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Comments
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my numbers were a base line, its for the purposes of providing a frame of reference. Here is another example that provides a demonstration of the power role the survivors enjoy the desired avg chase time is ~30 secs. This can be easily understood by the BL timers and the impact BL has on the game. If all 4 survivors…
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My math is a massive simplification only used to demonstrate a base line which fundamentally favors the survivors. I stated that from the start of my post. If you want to use real numbers based on the desired targets of bhvr. We can do that, and those will also continue to show that survivors are the power role or if there…
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Survivors are the "power" role because all other things being equal the survivors control the pace of the game. Due an disproportionate distribution of objective requirements and the fact that the survivors objectives are the PvE component of the game and effectively fixed. 1 killer must complete 12 hooks to end the game.…
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Survivors are the "power" role because all other things being equal the survivors control the pace of the game. Due an disproportionate distribution of objective requirements and the fact that the survivors objectives are the PvE component of the game and effectively fixed. 1 killer must complete 12 hooks to end the game.…
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Game duration broken down by rank groups and killer. I'd like to see the average, the min and the max. Then I'd like to see the data of survival rate based on game duration groups, by rank group. So forexample, if the game last 3 to 5 mins what is the % of 1,2,3,4 survivals at rank 20 to 16, 15-10, 9 to 5 and 4 to 1. If…
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I'd be good with that too. The people saying DS in its current state is okay don't understand how real high rank survivors use it. It isn't an anti tunneling perk. It's a "F U I do what I want" perk.
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DS can, and often does alter the ENTIRE flow of the game. The locker trick is imo, the worst way its used and the most absurd. Delay the DS skill check on locker grabs to give the killer time to drop the survivor and I think it would be fine.
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surge is another in a long line of "We want to pretend to slow the game down but not really" perks.
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no killer has snowball without survivor mistakes
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except thats bs. You an derank with a 2k+ especailly at r1 , because it isn't actually balanced around kills. Namely the gatekeeper emblem will constanly ######### you over because survivors control the speed of the generator completion. EVEN if you play 100% gen defense you can't stop gens from being completed and you…
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games need to be slower overall, if you don't think this its because you don't play in high ranks. I mean this from both survivor low ranks where 5 min games are the result of terrible survivors or high ranks where 5 min games are results of super survivors. 5 min games are boring for both sides. Survivors because they are…
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I was asking peanits. Your idea isn't viable. I'd say its rather foolish. There are more reasonable solutions. But he responded without acknowledging that there is in fact a problem with the pace of the game, so I was curios as to weather or not he does acknowledge that or if he believe the 5<mins games are the killers…
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do you think the current pace of the game is right? that its possible for survivors to end the game in less then 5 mins? Regardless of what the killer does?
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do you think the current pace of the game is right? that its possible for survivors to end the game in sub 5 mins?
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make it so if he hits someone in bt he heals them.
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I doubt its the only stat they look at, or even the primary stat. Its just the stat they've shared and that the community has latched on to.
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for sure, its the easy way to use it, which is why its used that way. With changes that promoted using it for surprising people at generators and removing its hook camping potential I believe it would be an excellent perk at all levels. Once survivors realize you have it they'd also waste time waiting at the generator to…
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love it when solos play like this, the end game chats are hilarious. IMO this is what dbd was always supposed to be about. A 1v1v1v1v1. Like Survivor on tv. Survivors screwing each other over to save themselves.
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kill average shouldn't even be a statistic that anyone cares about. It isn't reflective at ALL of what makes the game fun and what makes a good game. BP earned/Emblems earned and match duration are far more important stats.
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btw, @FireHazard I like the idea of perks that modify bloodlust. Though I don't know if it needs to be insidious. But in general more perks that modifyied the killers speed would be great. Anything that increase the speed of the killer really impacts survivors ability to loop successfully because looping depends so much on…
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using insidious the camp hooked survivors is only the most obvious way to use it. Certainly not the most effective. Walk past a gen that is being worked on but has no one on it and stop after you los it, but not too far away. Then wait till you hear the sound of it being worked on. IMO, the need to change it so that once…
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there are already secondary objectives. Survivors don't do them because they are secondary adding more won't change the ability for survivors to simple do the primary objective and escape. What i suppose you really mean is more complex primary objectives then sitting on a generator hitting skill checks. But ultimately what…
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again, it hasn't made legion unplayable, nor is their power worthless. There is just only 1 way to play them right now, but it does work. Are their counters to it? yes all killers are counterable. BHVR has shown this is their desire, that is why they nerfed nurse. Its apparent they want all killers to have a hard counter…
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it isn't bad design. Calling it bad design because you don't like it doesn't make it bad design. Legion was always intended to be a target switching killer. Killers exploited his first version by Moonwalking to drop the chase so that DW would kick in and they could down people super fast. Or by using franks mix tape to…
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Legion is actually in a pretty good spot right now. Play with ruin/thana/enduring/pgtw. focus on gen defense and keeping everyone injured, you'll have 10 to 20 min games with consistent 3 and 4ks. Survivors don't like to play against legion because when played right he doesn't stick to chases so they can't really loop him…
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Yes, this is true. But the pace of the game is only a result of the way survivors play. Slow down builds are a reaction to that. The numbers I've provided are MAXIMUM values, rarely/never attained AS a result of the pace of the game. If the pace of the game were SLOWER, then the current values would actually be more…
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her changes just made her suffer the same as b tier killers. Success is far more dependent on the circumstances of the match then how good you are. I can 4k with any killer at R1 against an all R1 team using no perks and no addons, but the circumstances for that to happen depend on both my play, survivors making mistakes…
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Raw numbers none of the slow down perks are very favorable to killers. 16% on thana if you keep everyone injured the whole game, which of course never happens. But say you did. Thats only adds 12.8 secs to the repair time if 1 survivor is working the gen. A total of 64 secs for 5 generators. While dying light stacked to 9…
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yes, actually. The problem isn't that the emblem system forces you to do this if you want to rank up. The problem is it DOESN'T force survivors to do the same. So if you focus on playing for the pip, the survivors will escape and likely still pip.
