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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I honestly look out for this gif in the forums as It always makes me laugh 👀
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I think when they asked on the survey for different game mode ideas a long while ago, some kind of Zombie mode was suggested. (I think? it's been awhile haha). And My Little Oni, 2v8, Chaos Shuffle and Lights Out were all on the same survey. So I think there's a very good chance some kind of game mode like this will make…
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I actually agree with most of this, mainly due to how much more effective slugging can be instead of hooking. I don't think we should encourage it, but it is starting to become a path of least resistance. However, I do believe it's always a choice, and sometimes it's the right choice. (hello flashlight squad) Survivors…
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I think they simply overcorrected a bit. The first iteration was very unfun for many survivors, which is why they stopped playing, and the incentives shot up to around 400%. There were a lot of ways killers took advantage of knowing there were no defense perks of any kind, and so in this iteration they’re simply trying to…
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Absolutely. I am very much against these kind of tactics being used the way they are as I think they can be necessary, but the effort you put in vs. the value you get and the minimal risk just doesn't balance out. If these were perks they would be gutted quickly because they're like old MFT, way too much for way too…
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It’s simply the path of least resistance. It’s in every event and in the regular 1v4 as well. The pattern is like: Why should I leave the hook if people are going to come back? I’ll just camp it. Why chase multiple survivors? I’ll just tunnel one out at a time. Why hook? I’ll just slug everyone. Whatever is the easiest is…
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That is part of their job, yes.
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Yeah, it reminds me of nerfing distortion at the same time as buffing aura in the main game. I think the “snowballing” fix is a good idea at its core but it needs to be stronger. It would be cool if killers could have some kind of ability, similar to the survivors special ability that has a long cool down and must be built…
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Solo play is only as strong as its intended success rate allows it to be, which is currently around 40%. If solo survivor success rates increase beyond what the devs aim for, it could disrupt the balance they intend. The fact is, a team of four random players with no communication trying to coordinate is inherently…
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Yes. Crow council says yes. Charms shiny.
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I'm having fun. I really like how fast paced and wild it is. I am lagging alot though which is furstrating. I think the gens are still really fast, and could use some slowdown. And I think Billy is a bit too strong right now for this mode. But I am having a good time. Much better than last.
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I’m sorry that happened to you. If it ever happens again, try to record some footage (make it as long as possible) and then report the person. Get a support ticket and provide the video, as body blocking like that is reportable. Again, so sorry that happened to you :/
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"Specified high level surv swfs" are included. The evidence includes everyone. Unless you're suggesting that Behavior goes out of their way to lie about statistics, and are blatanltly hiding or skewing data because they are… malicious? Which is quite a hefty claim.
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There is no age limit to fun. Games aren’t even typically created by 18 year olds. They’re created by people old enough to be the parent or grandparents of an 18 year old. I also really suspect the amount of people that play DBD are much older than what others may think. It’s easy to dismiss mistakes or immaturity we see…
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I’m unsure if you’re aware, but they have provided kill rate stats for each individual killer. All of them have at least a 50% kill rate, the lowest being doctor at 51%. This was before his buffs as well. So it’s not as if one killer (like trapper in your example) has extremely low kill rates but it’s hidden behind someone…
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Every kind of evidence we have states the complete opposite. Based on actual statistics, not just personal experiences. You can have any kind of opinion you want, but until the evidence supports your opinions, it's bound to be rather unpopular and frequently challenged.
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Yeah, unfortunately I think 2022 is the most recent stats we have on it, but I would love to get even more recently as well. Perhaps if we express an interest the Devs will be so inclined.
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Is your position that because tunneling and slugging is “required” in comp scenes (required is debatable but for the sake of trying to find common ground let’s say it is) that people need to stop “crying” about these tactics because they are “required” in comp and therefore nerfs are not needed or justified? You claim that…
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There’s really no way to tell if survivors are in a SWF group unless they say so. It's likely very common that when a group of survivors plays well, people assume they’re SWF, even if they’re not—just like people assume a killer is ‘sweating’ when they might simply be good. Sometimes, players are just skilled. But even…
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A few years ago, there were players who believed the game “felt ok” when killers were at their weakest. Does that mean we should revert back to that state? I don’t think so, and I suspect you would agree. The problem is, every reliable source of evidence we have contradicts what you’re saying. So, if we ignore statistics…
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You are entitled to your opinion, as is everyone. Survivors are the weaker role, not stronger. Every kind of evidence supports this. That being said, it is not a bad thing. With this asymmetrical style of game and the horror elements within it, along with needing incentive to play the Killer role over since it doesn't have…
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Granted, it's been a few years since, but in 2022, they released the following: ~ 3-5% four-man ~ 9-13% three-man ~ 28-30% duo ~ 54-58% solo (I attached a screenshot as well hopefully it goes through)
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The majoirty of survivors are Solo players, so Knockout is "good" more often than it is not. (good as in effective.)
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Oh, I completely agree. BP alone are a great example. You could be in chase for half the game, buying your team crucial time to finish generators—arguably one of the hardest and most important contributions you can make as a survivor—and still end up with the least amount of points. Given that survivors are designed as the…
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This may very well be simply just my opinion, but I do believe that DBD's success hinges on the appeal of its iconic killers. The ability to both play as and against horror legends from across various media is what truly sets DBD apart. If the game were purely about surviving against these killers, without the option to…
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Killers are the marketing point of DBD. So it makes sense to keep them in the power role. The game is not survivor sided, nor should it be because the horror icon should be stronger. That being said, it is still a game. And if you want people to be okay with losing a game more often than winning, it needs to be fun. And…
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DBD players are people. Just people. And all people know pain. It's not optimism it's basic human connection.
