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JohnNemesisMan

JohnNemesisMan

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JohnNemesisMan
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  • @Geist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059359#Comment_4059359

    You are right, I didn’t even think of the fact that Henry can ignore walls AND has map traversal (meanwhile anyone who plays trickster has to pray people don’t use any sort of terrain as cover) Also the bonus for M1hits, I get why they added it in, but at the same time why? the lowered movement speed essentially forces you to be a ranged killer because you can’t catch up. One more thing I am totally baffled by is the fact they lock his 4.6 moment speed behind S rank(which you can only realistically get when in chase with someone) so at the start of the game when it’s really important he is at his nerfed speed, then he get his s rank for maybe a few second while in chase, and then people will use main event to down people and then you are slow again. So we essentially have no speed increase at all, if anyone claims that the reload speed is adequate compensation to lock his movement speed behind a rank, just look at Iron Maiden + his reload speed add on they provide a significantly better effect then the base combo reload bonus.

    Its going to give him the same issue as Oni where counterplay basically becomes a skill check of the survivor. You're much safer if you run away and force him to waste time on you rather than trying to loop him and potentially buffing him if you do get hit, which leads to the most boring gameplay on both sides of just Shift W-ing away and not risking him leveling up.

    Except its going to be much easier to run away from him because he's 4.4m/s, with some maps being full of cover and clutter which will make his long ranged addon useless, and will be even slower if he has to aim while chasing. Truly the rework of all time.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4059319#Comment_4059319

    I just found 115 trickster so insufferably boring; you land 2 guaranteed, impossible to miss knives and repeat until injury or you just get a bat hit.

    I know 110 is rough, we are seeing that for Henry right now with the also boring pre run meta. but I feel the 110 let's trickster fulfil his murder fantasy guilt free because 115 trickster just can't be as deadly with power as 110 trickster.

    They give you bonuses for hitting M1 hits, how is he going to be chasing down survivors for that when his speed is 4.4m/s? There's plenty of loops on various other maps where you can take cover and keep distance at the same time without being in danger of a 4.4m/s M1. Henry can ignore obstacles entirely with his ranged attack and has a map traversal power, both which Trickster lacks. I don't see what murder fantasy you're talking about when he's hindered for having a ranged power where he must chase down a survivor to hit them multiple times to get value out of.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058508#Comment_4058508

    Ah, just like how Ghoul's bugs were features, then bugs again.

    Or how Blight hug tech was a bug, then a feature, and then a bug.

    No, actually, that sounds right. Probably did start out as a bug, but they've finally managed to code pallet breaks separately.

    Wonder if that has something to do with an upcoming Killer.

    It was a long time coming. From the Unbound nerf to the crazy hits Wraith could do with his brown addon + Turn Back the Clock, they probably noticed more issues like that could arise had they not separated standard actions to power related actions.

    Now, that's fine and all, had this just not limit the range certain perks have with other killers, which could mean perks like Bamboozle, Thawck and now Spirit Fury could just not trigger at all if killers use their power in place of doing standard actions. It really just feels like they added this new system to make perks even more limit and with less synergies making another overall killer nerf.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058500#Comment_4058500

    They are there as a contrast.

    People complain about them all the time.

    People did not complain about Spirit Fury.

    If we're willing to believe BHVR's own wording (shocking, I know), Spirit Fury was always MEANT to only work on gaining tokens by breaking pallets through the standard action but due the way it was coded, that not only wasn't the case, they probably never bothered to properly patch it.

    But now that they did make the new code for breaking pallets, the perk code is reading the 'break pallets' code line as the standard action only by the default, hence, why they say its -unchanged- from base even though the perk's actual effect is now different.

    And given BHVR doesn't play killer, let alone play a niche perk like Spirit Fury, they probably didn't even know of this interaction to begin with. That's a very generous narrative I'm willing to give, if in the PTB, another perk like Thwack is also affected by this, then this is probably the case.

  • @ConstantCapybara said:

    i just played against a bubba whos ping avg 400-700ms and legit chainsawing us through walls LMAOO this is a joke bro bhvr can u fix the damn netcode the hits should be fqing server side validated not based on the killers ping this is actually stupid asf

    Ping can affect a killer depeding on who they're using. Killers like Nemesis or Huntress who have to prepare their attacks for whatever reason take longer to activate than they would in low ping. Blight at high ping is nearly unplayable, as the server can't tell where he bumped, so he teleports all over the place.