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no it isn't. The metrics of k/e isn't useful for determining the quality of the game and experience. a 4k in the first 3 mins is a horrible experience. a 4 escape after 5 mins is a horrible experience. average these and you get a 2k/2e and think all is well when actually all is not even close to well. The metrics of…
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I disagree, I think fundamentally the average of deaths isn't indicative of the quality of any of those games. Duration of games and BP scored (or emblems) would be far more valuable for determining the quality of the current balance. I suspect BHVR has these metrics, and I would hope are using them instead of the kill…
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BP was previously used. Then later they used a hidden emblem system. Generally speaking both of these things led to poor games because it supported a killer behavior that wasn't generally fun. The only problem with the current emblem system is that survivors survival emblem needs to be changed. Instead of linking it to…
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I like the deep wounds changes. Especially the the penalty to action speeds. I think changing the window of scratch marks would be better then restoring them completely. Scratch marks should come back into play the MOMENT FF ends, not after the stun finishes. and this would be cool. Or make it so that FF timer is paused…
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its easily circumvented by the 99%. Though you could always just open the gates, its still puts you at significant risk of wasting it. it makes a good counter to 99% the gate because as the survivors you won't know if they have blood warden and if they do, of course you're all in bad shape going into the exit. As its very…
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this seems to be their general pattern though. They want all the killers base kit to be weak and instead add on dependent. Such that, I suppose you choose a main and continuously spend all your points on that killer so you can have the ad-dons you NEED in order to compete with consistency in the red ranks.
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once upon a time the # of kills was how it was determined. It didn't work. It wasn't fun for survivors because the killers played the game "wrong". They played competitively and played to kill. So they changed it. The on going war between survivors and killers is largely due to both sides misconception that you can win.…
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shred through windows! like he leaps through them and finishes the shred... would look awesome and take a way windows but not the rest of the counterplay that currently exists
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if you're having trouble with legion you're playing him wrong. I enjoy his play style and mostly 3 and 4k at R1 @DocOnLoose video he linked is a good example of how he should be played. IMO his is one of the most balanced all round killers and truly supports the style of play the devs intended with the emblem system. I…
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This is an inaccurate assesment of egc. Prior to egc, survivors were guaranteed death if they were the last one left and 2 gens hadn't been completed. GUARANTEED. Now, survivors will always have a chance at the hatch, regardless of the gen completion count. You can't be grabbed out of the hatch now. Which means if survivor…
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its just poor sportmanship. Especially if you're playing in the red ranks. I had it happen a couple of times in the last couple of days. In both cases I was clearly going to win. I consider a 3k a win. I don't slug for the hatch, I just hook whoever I catch and if they die, I go look for the hatch. If I find it I close it…
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You can't play other killers at high rank without a focus on gen defense. That means slow down perks, in order of their value (imo). PGTW, RUIN, DL/Thana. You gotta play zone D, don't worry about hooking as much as keeping survivors injured and keeping the 3 to 4 generators that are closest together regressed while…
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slow down builds in general are the builds that will currently shine. Which btw, to play a proper slow down build you need to envision the end game, and try to plan the final 3 gens to give you the greatest advantage. The "s" tier killers are s tier because of map pressure, which allows them at R1 to be effective without…
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Really depends on the level of play. His tonics simple aren't strong enough to effectively shut down loops except under ideal conditions. Though they do work well and funneling survivors the way you want them to go. But that doesn't matter that much. But like all killers that can't 1 shot down or have significant map…
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generator completion time isn't the root of the problem you are describing. If it is or is not really a problem is a different discussion. The root cause is the inability of a large number of killers to effectively pressure gens (in the minds of poor killers who seem to think the purpose of this game is to kill survivors).…
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in the past this has always been the way bhvr has treated killers who survivors have clamored about being "unfun" to play against. They effectively take them out of the rotation, and then bring them back into "usability" slowly.
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The problem isn't the balance of the game, but your perception of winning and losing. There are no winners/losers in this game based on kills/escapes. It isn't competitive. It's cooperative. For the survivors and the killer to have the best possible chance at high scores and ranking up you must play in a way that provides…
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they give objective points. 20 for dull and 50 for lit. though I haven't personally checked the numbers in game https://deadbydaylight.gamepedia.com/Emblems
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Killers shouldn't consider hatch escapes a loss. The game just needs to promote that by awarding killers points and rank points appropriately.
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1 or 2 of the survivors can by doing gens and leaving. Especially if no one gets hooked. Iri light is 270 which is all survivors get 25 points for all the gens getting done and 15 for the exit gate opening. So you start at 35. Dull totems are 20. And you get up to 33 points for being in a chase while others repair. So 270…
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The ranking system rewards cooperation by the survivors and the killer. If the killer doesn't camp and tunnel and methodically hooks each survivor , such that everyone is on their last hook at the same time, at which point if they escape it doesn't matter to much. Meanwhile, the survivors should play slowly, respect the…