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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The one closer to the window would probably be fine. The other one I would be against adding.
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I'm hoping it's just adjusting/changing the screen filter and that's it. I feel like if they were going to make a more substantial change to deep wound they would need to do it while keeping killers like Legion in mind but no one was on that roadmap except the Freddy rework.
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The BP bonus should be at least 300% minimum for survivor always, but other than that I'm not really sure they can do anything more about it. There's always going to be an certain appeal for playing killer with a teammate that you can't get in the regular mode. There isn't anything quite like that on the survivor side of…
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I agree, 5 chests would be fine. The new faster unlocking speed on the PTB is great but 3 chests is still quite limiting. I think adding a couple more would be a good change and would be an indirect improvement to several perks that need it.
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(ignore this I accidentally hit post without meaning to)
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I think Dredge would be too unfair with nightfall unfortunately. Being hit by a Huntress hatchet you can't even see would be really bad
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Krampus Trapper + Clown with the Santa outfit
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I only ever run it with Prove Thyself and even then it's not that good. There are other perks for information that are better. I wouldn't say it is the worst survivor perk, but it's definitely low tier.
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The uncloak animation seems way quicker than it should be (I know it's supposed to be 22% faster but it looks even faster than that) but then you can't attack for a moment. Regular 1v4 Wraith there's no problem, it seems to be a 2v8 exclusive issue.
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Only if I have to for adept or I already know where the last survivor is. Otherwise no, it's a waste of time and I don't care about the 4th kill, 3k is more than good enough for me. I give hatch/gate pretty often anyway. If you ask me, slug for 4k is an issue that needs to be addressed and adepts should be changed to only…
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No, but you shouldn't get to block all the gens for 40 seconds after hard tunneling someone.
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Agreed, and Grim Embrace should as well
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I mean it's really just Commodious toolboxes being too strong compared to the rest. It has the most charges of any toolbox and is good for both repair and sabotage. I would still let it keep its identity of having more charges but its bonuses should be reduced accordingly to reflect that strength. Maybe also add 2 more…
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Eh, limiting the rotation direction isn't necessary imo, but that addon that gives her +30% extended lunge after chain blinks definitely needs a nerf.
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(Almost) anything where the trigger condition is completing a healing action. So Clean Break, Buckle Up, Teamwork Power of Two, and Blood Pact (which you mentioned) along with perks such as WGLF, Better than New, Teamwork Collective Stealth (on the other survivor), and Aftercare. It can also activate Deathbound. This one I…
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While WGLF + FTP do work together, MFT + FTP do not. If someone has these 3 perks and uses FTP to heal a slug, the slugged survivor will have endurance but the healer will not and you can down them. In order to get double endurance with MFT + WGLF, you have to do the heal without FTP.
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Use the turrets when you can, but if you can't, then stick to high-wall loops as much as possible. Treat him like a short-range Huntress that can wind up much faster. If you do get him to miss, make distance if it's safe to do so. The miss cooldown is a full 3 seconds and he loses a lot of movement speed. For turret…
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It also no longer increases survivors' chest unlocking speed for previously closed chests. But I agree, the chest-closing cooldown should just be removed, it's unnecessary.
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It makes healing more efficient at the cost of having to survive 60 seconds injured. I honestly kinda like it.
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I really want to know what they're doing to Myers.
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That sounds a lot more reasonable actually. Though I think you could keep the temporary reduced recover speed and reduced crawl speed, the aura blocking being permanent is really the only problem with the perk and your rework fixes that. This is also a good idea.
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The old version of Torn Bookmark (her 3-blink addon) used to be similar to this where it prevented her from blinking anywhere she didn't have line of sight to, and it wasn't really fun for either side. Also, the only thing that really keeps Nurse fair at all is that she is slower than survivors, and making her 4.4 would…
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If anything, Brine should be reworked. Or just get rid of the regression aspect altogether and buff the info. Although that might be difficult to do without stepping on Surveillance's toes too much, idk. But I don't think Brine's regression in its current state can be given a meaningful buff without becoming obnoxious…
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I like the first idea, but the killer aura reveal would have to have a cooldown or some other thing to prevent it from being exploitable with Hex: Ruin as @caipt pointed out. But otherwise that's a solid buff, I like that a lot.
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Absolutely not. That was one of the worst metas the game has ever had and the possibility of it coming back should not even be considered, even with the gen kick limits it would still be very unhealthy imo. Strong regression perks should never be freely available without needing to down or hook a survivor. CoB and…
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It's not a good perk. It's just worse than BBQ in most cases. The Oblivious effect is quite short and it also gives away that the perk is present. But to answer the question, probably Legion or Plague since they're good at keeping survivors injured. I still don't recommend it though
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I'm really not sure why this is still in the game. Chucky's got removed almost immediately so it's not like they can't fix it.
