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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They already compensated for these by limiting the number of times a gen could be regressed though
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Yep its a buff, 150% is not much of a reduction at all. Suppose killer has a down at a pallet, without BGP a survivor has to be within 12m for a save. Manageable right? +150% allows a rescuer to be within 30m of the pallet, so unless youre playing nurse/blight/spirit its still an uncounterable save.
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The anticamp part is unchanged; I just want to remove the free info part as I explained why crossing the hook may be unavoidable in some scenarios.
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Did this happen to you as well? Feel free to post other instances as well, more info for the devs
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This as well, not sure how they'd address it though
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Bots still arent that great though, they can't make plays with any amount of risk and bot logic can be cheesed by a good killer, its honestly just a silver lining. Killing oneself on hook though doesnt even allow that and really does just screw over the team
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But this is becoming normalized to the point where most of my matches end up like this, what's the point of "going next" when itll be the same result each time? And what would happen if someone stayed in the game without actually doing anything? Being AFK could be made reportable, as could intentionally helping the killer;…
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Great post, I think an improvement on og sadako would be to make the tape placement tv more consistent, like the furthest one on the map from where they removed a tape, would help especially on smaller maps where the highlighted tv was hard to identify
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same
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This is incorrect, the animation change was added in the nic cage update; ghostface never lowered his knife when stalking. Now he does for some reason.
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I would like to add that GF visibility is still more than what it used to be so it's an overall unwarranted nerf to GF.
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Same for ghostface; he also had some FOV issues and unplayable bugs since Nic Cage, devs just arent prioritizing this
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Just reminding of this issue, the look-down while wiping seems to be fixed but everything else remains. Haven't been able to play ghostface for nearly a month, currently unplayable at high MMR.
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There's a bit of nuance to gf revealing since the rework; survs can reveal gf from anywhere on the screen within about 8m; gf can also stalk anywhere on the screen within that range. Obvs this doesn't apply to all your cases but something to keep in mind. The lean issue has to do with a camera bug brought in by the nic…
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If you're getting revealed there's probably a major issue with your pathing; you dont want to get seen at all, much less revealed. You need to only path between large objects like maze tiles depending on where the gens are. Early on you want to safely 'clear' sections of the map of survs so you dont accidentally bump into…
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7.5k hr ghostie main here, yes he's mechanically easy to pick up and play but is top 3 killer skill ceilings imo. At the top level you need to have a mental layout of all the gens (how they're oriented and their quality-how easily you can sneak up and how easily you can stalk) so you can remember exactly how to stalk them…
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That's intentional just didnt update the in game description for some reason. Stealth killers had no counterplay against old version of the perk though I think it could use a massive action speed buff
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While I agree spine chill should be buffed, it shouldn't be a free warning against stealth killers. Imo it should be buffed massively in terms of the numbers while keeping the line of sight theme. Something like, 200% action speed when in killer's line of sight. For the record, Spine Chill/Premonition IS banned against…
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After the update it should only light up when the killer is within LoS, previous spine chill was pretty unfair for stealth killers as a survivor with the perk can just run to a pallet anytime the perk icon lights up, with no room for counterplay from the killer. I think it could use a buff elsewhere though
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I agree it could be better but in its old state it was too strong against stealth killers especially in teams, people using the perk could just run to a pallet and force the killer into a disadvantageous m1 chase
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Yeah I think leaning in general is bugged this patch, your body also sticks out far more than it normally should
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nah, thats just for finding addons within chests. Also you can take someone elses item and keep their addons with the perk.
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Yes that's intended now, the perk will only activate when killer is looking at you in LoS now that they removed the TR indicator
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Seconded, please treat like current MFT
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It's entirely possible to significantly buff killers and raise skill ceilings without making them oppressive at lower ranks, you can give them a more complex strategy required to win at high levels while making them simple to understand, something every professional game dev needs to know how to do. The 3% figure is also…
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I'm having the same issue since the anni event, have you fixed it? Im on pc with an rtx 2060
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Well, it is mainly for calling out killers location, which forces them to be regular m1 killers. Against high level teams you just cant win chases as an m1 killer with none/insignificant chase powers. You'd probably think that killers can still catch a person off guard who might not be with the spine chill user, but the…
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You're right, it's not that problematic to have some perks counter some characters more than others, but its that SC and the like can create a guaranteed loss situation for stealth killers applying some of the things I mentioned.