    Using M1 for whatever reason is not affected by this and its easier than to just use the killer's power. Latency is strange, but if you're huntress at high ping you'll basically get the worst of both worlds, having a hard time hitting M1s due her speed and not being able to toss hatches right due ping.

  • 4.4m/s would feel very harsh on killer whose projectiles need to constantly be hitting a survivor to do damage. He would suffer greatly on some maps whose loops are made out of large objects like walls or boulders where he can't really shoot over from. The style points also gives you points for doing M1 hits, so it would be paradoxical to nerf his movement speed when the system itself tells you to go for normal hits.

  • @Madmillennial said:

    SLUGGING in a 2v8 feels pretty gross right? I mean, killers literally get insta hooks. So why am I laying on the ground waiting for people to pick me up among the chaos around me?

    If killers have insta hooks, shouldn't survivors have auto unbreakable? Isn't the point of a 2v8 supposed to be fast paced chaos? We die fast, get ganged up on, gens fly chaotic party style fun right? That's what I'm taking away from this 2v8 mode. So why do I still have to rely on others to pick me up in this mode?

    I got downed near a corner of the map and the killer just left. Like okay... I waited for like a minute for someone to find me. It made me sad. I wanted to play 😢😭

    Aside the HUGE amount of pallets survivors can go down by in order to be saved, the Torchbearer classes allows survivors to blind the killer even if the other killer duo is nearby, since they can tank a hit, toss the flashbang nearby and run away. So if a survivor goes down but the killer checks that the area isn't clear, may as well leave the survivor on the floor for more pressure rather than just losing someone right away.

  • @BongoBoys said:

    The Community Stream revealed this new condition Killers who break pallets with there power will no longer be able to use perks like Spirit Fury

    https://us.v-cdn.net/6030815/uploads/7I9740R04HPY/20260219-184510.jpg

    Sprit Fury is already a very weak perk to begin with. It has to be combined with Enduring to get real value out of, along with killers who had quick ways of breaking pallets like Bubba, Knight, Hillbilly (or Vecna, Wesker and Legion with their irie addons). They could have just listed that a pallet breaking under any means filled a token, but decided to keep it only to the standard break action.

    It was niche, but it was fun on the killers that worked, but just like when they nerfed Unbound, no fun allowed. Everyone goes back to using quad slowdown or aura perks.

  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057005#Comment_4057005

    I'm gonna have to disagree about the legion statement as someone who mains medic class and has faced legion when he was still in 2v8 60+ times even when we had like 4+ medics on the team Legions short cooldowns and ability to chain injuries for long periods of the match it's was impossible to keep the team healed even with the medic double up instaheal.

    Legions ability to keep the entire team injured was that oppressive where us medics were basically useless in the match.

    Medic was the main reason I've seen people picking Legion. Now that he is gone, the other killer who can pretty much just bypass having to hit people twice (or chase the on-demand sprint burst) becomes popular. I do agree that in a vacuum that Legion is very powerful, but in the current 2v8 meta, he works because he has to deal with equally powerful survivor classes.

  • @Abbzy said:

    15 minutes? Where I want it too. For me its 20-33 minutes to get killer game depending on day and time I play but this current 2v8 the lowest time I had on killer was 25 minutes.

    For afk killer I for if the player (the afk killer) doesnt react for like 1-2 minutes by not moving their character than they will be disconected and bot with strong preformance will take their place (good bot because the killer side needs mostly catch up).

    Only thing I get why something like this isnt in the game are bugs because imagine if the game kicked you off after few minutes when you played and were active as bug, it would be very bad.

    Or just allow the other killer to 'ping' their duo (and make the ping only a one time thing too so there's no spam), with a pop up that disappears if the pinged killer LITERALLY does any action, including moving around, so that it doesn't interrupt them if they're in a chase by some troll duo. If they just remain completely still for, say, 30 seconds, then they're kicked.

    I came up with that in a minute, I am sure BHVR could do something much better if they just sat down and planned it right.

