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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Because survivor has control of the game, and non nurse killers must wait for survivors to make mistakes before they are allowed to succeed. Perks and abilities don't really factor into this. The tradeoff is that killer can punish survivor mistakes fairly well, but that doesn't matter if survivors don't make too many…
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I'm shocked QA didn't catch this. It wouldn't have been too hard to test if killer can reach all the totem spawns before release, and many of these were reported in the ptb.
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What's fun about playing killer other than the suffering of others?
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If they don't have the ability then what the ######### is the point of the reeling mechanic? Yes, he can back up and remove interactivity, do why did the nerf ignore that unfavorable of making him clunky as #########
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You're missing the point. Why should a difficult to aim ability which you are heavily punished for missing with give survivors a chance to react and avoid the damage both before and after the shot lands.
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No forgiveness after what they did to deathslinger.
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He does. So why wasn't that changed instead of "adding counter play" by making him clunky? If they changed the way backing up with him worked, increased the reeling speed, but made the chain break more easily it would have sucked but it would be better than this.
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It's almost like killer is so awful to play less than a fifth of the playerbase wants to do it.
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An injured survivor can break the chain with only mending as a downside.
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If we cared about power we would have played nurse, the objectively strongest killer in the game.
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Why do survivors need to be able to react to the shot of a ######### gun? It doesn't deal damage on hit, isn't counterplay the whole point of the chain?
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Postal dude skin for plague, but with a censor instead of a censer.
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Uh huh. When the next page of the event rift arrives I'm playing facecamping Bubba as much as possible, explicitly because of this post.
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Are you lost? This is an action adventure rpg, and killers at boss fights that need to have a tell before every attack
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I'd be fine with reverting hatch nerf if moris could be used sooner based on how many gens had been completed. Either both sides should have a comeback mechanic, or neither should.
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Nah, Bubba doesn't care about borrowed time. The timing is tight but there isn't anything I can think of to stop a lightborn Bubba from facecamping
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Most killers cannot stop a pair of full health survivors from unhooking. Yes, one of you may get caught, but the others may get away. Hook duty can be rotated like this to finish gens before anyone dies. Make sure to run unbreakable in case you're slugged, and ds in case you're tunneled.
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Trapper is canonically the heir to a financial empire, which he willingly threw away to seek a life of enjoying his hobbies. He's also arguably the physically strongest member of the cast as well. Trapper is the true answer to this question, survivors need not apply.
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Blight's going to get a delay on power activation. All killers must be clunky. Nurse is a decent choice given the similar high risk design philosophy, and unlike slinger there actually is no counterplay to a skilled nurse. Demo's lunge is basically a better version of the Redeemer outside of windows and certain low wall…
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Any "must have" add-ons, like CDR for Ghostface or range for ph.
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Post link
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I need the wiki to tell because I have never faced a deathslinger only played as him I admit to forgetting about his lack of a lullaby, he is the only ranged killer worth using undetectable on. Trickster effectively does 1/6th of a health state per hit. The only way for a survivor to make you lose progress on this is to…
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According to the wiki there's a sound survivors hear when in the deathslinger's sights, and the louder it is the closer to the center they are. Just run away from the ringing. In addition, unlike other ranged killers he doesn't damage you on hit from the ranged attack, only after pulling you in. This is a moot point since…
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In fairness, it is the fanciest hat in dbd. Shame the character it's attached to feels so awful to play.
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Slinger loses a huge amount of ground after one shot, moves at a snails pace while reloading, I'm pretty sure all m1 attacks are the same so I'd like to see your source, his Addo s don't stop him from feeling like ######### and survivors can predrop pallets to end your "relentless" pressure. Also holding w on an actual…
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Post some clips, I don't believe you play slinger.
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I personally switched to plague, but trickster is currently stronger than slinger ever was. He's barely penalized for missing, gets full fov and sensitivity, gets a longer effective range (due to not worrying about obstacles and chain) survivors don't get a warning sound when they're in your sights, and you get free hits…
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Predict what? Survivors hear a sound while being aimed at, they just need to run away from the sound.
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If 2 hooks is a win tunneling is optimal gameplay.
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Slinger was balanced in a similar vein as nurse before: a difficult to use ability that punishes you for missing. However, unlike nurse there's counterplay to slinger, walls and pallets and whatnot. Now you lose a second for even trying to use your power. Slinger was bad before, he's terrible now.
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It's the other side of DBD's design issue: Killers have no control over the game against a good survivor who makes no mistakes, but if a survivor makes a mistake against a good killer the punishment can be severe. If it were more evenly balanced instead of relying on active and re-active roles, maybe survivors could make…
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The DS nerf was more about it being used as a shield to safely do gens, heal, etc, which wasn't its purpose. It still works fine as an anti tunneling tool, and is still a meta build. the deathslinger nerf would be more like if they nerfed some low tier perk
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The projectile does not leave the redeemer for .5 seconds after the slinger fires, so you're already wrong. after that, the projectile moves at a speed of 40 m/s, so to get hit in .05 seconds you would need to be standing 2 meters away. I can't find the exact numbers for a killer lunge, but the assuming it lasts a full…
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You keep saying survivors shouldn't have to deal with coin flips, but don't address that killer gameplay against a competent survivor is nothing but trying to react to coin flips.
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It's not a map balance issue when it affects the majority of maps, it's a game issue. A survivor who loops/disengages perfectly won't be caught by the killer until they reach a high bloodlust, and even then it's likely they can still last a loop or two. The reason survivors don't see it this way is because of how severely…
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PH is a clunky mess better off playing as an m1 killer outside of certain placements of walls and pallets, at least when using mouse.
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As a person you need to stop deciding how your peers should play. Camping will be optimal for as long as 2 hooks is considered a win.
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"Egc fills it's purpose because the killer can do the survivor's job for them" is just a great example of your design philosophy.
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"Humanly impossible to counter" is a blatant lie, you could easily use most maps to break LOS. Killer gameplay is almost nothing but calling coinflips survivors give us, the idea that survs should be able to juke anything but an m1 is stupid, even if bhvr agrees with it and is balancing the game around it.
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His tr is now massive relative to his movespeed and his gun is now unnecessarily clunky. Even if he isn't much weaker he feels awful to play
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It should either be base kit or not exist at all. Playing around something you're not sure someone has is annoying, and then they can re-balance around it.
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Camping is an awful idea if the idea of a win is a 4k, it wastes too much time. If the idea of a win is a 2k, camping is the most effective tactic possible for all killers but doctor (who can know how many people are near the hook), as survivors need to make mistakes for a killer to catch them.
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And lightning can strike from a clear sky but that also doesn't affect this discussion.
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Why not just remove hooks entirely and give every killer PH's cage if you feel killer defending the hook is so bad for the game?
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Slinger's nerf is a perfect example of the design philosophy of dead by daylight. Anything a killer can do outside of m1 must have an arbitrary delay so the survivor can react. Survivors should have been given more mobility on chain against a backing up death slinger, since breaking the chain was meant to be the…
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Enjoy your queue times
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The idea that "good survivors should escape" is the core of the problem. Why should a good survivor always escape a good killer? Why does killer need to be an entirely reactive role?
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People don't play for fun, they play out of spite for the other side.
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The balance of dbd is ######### beyond the ideas of weak or strong, the entire design philosophy is bizarre. Killer has no actual control over the course of the game, all they can do is punish survivor mistakes and give them more opportunities to make mistakes. Survivors have full control of the game and are nigh…
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If killer is hunting for a boon totem, they aren't chasing, meaning one more survivor is free to do gens