Avatar

Alphamav

Alphamav

About

Username
Alphamav
Joined
Visits
219
Last Active

Comments

  • Starting with Rotten Fields and Groaning Storehouse, they generally feel appropriate for 2v8. I agree with what others have said that their scale works better for the mode, and neither map feels fundamentally out of place. Rotten Fields can feel overly open at times, and Groaning Storehouse highlights how sensitive 2v8 is to generator placement.

    On these maps, survivors tend to spread more naturally when objectives are spaced well. When generators cluster or when large areas lack meaningful objectives, survivors group up around the same spaces. In 2v8 this becomes more noticeable, especially in solo queue, where players are less likely to commit to long cross-map rotations for rescues. Without tools that support those decisions, survivors usually default to staying nearby rather than crossing the entire map to unhook.

    Rotten Fields and Groaning Storehouse reduce early collapse compared to some other maps, but they also show how important traversal is at this scale. When crossing the map takes too long, both survivors and killers gravitate toward tighter areas, which increases clustering and shortens meaningful decision windows. This affects solo-queued survivors the most, since long-distance unhooks already carry more risk without communication.

    Greenville Square shows where this breaks down more clearly. The statue generator and the main building generator are commonly completed early, and once those are done the remaining generators collapse into a tight, killer-favored spread. Matches often feel decided shortly after that point. Survivors cluster even more tightly, and cross-map unhooks become uncommon to rare. This feels very similar to Hawkins, where Eleven’s Room and the Portal Room are usually completed first, removing long-term decision space and compressing the rest of the match.

    I agree with moving at least one generator out of Greenville’s central cluster and into the parking lot or another outer area. Adjusting spawn logic to guarantee a wider early generator spread would encourage movement, reduce clustering, and preserve mid-game tension without relying on coordination or voice communication.

    I was also hoping to see Forgotten Ruins added to 2v8. It’s my favorite map for both killer and survivor, and I think it fits the mode well. Forgotten Ruins has strong landmarks and a clear spatial identity, which helps in a busy 2v8 match. Its layout supports multiple routes and distributes objectives more naturally, reducing the tendency for everyone to pile into the same area. With light tuning, it feels well suited to the pacing and scale of the mode.

    One idea that could help across multiple maps in 2v8 would be portals that support both low-mobility killers and solo-queued survivors. For killers, portals could help maintain pressure on larger maps without favoring already mobile characters. For survivors, similar portals would give solo players a deliberate option to cross the map to attempt rescues, instead of defaulting to nearby unhooks and clustering. With fixed locations, clear audio and visual cues, and cooldowns or limited charges, this could support better macro decisions without creating snowball situations. I would not recommend disabling these during endgame collapse, since killer players already tend to double up and sweep known gate locations.

    More generally, looking ahead to class-based additions, if a mystic-style survivor class is introduced that includes effects like Shadow Step, map rules should account for solo queue limitations around totems. This should apply to 1v4 as well. In solo queue, survivors have no control over whether other players cleanse dull or hex totems, which directly affects counterplay to high-pressure perks like Hex: Pentimento. Allowing cleansed totems to be rekindled upon blessing would help balance this interaction, ensuring that a Booner’s role is not invalidated by factors entirely outside the player’s control. This would make totem-based gameplay more consistent and fair across coordinated and uncoordinated lobbies.

  • I like the addition of tonics overall and think they add a strong layered decision point to 2v8. Finding one feels meaningful and creates a real choice between objective progress and short-term power, which fits the mode well.

    From my experience, 2v8 already applies constant pressure on survivors, with multiple cage events per match being common even when playing well. In that context, tonics function more as pressure relief tools than free power, helping extend participation rather than guarantee outcomes.

    That said, the impact balance between tonic effects feels uneven. The survivor health-state tonic feels reasonable, but removing an entire cage state is a very high-impact effect compared to a short haste window on the killer side. The issue is not the existence of strong effects, but that some of them lack enough friction or a comparable payoff on the other side.

    Rather than removing tonics, I think tuning should focus on intentionality and access:

    Slightly more spawn locations or a limited respawn once or twice per trial so tonics remain relevant in longer matches.