  • For Escapist to be nerfed into a more balanced state again and not the game ruining survivor class that it is.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056784#Comment_4056784

    I agree with Nurse and Blight, but disagree with the rest; because of the way 2v8 maps are, with the resources they have, and especially with Scouts being able to rebuild pallets, a lot of killers will struggle to get that second hit. Even Billy struggles because of the pallet volume and difficulty curving around some of the 2v8 loops. Wraith was useless because all he has is the super lunge, which is great if the survior is out of position, but again 2v8 map design means they're basically never out of position.

    Oni is unique in that his major limitation is he's forced to play as a 115 powerless killer until he gets his first hit. In 2v8, when he can be paired with Blight, with Nurse, with Huntress, with Dracula, with Pyramid (though he's awful in this mode, RIP), that major limitation just doesn't exist because now he doesn't have to get the first hit. And once he snowballs, he just never stops, and this may be a bold claim but Oni in power is one of the strongest killers in the game because of his mobility and turn potential - the insta-down barely even factors into it, to be honest. Because his biggest weakness is removed, he becomes an incredibly good killer, and again in my opinion Legion was the one who received all the blame.

    I genuinely do not think Legion would be a problem in 2v8 if readded, especially if they choiced them with Oni to stop the complaints about the combo being too strong. Also, I'd like to see Oni excluded from just one rotation to see if he really is the problem - not permanently, mind you - as well as more added in the rotation he's excluded from to keep it feeling fresh

    Re: your last sentence, I've never claimed otherwise lol.

    Everything I state about Legion I don't think it was a problem to begin with. Survivors have medic classes which can quickly reset the team while Escapists can trick Legion into places where he can't do his feral frenzy hits, yet because he was annoying for the vast majority, he got removed.

    And I don't think Oni being strong is a problem because its counterbalanced by the fact that Escapist, Medic and Scout are just as strong, with Escapist being used specially very often.

  • Its insanity how fast some matches go by. I got plenty of videos where all 8 gens are completed in about 5 minutes, often 4 gens being done in less than 2 minutes. That's like 30 seconds per gen, hard to tell if someone is cheating no thanks due how chaotic the match is and how fast it can just snowball.

    And it doesn't help some maps like Groaning Storehouse or Asylum Ward are incredibly huge and very easy to position yourself around as survivor.

  • Start by get better server hosters than Amazon.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056295#Comment_4056295

    I'd actually go one step further and argue it was always Oni that was the problem, people just didn't recognise it, and he's also acting as a barrier for killers like Plague to be introduced. They should try swapping Legion for Oni for the next 2v8 and see what happens, or even just choice-lock them; I don't think people hate Legion specifically, they hated the Legion/Oni combo and Legion got most of the flak for it since Oni's pretty popular.

    Oni is not even the best combo for Legion given Legion already does a good job in keeping everyone injured, so the one hit down doesn't come into play as often. Legion's strength is that his duo, when patrolling the map, could find an injured survivor from Legion's frenzy and easily take them down while Legion himself kept the rest of survivors busy mending, that's what people disliked about him. Blight, Spirit, Nurse or even Wraith can be very deadly alongside Legion just as much as Oni.
    Oni just so happen to have a power, that, regardless if you're injured or not, you'll be going down on hit anyway and as long your duo can land proper hits on survivor, he will be fed with blood.

    But Escapist with on-demand Sprint Burst, Medic healing mid chase, or just removing hook states for finding the glowy thingy around the map is fine btw. While also nerfing ALL killer classes to more inferior states than before.

  • @chatgiraffe said:

    they're all pretty bad. not like it matters because their passive abilities all get 60 second cooldowns after using them (or not using them, looking at Fearmonger). They don't really matter that much.

    Yeah, this exactly. They're the weakest they have ever been. Brutal ends up being the best one by elimination because 25% pallet breaking speed in a mode with infinite pallets will always be useful, but the hindered effect applied at survivors for doing gens, or the extended lounge from Enforcer may as well not exist due how hard is to get value out of them.

    Its a joke compared to how effective survivor classes can be in the pace of a match.

  • @Brightened said:

    I get it- There's not that many killers to choose from, but game after game is Oni after Oni.

    It makes it seem boring.

    They also gave Oni a RIDICULOUS turn rate so now he is pretty much an easy stomp if he gets a map he can free-run in, which is most of them.

    Do not include him in the next 2v8.

