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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Every game is ruin/undying, gotta power through those gens
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In my second or third game ever as survivor I was the last alive. This was back when hatch couldn't be closed. I knew a hatch existed somewhere but I was SO SCARED of EVERYTHING that I crouch-walked the entire edge of the map looking for it. I didn't have urban evasion, it was the slowest, most immersed exploration you can…
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Just run Calm Spirit if you don't like it. Not scaring crows is also surprisingly good against high-rank killers.
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To add to this: Nancys that don't have the jacket + ponytail. Idk what it is, but at high ranks a Nancy in any other outfit (especially default) is usually terrible. Jacket + ponytail Nancys are alright though. (Totally not entirely anecdotal)
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It's okay if the perk doesn't activate if you're broken already while being unhooked. It would just be nice if you could fill up the pre-req of healing an ally to full health, so that if you get hooked AFTER for the people's broken effect is removed, you can use second wind.
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I ran this combo as well thinking it'd be fun and I was disappointed. It makes sense to me that instantly healing someone would proc second wind. Maybe the event sequence makes you broken before checking if second wind procs. I'd love it if they could change second wind to synergise better with perks like this.
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I guess what I'm asking is does it have a reputation, because I play the same and get different results.
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I see all of your points and it is a healing action, but the last 5% doesn't feel like an actual heal. It's literally a tap. It's like picking someone up. Anyway thank you for your points, I'm glad to be able to discuss it. It's probably not best to potentially add more bugs by separating healing action types.
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There are no other killer abilities that prevent you from picking up a downed teammate. You could compare it to being hooked. Tier 3 madness cannot stop you from unhooking someone. As being slugged can also lead to a survivor death, I think these actions should be treated the same (this could also be argued as…
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What if healing downed survivors is allowed but not injured ones or yourself?
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You could break them down into different items instead. Like making a green toolbox requires two green items or something.
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Is it possible to get optional projectile aim assist for Huntress on console, similar to other FPS games?
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DCing should have a death delay like being sacrificed. It would give you at least a few seconds to react to a hatch suddenly spawning.
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Once again, the entity manifests itself as lag
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Funny, I never said any of these things, but go on assuming.
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I guess with the state of killer right now maybe they wanted to feel more in control (which the killer should feel in this game). It just sucks to be on the receiving end of it.
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I think a better nerf for keys would be to require an activation time (maybe three seconds?) so it can't be used in a chase, and for varying levels to change how many can escape (purple, only you; pink, it will be open for 30 seconds).
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I do this and NOED still procs. In fact, what ends up happening is the easy-to-find dull totems will all be cleansed and one obscure totem that's near-impossible to find will be left and become the NOED, making countering it difficult.
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In my experience (and this is a game balance problem), there isn't really an inbetween. Map design, addons, offerings, items, etc. make this game pretty imbalanced so it's generally a steamroll either way. There are a few games that feel balanced, and I think NOED would be more applicable if game balance could allow for…
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Killers are just aware now. It'll still work on new players.
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I like this idea. Maybe you could also find generator parts (like fuel or wires or something) and each part needs to be added for a generator to complete. Different generators could be missing different things.
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The issue with NOED is that it is too impactful against solo survivors/low ranks, and too weak against SWF/high ranks. Playing as a solo survivor, you have no idea how many totems are done. You can't run around the map hoping you'll find a dull totem just in case the killer has NOED when there are gens to do and randoms to…
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Just for fun, probably not going to break the meta, but I've always wanted survivor perks that did something like this. Attention Seeker: You thrive on external validation. Whenever you successfully distract the killer, you gain a 5/6/7% haste status effect for 20 seconds. Thrill Seeker can only be activated once every 60…
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Don't scream when falling Don't lose the hooking animation (it makes you die faster) I'd run the ######### out of this if these two changes were made.
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If you have anger problems you shouldn't play killer.
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Not all DCs are rage quits. Maybe it was SWF and one legit DCed, the rest followed suit to play with their friend. Then again, maybe they are sick of yet another PGTW Freddy (and with pink addons!)
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Diversion! So much fun making the killer chase ghosts.
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It was great at equalling the difference between solo / swf surv gameplay. It should be a feature.
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I think it would be fair to give a rank handicap for the first 5 games you play as a killer you've never touched before. Maybe first time playing you play at a decreased rank of 5, then 4, then 3, etc. until your handicap for that killer is removed. It would usually only take me about 5 games to really get a hold of a new…
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As survivor I've been having fun running Sprint Burst, Poised, Dark Sense, and Vigil. The general idea is to not be afraid of burning SB because you get it back really fast with Vigil, so no crouching around everywhere. Finish a gen and sprint to a position the killer wouldn't expect with Poised and Dark Sense. Can also do…