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The “I’m not responsible for your fun” mentality misses the point of playing a multiplayer game. If one player intentionally disregards the enjoyment of others, it can lead to toxic gameplay, drive players away, and ultimately harm the community and the game itself. Multiplayer games are meant to be a shared experience,…
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Most of the time, these perks won’t affect you if you’re not tunneling. If a survivor uses them offensively, like for bodyblocking, they lose their protections as a consequence, making them just as vulnerable as before. Arguing that a perk shouldn’t exist just because it can be used offensively or in a way that isn’t…
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I was just about to ask about this as well. The game has crashed my whole computer 3 times this morning. I guess I can't play right now. It would get stuck on matchmaking, spending around 5 minutes without finding a match (never has happened before) before eventually freezing the whole computer and not even task manager…
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A killer determined to tunnel will do so whether a survivor is at full health or not. The purpose of perks like DS and OTR is to discourage tunneling by making it less efficient for the killer. These perks turn what would typically be a single hit into two, and if the survivor manages to get fully healed, it becomes three…
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Hm, I think we may just agree to disagree here. While looping is an effective skill, when a player is being tunneled, the chances of going down quickly are significantly higher, which is why tunneling remains such a prevalent and strong strategy. If countering tunneling was as simple as ‘just loop better,’ there likely…
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I am not misunderstanding, but where we may disagree may depend on what you personally define as tunneling. Tunneling, by the majority’s definition, is when a killer repeatedly targets and hooks one specific survivor, ignoring others, until that survivor is eliminated. Health states are not relevant to this definition. For…
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It’s very easy to get swept up in emotions due to bad experiences. I’m sorry you experienced some rough games, trust me, we’ve all been there. It’s important to remember that: Toxic survivors are toxic killers, and toxic killers are toxic survivors. Because one role is not inherently toxic. It’s the people that are.…
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Getting healed is not considered a conspicuous action, which is why it doesn't deactivate OTR or DS. If they deactivated after healing, there wouldn't be much point to bringing them, as a tunneling killer does'nt stop tunneling just because you're still injured or healthy. When it comes to Deliverance, it has such specific…
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This is a very hot topic right now. I've commented this before and had discussions with others on this topic but to keep it very simple, I do not believe WoO is an OP perk, nor should it receive nerfs. It's not base-kit, it requires skill to utilize effectively, it can be map dependent, and it is not a free perk. The main…
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The point of my post actually was the critcism of having to bring perks to counter something the other "side" doesn't need perks for. That there is nothing survivors can do base-kit, without a perk that killers can't counter base-kit without a perk.
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Beating a dead horse here (sorry Maurice) but Knockout. My absolute least perk in the entire game, there is nothing healthy about it, I find it extremely problematic. Strong contender is also Boil Over, I hate it for all the same reasons as Knockout but boil over does need specific map RNG to be miserable, whereas Knockout…
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I completely agree that tunneling shouldn’t be as viable as it is, and it’s primarily on the devs for making tunneling the most efficient way to play killer. That said, individuals who tunnel still have a choice in how they play. Im unsure what you mean when comparing gens to tunneling, as there is no reliable way to…
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In your opinion, do you believe those anti-camp/tunnel should not be base-kit? If killers can tunnel or camp without needing perks, doesn’t it makes sense that anti-tunnel or anti-camp mechanics would be base-kit for survivors too? Relying on specific perks (some of which are not free) to counter something the other side…
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Thank you for your insights. I believe this ultimately boils down to personal opinions on what is considered strong or valuable in the game, and I respect that we may see these things differently. From my perspective, having gens revealed at all times provides significant information that enhances a killers ability to…
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Gens may provide "limited" information, but location is vital, especially when gens are the main objective for survivors. Knowing where all gens are at all times is a huge advantage for killers, even without progress info. Constant awareness of gen locations is crucial for planning movement, defense, and finding survivors…
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If your point is that killers, because they're solo, should have access to more information (like gen auras) while survivors as a "team" role (regardless of communication) shouldn’t have comparable tools, then we're not on the same page here. My point is that the criticisms of WoO and gen auras are the same. People argue…
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Right now, there’s not enough incentive for killers to avoid tunneling, which I do find really unhealthy for the game. It just feels off that the only way survivors can counter something killers can do base-kit is by bringing perks—many of which aren’t even free. Instead of trying to discourage tunneling with things like…
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Exhaustion perks/add ons are always handy, (Fear Monger/ Mind breaker makes survivors blind and exhausted while on a gen) but also keeping track of when it's in play and then predicting their next move. There's something called "lithe brain" where players with Lithe will sometimes always go for the window, and so once you…
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Yes, I made that comparison because the arguments against WoO can be made for gen auras. Gen auras and WoO are comparable because they both give their respective roles constant access to vital map information and limited resources/objectives. Solo or not both roles require map awareness. And while killers are solo, most…
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Defending gens is part of a killers job, and killing survivors is the other. They use gens to stop survivors from progressing so that they can kill them. And while doing gens is part of a survivors job, distracting the killer away from gens and avoiding death as long as possible (looping) is also part of a survivors job…
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For the cool cosmetics 😎
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How is that any different from killers who 'just run to red'? Killers can always see the aura of every generator on the map, no perk required. Following your logic, you could argue that being able to see generators removes the need for killers to memorize their locations. So why is it unrealistic to expect killers to know…
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I understand the frustration, it’s a tough situation, and there are a lot of factors contributing to it. From SM gameplay mechanics to her lore and design. From the start people joked about her appearance, saying she looked more like Kris Jenner than a scary killer. And while her mask is neat and her claws, they still feel…