    Its comments like these is why we can't have good things. As soon Legion got removed, everyone else with a slightly bad survivor experience in 2v8 started looking for which other killers they should aim their sights at on who else should be taken out. Its not enough survivors are getting the strongest buffs and classes they ever saw in any game mode or modifier, the other side needs to be completely multilated for them to enjoy their part.

  • My only problem with 2v8 for the killer perspective is that Escapist is still overbuffed. There are A LOT of problems for killers in 2v8, but the only thing I want to see it properly balanced is Escapist and they can't even do that. Instead they nerf the killer classes and add maps like Lery's that nobody wants.

    Escapist just ruins all killers from weak to strong. There's not a single killer who doesn't get completely screwed from being able to just deny the hit. All the effort that takes to catch a survivor offguard, or zoning them into a corner, completely denied with the press of a button, and its very often you'll see half the team running this class. Its even worse now that they just completely removed the display of survivor classes in the lobby screen, so you can't even make a mental note on who has Escapist or not when starting the chase.

  • Put the mp4 file on some website like Google Drive or any other alternatives then add the link. It would help to see it.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029828#Comment_4029828

    Cause then the powercreep gets even worse.

    Moreover, how? How could Trapper come even remotely close to the same strength as Blight, without also completely revamping the power?

    Some killers need reworks, that's just the truth but they don't need to become S-tiers. Freddy, Myers and Hillbilly are good examples, they're more playable but none of them are stronger than Blight. Trapper's way of playing got completely screwed over by gens being finished before you can properly set up traps, no matter how much you buff his numbers, it won't fix that his style of play is completely outdated against the current survivor meta.

  • Before all the changes and the current meta DBD has now, 4.4m/s made sense for killers whose powers allowed some sort alternative for M1s. Today though, I don't see why any killer has to be 4.4m/s when there are so many loops and pallets that can entirely deny a 4.4m/s killer's power. 4.6m/s would just help them move around the map better and resort to M1 when they need it, it wouldn't make any 4.4m/s killer busted at all.

  • You're right, we should buff Spirit to 4.6m/s.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029430#Comment_4029430

    Cause a problem, claim there was no choice but to cause said problem, then demand a buff or buffs to stop causing the problem. Apparently it's all the rage among killer content creators.

    Maybe its because things that weren't a problem got nerfed to the ground and will continue to do so until there's no choice but to play in a certain way the balance devs want.

  • @fussy said:

    I swear cooldown for breaking pallet is stupidest thing we have ever had in this game. I have 0 idea why killer should be punished for doing basic part of gameplay loop and I hate the fact that devs had no idea how to balance Kaneki created such precedent. I hope we never ever see this "cooldown for breaking" feature on any killer.

    Also I don't get why we act like Blight is the only killer who can dash at you after pallet breaking. Wesker? No complains. Chucky? Vecna? Dracula? Singularity? Naaah. Spirit even has addon for power recharge for pallet break, but I don't see complains either. Blight? Ah yeah, it's completely different.

    If you want to nerf Blight, make him 4.4 is fair. If you want to make him much weaker, destroy his speed addons, because basekit Blight is nowhere near S tier and speed is the only thing helps him to be viable in most loops.

    But, once again, if you want to nerf S tiers, let's do something with S+ tier first – swf.

    100% this. Why are we punishing killers for breaking pallets? Isn't breaking the pallet the punishment already? Singularity can teleport behind you after breaking a pallet without any cooldown as long he can properly see you, and usually get the M1 about the time it takes for overdrive to end.

    I'd much rather have his speed addons gone than him becoming 4.4m/s though. Nerf his power instead of his normal movement speed. His movement speed has no effect on his power whatsoever.

  • Someone called Blight a 'professional tweaker' and that has resonated in my head ever since.

  • The most common suggestion I hear thrown around is that the healing effect should pause if you enter a chase, then resume if the killer drops the chase. The devs themselves said the issue was that it extended chases, so just don't make it work on the chase, it would still be a good item, specially if no one is near to heal you.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028045#Comment_4028045

    there is zero reason to invite my friends to play dbd whatsoever.

    which is why the queues is lacking and gapped this much, the devs dont care, the community doesnt care.
    yet they shout "too long killer queues" as if adding a single new class instead of killers, would break the game and kill servers or something.

    I don't think anyone has ever said that. Everyone wants new classes for both sides.