    Limit pickup so only survivors who can actively use a tonic can collect it. Survivors who cannot use it could instead highlight or ping the tonic for teammates who can, reinforcing teamwork and clarity without stockpiling.

    If cage-state removal remains, tie it to a time investment or conversion so it is powerful but earned.

    On the killer side, the tonic should feel more impactful per use, either through a longer duration or a different short-term pressure tool, without increasing frequency.

    Conceptually, tonics are a good addition. With tuning around parity, friction, and deliberate use, they can reinforce layered gameplay without flattening decision-making or disproportionately swinging outcomes.

  • I largely agree with the existing feedback here. In its current state, Torchbearer feels underwhelming in actual gameplay while simultaneously encouraging unhealthy play patterns. Like others have noted, it incentivizes survivors to hover around chases instead of working objectives, which ends up hurting match quality for both sides.

    I also share the concern around how much extreme aura reading exists in this mode already. Adding more passive or broad aura effects doesn’t feel like the right direction for 2v8, and it often becomes visual noise rather than meaningful information.

    Where I think Torchbearer could find a strong, healthy identity is as a counter-stealth / counter-undetectable class, rather than another generic aura or endurance provider. Instead of its current unlockable, I would much rather see an ability that allows Torchbearers to temporarily reveal or disrupt Undetectable killers (for example, breaking stealth or briefly forcing them into visibility when hit with a flashlight or flashbang).

    If this is implemented, it’s important that the reveal is not only audio-based. There should be a clear HUD notification or visual indicator when an Undetectable killer has been revealed, so deaf and hard-of-hearing players aren’t excluded from critical information that would otherwise rely on sound cues, which would also lead to a better balance for solo queue.

    Finally, I strongly support limiting Torchbearers (and other classes) to a maximum of 2 per match, with cooldowns adjusted accordingly. This would help prevent stacking issues, reduce flashlight-hover gameplay, and encourage healthier team compositions without removing the class entirely.

    Overall, I don’t think Torchbearer needs raw buffs—it needs a clear, thematic role that adds counterplay and clarity to 2v8 rather than more aura spam or chase disruption.

  • Interesting that you phrase the post from a survivor's perspective. From my perspective while playing Killer, I see BU+FTP combo fairly often (I run my preferred backpack build on all - Agitation, Awakened Awareness, Iron Grasp, Mad Grit). On another note, it is less likely successfully use the BU+FTP combo with a killer running STBFL, so there is at least one counter-perk (Lightborn being another to allow more insta-picking). I typically insta-pick (encourages over-altruism for the backpack strat), but if not, then I try to hit both survivors and chase down the one that runs towards the gens / decent deadzone area. I could see them nerfing the combo slightly, but they could mix it up / balance it by adding one DH at the 0 hookstate, that would give some old FTP+DH combo usability back while still reducing the number of chances to get the combo off.

  • FWIW, reassigning actions to RMB did not resolve the missing action prompt when moving camera with mouse and character with stick. I have to fully stop the mouse to get the vault prompt, etc.

  • I turned off all overlay (xbox, nvidia) but turning off displayfusion is what seemed to completely resolve my frame drop issue, but I still can't do actions when using controller to run/move and moving camera with mouse. Once I stop moving mouse, it gives the action prompt (vault, etc) so, my wrist is suffering crappy wasd since controller camera is worse.

  • @Mandy said:

    After seeing some posts about the terms we commonly use in game, I thought I'd create a thread with a list of the most common ones - any that need to be added, please comment below and I will add them to the list.

    Acronyms

    BBQ                                      Barbeque & Chilli, Teachable Leatherface perk

    STBFL                                   Save the Best for Last – Teachable Myers Perk

    PWYF                                   Play With Your Food – Teachable Myers Perk

    DC                                         Disconnecting from the game/Ragequit – Unsportsmanlike Behaviour

    AFK                                       Away From Keyboard, as a survivor in this scenario you will start to accumulate AFK Crows which circle your head and will notify the killer to your location

    BL                                          Either Balanced Landing (teachable Nea Perk)or Bloodlust - should be obvious from the context.

