ReverseVelocity
ReverseVelocity
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771020#Comment_3771020
As killer or survivor?
Killer, I said in the post lol. Pretty much all of my Survivor matches have been in 2v8 for the BP bonus.
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771020#Comment_3771020
I'm honestly very displeased that the regular gamemode has had to suffer to facilitate 2v8. I've never cared that much for the idea of 2v8 but after this I lowkey don't want it to ever return. We obviously don't have the playerbase for it.
I love 2v8 but the fact that they didn't allow for incentives to be on multiple modes at once in preparation for this mode is insane. Massive oversight.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770998#Comment_3770998
I'm kind of in the same boat. Like, I'm happy people are having fun, but I just want to play regular 1v4 without having to wait an eternity.
It's rough out here trying to play during off-peak hours.
Yeah it's been taking me up to 15 minutes just to load into a 1v4 killer match. It sucks.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770154#Comment_3770154
whole reason why it is so dragged out is because it takes 4 minutes to bleed out. it is long time. so while it has benefits, it also has one large negative.
The whole reason basekit unbreakable was a bad idea in 1v4 was that there are instances where picking up a Survivor are not possible for a period of time. This is not the case in 2v8.
Or maybe because it prevented killer from making any comebacks+allowed survivors to aggressively bodyblock for dead hook people with fresh hook players? Not saying unbreakable doesn't have this problem but at least problem isn't base-kit.
You can still make comebacks and bodyblocking is less of an issue, since you don't have the time sink that comes with hooking people. You just cage and move on.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770932#Comment_3770932
Devour Hope and Huntress Lullaby have their various scaling effects fit onto their perk card, I think they'd be able to make it work in the description.
It is a little on the involved side, but I think it's okay for some perks to work like that!
I guess, but it's still overcomplicated for a perk that only really needs a simple change.
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We don't need auto caging, we need self-pickups on all cage states.
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I'm not gonna lie I have no idea how they'd fit all that in a perk description.
It's a cool idea, but overcomplicated. All they need to do is remove the injured requirement and that's it.
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Literally just (pretend to) farm and then blink 3 times and grab them off the generator. Then either play the game normally or keep farming.
Achievement done. You don't need to bother with trying to get it in the intended way.
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@drsoontm said:
That's why it's called an achievement.
Nurse still has the achievement where you have to blink 3 times to grab a survivor.
It was made at a time Nurse could blink up to five times and now you can't even grab from hook anymore.
What kind of survivor stays on a generator when the Nurse is rushing in with three blinks?
It was one of the most difficult ones I've got. Worse even than Evil incarnate that depends on survivors not jumping in lockers to avoid the kill.
In comparison, simply having to be matched with a specific killer seems a pretty simple, if random, requirement.
That achievement is extremely easy to cheese, though.
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@OrangeBear said:
i would like it to but i think there is 0 chance of it happening. Because the skin is iri shards only meaning they earn no money from it and they'd rather spend resources on future cosmetics i believe
Yeah, it's probably unlikely that anything will happen, but it doesn't hurt to ask, I guess.
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@YulechkaLive said:
If you don't like the mode, play the usual mode. What is the problem? The usual mode is always available.
I and many other people like the mode. Why shouldn't we play it because of you?To be fair to the OP, the introduction fo 2v8 has cooked the queues of the regular mode as well.
Having zero incentives on the regular mode doesn't help at all, I hope they fix that for the next iteration.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770427#Comment_3770427
He is the next one that will be worked on
Well count me equally scared and excited, then.
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The amount of crossmaps I've hit when my teammate has entered chase with a Survivor are just amazing. It's made me remember how much fun I have playing Huntress.
There was that one time someone stepped in a trap and I downed them across the map with a Hatchet as well, that was amazing synergy.
@100PercentBPMain said:
I'm just chillin having a blast camping up on the Thompson House ratting on all the killers
lmao i'm going to try that sometime
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@Mazoobi said:
I would argue that Bardic Inspiration is dangerous if uncontested since it has insane synergy with other gen perks. It's a fun perk that CAN be good but a solid A-tier perk for me.
I agree with the other two needing some changes though.
I don't think this change would make it dangerous. The progression it provides will remain mainly the same, it'll just have a tad more consistency.
Cancelling the performance would still incur a 60 second cooldown, so there's that too.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770156#Comment_3770156
He is next killer to get reworked. So maybe people are playing him because he is getting reworked?
Is he the next up? I thought they just said he's in the pipeline.
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@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.
It only applies on your last cage state. They even acknowledged that in their post.
I'm pretty sure an infinite self-pickup would cut down on slugging, so I don't know what your point is there.
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I don't think he's getting picked any more all of a sudden.
