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
-
I play mostly survivor. And I've had my share of getting hit through pallets that I thought I shouldn't have. But (except in cases of really bad lag where I was like 10 feet away when I suddenly got hit) it never really broke immersion in the game. I could always rationalize it as 'the killer happened to reach through…
-
Had this exact thing happen to me. I noted down the map tile, if that helps: 0P_HD133 - Rect_Lab_04
-
I like approach 2 the best. And for those who say it's too strong, it's a perk that activates, maximum, five times, and you have to be near a specific place on the map (the activated generator) for it to help you, IMHO, it should be reasonably strong.
-
The problem with Haemorrhage as you've outlined it is that it then maked Bloodhound redundant... what point is making blood marks more visible, if you can just take Sloppy Butcher which makes them take longer to heal AND makes blood marks more visible (because Haemo). In my own recent "fun buffs for trash perks" post I…
-
"Sacrifice fun for the sake of consistency" is practically BHVR's motto. ;) Except, of course, when it's consistency between the level of difficulty of adept achievements between killer and survivor, because that's too much consistency I guess? But yeah... when you think about it, "Merciless" became a dumb name for it once…
-
I don't play much killer, I'm not very good at it for a number of reasons, so I'm usually in the brown ranks. Right now I'm at rank 16. So even though I'm not new by any means, you could almost look at me as what a new user might experience playing killer. And let me tell you, it is NOT condusive to them sticking around.…
-
Loophole: The Adept achievement description says "Merciless Victory." At the end of the match, the killer ranking says "Merciless Killer." They're similar, but NOT the same, therefore, you don't HAVE to keep them the same. So define "Merciless Victory" as a 4k, any 4k. Define "Merciless Killer" as achieving that rank on…
-
I'm cool with something like this being on certain signature rooms on maps as a feature (like, say, the Isolation room in Hawkins lab) but nah, not the basement, it's already a dangerous place to save from and risks killers softcamping it... if you can't even hear the killer coming it makes it that much more common.
-
I do think there's a potential time bomb of a problem with the archives affecting matchmaking. Let's say an ideal game health has 4 survivor players for every killer player... they may change roles, but when they do, it's more or less consistent to that level. But let's assume a good chunk of them are more or less…
-
Huh, apparently by editing my comment a few too many times the forum bugged out and deleted it? Anyway, I'm just going to repost it. Hex: Balance of Nature A hex rooting its power on the conservation of suffering. While the hex totem is active, every healthy survivor who completes a heal action on another survivor in the…
-
Oh, sure, go right ahead, I'm not precious about these things, they're all for fun. Feel free to change up the wording if it makes it fit better too.
-
A few I've made... I'm not going to bother with rarities since perk rarities are meaningless anyway. Hex: Balance of Nature A hex rooting its power on the conservation of suffering. While the hex totem is active, every healthy person who completes a heal action on another person in the injured state screams and immediately…
-
How about: *All* timed status effects that are negative for the survivor go down x% faster with the range. It's a simple change, but this opens it up to some new benefits: Madness: Recovers faster (in situations where it does recover, which I believe is just lockers) Oblivious: Still makes you oblivious when using…
-
You're splitting hairs and you know it. The nurse has to charge her blink, and then has to release it, makes an attack, and then suffers from fatigue, completing her blink action. The act all occurs before the blink has finished. It's an attack that's far different from a basic attack. That's why blink hits are a different…
-
Sure it does. She literally teleports, using her special and entirely magical ability, and then hits. A basic attack would be if she just hit. Pig? She just crouches and then runs, and if she hits, she hits with the exact same weapon she hits if she's not ambush-dashing. How is that LESS a basic attack than a Nurse, or a…
-
Great, so let's be consistent and make Nurse post-blink hits not count as basic attacks again. Right? Consistency should ALWAYS lose out to what makes a killer better (to play as, or against). And the Pig's dash is pretty weak as it is, her other power has only 4 uses the entire game (and all must be used before gens are…
-
First one's fine. As for the second? Nah, keeping track of hooks, on both sides, and more importantly, losing track of them because there's a lot to keep track of, is part of the fun of the game. Make it visible and you're going to get things like survivors who haven't been hooked constantly throwing themselves in front of…
-
A desert-themed map of some sort would be cool, like, rocky-desert rather than dunes of sand which might be hard to work in. But a desert that's mostly open but does have some rock formations to hide in and around and a few small buildings (like it was an old mining camp or something). And, as I've said before, it'd be…
-
What about adding the penetration effect to the insta-down, but, nerf the insta-down so it only applies to hits, say, 24m away or farther (the number may be tweaked)? The idea being the hatchet needs some momentum to be deadly, gaining the Entity's power while it's in flight, otherwise it's just a normal hatchet. But this…
-
Really, ANYTHING that incorporates the concept of the Legion being a group would be benefit. Instead, it wound up being the worst waste of an exciting concept since Batman V Superman.
