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Ayodam

Ayodam

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  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849352#Comment_3849352

    Not really, the second a killer hits a pallet there is no way to avoid being blinded due to the animation of kicking pallet. In open maps it's much more difficult to avoid it as there are no walls to face. When going for the pick up it's unavoidable too unless the killer doesn't go for pick ups and slugs

    I thought you meant going for a pick up. In that case you can reliably (sometimes I think it bugs but rarely) avoid being blinded by facing walls. You can’t avoid being blinded during a pallet break though but at least most pallets are kind of mid so you can usually get away without breaking them

  • @Pelaan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848141#Comment_3848141

    Bro nobody ran shattered Hope even during that boon op times

    Shattered Hope came out a while after CoH and by the time it did CoH was already on track to be nerfed. In fact I think it was nerfed shortly after SH released. None of the other boons are worth a counter perk though.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848012#Comment_3848012

    That's what killers have to do with lightborn... Use a perk to counter survivors but there is no guarantee that it ever gets used in the match if people don't have flash bangs or don't pick up flashlight. So ye use anti totem perk and hope you get a use out of it

    Technically killers can avoid blinds without lightborn and lightborn doesn’t prevent the deafening from flashbang; just the blinding (possibly the stun? Not sure if that’s linked to the blinding or the deafening)… that can also be avoided without actually using lightborn.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849150#Comment_3849150

    I think they are talking about the fact that you can get practically unlimited Ultra Rare addons once you hit p100, which can be problematic in some cases where addons are overtuned (and kind of left that way due to their "rarity"). Not just for Survivors specifically, although lobbies with multiple p100s tend to come with more syringes from what I've noticed, which makes it more noticeable.

    Syringes are far too powerful, and I'm surprised they evaded any sort of nerf alongside the rest of the medkit addons. They were far more problematic than, say, Gel Dressings giving an extra heal alone. They are far too prevalent and need toning down. I could run a syringe (or a BNP, but honestly they're worse in comparison) for every game for the forseeable future if I wanted to, since I have a huge stockpile on Sable.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849173#Comment_3849173

    Kind of, P3-50 was before the major economy changes and incentive bonuses. There was old BBQ but I think it's probably still easier to obtain items/addons today. There has been an uptick in people running Ultra Rares over the years, not sure why, but this might be an influencing factor.

    This whole thread would probably have been better if it asked for a Syringe nerf, not a p100 complaint. Syringes are just busted and seeing them frequently is super exhausting.

    I don’t find syringes gamebreakingly impactful. Maybe if there are four of them in play and the survivors are excellent loopers they could be, but this hypothetical scenario invokes the seal team 4-man SWF boogeyman trope. If it happens it’s absurdly rare.

    Many killer iri add-ons however are far more powerful, common and more impactful; tombstone, tuft, and iri head to name just a few. I understand that killer iri add-one isn’t your gripe but as you have responded to me I am going to respond to you.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849158#Comment_3849158

    Insta heals aren't impactful, but Pyramid head iris are the best things in the game? Are you playing the same game?

    Well, if we’re going by your logic then I raise you a iri that shaves a mere 10% off one gen and a hatchet that can immediately down survivors from across the map.

  • I am a survivor main but I like playing killer as well, and I actually enjoyed playing Myers. I loved pre-rework Myers but hate what they’ve done to him. I guess he’s easier to deal with as a survivor but I don’t find him fun to play anymore. I’m really hoping they roll back these changes.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849150#Comment_3849150

    You are missing the point. The point is that there are tons of things in this game that are balanced because they are "rare" i hear it all the time. The "SWF kill squads that bully killers are super rare so its fine" but the point is once someone gets P100, they have permanent level 50 bloodwebs that give iri addons every single time, so they generally can bring one every single match and replace them. Before P100, you might get one iri every few bloodwebs, meaning you can bring them maybe once every 4-5 games.

    Players earn p100 and it is a slog to get there. They’re entitled to the perma 50 blood web. And iridescent add-ons are more impactful for killers than survivors as they can completely alter killer playstyles, but they’re also fun to face and use. It’s fine that people who pour so much into a character they presumably love have a reason to continue enjoying that characters. Don’t you have a p100 Nurse yourself?

  • You are complaining about p100..?