Sometimes I just get like 3 Freddy players in the span of a day and then absolutely none for a week straight. Maybe it's just a Freddy day for you.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770064#Comment_3770064
Yeah, I have no doubt that it's possible with so many completely new player in this mode and seems like no MMR at all, but I don't think it's possible against players with at least some experience (not even good at the game). 8 people on giant map, it will work only if survivors completely ignore picking up teammates and give to killers auras after completing gen, then maybe.
I think k3ijus comment also says a lot, because I can't thing about a single game in 2v8 on killers, where I can slug and not throw match even against really bad survivors. I saw really good teams escape with 3-4 hooks on team with gens done in 4-5 minutes several matches in a row. So even if "problem" of slugging in this mode exist, it's only because of new players are lost.Slugging excessively can still be a major issue. There are a lot of inexperienced players in lobbies at the moment (good luck getting an 8 stack lmao).
It is 100% possible. I have seen it happen. I am not a bad player by any means. It dragged the match out for an eternity but they eventually got everybody down and then bled them out.
Slugging so hard people bleed out in this mode should not be a thing. With the whole cage mechanic, and the fact that pallet/flashlight saves are basically impossible in this mode, then there really isn't a reason to not add a self-pickup mechanic.
The whole reason basekit unbreakable was a bad idea in 1v4 was that there are instances where picking up a Survivor are not possible for a period of time. This is not the case in 2v8.
It's not really a common thing to see, but the cases where it does happen are so obnoxious that I think it warrants a change.
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@fussy said:
I see slugging in 2v8 only on forum. I always have some streams on background and I still didn't see a single massive slugging fest. Same with my games. Only when 3 survivors left and some killers decide to slug to find another survivors. Not even sure if it's possible to slug 8 people, not even talk about maps size and amount of resources.
I've had it where both of the killers play specifically to slug all 8 Survivors until they bleed out.
It's definitely possible, especially with the better killers. Nurse + Billy, Nurse + Huntress, Billy + Huntress are all probably capable if you have two good killers in a premade. You're not pulling that off with a Trapper and a Wraith, though.
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It's because it is pretty damn easy to get a hit with Nemesis once you know what you're doing.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769948#Comment_3769948
Is it that true? What was the last outright trash perk we even got outside of the DnD chapter, Weaving Spiders? And that's just release WS, since it's kind of okay now.
Release Scavenger, maybe? That was a little while ago, at this point. Some perks are kinda underwhelming, but it's been a while since we got an outright trash one.
Honestly, there's been a good number of terrible perks recently. I'd say Lara came with one, since Hardened requires you to waste a good 30+ seconds looking for and doing side objectives in order to get a slightly better Calm Spirit.
Still Sight, Deadline, Boon: Illumination, Scavenger, Lucky Star and basically every single Tools of Torment Perk aside from Background Player make the list imo.
Most of those are either far too roundabout to get much use from, or outclassed to a major degree.
Where the line between terrible and underwhelming lies is generally subjective, but these perks will basically never end up in a serious build for me.
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@Science_Guy said:
This is the only thing souring 2v8 for me. The mode is a blast, but the Autohaven map is a nightmare. Having to hope all seven other survivors don't throw the game by hiding outside of bounds for the entire match got really old, really fast. It's even worse since Macmillan was disabled in 2v8, so that means even more Autohaven.
You do have to wonder what the point of the killswitch is when there's maps with massive holes in them that lead to spots where Survivors become essentially invincible, and they decide NOT to use it.
It's a major and exploitable bug, you'd think this is the exact reason they made the killswitch in the first place.
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@Ayodam said:
Well, Laura’s perks seem a little better (still mostly situational and on the mediocre end). Maybe that’s something. I dunno why people complain about survivor perks anymore, though. Survivor perks are usually trash for a very clear reason: The main draw of survivors are cosmetics (not perks). It doesn’t matter how awful a survivor’s perks are (I.e. Sable) because people will overlook that & buy cosmetics. Why would BHVR change a formula that works?
Finesse is good at least.
I'm still going to give my feedback on what perks are bad, and how I think they should be better. I'm not sure what point you're making with BHVR deliberately making perks trash, since Sable actually came with a really decent set of perks. The worst being the Invocation, but that's at least ok-ish now it's been buffed.
It's not specifically a Survivor thing either, there are more bad perks than good for both sides. Vecna was an exception in this case where all 3 of his perks have viable use cases.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769934#Comment_3769934
Fair, though at this point there's like 60+ perks that need serious buffs and they'll only pick a couple to slightly tweak every six months, then introduce more bad ones every chapter.
At least they've confirmed a big series of perk buffs coming some time this autumn. I'm looking forward to that.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769923#Comment_3769923
Exceptions within reason. I'm not suggesting that all perks be restrictive to specific killers, but moreso suggesting that these unique changes be considered when talking about very problematic combos over universally nerfing the perk for all killers. For worst case scenario and not everyday issues.