-
Because you got caught out in a highly situational play, you want to eviscerate his power and make it so, despite being cloaked, you hear his terror radius. "Only when he's standing still for too long!" I assume you'll protest, except, then it really wouldn't counter anything in the situation you got owned in, because they…
-
Why not give his bottles 'generator damage' abilities? So he doesn't have to actually go to a generator to kick it, but he can just throw his bottle at it from a distance. Maybe not the equivalent of a full kick (at least not without add-ons), but something where it regresses while the gas is in play unless a survivor's…
-
Then you got pinned in a situation with no escape potential, which, again, bad play. But there's always escape potential, there's always choices. If there's lockers, there's a wall behind them you can use to block the killer's vision while you sneak away. It might not work, but it's a choice. If you get crows, it's because…
-
Maybe you should have done something other than just hiding in a locker in a situation where it was obvious you were in the area?
-
I don't know why people even complain, to me, Ruin adds fun variety to the gameplay. Sometimes, you have a second objective you have to do, and in exchange, once it's completed, the killer's less powerful. Sometimes you don't, and the killer has an extra perk. I don't want every game to be the same (and, though it's quite…
-
So... you want a game with only 10-15 perks? Because there are only a limited number of game mechanic things you can do that don't fall into the category of "random rule." On the killer side, you could increase attack swing/cooldown, movement speed, generator and/or pallet kicking, and stun resistance. Maybe killer power…
-
I thought this was going to be about the Locker Perk we all need: Quick Change: You slow-enter lockers 15/20/25% faster. While inside a locker, you can change your character's cosmetics to any you already own.
-
Killers should not have to struggle to get a survivor to a hook. They should not have to devote a perk to getting a downed survivor to a hook in normal situations.
-
Right. BHVR doesn't just keep the money from people who buy it's licensed DLC... a good chunk of that gets kicked back to the license holder. If they decided "hey, free Myers", the license holder would say, "So, I see a hundred thousand people just got the Myers DLC, where's our cut for all of them?" The owners of the…
-
It doesn't even, REALLY, match the text, when you look at it. Achievement text: "Achieve a merciless victory with (killer)" Double-pipping: Merciless Killer, not merciless victory. What a 'merciless victory' is has never been defined anywhere as far as I'm aware, which means it's open to interpretation. So, sure, it COULD…
-
In my own post of a bunch of killer perks I'd like to see buffs on (here) I proposed turning it into something like a Devour Hope perk, where the killer tries to perform a 'ritual' that appeases both the Entity's love of pain and of teasing hope, by hooking every survivor in the basement and letting them escape (and not…
-
You're not meant to wiggle out once the killer's picked you up. Seriously. It's not expected behavior, and if it was, the ENTIRE game would need to be rebalanced because of it, because it would make killers have to work so much harder to get kills. Wiggling out of a killer's grasp should only happen if: a) You've got good…
-
The only time I've ever seen everybody playing the same killer is... when a new killer is released (or gets a major rework, like Freddy). Nothing to do with the killer being on sale, or for sale, everyone just wants to try out the new killer because it's exciting to try new things. Leatherface goes on sale regularly, he's…
-
Nah. I think that's too much, and survivors often won't learn about it until they've already killed someone by doing generators too well, and griefers might do it deliberately. Though I do think it might be cool to have a purple or red add-on where every generator that pops after the first takes a certain amount of time…
-
Some decent ideas, but I don't want to get rid of the 'see survivor's auras while crouched' add-on (which is one of the few that actually alters a killer's gameplay style in a fun way), or the blindness effect from face mask (because it's one of the few blindness add-ons on any killer that actually lasts long enough that…
