both Yamaoka's), the large main in the middle makes reaching point A from B a pain for the lower mobility killers and makes the map lean survivor sided IMO.
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Overall a balanced map, but it is too rng heavy. Both in terms of the tiles that spawn and in terms of the gen spawns. Another map where the gens spawns need to be looked at. The size should be roughly the upmost limit on map sizes in the game. On the big side, but not unplayably so. I was able to hold this without a…