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UnicornMedal

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  • @jmwjmw27 said:

    I would love a buff/change to guide. Easily the most underwhelming class to play.

    If Guide had flashbang, or head on, or quick gambit, it would actually feel impactful. As it stands you don’t really feel like you have any abilities or impact aside from maybe one blast mine stun every other game.

    I did Blast Mine a tunneling Legion part of a BF/GF duo a couple times and that felt pretty satisfying.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988548#Comment_3988548

    It truly feels like they punish you for liking a character.

    Tell me about it. I was actually getting anxious about leveling David every time there was a new perk in the shrine and actively dodged him during events because I didn't want his prestige to get so high that I couldn't get queued into a trial anymore. Lots of bad choices from the team over the years regarding mains.

  • Queue times aside, 2v8 is a mode that Killers are always dying to play because they're able to play duos. If you mean to tell me that Killers will give that up because they're not winning every trial, then I don't know what to tell you. Survivors have to have some busted tools to counter 2 Killers at once.

    However, the mode is slowly shifting more toward BHVR's standard practices with 1v4 (in my opinion). So wait long enough and you might get what you want.

  • @cogsturning said:

    Yeah it's a mess. My p100, in particular, is just a BP drain. I have to go up like 10-20 levels just to get the one single wire spool I'm thirsting for.

    Meanwhile, my killer bloodwebs are fine.

    I wanna say this was even a problem dating back to when prestige maxed out at 3. There's no way that item scarcity becomes an issue the higher you go on accident.

  • @rvzrvzrvz said:

    They don't need to megabuff anything but they're really afraid of using incentives, 30-40 min queue is crazy just go higher with your incentives, use it… give me x10 bloodpoints stop being so lukewarm

    Throw in double/triple XP and I'm there.

  • @Shinkiro said:

    Just delete both from the mode, they DO NOT belong in it. Oni's weakness is completely negated by having two killers(double value with legion). Legion basically ruins everything else, playing injured against two killers doesnt work, he gets IMMENSE value for the other killer just by existing.

    NO AMOUNT of nerfing will fix their fundemental flaws in this mode. THEIR POWERS ARE DESIGNED FOR 1V4 where they have balanced weaknesses and DO NOT work in 2v8, period.

    There is nothing wrong with not having every killer available in modes that do not suit them!

    I think the mindset is that 2v8 is meant to be a testing ground for AI bots on each Killer, but you're totally right—adding every single one to the mode will make it unbearable. Imagine facing a Dracula/PH duo. The mode would still have to be balanced as if you were facing Trapper/Ghostface.

  • Vault suit on David would be cute.

  • It's just a PVP community. People show their ass more often than not and talk a lot of crap. It's really not that uncommon at all. For whatever reason, I think DBD players are less aware of that overall. I don't mean that in a snotty way, it's just interesting to see the attitude toward it over time.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988164#Comment_3988164

    Why is it always that toxic Survivors are just the pure evil and toxic Killers are only toxic because they had a frustrating match before this?

    Both sides have toxic people. Toxic DBD-players are toxic because they are toxic, not because they play "role I currently dont play".

    I always get a lot of upset directed my way when I say this, but it's my genuine belief that those drawn to the Killer role are a lot more fragile than those drawn to Survivor. I think there's this inherent grit that you develop when you know that your time is limited versus feeling like you're supposed to be a powerhouse that takes everyone down. In all my years lurking and posting in DBD conversations across multiple platforms, the one thing that is always consistent is that Killer players tend to feel the most victimized in any situation regardless of what state the game has been in. Sometimes it's something reasonable like performance anxiety. Other times it's much less reasonable things. But that mindset draws a lot of pity toward the role and subsequently topics like this.

  • @YayC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987688#Comment_3987688

    No game does it good because the dither is base on AA and every modern game uses FXAA or TAA and never the good ones. So you always need to choose between hair/foliage looking like a pixelated mess or your entire screen looking like someone has smeared vaseline on it with ghosting and motion blur caused by the TAA/FXAA so no matter what you choose something always looks terrible.

    I'm getting really tired of it honestly, I miss the days where everything looked sharp and clear.

