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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Hey Mandy, I checked the Patch 6.4.0 notes and read this: "Killers are now immune to blindness while grabbing a Survivor out of a locker." Was there another patch that I missed? When a survivor jumps into a locker (and stays there), survivors with flashbangs can rescue with 100% certainty with enough skill. If I go too far…
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All my recent games versus Skull Merchant have had the same formula: The first 4 gens go with 1 or 2 hooks. Then we spend ages trying to pressure the final gen. It is tedious and boring and she never committs to chases unless there is a dead zone and she can hook. We finally get the last gen. Someone may have died in this…
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The thing that annoyed me was in the Dev notes when they said, we are "looking at perks that rhyme with scherruption."Their joke wasn't funny it was annoying. It's as if they don't realize that EVERY DBD GAME REQUIRES A KILLER PLAYER and that they deserve better game experiences too. How about looking at a perk that is…
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Honestly, the dead hard nerf would be easy. Just don't give them a free sprint burst from being hit and then survivors would actually need to use it around loops.
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"Especially with the knight?" Are you serious? Do you understand how the console players abused No Mither, Boil Over, Flip Flop, and dead zones? I honestly want to hear how the knight specifically would counter this situation. What, put a guard on top of them when they are on the ground? They simply wait until the guard…
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Are they back? I just had a set of survivors DC due to getting paired with a nurse?
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We desparately need the DC penalty back. It is making solo survivor games unplayable. If we get a nurse or blight, immediately DC as soon as it is discovered - screwing the team. If a survivor teammate gets ouplayed, DC, and the team is screwed. This game has become unplayable due to the lack of the penalty. I'm going to a…
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It is so obvious that the developers don't care about the killer experience, despite a killer player being required for EVERY GAME. The developers constantly talk about killers and killer perks "overperforming," but let me ask, have you every head them use that terminology on any survivors? Boons? It's absurd. Killers are…
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This thread is right on the nose. The Devs full on abandoned their killer base. It will be detrimental to DbD in the long run, especially with new competitor games coming out.
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Excellent suggestions! I just hope any change will be implemented (Spoiler: no change will be implemented for at least 10 months. Think back to Original Decisive Strike and how long it took to change it).
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I agree to drop the M1 requirement! Simple quality of life buff!
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"Perks to counter anti-looping powers" - So are you saying that Dead Hard, Balanced Landing, Lithe, Smash Hit, Sprint Burst don't counter Anti-Looping. They give you extra distance for free.
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The silent bug (where a survivor makes no sound on the floor) has been in the game almost since beta. The devs don't care.
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It haven't felt any changes to my killer or survivor games.
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@MandyTalk Will there be a chance to provide feedback somewhere? Like a survey or something? How long will the test go on for? I would give up knowing ranks if games felt more fair and consistent in matchmaking.
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That is a bad analogy. Average survivors struggle with looping. If you say nerfed god pallets, or long loops with little to no counter play, then average survivors would not be able to complete all the gens and escape. Survivor sided loops allow average survivors to stall the killer. Thus, when I play with my casual…
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Personally, I hate high level survivors. They abuse the game. They've been trained to! It is so frustrating. But, fundamentally, if we balance at the high ranks, then tons of survivors (the majority of survivors are bad and can't even do the basic loops) will die. The game will be fair for skilled survivors, but for the…
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Blast mine as well. It is Brutal for poor wraith.
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I feel the same way. Keys are free passes for survivors to avoid doing their objectives. They hurt the killer (unfair to his or her hard work) and other survivors (unfair if you aren't in the "in" crowd)
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This isn't about Tru3, it is about the game having a survivor side bias. Regarding the discussion of tournaments, I assume you are referencing this: https://www.reddit.com/r/deadbydaylight/comments/irx8cn/survivor_escape_rates_are_only_496_in_hexys_dbd/ My conclusion from this is that only a subset of killers are selected…
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I agree with the OPs post, but I will say that I do think the DEVs have been slowly getting better. I do think they are much better at listening than they once were. I think this post is an excellent compass for future improvements to DBD and I hope they listen closely. They might!
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And preferable this information stored as a text file that can be shared and analyzed by the community. For example, think of HotsLogs for heroes of the storm.
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It happened to me too. For all killers and survivors. It was really annoying as I had my desired load outs on each of them!