    Are you spiraling? This seems like a cry for help in a way, like when content creators run out of things to make so they make weirdly trivial content

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848585#Comment_3848585

    You have yet to explain how nerfing killer shack hurts the low level players who aren't using killer shack properly to begin with. It does not hurt them because they can't exploit the power of the shack to its fullest, they are gonna still predrop the pallet all the same.

    Because for one thing shack is the only promised strong loop on a map. With the way map redesigns are going, everything else is a toss up.

    And what you killer mains don’t understand now and will never understand is that shack is where all survivors learn how to loop. They start at shack then work their way to more complex looping structures.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848993#Comment_3848993

    I can assure you - 100% was NOT accidentally. She deliberately went to body-block the Clown at the door. DC isn't justified, she made a big mistake and then dipped on everyone after.

    Not cool, not smart and not good play.

    I see. I’m describing a different scenario I’ve seen before but I wonder what triggered that in your game. I wonder if they had some kind of issue beforehand. It all seems very odd

  • I don’t know what happened in your specific situation but I’ve seen the unhooked accidentally (or sometimes what looks to be forced by the unhooker) bodyblock the killer. Then they’ll be hit or tunneled or whatever, then go down, and D/C or throw. But in a way I find it justified.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848329#Comment_3848329

    Because doing so doesn't hurt the low level players and only makes the game better.

    For example, in DBD terms, lets look at a structure like killer shack. Killer shack is one of the strongest structures in the game for survivors. Against a standard m1 killer a good survivor will be able to stand at the various "check spots" that exist at killer shack, to effectively guarantee that they get 3 vaults. You can't mindgame a checkspot if done properly. So they get the 3 vaults, block the window, then either get hit, or drop the pallet. This can waste about 30-45 seconds of a killer's time just to land the hit, or get the pallet drop.

    Now mind you, this is against a very good survivor who knows how to abuse the power of killer shack.

    Now, what is a relatively newer, lower skill "average" survivor going to do at killer shack? Probably not utilize the check spots, get mind-gamed immediately, and get hit after 5-10 seconds. Or they predrop the pallet which will "Waste it" as people often experience in lower level games.

    What happens if you nerf killer shack, to maybe, give it a breakable wall, like the one in dead dog, or shorten the structure so these check spots are far less effective? Well, you made it now much weaker in the hands of that higher level skilled survivor, but the lower level survivor is still going to get hit in 5-10 seconds, or predrop the pallet anyway. So nerfing the structure, did not hurt this low level survivor in any way.

    One of my favorite videos talking about balance decisions talks about this for TF2:

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=3m23s

    The logic still applies, the low level player isn't "doing that to begin with" to make the structure powerful, so if you nerf the structure, it doesn't hurt the low level player.

    This also can work in the reverse as well. For example, I thought the change from the old old ruin (the one that caused the skill check shenanigans) to the previous version of ruin (with the 200% regression) was actually an amazing change. The old old ruin, hurt the average low skill players the most, and was far too powerful for the average team to go against. It was so bad that people often resorted to "gen tapping" to avoid getting the skill checks so they could power through the gens, or the entire beginning of the game was spent searching for that totem, where, if it wasn't found quickly, the survivors would just lose.

    But in high level games, where the survivors can do great skill checks all the time, it didn't really affect them, all it did was slow down the gens slightly because the didn't get the bonuses from landing the great skill checks. Also, they often had good memories of the totem spots of which, at the time, they were much less numerous, making it really easy to see which spawn setups you had on the various maps, and you could usually see ruin cleansed in the first 20-30 seconds of a match in most higher level matches.

    This made the perk pretty bad against higher level survivors. But then they changed it to the regression one, which made it so, in lower level games, where killers weren't as skilled and would have a harder time capitalizing on the regression by pressuring the gens (remember the regression only works if the survivors aren't on the gen), the perk would actually be weaker. But, in higher level games, where the killer would be much more experienced at pressuring gens and able to make the regression work better, it was actually a big buff. Effectively this nerfed the perk in low level games, where it was too strong, and buffed it in high level games, where it was too weak.

    This is how balance should work, you make decisions, keeping in mind all skill levels, and balance things in such a way that the game is fair at the highest levels, while also keeping in mind things at the lower level that are frustrating to deal with. When something is frustrating at a low level, it is a candidate for something that needs a rework.