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But that's just bad game design, perks shouldnt be so biased towards a group of killers. I'm not saying there shouldn't be perks to help with this but not to the degree that Spine Chill does, being a constant beacon of information. The nerf you mentioned? It was a buff to the perk; stealth killers have far less…
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Good spirits can still catch players with iron will, and dont forget the perk WAS nerfed. Whereas good survivors with spine chill will still have the advantage over a good stealth killer player. You're also forgetting that survivors can heal themselves against plague anyway, she doesn't hard counter healing like what spine…
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That's true; I think both perks need a rework in this aspect. For instance, premonition could be adapted into a mindgame counter by reducing the range significantly and the cooldown a bit.
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It's true that all stealth killers make noise but the range is very small (<8m) and usually just helps players not get grabbed. This is a huge difference from the 36m range that lets survs hold W to any safe area on the map. I believe you being able to kill swfs with the perk, but again, the logic is all still there. Spine…
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The issue is that the killer won't know if anyone's running the perk beforehand, aside from that just being bad game design. Why not make it more effective against all types of killers and not have it hard counter a particular subset? Especially since accessibility options like the TR indicator is already in the game. The…
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If you want to discuss experience rather than the actual logic behind why the perk is unfun to go against, I have 7k hours in the game and my Ghostface guide is on Otzdarva's FAQ. I scrim comp teams pretty often these days and a single spine chill can be pretty bad for you for the reasons i mentioned. Let's just stick to…
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yes please
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So you just don't like the billy community, doesn't change the fact that curvebilly is fair and has depth and skill, and should be encouraged.
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I have 7k hours split in both killer and surv and have never felt billy was gamebreaking in any way. His addons didnt need a nerf at all, in fact they're one of the few remaining remnants of high speed, high interaction gameplay. PTB patch pretty disappointing overall, with this and basekit healing changes (didnt need…
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It could be made more fair, like what OP is suggesting. Look at it from the other side, where as killer you're forced to M1 chase with no power because someone with a perk completely shut you down.
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Hard agree, it's bad design to have a perk completely shut down a class of killers and have little effects on everyone else. At least give it some meaningful counterplay.
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See, seems like there they are referring to the terror radius indicator, which is the clock-like UI on the perk icon. It doesn't seem to be related to the 36m activation of the perk, which is independent of TR.
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True, but the devs have been vague on this subject and have backtracked on their claims multiple times (like changing Blight's hug-tech). I was hoping to address this before any future changes were made.
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I didn't say I didnt want counterplay, I added a potential fix which makes it fair. Current Spine Chill, however, does it too unfairly and heavily in the survivor's favor.
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It'd be fine if that were the case, but thats not how the perk works. It will light up anytime the killer is within 36m, whether or not they're in LoS and disregarding TR.
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Spine chill didn't require LoS and instead was just if the killer is looking in your direction.
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Thanks for the report, I noticed the same thing. Hopefully this gets patched ASAP.
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The perk disproportionately hurts stealth killers more than the patch helped them. Not to mention keeping a single strong perk like this will just shift the stale meta in that direction.
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Then that's the player's fault for not using the perk effectively... You need to think from the perspective of a highly skilled player and how they use their perks.
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I'm referring to the perk. You see the killer coming when the perk lights up even if you don't have LoS. Most maps are open, outdoor maps, where Spine Chill can be used effectively. All those killers do have some light abilities that may help in chase but they're too ineffective and time-consuming to use against good…
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That's not the point at all. Picture a match against a stealth killer. They're sneakily approaching, you see them coming with spine chill, you run to the nearest pallet. What does the killer do besides chase? All stealth killers are bad chasers. What if you decide to take it further and keep someone with Prove Thyself (or…