What kinds of combos are you referring to specifically?
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@Krazzik said:
I mean this isn't new, most DLCs have bad perks for one side or both.
I know it's not new. I'm just giving my feedback on the perks themselves in hopes that they might get buffed.
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Exceptions complicate game design in a bad way. You can't really convey them very easily either. Imagine if every perk had to have a list of killers it didn't specifically work on, that'd get out of hand pretty fast, and make things even harder to remember, especially for newer players.
Hubris not working with Singularity is only a byproduct, not deliberate. He bypasses the stun while in Overclock, so the perk does not activate. He is not considered to be stunned.
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@ImWinston said:
- yeah, I remember when people said Still Sight was OP. the same people who ignore the existence of key + blood amber🤣
People were likening it to Old Object, which was kind of crazy in retrospect.
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You are just describing a pre-nerf Ivory Mori, which was also busted.
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@Dustin said:
Singularity changes are amazing - It feels great all around and the penalty reduction was long overdue.
I haven't played Knight yet but admittedly I don't plan to - I don't even like how the rework looks on paper so I don't find it worth my time to try something I'm pretty confident I'm not going to like. If I'm recalling they removed every good thing possibly coming from the update from the PTB when they pushed the update live. The main thing I don't like is the guard disappears faster if you chase the target the guard is chasing. That seems so stupid especially for guards like Assassin who specifically I feel should be helping you in a direct chase. I understand the other two and if I'm understanding this incorrectly someone proficient in this character correct me.
I have to admit I was initially really worried about the proximity change, but in practice it is not a big deal.
Since it's based on proximity with the Guard, and not the Hunted Survivor, all you have to do is back up from the Guard a little bit, and you can still zone them. You go in for the hit once you know it'll be guaranteed, and the penalty doesn't matter.
Take that into account, and he's better overall at what he does, since the Hunt time is greatly extended. I've been doing better with him overall, and he takes more skill to play effectively now. It's a win-win.
Just bring back the individual cooldowns (maybe with a shorter duration than on the PTB) and maybe give Carnifex a little something extra.
Maybe an increase in maximum patrol length path (only when Carnifex is selected) and a +2.5% damage penalty when using him to kick a gen, since the 5% the Guards previously had is basekit now.
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Both reworks are very good overall.
I want to see cooldown improvements for Knight, though, then he's basically perfect.
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@THE_Crazy_Hyena said:
It's good that the survivor side can have at least ONE good map, when all the other good ones has been reworked into oblivion (looking at you Haddonfield, and Coldwind Farm).
Personally I feel that the killer side has many more great maps now compared to survivors, with map sizes being shrunk down, making killers like Nurse, Billy and Blight even stronger, due to the much shorter traversal time.For obvious balance reasons, I think we should leave Disturbed Ward as it is.
Survivors still have plenty of good maps.
Sure, the Haddonfield rework sucked but don't act like there aren't a good amount of survivor sided maps in the game.
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@Legendary_deedee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768368#Comment_3768368
You just described quality of life add-ons. This is why you shouldn’t have an opinion.
If you look at ALL of that and go "quality of life" idk what to tell you.
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I mean, Hindered is there so the Claw Traps actually mean something, they'd be a non-issue without it, especially against Survivors who are already injured.
They used to break pallets whenever a Claw Trapped Survivor vaulted them, but that was replaced by the Hindered with the rework.
The only thing I'll say about Knock Out, is a big shoutout to Almo for adding a basic attack requirement to the perk before Twins dropped. He really saved us all…
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@For_The_People said:
What many people think will be discussed when facing a SWF:
https://us.v-cdn.net/6030815/uploads/EDQ0HUO823DF/img-1818.jpeg
what most swfs in discord are actually talking about:
https://us.v-cdn.net/6030815/uploads/4YIQCEU7KKYF/facetune-24-07-2024-10-53-26.jpeg
Top secret strategy in discord discussions:
https://us.v-cdn.net/6030815/uploads/AWKAEZESXZVC/img-1822.jpeg
..or more likely:
https://us.v-cdn.net/6030815/uploads/6ULOQQWZX9HJ/facetune-24-07-2024-11-16-04.jpeg
the reality in many cases is that people who have played solos a long time make in game friends they then play causally and regularly with and sometimes become good friends with and want to continue playing - not to destroy killers with evil plans, but to avoid the pain of solo and laugh and joke with regardless of outcome.
Hi, I'm writing on behalf of the BBC as part of an initiative with BHVR and their forums to check that all DBD players have TV licenses.
You cannot escape us.
They should add a TV license enforcement officer as a killer, those guys are ruthless. -
BHVR want feedback for the mode. If people aren't having fun, they're going to talk about it.