  • Didn't work. They still spam profanity at me in the endgame chat and one of them DC'd.

  • I am completely against 4.4m/s on any killer. And despite Spirit having lower than average speed for the same reasons as Nurse (but not as intense), I still don't think buffing her to 4.6m/s would make her busted. That goes for any killer who'd go from 4.4m/s to 4.6m/s, they would just be better to loop around tiles where they can't normally use their power.

    But I digress. My real argument against 4.4m/s is that it wouldn't solve the Blight problem either, you'd just make a larger bridge out of the skill gap between low skill and high skill Blights. And what people dislike are the high skill Blights who understand flicks and bump logic to get those hits in his power.

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028782#Comment_4028782

    Not sure if chucky is that easy to add tbf. He has a balancing issue since he's super slow but might be too oppressive if he's buffed to 4.6ms for 2vs8.

    Also his size might be problematic as well. As Dracula in wolf form ur nearly invisible on dead dawg for example. Chucky would be the same

    Slinger is arguably worse than Chucky and they both share 4.4m/s despite the map being much larger. I don't think any killer would be as strong as people say if they were 4.6m/s, they would just be able to play better on tiles where they can't normally use their power.

    Besides, I don't think a 4.6m/s Chucky would be better than Dracula who is 4.6m/s on Wolf Form and also gets a speed boost every 6 seconds (that can be combined with Enforcer for an even higher boost).

    Edit: The only reason Wolf Form isn't any stronger in 2v8 than it is currently its because its bugged.

  • There is something that needs to be brought up about the DC penalty and its the cheaters. Its the ONLY problem with the old DC penalty system is that cheaters could hold you hostage and force you to quit.

    Nowdays abandoning can mostly solve the issue, and most people wouldn't need to deal with them. But there are still people who could be targetted and harassed by petty cheaters and force them into a lose/lose scenario.

    If there were a proper anti-cheat that prevented this sort of thing, the old DC penalties could 100% come back without any issues.

  • Being able to go to any portal on command sounds interesting. Also, fixing Shred to be able to damage crouched survivors on lower surfaces would help a lot too.

  • Despite her strengths, I just felt like she wasn't fun playing as. I played the entirety of the Haunted by Daylight as survivor and haven't seen one Krasue since the nerfs.

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028614#Comment_4028614

    I would guess that Dracula and PH were the easiest to add from the remaining popular picks. They both mostly have unproblematic chase powers. The remaining killers would probably require some sort of rework to their power or are to unpopular to add

    The Dracula and Pyramid additions to 2v8 are more of a sponsored addition rather than Behavior picking killers people would want. While I believe every killer needs time to be looked at and implement, there are still ones which would be very easy to add still, from the original ones or licenses like Chucky.

    Still though, not even asking about what people would want to see in 2v8 only leads me to speculate they're doing it on purpose, having already planned on only adding a few killers every now or then for some… reason.

  • @Rwby said:

    First of all, before any of you argue against me: I am a survivor main. I basically only play killer because my best friend refuses to play survivor while 2v8 is online. But I noticed something urgent in both killer and survivor rounds.

    Most of the time, survivors only pick Escapist or Scout, because these categories are broken as hell.
    Why do I think so?
    Sprint Burst isn’t automatic but on a button, and as Scout you can reload pallets infinitely. This shouldn’t be a thing.

    For example, bind the boost to automatic sprint like in the main game and remove the ability to recharge it while in chase or while running in general. Bind it to exhaustion and it’s fine — not too strong, not too weak. Maybe a longer recharge time depending on how many people play that class.

    Now for Scout: give every pallet a limit on how many times it can be rebuilt. Maybe three times — that should do the trick. If it runs out, survivors actually have to think about when to rebuild a specific pallet. I especially noticed in my survivor rounds that pallets are being wasted like nothing, because it doesn’t matter anyway; someone will just rebuild it, so why care? Just drop everything behind you, it’ll be back up in no time. That’s not very balanced. Not at all.

    The number of remaining rebuilds could be shown by the pallet’s aura or displayed on-screen with a prompt. And to be clear, I’m only talking about rebuilding pallets, not resetting them with Any Means Necessary.