    You’ve posted this before. Balancing around 5% of the player base absolutely hurts the other 95% of players and will not make the game better. BHVR did your exact desire with Death Garden; they geared the game toward the highest potential level of play & overbuffed Hunters as a matter of course. Then people stopped playing the Scavenger role because it felt fruitless as a loss was all but guaranteed. Cutting right to the chase, the game died as a sliver of the player base playing one role (Hunter / Killer) wasn’t really enough to keep the game going. They won’t ever do this again with DbD because they know it’s a game-killing strategy.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848494#Comment_3848494

    Seriously?

    Old dead hard, old DS, brand new part, prove thyself, adrenaline, all nerfed since then at a minimum. Maps have gotten smaller, tile logic reworked to reduce it prevent chaining, pallets are weaker.

    winning as a survivor has now become much easier with all the quality of life buffs

    They have literally, intentionally, and expressly modified the game balance in the past even two years to make it harder to escape. They literally said so, and have published the stats to prove that they're being successful in doing so.

    This is so biased it's obscene.

    When I saw the MS paint edit and that his ‘data’ was nearly half a decade old I went ahead and added him to my ignore list. I usually go back and forth some for the lurkers who may read over the exchange but these days I just can’t be bothered. You won’t really get anywhere with people like that.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847258#Comment_3847258

    ppl acted like survivors were flocking to 2v8… if this were true we wouldn't had the killer queue issue… The reason why queue times for killers were 20min long in 2v8 was there weren't enough survivors…that is why the bp incentive was permanently on the whole two weeks on Suvivor bc they needed it to get survivors to play the mode XD The only group that actually liked 2v8 only really wanted to play killer…this why queue times was so bad.

    the queues were also 20 minutes long for killers in 1v4 FWIW

  • oh this is for sure gonna be nerfed / walked back. Just give it time.

  • @[Deleted User] said:

    To be fair, survivors are a team. They have 16 perk slots to counter all the bad tactics. While the killer has only 4 perk slots against survivors. Whose fault is it that some survivors want to be greedy and prefer selfish builds?

    Thinking in the spirit. Better him than me. I don't want to take responsibility.

    I always remembered the line from the movie SAW 6.
    The one who should live and the one who will live. These are two completely different questions in the face of death.

    You always want to, but do nothing to survive.

    Survivors have many tools to counter the killer, which they do not want to use.

    People keep saying survivors have 16 perks but I must be missing the feature in the game where I can select other survivor’s perks and dictate how they play a trial. Without some long, unrelated response that contradicts what you’ve said can you walk me through how I do that?

  • Boons are currently too weak for that. You never really see people run them and their pick rates are pretty low on nightlight because they’re just not worth it. Every single boon perk is outclassed by another perk that isn’t a boon.

  • You don’t really have to do anything you don’t want, and no one expects you to do anything beyond not play in a scummy way I guess. But I don’t really see survivors policing killer gameplay by confronting killers directly. I see survivor players here mostly calling for BHVR to do something about unfun tactics.

    You’re not obligated to let anyone escape and no other player is obligated to give you a ‘free kill’. Hopefully that settles it.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847499#Comment_3847499

    not really.

    the counterplay is making correct reads (aka m1 killer part of singularity) and using your positioning consciously to get maximum distance when he teleports.

    breaking LoS is a secondary counterplay, just like using resources efficiently. (even though you can get by with just these two secondary things vs most pub singus bc they arent really capable of doing much than spamming TP and trying to win by removing pallets faster than survivors remove gens).

    I mean I play this killer and the only thing that really works against me is breaking LoS. 🤷🏼 Your mileage may vary.

    Making correct reads just means winning a mind game. That isn’t really counterplay; it’s a fundamental mechanic of the game. Lol

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846329#Comment_3846329

    don’t forget Skerchent got obliterated due to the tsunami of survivor tears

    People say survivor complaints got her nerfed but like if that’s true why hasn’t it removed camping or tunneling? Survivors complain about those things more than anything else and yet here we are.

  • He’s pretty strong. I actually play and enjoy this killer but the counterplay basically comes down to LoS blocking.

    Isn’t he in like the top 5 highest kill rates now?