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This is normal. If Haunted Ground + Undying are used together like you mentioned, and Haunted Ground is the first hex totem cleansed, its effect will activate, and then it will transfer to the Hex: Undying totem just like any other hex perk (and Undying will deactivate). The second Haunted Ground totem will also remain…
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I actually somewhat enjoyed Pharmacy after its 6.1.0 change since it could be used multiple times and green medkits were really fast heals back then. What killed the perk was when medkits were nerfed in 6.7.0. While I fully agreed with nerfing medkits and especially the green medkits as they were pretty busted on their…
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I still like using Second Wind (and always have) and there are still situations where it is better than Resurgence. Unlike Resurgence which doesn't really help you at all if the killer is proxying the hook, you can still get the heal off if you can survive for 20 seconds and it's not vulnerable to Sloppy or any other form…
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Sure, give Plunderer's an unlocking speed boost, that's fine, but don't take it away from Pharmacy, just let them both have it. As for Wicked and Circle of Healing, they are already strong perks and don't need to be buffed. Old Circle of Healing was the most broken survivor perk in the game at that time and absolutely…
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You have the entire rest of the game up until that point to make sure that doesn't happen. If you are at the point where your only option and hope of getting a kill was to hook a survivor that close to an opened gate, then you have already been outplayed throughout the match up to that point and at that point the survivors…
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No. If you're in a position where you had to hook someone that close to an open gate and survivors are in good position to make the save then you already lost. Killers shouldn't be given a free kill just because it's endgame.
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That would be horrible.
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It's good if survivors don't have healing perks that counter it. If survivors do have healing perks to counter it (and there are a lot of strong survivor healing perks right now) then it's not that great, it's not much worse than a regular Sloppy heal at that point. Leverage and We'll Make It cancel each other out. Overall…
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According to very old patch notes, that modifier was removed in patch 4.1.1. I also just tried it in a custom match and the recharge time didn't seem to be any longer than normal (4 seconds per token). 4.1.0 patch notes (this is the patch when Bubba/Billy were reworked (Billy Overheat update): 4.1.1 patch notes:
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You're welcome! One thing I forgot to note: All of that is assuming that the healer doesn't have the 16% penalty Gift of Pain gives you after you've been healed (if the healer was previously on a scourge hook, got healed, and hasn't been injured again since). So in some cases if that's in play then it would actually take…
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It's actually decent now after the last change. The previous version was mediocre and the versions before that were just Bamboozle in hex form which wasn't worth using over Bamboozle.
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About 34.5 seconds. Leverage lasts 30 seconds. It generally takes around 1 second to start healing after unhooking, so let's assume we're healing for 29 seconds at Leverage speed + with Mangled in play (from Gift of Pain). During that time, the heal speed is: (1 - 0.2) * (1 - 0.5) = 0.4c/s (Mangled is -20%, Leverage is…
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Probably not, last year the PTB at this time of year didn't happen until after the Halloween event was over.
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Eh, I disagree. The effect is strong but can only be used twice and Hemorrhage can counter it.
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I agree.
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This sort of exists already, though it's not super obvious. Whenever the hook timer is paused, the red bar on the HUD will have a red flashing outline. While this happens briefly right before being unhooked (since the unhook interaction itself pauses the sacrifice progress) if you see this for a while then that means…
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Oh yeah, forgot it was like that for a bit. Fwiw, the change to it triggering earlier is fully intended, it wasn't a bug. Because when they made that change, they also shadow-buffed BBQ and Grim Embrace's aura-reveals by 1 second each in the same patch to offset the change (to avoid indirectly nerfing them since the killer…
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That's fair. They could just make DMS activate like 1 second after the hook instead of immediately, so the combo wouldn't work anymore but DMS on its own would basically be unchanged
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I agree with it deactivating on a survivor death, but I would keep the tokens and leave it at 20%. The tokens would serve their intended purpose just fine if you add in the deactivation on death clause, and in some ways I feel like the perk was actually more obnoxious when it activated on every scourge hook despite the…
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I'm hoping that is part of the planned activity HUD update in the next patch.
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Yeah, they did. I think they're probably going to increase his cooldown back to 12 seconds again. (just my prediction)
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Ok, here's my thought process: Blight, a killer who has one of the strongest chase powers in the game, can use Lethal Pursuer to see everyone at the start of the match, immediately rush across the map, and sometimes instantly land a hit within seconds of the match starting when survivors don't have much warning a Blight is…
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Honestly Blight starting on cooldown would be completely fine. I don't think that's necessary for Billy.