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Atos

Atos

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Atos
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  • @Ohyakno said:

    These posts that say everyone knows this or that are really annoying to me.

    I like repairing generators. It's relaxing. It's part of why I switch to survivor after playing killer for a while. You just look around and push the button. That's nice.

    Dunno about your idea but different people like different things and matter of factly stating stuff is just wrong.

    When you say "matter of factly stating stuff is wrong" is that a fact? If so, it is self defeating and that makes no sense. Stating facts is not wrong, it is literally the right thing to do, always, like water is wet, gravity exists, 2+2=4, these are not opinions. Stating subjective opinions as facts though, like saying my favorite color, song or visual art is best, that is wrong. I know you got caught up upsetting yourself misreading the first sentence in my post but it would be good if you would make the distinction and not conflate the two.

  • @Ohyakno said:

    These posts that say everyone knows this or that are really annoying to me.

    I like repairing generators. It's relaxing. It's part of why I switch to survivor after playing killer for a while. You just look around and push the button. That's nice.

    Dunno about your idea but different people like different things and matter of factly stating stuff is just wrong.

    I said "everyone who has played Survivor may have gotten tired. I didn't say everyone has.

  • No doubt the queue times are terrible, and the most obvious reason is because people can finally queue up with a friend as Killers. I don't think tokens to reduce queue times will grant us more Survivors, which is what we really need and which would shorten queue times. The suggestion in itself reflects how playing Killer is the reward, while Survivor is the chore, and I think what we see is due to not enough inherent incentive to play Survivor in this mode and I think except for the exclusive KWF part, this is due to lack of core altruistic elements that many play Survivors for, like flashlight saves and pallet saves that was stripped in this mode when Killers stomp instead of pickup up Survivors to hook.

    I agree with Paige who suggested the remote hooks from the anniversary event for Killers in exchange for more gens to repair, the cage system could remain the same, so Killers don't have to move to a hook. This would open up for altruism for Survivors, more dynamics and counter-play on both sides, Killers might need to back each other up to secure hooks while Survivors need to sacrifice time to try to save, and generally fill some of the major gaps that 2v8 currently hold.

    I am a heavy Killer main (bought the game to play Killer), and as much as I hate being flashlighted and palletdropped when I have finally gotten that pesky Survivor, I realize that this is a core mechanic of counter-play between Survivors and Killers. It is designed as part of the balance of the game, and without it, we will have less balance, and as a result, less Survivors, which is the opposite of what we want as Killers.

  • @UndeddJester

    No problem.

    Yes, it would create more dynamics, and the Survivors would have to spend time opening chests and finding flashlights for the flashlight saves, and they would have to try to go under pallets while their teammates come for the save, which draws in more potential hooks from Killer POV. Then it is a battle of securing the hook by checking around for the saviors, injuring and downing them if you can, or at least zone them away and you might have to back each other up for it. I personally think it would be very interesting to at least test it and see how it actually turns out.

  • @UndeddJester

    Yes, it would create more dynamics, and the Survivors would have to spend time opening chests and finding flashlights for the flashlight saves, and they would have to try to go under pallets while their teammates come for the save, which draws in more potential hooks from Killer POV. Then it is a battle of securing the hook by checking around for the saviors, injuring and downing them if you can, or at least zone them away and you might have to back each other up for it. I personally think it would be very interesting to at least test it and see how it actually turns out.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770603#Comment_3770603

    I was thinking just for the first down, it's purpose is similar to basekit unbreakable here, doesn't really interrupt the normal gameplay, and it's purpose is to give Killers a few seconds to move in the map first before 6 survivors immediately start to crank out 2 gens, as is the norm currently.

    Just walking at the start can lead to 2 or even 3 gens to be at like 1/3 progress after just 20s.

    I agree, would be nice to have that.

  • @UndeddJester said:

    Straight up, as much as basekit unbreakable is nornally a horrible idea...

    With the way hooks work in 2vs8, I don't really see a reason not to have it to counter excessive slugging. It literally costs the killer 1s to hook a survivor, and there is virtually no chance to save a survivor who gets downed... it doesn't change the normal gameplay loop barely at all, but does combat a more unfun playstyle.

    While we're at it though, a basekit corrupt intervention would help killers out a lot more. Even just 3 gens blocked out of the 10 stops the immediate rush of gens right from tne word go, and with the speed a down occurs in 2vs8 makes it not even a big problem for the survivor team by and large.

    So those are my 2 suggestions.

    Basekit unbreakable, and basekit corrupt intervention.

    Interesting suggestion, more specifically, a Corrupt Intervention with the current state of being disabled upon the first Survivor downed, or with an adjustment like on the first two Survivors?

    I agree with Paige who suggested the remote hook from anniversary event in place of stomping for the Killers, at the exchange for more gens to repair, cage system could remain the same, this way it would open up for altruism for Survivors with flashlight saves and pallet saves while relieving Killers of the time consuming carrying to hooks and I still think being able to fully recover pre-cage should be basekit, because it is the only self-inherent counter-mechanic to slugging pre-cage.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769830#Comment_3769830

    what you just wished for is basekit…. Are you sure it happened to you?

    Also i referred to how it took 5 hours with the most sweaty killers and experienced against noob surviviors. A regular game(which the game balances on) will never have 8 slugs.

    Also… No many mechanics will prevent a gamestyle, similir to how facecamping just made killers use m2 abilities.

    What a gaslighting thing to say. Yes, I am sure it happened to me. Are you sure you read my post? Because if you did, you would see that I already addressed all you just said. Huntress and Nurse, whole team downed, no one caged so no one had unlocked self-recovery which only unlocks when your next cage is death.