    BS                                          Brutal Strength :eyes: Teachable Trapper Perk

    BNP                                      Brand New Part

    IW                                         Iron Will – Teachable Jake Park Perk

    IG                                          Iron Grasp

    KYF                                        Kill Your Friends – it’s a gamemode

    NOED                                   Hex No One Escapes Death - general killer Perk

    OoO                                      Object of Obsession - Teachable Laurie Perk

    SWF                                      Survive With Friends, groups of 2-4 survivors playing together

    BT                                          Borrowed Time – William Overbeck Teachable Perk

    DS                                          Decisive Strike – Teachable Lauri Perk

    PGTW/Pop                         Pop Goes the Weasel – Teachable Clown Perk

    DH                                          Dead Hard, Teachable David King Perk

    TERMS

    Camping                             A situation where a killer remains near a hooked survivor

    Tunneling                           The act of a killer chasing one survivor at the expense of other survivors, ignoring them even.

    Kobe (4%)                          When a survivor frees themselves off a hook without another survivor unhooking them 

    Narrator: @Mandy did not add them to the list. *and left them in non-alphabetical order.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550961#Comment_3550961

    Thinking about this idea after 3 years, the stagger reduction bonus could be removed.

    If this was a real Perk, you would probably use it to save your teammates while they're being chased anyways haha.

    I still think it would be a fun perk, but like scratch mirror meyers, you would pretty much need to bring a map offering.

    I separately suggested the perk idea about a year after you, then took a break from the forum for a couple years. I was searching to see if anybody else had suggested it since, and found yours that predated mine 🤗

  • I would like this feature. I started dodging lobbies I see anon users in as they are usually trolls or throwing the game if they aren't cheaters. I don't think I have ever given an anon the thumbs up feedback

  • no. I imagine they shadow-ban you if you ever submit a rant report.

  • Whoo! Superhero landing! You know, that's really hard on your knees.

  • I started having this issue as well about the same time, I tried uninstalling windows update KB4023057 that I installed on the 19th, but that didn't resolve. It seems the only other update was the last patch/hotfix

  • @FattiePoobum said:

    Someone please come up with an idea to replace the ######### hatch

    2 out of the last 3 games today both rank 1 killers, so the scene is pretty much set.

    both times slugged for a 4k, first time l bled out because my fellow survivor was a hatch #########.

    second picked up at 3:50 ish died on hook because also my fellow survivor was a hatch #########.

    l don’t want to crawl around on the ground 4 minutes while some sweat lord killer wants a 4k or some piece of ######### survivor wants the hatch.

    We didn’t finish the gens so why does some hiding in a bush survivor get to escape.

    take it back to how it was if you want a hatch. where we have to do a certain amount of gens for it to appear or whatever it was

    and if the survivor wants to take the game hostage have his aura revealed to the killer every 10 seconds until he does do something.

    The killer beat me, l just want out of the game.

    Long rant my apologies.

    Devs could add a concede option.

  • Maybe if killers had fall stagger

  • @Chicagopimp2019 said:

    How about two killers in a match on comms? "You patrol the north half of the map and I'll watch the south half." LOL Let the carnage commence...

    Oooh, yeah, 8 perks worth of killa FTW. And give them an auto-shut-hatch Perk!

  • @Woot1234 said:

    Was in a SWF game chasing a survivor who happened to stumble upon a very well-hidden 2-token DH hex (so no signs to the survivors it existed yet). I'm thinking "crap, there goes the hex". I down and hook the survivor and, sure enough, while doubling back to the hex it was cleansed.

    SMH

    If you ask nicely, BHVR will give killers a fifth Perk slot to compensate for the figurative one survivors have.

  • @Volcz said:

    It is laziness. Good players will go hunt for it b/c its still strong. The changes are only on PTB.

    That said, I just did a game where I did 4 gens for my team, got Undying + Ruin out of the way, and they still threw. So couple laziness with just being bad players and its almost a guaranteed 3k/4k for you. Always a bad feeling when you're the 1 person on the team actually getting stuff done.