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Forums try not to complain about SWF for 3 seconds challenge (literally impossible)
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I don't think 200% Ruin should come back. Maybe 150%?
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768452#Comment_3768452
I would agree! The wording really tripped me up. Im sorry if I came off rude. I was really just trying to get a grasp of it all and understand it better
It's all good! I was mainly confused at why you thought CoB was 210% more than anything else lol.
Yeah, the way BHVR words things is ambiguous at times, which can be very confusing. This was an issue when Call of Brine and Reworked Overcharge were a popular combo as well, people were confused if it added to 300% or 400% (it was 300%). It makes me do a double take myself whenever I run the maths.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768442#Comment_3768442
So Killer Skill increases the regression of gens by 200% on TOP OF the default 100%? I understand it as just 200% faster.
It's sort of unclear just from in game descriptions, but the fact that it says "increases by" rather than "increases to" means that it's likely on top of the default 100%.
The wiki also lists it as +200%, instead of increases to 200%, and that uses values obtained from the game files themselves.
From playing the mode, the regression seems really speedy as well.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768437#Comment_3768437
"Killers get old Call of Brine + Overcharge regression on gens though."
Old COB 210% + Overcharge130% = 340% So with that logic. Not quite. You'd need another 140% to make correct.
(If I am understanding you correctly)
Old Call of Brine was 200% (+100%). Old Overcharge was also 200% at it's cap (another +100%).
That's +200% extra regression, which is what killers get in 2v8 by default.
(I do not know where you're getting the idea that CoB was 210%. It literally says 200% in that screenshot you posted)
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768420#Comment_3768420
That's false. Old Call of Brine was 210% before they nerfed it to what it is now which is 125%.
I haven't even included OC yet.
It says 200% in the screenshot????
And when it says it regresses at 200% of the regular regression rate, that means it adds 100%.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768413#Comment_3768413
Pointless is probably the wrong word, I suppose what I'm more driving at is, do you honestly feel its even possible to get a proper grasp on the state of balance in this mode within 2 weeks?
I've already seen numerous statements that sound pretty concrete in relation to balance... but I personally feel I'd need a couple of months at least with it before I feel like I could be objective on anything about this mode balance-wise...
I mean, maybe? I don't know. Either way, first impressions are still very important to give, even if they might end up being wrong in hindsight.
It's going to be an iterative process, so giving feedback is extra important this time around.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768166#Comment_3768166
Old COB was 210%. The Killer Skill is 200% and it doesn't proc a difficult skill check or regress any faster past 200%. However, we do get a little nowhere to hide with that. No regression perks, pain res, pop, grim etc..
Both Overcharge and Call of Brine were +100% each for a total of +200%, which is what the mode gives.
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Pointless? No.
It's going to be a different framing from 1v4, but discussions about it are far from pointless.
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You'll have more than every second match filled with bots with the rate killer queues are going for this mode.
Besides, it's a PVP game, we don't want to play with or against bots from the start in online matches.
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@VomitMommy said:
1000% BP bonus for survivors would definitely help...
I am super greedy on BP, so I would definitely take a bait.
I do wonder if the incentives will be increased further at all during the event.
I'm not gonna lie even with +400% BP, I'm not sure if I actually want to play Survivor in this mode (especially solo), you have like a 90% chance of going against a Nurse at this point.
Games with friends have usually been more fun though.
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No thanks.
Call of Brine and Overcharge were nerfed for a reason. It makes sense to have that kind of base regression in 2v8 but not 1v4.
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@Peanits said:
As others have mentioned, the purpose of the incentive is to encourage people to play Survivor in 2v8 to help balance out the queues. Survivors are needed most in the 2v8 mode right now and by a pretty large margin, so that's where the incentive goes.
We aren't able to support different bonuses for each mode at the moment, so the incentives for the regular mode are currently disabled. We're looking to separate this so we can support the appropriate incentives for both modes in the future, but to manage expectations, I would not expect the regular mode to have an incentive as big as the limited time mode (or anywhere near 400% for that matter).
I hope that can be implemented by the next time 2v8 rolls around (or even earlier, ideally). It's really needed.
1v4 queues are cooked right now (at least on the killer side). I don't want to have to play 2v8 Survivor for the next 2 weeks in order to get decent queues.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768160#Comment_3768160
Actually in 2v8 there are even more reasons to slug, especially when killers are massively behind the hooks. There are 2 reasons for this - one is having a survivor slugged on one side of the map will force others come to the aid, effectively keeping them from doing gens and two is the chance to get everyone slugged at some point. With lack of proper slowdown in 2v8 mode, slugging is the only alternative because cage doesn't really do much since survivors end up teleported very close to their allies. The average caged duration is 5 - 10 seconds where slugged survivor may stay on the ground from 20 to even an entire minute in some cases.
Lack of proper slowdown