    Another point: either increase the time gens need to be powered or increase the total number of gens to ten. There have been too many rounds where I could sit alone on a gen, without any other survivor, and still finish it in a single go. When three or four Escapists are on a gen, one of them just needs to pop the boost and everyone gets away. The killer can only chase one, maybe two if both killers are together. That means the others will be back on the gen immediately and rush it like a marathon. That’s boring. As a survivor main, I find it boring, broken, and I honestly feel pity for the killers who can’t keep up with this rush. I still wonder why everything in this mode is doubled except the gens…
    Also, give the gates an additional 10 seconds. That’s enough. Right now, it only takes two survivors at a gate to swap roles whenever a killer comes, and both will escape.

    And one more thing: change the time it takes for inactive survivors to gain crows. I’ve seen way too many survivors who find a key and then refuse to do anything else. That’s not helpful or cooperative. Also, adjust the hook timer. Make it a bit longer. I’ve seen way too many people die on second or even first hook while six survivors are still alive and doing nothing.

    I do think that since Fragile Pallets are now a thing, they could be added as an alternative to Scout after they rebuild the same pallet a couple of times, instead of just denying their power if they use it too much.

    But despite all the 2v8 issues, all I want is Escapist to be toned down a bit to not be on-demand and your suggestion is perfect.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028544#Comment_4028544

    Looking at amount of downvotes under your comment it seems some people are just enjoy busted stuff on their side and simply afraid to lose it. And that’s why some people tried to justify uninstall survey as well, because it let them support their position that they are special by playing unenjoyable survivor role and that they deserve even more, XD.

    Killer just lost content overall compared to survivor. Like removing killer exclusive co-op powers for inferior classes, then nerfing the only good class and then just removing a killer from the mode outright because Behavior could bother to balance it.

    But speak about balancing anything in the survivor side, nuh-uh. You're in the wrong. Medic duos healing people mid-chase when its meant to help on resets, or Escapist having an ability even more powerful than old Dead Hard with a 30 second cooldown? No, they'll get mad they didn't get to use these things alongside the genrush power of the Guide in the v1.

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028566#Comment_4028566

    I liked that part too, but I'm assuming it was canned when they realized how many unique pairs they would have to balance for when they seem to aspire to add most if not all killers. It just might be too unrealistic for every killer to provide a unique bonus to their partner.

    I think they ran out of ideas rather than being overpowered. Huntress' power to reveal whoever she hits, or Trapper giving a speed boost for placing a trap were useful but not busted, they played onto their own strengths and were fun to use. The only weird one was Hillbilly's exposed while he himself didn't have an instant down.

    I feel they could have kept this idea going. Maybe having Blight in your team could give your killer teammate the Blighted Serum halloween addon whenever you or him hooked to move around the map. Or Nemesis getting a Tier 3 could also boost the killer teammate somehow. You know, SOMETHING rather than the nothing burger killers got.

  • What surprised me is that there was no question about what killer they should consider adding next. Its the thing everyone comes to expect with every new 2v8, yet they didn't bother asking it in the survey. Almost like they're holding out to adding new killers on purpose.

  • I know I am one of the lucky few who gets to have a constant 30-40ms ping, but I agree everyone should have the opportunity to play with good latency.

    A lot of killers have their entire power determined by ping. Nemesis' whip comes out slower the higher your ping is, Blight's bump will change position the higher or lower your ping is, and so on. If they're not going to make killer powers play better on high ping, they may as well focus in giving everyone the best experience that they can with the servers.

  • @tes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028544#Comment_4028544

    My main was neglected in this event, while gameplay on survivor is simply boring. So now I just play 1 vs 4.

    My friends who play DBD don't actually want to play 2v8 killer with me because killer feels terrible. And I don't insist because I know I could be putting them in a worst experience than 1v4.

    And some people like to say that's a good thing, claiming that those who are not playing will shorten the queue. The only people who say this are survivors, I don't know any killer who wants their experience to be worse just for the queues to be faster. I'd rather wait 30 mins to play a fun match than to wait 10 and have to deal with 5 rows of pallets and multiple Escapists.

    Only reason I play 2v8 in soloq is because its the only way to interact with the killer community in-game. I don't mind if I get a newbie Trapper or Ghostface.

  • @Memesis said:

    Classes aren't the point for killer though. Your killer power is the unique part. Survivors don't have that so their classes serve as the power

    In 2v8 v1 killers had coop powers linked to their own powers, which gave ample opportunity to do a lot of cool things together. It was removed entirely for the subpar class system. If they're going to make the class system not matter, the could at least bring back unique killer coop abilities.