    For survivors eyes only: gen/totem/chest % completion rate and chase status by each icon to know who's doing the work or getting chased. Once a survivor completes 3 full gens they can stun other survivors that have little chase time with a trip animation.

  • Make it rewards for reaching each listed rank...1,175,000 or 2,350,000 for making rank 1 in both.

  • @Freddy96 said:

    And what would be the net gain? Bragging about not being able to use a 4th perk?

    ...or 3rd, 2nd, 1st perk. The net gain should be a widening of the matchmaking and therefore quicker queues. The bragging rights are a side-benefit.

  • @Freddy96 said:

    And what would be the net gain? Bragging about not being able to use a 4th perk?

    ...or 3rd, 2nd, 1st perks. I'm not speaking from hundreds or thousands of hours expereince, but from what I've watched and read, a highly skilled killer with no perks can regularly kill and pressure fully perked, mid-skill survivors. Meanwhile, a highly skilled survivor that's a great runner, mindgamer, knows how to make safe unhooks in risky scenarios doesn't need perks to loop a fully perked mid-skill killer or avoid detection.

    The net gain might be in widenening the range of matchmaking and make for quicker queues and more evenly matched, fun games.

  • In other words, this may help foster the return and retention of players that need to be able to represent their competitiveness once the ranking system changes and would act as a buffer for matchmaking different skill levels.

  • How about just nerfing the skilled players by increasingly removing perk slots, i.e. as kill/escape ratio increases past a point, reduce perk slots. Would apply to all due to needing to unlock survivor and killer teachables.

  • @Chilli_man2400 said:

    i don’t mean to sound critical but even though BBQ and chili is a greatly designed perk it should get looked at if 90% of the killers are using it if it’s getting used by 90% of all killers that’s a sign somethings wrong now don’t get me wrong survivors have the same thing with DS but IMO if a perk is used 90% of the time and I see it every game it should get looked at

    Not one member of my SWF group runs with DS, that I've seen. I'm also mainly the one that runs BT, and sometimes UB, because I felt an affinity to Bill since I started a couple months ago and didn't even know he had two of the most desirable Perks until I started reading these forums. We mainly Perk-tune for dailies and rifts.

  • Yup. Just locker-up or get close before hook. It's good counter-balance to SWF-Perk-5.

  • Maybe an anecdotal issue? I have never taken notice of the hatch spawning next to me in my ~60 (edit: 100!) hrs as a weekend survivor main, nor when doing killer dailies. I have taken note that it is a PITA to find when I need it or the killer finds it first and slams it shut to be toxic.

  • @JackTheMimic said:

    I'll speak in "shoulds". As a killer, the good survivors should feel squirmy. The killer should feel their genre (Wraith-sneaky, Clown-playful, Trapper-Devious, Demogorgon-Feral; to name a few) not necessarily feel "Powerful"(unless you're Oni with a full blood meter). Survivors should feel trapped in a place with a killer. Survivors should feel like there are options for evasion but those options are finite and using them removes those options. Survivors should feel like there are many things to do. Killers should feel like they are hunting prey not like they are stopping objectives. Killers and Survivors should feel like they both can gain many bloodpoints but neither should feel as if both sides "won."

    Killers should feel that if they haven't sacrificed one they should depip, if they sacrifice 2 they should safety pip, 3 they should pip, all four double pip.

    Survivors should feel that if they complete 4 objectives (Gens>heals>chases>totems) They should safety pip. Being sacrificed before this point by 2 or more separate hooks should depip. Doing 2 or more secondary objectives on top of main objectives (Getting unhooks, taking protection hits, and opening exit gates) should pip. Doing the most objectives on the team should grant double pip.(only one per game)

    Survival points should not be weighted toward surviving the trial. Survival should be granted when you go up 1 health state, get unhooked, or escape a killers grasp; by any means. Surviving the trial should be at most 1000 points. This incentivises survivors to put themselves in danger to maximize survival points.

    Then wouldn't that redistribution in escape bp would have to be matched with redistribution in sacrifice / mori bp i.e. more points for breaking doors down, chasing?

  • @Almo said:

    Please rate your matches. I've already done a few studies that included these data.

