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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gonna be fixed at 2025 at this rate
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"Look like I was right all along. BHVR will implement the change I suggested, as mentioned in the latest developer update." lmao
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not the dbd forum clout ;-;
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"In practice" What do you mean lol, this is a theoretical flashlight that doesn't even exist
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I mean, we are talking about a theoretical change that isn't even in the game yet. Most players didn't even know it was a thing you could do while it was actually possible in the live release of the game. There are any number of ways you can adjust the "special" flashlight's beam length, width, activation time, cooldown…
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No one has trouble using singularity emps. Just make sure to highlight them with an aura so survivors know to get them.
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Seems like a bizarre inconsistency considering other powers count
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Not sure if this is actually the case, but I just got out of a game with the same thing They said on their screen the guard hadn't even detected them so I guessing it's the same bug as Terminus where it's based on ping.
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The difference is that it actually forced them to commit to a vault or lose distance hugging map geometry at some point (well, not with Jailer, he is still worthless either way)
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Seriously though. How is no one else seeing that it is a problem that made for this single handedly kills long range patrols? You unironically must do the quick insta drop at loops to zone them away otherwise it's just an objective distance loss. Did we all forget that the Knight is stationary while placing guards?…
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Today I learned that I need to care about Knight matches where people are unironically getting value from a solo guard. It's suuuuper hard to take this community seriously sometimes when the arguments boil down to "well sure it doesn't work against good survivors, but it will work against everyone else!"
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The Knight is not good at hitting multiple survivors at the same time, especially not with made for this making them literally unable to catch up. It's not just, "oh it's like really hard but it's doable", its "they literally can't catch up because they move slower the survivors now"" So basically what is being asked of…
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Knight Guard movement speed, 102.5 percent. Survivor movement speed with Made for This, 103 percent. So you have to stand still and lose distance in chase to summon a slow moving projectile that can't catch up to survivors before the timer expires.. I was already having a bad time against survivors that actually know how…
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You know survivors can just run the opposite way right? The guard always starts where the survivor is spotted, so there is nothing stopping the survivor from just running through the guard detection circle and running away from you. During this time you have made no distance and have no means to make them commit to a loop.…
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People would just use the carnifex every time. I'd rather behaviour just make the other two guards have utility
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100, please do some more updates for the Knight@
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Also the Knight should be able to do a backflip
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Same here. It's always a feel bad moment when you realize your killer is basically useless against higher level players.
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No notes, that sounds rad
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bump, really hoping this gets fixed. devs, please check if this has something to do with the any means necessary bug that was fixed during one of the ptbs. On the ptb that made changes to any means necessary there was a bug that allowed guards to break pallets that were lifted with any means necessary.
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If it makes a difference. I think the bug may have been introduced when you fixed the Any Means Necessary bug that allowed the knight to break pallets lifted by that perk. It looks like you may have made a short period where dropped pallets are uninterruptible to fix that?