    Like I already said, you can refer to whoever you want, streamer or not, "sweaty" or not, how little you see it happening, how little you think it happens, how little it actually happens, the fact remains that slugging can happen and does happen and it should be dealt with. Similar to any game-breaking occurrence, it doesn't matter that it happens rarely, it shouldn't be there at all, that is the point.

    And yes, playstyles happen within the perimeters of the games design, change the perimeters and you can change what playstyles are allowed within those perimeters. The ability to self-recover pre-cage would counter a full-team slugging.

  • The devs said in the livestream showcase of 2v8 that they want to implement 2v8 into customs in the future. Hopefully then people can play KWF against bots.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770026#Comment_3770026

    It genuinely barely ever happens but base unbreakable has huge gameplay ramifications that aren't worth dealing with.

    Doesn't change the fact that it happens and should be dealt with. I personally don't suggest Unbreakable in the sense of faster recovery speed, only the self-recovery aspect itself. Please elaborate on what you mean with the huge gameplay ramifications.

  • @patronsaintofpizza said:

    I've been playing survivor in 2v8 non-stop since it released on Thursday. Slugging is not a huge issue. I've had 1 match I can recall where the killers were slugging everyone and they failed miserably at it and everyone escaped. Just because you have one instance of an egregious case of slugging doesn't make it a huge problem.

    Just because you didn't have it happen to you (you say you only experienced a failed slugging) doesn't mean it isn't an issue, and it doesn't need to be a huge issue or a big problem, it is enough that it is an issue that can happen and does happen. People usually don't see something as a problem until it happens to them, then you see that something should be done to prevent it.

  • @Crypticgirl Indeed, this would be very good, I will add this into the post.

    in 2v8 tweaks Comment by Atos
  • @Fuzzycube said:

    Maps are kind of useless in this game mode, maybe give Scouts a firecracker/flashbang instead?

    And I really don’t know about item recharge if only due to the potential of toolbox gen rushing.

    I agree, I will add it into the post.

    in 2v8 tweaks Comment by Atos
  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/422225/slugging-is-a-huge-problem-in-2v8

    coconutrts tried to slug just to see if it was really a problem alongside his friend under the guise of hooking all surviviors instantly. and his friend helped

    It took 5 hours to get a game where they slugged every survivior. Keep in mind these players were some that played since the launch and they both used nurse and huntress and the survivors were noobs.

    Trust, slugging isnt a issue.

    I main Killer and play 2v8 as Killer, I only played a few games as Survivor in 2v8 and in one of those games our entire team was slugged by a Huntress and a Nurse before being caged and there was nothing we could do. It doesn't matter if you refer to some other streamer, or how someone else including yourself try to do this and see if it is a problem. The fact that it CAN occur an DOES occur because there are no self-inherent counter-mechanics to it pre-death cage IS an issue, and let's face it, that issue should be addressed. It doesn't need to be Unbreakable with the 35% recovery speed, it can simply be that you are able to fully recover on your own. It takes time to do that, and Killers will want to cage you before that time runs out anyway. It helps the balance of dynamics for both sides.

  • @Tyler3 said:

    I agree it would be a good feature but then you'll also be missing out on specific items or offerings you may want.

    Unless they add a feature that lets you choose a few priority add-ons and offerings when you choose to spend all.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768799#Comment_3768799

    BHVR will not want the community separated where 8 survivors are removed from the main queue

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769128#Comment_3769128

    You are missing my point entirely.

    This mode removes 8 survivors from the standard queues for every match and puts them into a mode where the content they sell such as killers and survivors many buy for their perks are not able to be accessed.

    No access to DLC = no reason to buy it = no money for BHVR.

    They may add the game mode again but no way it would ever be permanent

    This is the first hands on experience we have as players, the developers want us to play, give feedback, and then make adjustments and improvements if this mode turns out to be highly demanded after its release. The devs have stated this and have stated they want to implement more Killers in later iterations of this mode. You can hear them say it hear in the livestream showcase of 2v8 here: https://youtu.be/QEe2ZZnKy08?t=3897

  • @DCh4rlie said:

    I agree with you that this game mode is so much fun. So much chaos and everyone just enjoying the gamemode… just a fun, casual experience I haven't felt since like 2017. And honestly, as a killer main since 2016, I'm not really bothered by the long queueing times (… we've had far worse queueing times at some point lol).

    But I have to be really honest here, I think a 2v8 pema mode will have negative effects on this game on the long run:

    First, it wouldn't be "special" anymore. And once that happens, people will do everything possible to keep "their fun" up. People will start to sweat again, comp scenes will establish again and 2v8 becomes unenjoyable. Also, I don't think that the player base is sufficient to support a 2v8 on top of a 1v4 mode. As far as I heard, killers are already experiencing longer queueing times in 4v1 due to 2v8.

    I believe there needs to be a fine line of balance reagarding what the community wants and what is good for the game… I thought about having this mode as an anual or half-annual event with changing killer rosters.

    They could at the very least implement it permanently into Custom games, so one can play Killer with a friend against bots for example.

  • @Paige said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767450#Comment_3767450

    Survivor incentives don't matter when playing as survivor is so boring. The two problems I'm seeing in the 2v8 mode are gens speeds from a killer perspective and lack of altruism from a survivor perspective. Add more gens in exchange for more ways we can save our friends (in other words, we want flashlight and pallet saves). You have to think, "what made survivor fun in the 1v4?". That's easy: long chases and altruism. Long chases are out of the question when you're trying to loop 2 killers, why take away the altruism as well? if this mode becomes permanent, i suggest BHVR utilizes the remote hooking ability from the anniversary event (but with a tiny delay after pickup so that a perfectly timed flashlight or pallet save isn't immediately countered by the hooking animation)

    Good suggestions