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
-
In my opinion, WA combined with franklins is too oppressive. In most matches, all four survivors bring an item and then there may be items from cheastes... WA counts over several levels and the dropped item is not displayed with an aura. This makes it a huge time investment to collect items and carry them to any corners.…
-
I don't like the new design at all. It's totally inconvenient to switch between survivors and customizing outfits is a pain. Please undo this and give us back the old button and the menu for the cosmetics!
-
If a survivor gets hit from Wesker with his power the survivor stuck in the grabbed animation and „surf/slide“ over the map. It‘s impossible to have a normal chase or game against him at this statue.
-
Same problem
-
It’s that simple: devs nerfs strong and useful anti-tunnelperks into the ground and want shake up the meta, and now they must fix the tunnling problem with their gameplay and not with perks 🤷🏼♂️
-
the devs argue with to low killrates, just to make clear: 50/50 means a killer get on average 2 (or more) kills and on survivor side 2 of 4 escapes. That means a solo q survivor had already just a chance of 25% to escape. If the killer gets more than 2 kills the survivors escaperate is lower. Now the devs buffed killers…
-
This „mmr“ is broken most of the time. My experience is more the other way: bad/new killer were paired with good survivors and that’s the main reason for the low killrates!! But instead fixing the mmr the devs decided to make a big killerbuffupdate…
-
The whole patch were not necessary if the devs would improve their matchmaking. Low killrates were forced from babykillers paired with experienced survivors. You saw every streamer got mostly 3-4 kills, even with meme builds…
-
Only skillful player escape?! Lol You mean 3 survivors dying while 3-4 gens left, so the skillful one gets the hatch… that’s really impressive 😏 With the patch some perks were shadow nerfed, cause the devs didn’t adjust numbers, for example you have to work longer on a gen to ready up blastmine or flashbang and with the…
-
That’s the point: killer can play meme builds and gets easily hooks and kills, but imagine a killer with strong perks, camping and tunnling: it’s unwinnable for survivor, unless it’s a bad killer against a good swf…
-
The trapper, cause he just Tunnels the survivor out of the match
-
LOL thx 🫣 I picked it up from the guy whos post I answered
-
Ruin was stronger than before, killer needs time to realize that. There were very strong combinations like ruin + undying, ruin + thinkerer or even ruin + pentimento… Now the devs buffed killer basemechanics and even camping and tunnling while they nerfed the strongest perks on survivor side at the same time. If you don’t…
-
wow, that’s cute. You really think this perks are equal? To use overcome you need the stun and this mostly work only against m1 killer. with dh you don’t have to drop the pallet and can go for another loop. Dh was used to avoid hits from killer powers like nurse, huntress (hitboxes!!), Pyramidhead, blight and so on.
-
And what was with all these noed-usern? They were carried by their perk, than have to go against to good survivors and cry for nerfs and are part of the „to low killrates“
-
That’s my point: they say killrates are to low! But if they matched newer killerplayer against good survivors what do they expect??? That’s just stupid. I have over 5k hours and my opponents/killers something between 100-10.000 hours… that’s no sbmm, just a bad designed joke. Against killer with similar skill the matches…
-
Dude, this matchmaking is just bad. Newbie killer were paired with experienced survivors and instead of fixing their matchmaking the devs buff every noob killer that now can win against pro swfs with 1-2 slowdowns and tunnling… very skillful. That has nothing to do with boosted dh survivors or something like that.
-
The problem is that bad mmr, nothing else. I have +5k hours and get killers in a range from 100-10.000 hours with… the newbies get destroyed but on a equal level the matches are very fun/fair with killers that 2-4k mostly. With all these upcoming changes they try to buff new players for such unfair games instead of fixing…
-
They just should fix their matchmaking! That’s the mainreason for lower killrates: babykiller were matched with experienced survivors… If you get opponents with the same skillevel all is fine
-
First of all, thanks again for the quick info. Unfortunately, exactly what could have been avoided with an open discussion has now occurred... certainly some good changes are there: + Rarity of the addons + bp cap increased to 2.000.000 bp + now 10.000 bp per categorie possible + more valuable perkcharms + nerf overcharged…
-
I know that all needs time. Thx for the feedback
-
Thx
-
Because they just look on their stats and see nurse has the lowest killrate… but we all know that’s only cause new players have a hard time to play as nurse.