  • @mecca said:

    Once again, there's a massive problem of survivors NOT enjoying the game and killers waiting and waiting to play. Why are we mad they are trying to find out what survivors dislike? We really can't be this out of touch.

    No one is mad at Behavior trying to find solutions to problems in the game. The issue is how they do it and what comes out of it. With skewed surveys that don't offer proper data, while completely ignoring other aspects about it and even leaving out things like bugs untouched.

    More importantly, them having a creator program full of people with thousands of hours into this game willing to give their opinions, and never actually listening.

  • @Classic_Rando said:

    I say this as someone who plays both sides: the fact that some are complaining that killer side is too hard is probably a good thing given that the queue times are still horrendously long for killer. It’s just a basic fact that we need some people who would normally play killer to either pick survivor side or just not queue up at all if there is going to be any reduction in the killer queue times.

    I don't know why the mentality of 'make the killer side suck so that more people play survivor' is spread around. Ever since the first 2v8, they've been buffing survivor and the queue times never got any better. It has been a whole year of them doing that.

    I am not saying killer needs to be giga buffed, but saying that its a good thing that people from one side aren't enjoying the game is completely disrespectful at how others feel about the experience.

  • "Uroburos will be launched into the trials, ensuring complete. Survivor. Frustration." -Albert Chadster

  • The only thing I care for is Escapist to be nerfed. Its such a powerful survivor class, it completely denies pressure from every killer and it feels like a 'instant win' button for the survivor. Nerfing Shadow and buffing Escapist is the biggest slap in the face when it comes to balance. Until they do that, I believe they're covering their ears and trying their hardest to not listen to the killer side.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028339#Comment_4028339

    Viability means that a killer has a reasonable chance at winning against survivors of similar skill level.

    But that does require actual competence from the person playing it, too. Someone turbo-tunnelling their way into high MMR and being unable to keep up when other, more competent killer players can, does not make a killer 'non-viable'.

    And competent killer players don't tunnel, or skill alone stops them from tunneling? Specially with the low tiers? Because spreading hooks is still a less viable strategy than if you were to just tunnel (or eliminating a player out of the game ASAP), no matter how much skill you have, it could make spreading hooks easier, but it will make tunneling even easier too.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028285#Comment_4028285

    Once again, though: Viability does involve personal competence. Just because JohnDoeMcForumkiller can't make something work doesn't mean it's not viable. Killer competence is never considered in discussions about viability.

    Okay, let me ask this, before I say anything else. What does killer viability means to you? Or what does it mean to make a killer more viable?

  • @KerJuice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028327#Comment_4028327

    My guess for the Unknown is that he would make it very easy to team up with the other killer and just double tap everyone with his clones to cut off looping survivors. They wouldn’t even get 1 loop off once he shows up.

    Clown could be performance- imagine a cluster of survivors all constantly getting hit with his Pepto Bismal bottles. That could drop some serious frames.

    Both speculative theories ofc.

    I think its the contrary for Unknown, with 8 players, it would be ridiculously easy to get rid of his clones. Its similar to how Trapper can get completely countered a few players focus in stalking and disarming his traps. Even then, I honestly don't think they would do anything Blight or Wesker can't already do. If anything it would make it for some very entertaining downs.

    As for Clown, would performance really be that much of an issue? I never seen any sort of problems like that when playing 2v8 (then again, I actually saved money on a good PC).

    And its fine to speculate, its what allows to view the possible benefits or grievances of the mode.

  • @KerJuice said:

    If there could be a 1v4 version (most if not all killers available, no classes, all perks/items available, etc.) of 2v8 - then I would like it permanent. But 2v8 in its current iteration (arcadey) should be seasonal.

    I don't think its realistic to expect 1v4 perks to ever come to 2v8, given they would need to be bug proof and balanced for the mode regardless. But (if we're being VERY positive here), eventually new classes could reflect the most popular perks like Flashbangs or even bloody Dead Hard and offer its own wide selection of playstyles.

    As for killers, I don't think ALL of them can make it into the mode (Plague or certain licenses) but most of them seem pretty plausible to. I just wonder why they haven't done so many easy picks already like Unknown or Clown.

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