-
When people use the term "gen rush" they usually aren't saying the players themselves are doing something wrong, they're saying the game is unfortunately designed in such a way that the players can complete their objective too quickly, and usually that it should be changed. You might not agree with that assessment, you…
-
This is a ridiculous argument and you discredit all your others for having made it (not that they were that strong anyway). Survivors are meant to be functionally identical, except for perks choice... that some characters like Claudette are naturally more stealthy because of color scheme is just an unfortunate…
-
Agree with everything except having the totem only light up after all 4 survivors have been hit. A single survivor being hit is enough, means it won't be destroyed before the killer finds anyone, but still gives a chance to defeat it before it becomes too powerful. However, ALSO added to blindness should be an effect of…
-
Wait... there's not a single game that Nurse's Calling, BBQ and Chili, Surveillance, and RUIN aren't used at Maximum Efficiency? Not a single game where Ruin is taken out in the first 60 seconds of the match? Not a single game where survivors hide in lockers or close enough to the hook that their auras can't be seen? Not a…
-
Yeah Legion's actual powerset is fairly weak. Mechanically speaking, a Billy or Nurse is much more deadly, but I have fun playing against them, even if they're really skilled. But Legion's real power comes from the fact that I literally do not want to win when I play against him, I just want to get out of the game as…
-
If you remove Frank's Mix Tape you gotta replace it with something. I suggest making it reduce the penalty for a missed hit in FF - not so much because that's too punishing to play, but just because one of the few fun things about playing Legion was just stabbing wildly at the air in a threatening way during a chase. Like…
-
If it were fine as it is, I'd see it more than once in like fifty games. As for the effect, I do see your point... though only comes up in cases where you have 4 tokens though, so it's not like you could be completely drained of tokens, worst case, you lose one, and in exchange you don't scream at (for example) a clown…
-
Yeah. And really, it should be a relatively easy mechanic to implement, control-wise: Tap the button to pick up a trap, or hold it for the length of the trap to reset it in place (let it go beforehand, and you pick up the trap, if you have space, or leave it unset if you don't).
-
I think it could be done with an ultra-rare add-on, and it would be cool, but there'd need to be some serious drawbacks. There already are certain drawbacks - the doctor illusions might APPEAR right in front of the survivor, but they stay in one place regardless of the survivor's movements. As such, a clever survivor (who…
-
It might be workable if the skill check improvement goes away once 5 stacks are reached.
-
So what you're saying is, your friend, out of too much altruism, made a bad play that didn't work out and you think the game should be changed because of it. Maybe you do bones next time? (Btw, if gates are opened and there's only one survivor unhooked left in the match and the killer doesn't know where they are, what do…
-
Your complaint seems to be that Legion is too weak, not that the others are too strong. I agree that Legion, particularly their add-ons, are in a bad place right now (frankly, I think the killer needs an entire rework, top to bottom, because it's currently the most boring killer to play and play against), though keep in…
-
My own idea: The Phantasmagoria Protocol: An experimental treatment developed within the fog. A constant low-level stimuli leaves the patients unable to properly distinguish reality and fantasy. The Doctor deliberately blurs the lines between the two to keep the patient off balance. - Shock Therapy Attack disabled. -…
-
Maybe you do bones next time?
-
Also, you give all this information in the HUD? Guess what, SWF teams now don't have to take any time to communicate it with each other, which means they can instead use their voices for more useful stuff, like specifically where the killer is going, what gens to focus on, etc. I'm fine with narrowing the gap... but IMHO…