  • @Peanuts said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847163#Comment_3847163

    The fact that they balance game around kills and not hooks states or effective hooks (hooking action) is mind blowing.

    it makes sense to balance around kills instead of hooks. During the Erupt-Over-Brine meta when killers were technically rewarded more bloodpoints for spreading hooks over speed killing survivors , they still camp-tunneled incessantly to speed kill survivors. There’s no incentive that’ll make it more tantalizing for killers to delay their objective.

  • @SidneysBane1996 said:

    Because having forever info on the Killer all round PLUS faster gens puts 4 Survivors in a stronger position than some Killers are normally. That's why Invocations can't stack.

    They are that powerful. You're only meant to bring one.

    They’re pretty weak actually. And Treacherous Crows nets almost 0 value because a survivor is more likely to disturb crows than a killer. There are regular perks that do its job so much better (Alert, Dark Sense, Poised, etc).

  • Just… won’t use the perk. Try to play smart and rush through the match. She’s not the first survivor to drop with terrible perks, she won’t be the last. Ignore them for your adept

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846465#Comment_3846465

    That said, it is more to keep track of, since the game still does not have hook states visible to killers, which is a change that absolutely should have come with the introduction of this perk. At this point that info is less valuable than most of the things added to the survivor hud, and now you have to throw +/- variables (hook state transfers) as well as who has used the perk and who hasn't.

    Honestly I just think its a bad perk from a design standpoint. Its either too strong or borderline unusuable depending on your team. Its just an effect that should not have been handled this way.

    Edit: it also kinda encourages killers to camp and trade rather than spread hooks and seek new targets. Either the killer downs them again quickly and chews up another hook state, or they go after the unhooker and basically have a soft Make Your Choice without the distance requirement (or even bringing the perk.) We should be incentivizing spreading hooks and punishing camping and tunneling, not the other way around.

    Fortunately beyond the initial two weeks where people run the character for the adept achievement, you’re quite unlikely to ever see this perk in action. One of the brilliant things about DbD survivors is that they catch on pretty quickly to garbage perks.

  • @IndigoA said:

    This isn’t just a nerf, it’s a gutting. Myers was already the weakest killer, now he’s so far in the ground that he is unusable.

    Myers was not the weakest killer but this is a really bad update. I wish they would have left him alone. I knew this was gonna happen.

  • I like her visually. I enjoy the power. I think she’s decent for now.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846123#Comment_3846123

    They probably think that because every killer main on here says that they aren't a killer main because they play chest builds on survivor once in awhile.

    Sounds like the same bunch who say survivor is actually the stronger role because killers only win 50% of the time.

  • @Devil_hit11 said:

    i disagree on OP post. Shoulder of Burden is one of the most overpowered perk to ever enter dbd. The reason why this perk is overpowered is because when 4 survivor use the perk, they chain all their hook state in global hook state counter which 6.

    Normally every survivor has 3 hook states. With this perk, every survivor gets 6 hook states. it takes twice number of hooks for killer to eliminate a single survivor from the game. that's absurdly powerful. A common known sentiment in dbd is that early game is strongest part for survivor because while 4 survivor are alive, the killer is on backfoot. This perk prologues the game to have 4 survivors in the match meaning that killer cannot leverage any advantage on hooks anymore.

    It is strong for soloq, it is strong for swf and there is almost 0 reason to not select this perk on every survivor build. the perk single handily has potencial to delete all tunneling plays from killer.

    It’s good we’ve got killer mains around to explain to survivors what the REAL strong survivor perks are. And while they are always, always these perks with massive drawbacks, survivors are so clueless that they just don’t understand the true power of these debilitating perks. Even the best survivor players in the game, who actively avoid these perks (and will avoid Shoulder the Burden) Just Don’t Get It ™. But you do. The killer main always gets it.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845918#Comment_3845918

    No offense but these forums here have stopped being killer sided quite a while ago. I see equally amount of killer biased and survivor biased people on these forums nowadays.

    This is patently false.

  • short answer? Yes, it is a worst syringe.

  • Not a surprise at all. It’s in line with most recent survivor perks, and the other Invocation as well.

  • Maybe more with prosthetics but I can’t see a realistic way to include vision or hearing impaired survivors.