-
Players prestiged long before the announcement of the upcoming change and a kind of reward. You can say these players want to see a fitting compensation for all the stuff they lost over the years while they commit to the game and the prestige system and when the update arrives you don’t have to loose addons, perks, items…
-
Prestiging was all the years the only way to get the bloody cosmetics, so you had to start always again from level 1-50 and again while you lost everytime your inventory (perks, addons, items). Now they change it so you will not loose all these things, so all who have decided against prestiging are now the lucky ones and…
-
There are still a lot of exclusive cosmetics in the game, neas hype shirt, trappershirt for dwight, megs golden shirt, outfits from 4th birthday and so on… in the past bhvr give out to everyone just the cosmetics which codes were sold for very high prices on other platforms like street meg. They want just remove the code…
-
And that's exactly what I'm putting up for discussion here: how can you justify fobbing off players who have lost their inventory again and again over several years and thousands of hours of play (long before the announcement of a prestige changeover!)? The invested effort is simply many times higher compared to the few…
-
That’s a huge point: I think a lot of the longtime players spend a lot of money over the years… and I would think about that, if I were a company. Disappointing such a part of the community/customers couldn’t be a good move 🤔 but what I know about customer relationship? 🤷🏼♂️
-
That’s what I said + all the killers… You (bhvr) couldn’t argue with the „more grind at the beginning“. They can just use the bloody prestige-skins and change the blood into silver or something like that. On top maybe put the P3-Logo in the score-screen.
-
I didn’t say now they should give out the „original“ legacy again. I just want make clear, that the grind of the last years should be rewarded in a similar way.
-
But doesn't it make more sense to accept criticism and to question oneself and one's work and then to react accordingly when necessary? There are good approaches, but it's really no help to anyone if you implement something at a loss and go live with it, where so many things hang on it! Apart from the fact that previous…
-
I like the idea of the post-game icons too. They can easily use the actual PIII-icons, maybe with a little tuning. The discussion about legacy cosmetics I opened, cause in my opinion they couldn’t argue about the grind, how I mentioned. And just because they say something is no reason that make a lot of sense to me. We are…
-
I think to make the change without anything would be the bigger mistake. Now they can have an open discussion with the community (a part of this forum)
-
The gameplay changes in another discussion please. I hope the announced chapter never go live 🫣
-
Good point 👍🏻
-
Sure, so give player who p3 before, all their lost stuff back… round abbot 300.000.000 bp 🤔
-
I have all characters p3 50, this also includes the licence characters. But I prefer to get a bit as a reward, it’s better than nothing. And the portraits are looking a bit… cheap.
-
Don’t get me wrong, but things from the shop we could simply buy, there is nothing nearly a reward.
-
And that’s the point: game was out only a few month and now we talk from players who have grinded for years… It mustn’t be legacy 2.0 but you have set a certain standard in the past and I think you should be guided by that. And to call a picture a reward... well... no offense. And regarding the license characters, I'm sure…
-
I think the devs want/try to much at once. A few perkchanges + gensduration =fine Chasingbuffs + perkchanges = fine It would be easier and healthier to make a few tweaks and make more changes if needed. Maybe simply this would change the meta, cause survivors will run other perks to push/defend genprogress or in chase of…
-
The most funny thing is that all the complaints about dead hard started, when the hit detection went to servers and the better connection counts. Since then killer are crying about this perk, cause they couldn’t use vpn or profit from survivors exhausted on the ground. This was fine for years and survivors had to deal with…
-
I think mapofferings shouldn’t be in the game, for both sides! It would also nerf broken addons like wallhacks on wraith, myers or pig, who will always send you to indoor maps or especially the annoying gameplay of pig with the hidden jigsaw boxes on rpd. But if the devs would remove mapofferings, they had to optimize map…
-
Personally, I like that there is this variety of killers, strong perks and addons, as well as tunnling, slugging and camping, but there must be counter against all this. That's what makes dbd so varied and exciting: you never know what to expect in the next game! Really think increasing the selection of good perks would be…
-
It shouldn’t be all perks the same, but more options on an equal level, not this 5-6 perks you see all matches. I would prefer buffs to perks like balance landing, headon, superhit, jolt, inner strength and so on, instead of switch the meta to a few new perks. So every player, killer and survivor, can choose perks which…
-
I like alert very much. Run this with dark sense and you have a nice „wallhack“ during chase ☺️ I like the stone too: blind the killer on a pallet and throw it to a near window while crouching away… Niche perks are important and funny. but if you want „win“ it’s a better chance with strong perks aka meta. Alert for example…
-
Good luck with alert against a 3blink nurse, alchemist blight or a endless slowdown Legion with mending simulator… that’s the reason why survivors feel they need the strongest perks. Survivors and killers will always fear the heaviest opponent and try to prevent a chance. That’s reasonable
-
Players will always feel forced to run meta perks (maybe a few run fun settings). Survivors are worried if they go against a 3blink nurse or a blight with alchemist or something like that. Maybe the killer will tunnel or camp… As long as extremely strong killer and addons or these strategies are in the game, the meta…
-
And killer will still run genregressing perks and slowdowns… that shows the upcoming changes are more or less useless in point of meta shake-up. That’s what I said.
-
People will still run dh or sprint burst, bt or otr and coh… so nothing changes and killer will go on stacking genregressing perks. Same as before
-
That’s what I said: every player will always look what perks gives him the best chance. But if you can choose from 6 viable equal good exhaustion perks, from 5 healing perks or 8 good slowdown perks, which are all strong then you don’t see the same 1 perk like dh or ruin every match