    @Almo Thanks for replying, do you have a link to a user-language explanation of the studies?

    I also like the suggestion by @Chromawa of study-participant compensation in shards or bp

  • Unlock Perks and Git Good. Happy New Year

  • @SpookyPumpkinPiez said:

    Why September 19th? Some national Pirate Day? I'd love to see some pirate themed stuff too though

    Yup, international pirate day.

  • I can only play (on weekends, holidays, and time-off) when I visit my friends. No internet service provided where I live, just landline and unreliable mobile. No real time to do the grind, weekday events, or weekday advent login rewards. However, if the developers like any of my ideas, then I wouldn't mind being showered with iridescent shards and BP 😁

  • @ZAKTAN97 said:

    salve,ma che stai dicendo ? il vero problema non e' il SWF ma il loro stramaledettissimo meta, ultimamente il killer ha subito numerosi depotenziamenti come il ruin, la nurse, il hillbilly, il mori, il pop goes the wisle e il meta del killer e' cambiato moltissimo, invece lo stramaledettissimo meta del sopravvissuto e' sempre lo stesso: il DS, il dead hard, volonta' d' acciaio, tempo prezioso, chiave e il pezzo nuovo(che non ha piu senso visto che si fanno i gen veloci lo stesso).

    Non capisco perche' non cambiano nulla di loro che sembrano quasi immortali, io personalmente ho proprio perso la voglia di giocare il killer che era la mia parte preferita del gioco, adesso sto giocando solo il sopravvissuto con i miei amici e si fanno i generatori ad una velocita' a dir poco mostruosa e ci si diverte come sempre a prendere in giro il povero killer, non vi nascondo che a fine partita quando i miei compagni prendono in giro il killer(che ormai e' diventato un clown depotenziato)io mi faccio sacrificare per regalargli un po' di punti perche' capisco la frustrazione di giocare ed essere preso in giro per tutto il tempo.

    in sostanza il killer o babykiller come lo chiamano la gente che lo prende sempre in giro e' diventato una barzelletta almeno per come lo sto vedendo io quando gioco sia sopravvissuto che killer che ormai gioco solamente per i rituali giornalieri.

    Detto quello che volevo dire un saluto a tutti voi della community e spero che facciano qualcosa per il povero killer.

    Dimenticato troppo l'italiano! Un piacere!

    Thanks for being a fellow respectable survivor player.

  • Sheesh, just have survivors yell out "PARKOUR" upon activation. Problem solved.

  • Made me think...Can we block players from future matching? I know you can block survivors in the campfire, but does that block from matching with them again, or just friend requests? Is there a way to block killers in the end game scoreboard? If not, then I think that would solve matching up with "toxic" players repeatedly. Not necessarily a permanent ban... Have it adjustable to give the selected players a chance to mature, then have them flagged (visible to the folk that ban that player) as probationary post-ban; if they aren't "toxic" anymore, then play on.

  • Edit: sorry, just realized I can edit my posts.

  • My 2 cents as a newer player: hatch appearance mechanics are fine. Keys should appear slightly less frequently, always open the hatch immediately, and the hatch should close after being used by a survivor "preventing the killer from following," figuratively, with the option to be held open by other survivors (killer grabs, FTW!) Introduce lockpicks that utilize skill checks. No opinion on the other key abilities as I haven't used those.

    Edit: replace broken key for a key that opens chests immediately and lockpicks slightly expedite chest opening

  • Chiming in as a newer player, I rely on crutches like kindred and spine chill and sill die very often. When I get better, then I'll have more fun with the other perks. Not everybody has great eyes and ears, i.e. good monitor/headset situations. Maybe make perk-nerfing level-dependent e.g. purple/red-ranks get the spine chill cooldown...

  • I didn't even know you could use a key before the hatch opens and has slammed shut... I just used it as a backup-backup plan

  • I started last month. I solo queued a bit and fast-sacced a number of times when confronted with a bully and/or camper killer thinking I was just punishing the killer and causing them to lose points and preventing remaining survivors from risking themselves. Then, I learned from friends and started reading these forums.