  • It’s by far the most popular game mode BHVR has produced to date. It will not be dropped.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844555#Comment_3844555

    Thank you, I will edit the post to add your suggestion about increasing the efficiency of Medkit by 75% for only altruistic healing.

    Why bring Better than New over Boon CoH in this case?

  • @smurf said:

    I like to run Surveillance on Pig, which makes kicking gens tell me where my next target is in addition to giving regression. That lets me push them off a gen, and start almost all chases with the survivor injured (as long as I approach without line of sight).

    But yeah, agreed. Survivors are the target, not gens.

    What you and @jesterkind aren’t accepting is that a regression META and Skull Merchant immediately after taught us that gens are really the target. It makes sense though because survivors will eventually lose to attrition anyway if you whittle their limited resources down. You don’t even have to commit to them; just destroy their resources and continue surveilling gens.

  • They’re not especially thematic for the characters but I’m sure BHVR had to get them approved through Capcom. We don’t know what preliminary perks for them might have been or what Capcom suggested that could have been outside of what BHVR could do. The perks that really suit their characters are Flashbang, Rookie Spirit, Wiretap, and Low Profile. It’s Reactive Healing and Bite the Bullet that are a little off.

  • @GeneralV said:

    Buffing the hook timer doesn't even make slugging necessary, at all.

    Players just choose to slug, that is all that happens.

    To be fair the gen timer buff is commensurate with the extra gen time nerf and IIRC both were initially supposed to come together.

  • I mean killers do get aura when a gen pops and under other circumstances so you may actually be right in a way

  • Before I comment further… Have you seen any overtuned features or issues at all with killer or is it just survivor? This entire post reads like a complaint about survivors and a regurgitation of complaints about survivors other people have made but I want to be sure before I decide to contribute. I did read the little disclaimer where you tried to tell us you aren’t just complaining about (survivor) but like that didn’t translate to the actual post.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842127#Comment_3842127

    This is also incidentally why the incentive is always on Survivor in 1v4. It has nothing to do with the Survivor experience being bad or "Killers being too strong". It's just that Killer is, always will be, and always has been MORE fun than Survivor period, barring one point in the far distant past when Survivors were in fact legitimately too strong.

    Your comment doesn’t make sense. If the core gameplay features of survivor in the past (what you describe as a time when survivors were “too strong”) are unchanged, and they are in fact unchanged, then the role would still be as popular today. Unless something has changed to affect the survivor gameplay experience.

  • @tjt85 said:

    I don't think we'll ever get the real Freddy so long as bargain basement remake Freddy is in the game : (

    I don't know if getting Wes Craven's creations into the game is just exceptionally difficult or something, but I guess it's better than nothing that we have the Freddy and Ghostface that we do have.

    I’ve heard Craven’s licenses are hard to acquire because they’re extremely expensive.

  • @Thusly_Boned said:

    I know it's inevitable, but the last thing we need is for people to start trying to "optimize" strats to win in 2v8. Taking 1v4 seriously is silly, taking this mode seriously is absurd.

    It's total chaos, and that is what makes it fun. Like some killer teams stick together all match and try to "combo" survs, which isn't effective at all when it comes to "winning" the game, but I bet it's fun as hell for a while. And I think that sort of thing is the intent here.

    And as totally grab bag as the matchmaking is, getting all competitive in 2v8 just seems like an exercise in total futility.

    Now it sucks that killers have to wait forever to get into one of these goofy-ass matches, and I hope they find some way to fix that, but if you're sweating in these matches you're doing it wrong.

    The best way to alleviate the queue times is by increasing the rewards one earns playing as survivor. Give iri shards. That’ll attract people to the role.

  • They should increase the BP bonus for survivors. That would help. I see a nice mixture of all the available killers personally.

  • 1v4 isn’t balanced, it’s killer-sided

    2v8 leans survivor I think so survivors have an incentive to play. A lot of what was brought to this iteration of survivor is a response to (you guessed it) killers attempting to optimize the fun out of the original 2v8 via ######### tactics.

    Survivors eventually stopped queueing for 2v8 so BHVR tried to address some of their concerns this time around.

    If you did well with Wraith, stick to that killer. If you’re not decent with the other choices it’s probably not wise to experiment in this game mode.