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I don't understand why the Devs don't make a normal and competitive mode. They could balance competitive mode dramatically differently than normal mode.
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Honestly, I wouldn't mind a perk like this. Sometimes RNG is awful for pallets. For example, in one of my killer games, three pallets spawned near the KILLER SHACK. It was absurd!
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Folks, the following has been well established: Killers are stronger at lower ranks and MMR and survivors are stronger at higher MMRs. Why is this still a topic on this forum.
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Anytime I see this game wide stats I get frustrated. Have you played with the majority of survivors? They can't properly loop. DS was a problem for a subset of players (skilled survivors) who abused it. Behavior doesn't release these numbers stratified by MMR for a reason.
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Survivor Perk: Bitter Pragmatism This perk starts with three tokens. Each time you are put into the injured state from a healthy state, consume 1 token and you will not leave any Scratch Marks for the next 8/10/12 seconds. This perk deactivates when all tokens are consumed. Strategy: I've always wished I could make a build…
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There is no need for a nerf. For a long time, Bubba was considered the worst killer. Then they gave him small buffs and now he is considered mid tier. Bubba is beatable by classic looping skills. If you are running your TL walls, jungle gyms, shack, and other tiles properly, then he won't feel overpowered. My…
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The funniest part of the OP is the "pressured by some of the community." The community can't even pressure them to fix bugs or balance the game. Do you think "some of the community" have unknown powers of the Devs!? Is this even going to be a LGBTQIA+ chapter? Based on the teasers!? The Point is, the Devs are literally…
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I've felt this way for a long time, and I am a killer main. It punishes new survivors who want to save their friends but they haven't learned the proper timing window. Thank you for this post!
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Make it to red ranks sweetie. Then we can talk. At your level, survivors are so bad the broken nature of keys is needed.
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Add a cast time to open the hatch (about the same as opening a chest). Done in the sun. That is a simple fix. There may be more complex better solutions, but even that simple fix would be good.
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Man, the comments xD So y'all are saying, "We know keys are broken, just deal with it." Well, I hope yall get keyed in your next games and you deal with it. I'm out
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Dev's have to hand hold the majority of survivors in this game. Keys are just an extension of that truth.
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That you can't hide nearby while making a ton of noise. The killer will "find" you.
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Its because the survivors realize that by not doing gens they get an undying + ruin nerf. Play badly survivors, the DEVs will only buff you.
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Blood Warden. The survivors were tea bagging in the exit gate and I got them both. In the end game chat, they flamed me so hard saying Blood warden is a "broken" perk and that only losers play it! LOL
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Exactly! The hatch just needs a short cast time that makes noise. Easy fix.
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Keys are training wheels for baby survivors. They can't escape normally so they bring keys.
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These are good suggestions. I hope the developers are taking note!
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Boy, in the past killers could grab you as you were jumping through the hatch. They removed that feature and just gave them priority when closing the hatch. Man, have you ever been pulled out while jumping in the hatch? I have. Survivors cried so much they removed the feature. But honestly, hatch favors the survivor side.…
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This is an excellent point. 5-10 seconds of aura blindness on the hook could be a nice default.
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Here is my own suggestion for a perk to counter SWF: Eager for More - After you hook a survivor, if there are no other survivors within your terror radius, you move 10% faster for the next 10 seconds. Otherwise, any nearby survivors will scream, revealing their location. In the case you hook a solo on the other side of the…
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Also, to the guys saying it can't be done, that is why I made this post as a CHALLENGE. Get those creative juices flowing!
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This is an excellent suggestion. This definitely should be a perk!!!!
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An easy feature would be a crafting system. I have a bunch of addons I will never use. It would be nice to change them into addons I enjoy using.
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I agree. In fact, I think the hatch mechanic needs to be completely reworked. As killer, you may not wish to slug the third, but to get the fourth you have to slug (or give them a free 50-50 for the hatch). Additionally, suppose 3 gens are done by the time 2 survivors are sacrificed. Then the killer gets punished by 2…
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I'm mad not because of the Mori change (which I think is fair, fun, and asethetic) but because keys weren't changed at the same time. Keys (and comms) let survivors abuse keys just as bad as the old Moris with no limit.
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I also found this to be true on my prestige 3 clown. All the green perks no longer appear in loadout for clown (who has all of them unlocked!)