  • In my experience from strongest to least goes Hillbilly, Blight, Nurse, Wraith, Huntress, Spirit, and Trapper in that order.

  • @satx3241 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841318#Comment_3841318

    You are absolutely correct. I have been playing this game pretty much since the beginning. Had a friend over a few weeks ago and he was looking at what games I had installed on my playstation.

    A few days later he tells me he had bought DBD. He said he had planned to get a little experience and then surprise me with us playing together. He said he tried survivor first and it was completely unenjoyable because nearly every game he played the killer was either slugging, camping, or tunneling. He decided to play killer and said after a few matches of that he realized why nearly every killer slugs, camps, and tunnels. His basic takeaway was he had 4 options:

    1) play survivor and have a miserable experience most games
    2) play killer knowing the only way to have consistent success is be the person making it miserable for everyone else
    3) play killer without making it miserable for everyone else and never win
    4) not play

    He chose option 4. He said survivor was simply too miserable. At the same time he wasn't going to subject the survivors he played against to that kind of misery just to win some games.

    It made me think. I can completely see how someone new to this game would have exactly that opinion. If I am being honest I believe I would feel exactly the same way if I was just picking this game up today. Slugging, camping, and tunneling may not be implicitly encouraged, but the current state of the game makes it to where those things are indirectly encouraged as they are by far not only the most effective way to be successful as a killer, but they are the easiest way.

    Note: I am not criticizing killers for doing any of those things. I understand they are perfectly within the rules, and in the current state of the game they are practically necessary. My only criticism is the fact that BHVR has created a system that actively, albeit indirectly, encourages killers to play that way.

    I think no matter what BHVR does slugging, camping, and tunneling will remain META strategies. When survivors were at their weakest and killers had the strongest regression in the game and games took 40 minutes, killers still camped, tunneled, and slugged. It doesn’t matter how strong or weak survivors/killers are there will always be camping, tunneling, and slugging because it makes the game easier for one side.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840818#Comment_3840818

    Well, I meant survivor. Killer is easier for me. There I got, when I played a killer I’m good with, always 4-8k. On survivor I’m instantly dead, when I’m found and don’t play escapist. But to be fair I have learned, that when you loose once, you get bad teammates, which makes you loose even more. After I lost like 20 matches in a row yesterday and then won 3, I escape a lot easier.

    I don’t think you can gain or lose MMR in special game modes. Your ranking won’t change regardless of how often you win or lose in 2v8…

  • @Halloulle said:

    Agree on the dull totems - disagree on the chests.

    Chests have toolboxes very often and if it shows that survs won't be able to push a gen through then searching a chest or two to get a toolbox (instead of starting on a gen, getting somewhere, getting interrupted and starting from zero again when you get back) and be able to greed that gen (especially if you're a guide and can dump both the tb and your ability into the gen at an opportune moment) makes a huge difference.

    Opening chests is also a viable thing to do when you want to stay in an area of the map; be that because a surv is going to be hooked closeby momentarily or because otherwise too many survs end up in one corner of the map. - Sometimes waiting a moment is the best thing to do in 2v8. - Especially when you know killers patrol the gens in a certain area; don't start that gen for five or ten seconds and then get into a chase with your aura revealed around a gen that ought to get completed (e.g. to avoid too many gens in clustered together) - just stay away from that gen, open a chest, maybe even get a tb and get on that gen after a killer checked it.

    I feel part of being a survivor is knowing when to rummage a chest, work on a gen, and do many other things but many people who don’t regularly play the role thing all survivors do is push gens and like nothing else

  • @I_Cant_Loop said:

    2v8 feels better for you because it's WAY more survivor-sided than 1v4. I played about 10 2v8 matches yesterday and failed to escape once, only because both killers camped me together and prevented closely teammates from unhooking me. I was their only kill.

    Everybody is going to have a different opinion about what is "survivor-sided" or "killer-sided". The only thing that really matters is the player count and the survivor-to-killer ratio. If player counts are staying stable or increasing and there are still plenty of killer players willing to play 2v8, then everyone is happy and no reason to adjust either side.

    I liked the first iteration of 2v8 and thought that felt better. People called it survivor-sides but when the devs released stats we saw that it wasn’t survivor sided. Could be the case this time too.

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