    It was nice too when a game looked good and didn't need 100gbs on the graphics alone 😵

  • @MadDragon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987994#Comment_3987994

    Idk dawg, most of my survivor matches we usually get around half the lobby out unless the Killers are really coordinated.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987961#Comment_3987961

    If we have to have this style of mechanic I'd like something like that too. I don't think this specific style of a catch up mechanic is all that great though. It mainly punishes the Killers for doing "too well" (or rewards Survivors for not doing well enough), but if they fall behind it does little to nothing to actually help.

    Well then I'm happy for you. 😘

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987997#Comment_3987997

    Thats what im saying. The game mode IS survivor sided, just as the main game is, the problem is just reliable teammates really. Hopefully the MMR update planned for next year will fix the issues of fully incompetent teammates or just players who clearly don't belong in your lobby.

    It's not just anecdotal anymore. Statistically, it's untrue that Killers get the short end of the stick. It's to the point that you specifically have to go out of your way to make Survivor more enjoyable to keep the queue balanced.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987881#Comment_3987881

    ahh yes because insta-heals, on demand sprint burst and the ability to rebuild god pallets isnt op

    I know the queue is double what it used to be, but what about MY fun?

  • Finally someone that gets No Mither. 😎 Sure it's not great in every situation, but it's a lot more pliable than it's given credit for.

  • @Memesis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987640#Comment_3987640

    It's a casual oriented game mode. The goal of the mechanic is make each match play out to the end without a total stomp on either side. Remember, no MMR.

    If anything I greatly prefer this mechanic over an MMR

    Total stomps are getting more and more common in my experience. Personally, I think 2v8 is going the way of 1v4 in that it's "balanced" around average Killers vs coordinated SWF and everyone else can kick rocks. At that point, it might as well be MMR.

  • Anytime something is done too much, it's boring. When anti-chase started getting big, it got boring; when camping was the thing, it got boring; etc.

  • @Vrose29 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987570#Comment_3987570

    All my presets have been made and existed in normal mode well before 2v8 was released. They are still there in normal mode but keep disappearing in 2v8 only. It made my preset outfit 4 I was wearing preset 1 and rest default. Just a little annoying since swapping outfits with friends is a fun part of 2v8 (matching etc)

    I was gonna come back and say I noticed this too but I couldn't find the thread. 😭 It's 100% separate and definitely annoying.

  • Conceptually it isn't bad, but I don't think it would work for a game like DBD. It would decimate every new chapter release at this point.

  • I will give a resounding YES if I get a perk that lets me pee everywhere.

  • @Duncan_Ellis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987801#Comment_3987801

    This ^^

    But for some reason after about 9:30 pm CST, the quality of survivor drastically goes up and the quality of killer drastically goes down. I'm pretty confident is saying that the lion's share of escapes I've gotten are before I go into work at midnight.

    I've only been playing at night lately and I will say the survivors in my trials aren't bad. But every trial has been a steamroll all the same. 😓

  • Fog Vials were only ever a distraction at best. At least Blast Mine took a year to nerf while being on a similar level.

  • rip spamming RPD on my friends

  • At this point, I feel like if BHVR hit their head and decided to remove SWF, we'd still get posts about how unfair Killer is.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987698#Comment_3987698

    She can still be the strongest, but she far exceeds Blight in strength. Very outdated, obviously overpowered kit that has needed a rework for awhile now.

    They can't. Because…

    … they need room for powers like this.

    The stronger she stays, the more they bring the roster to her level without surpassing her and no one can claim the game is p2w (although they obviously still can, but I don't claim to know BHVR's reasoning 😵).

  • First trial of the day, I went down a few tiles away from main building and my cage spawned right inside. The same Killer was already on the way by the time I was unhooked and targeted me specifically with 3 other Survivors in the area. That should be a freak thing, but the more 2v8 goes on, the more common it becomes.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986454#Comment_3986454

    distortion is 100% worthless, so worthless that if you want to stealth or "rat" you have to take Object now, and perk designed to be the opposite of Distortion.

    Rats were a minority. Otherwise I can say Bond is a rat perk, because the last 3 people I've seen use it have explicitly done so to team up with the killer. but I'm not gonna say that, because that's not how most people use it. it's a confirmation bias.

    That's a good point. Using Bond + Open Handed to kite Killer to other Survivors or to avoid Killer altogether is an old strat.

    😎

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987708#Comment_3987708

    I'm a very competitive person indeed, but I like that both parts in a fight have equal chances of winning and I find insulting if people let me win, so I also threat me opponents with the same respect by always giving everything I have.
    This game have a huge problem with Gen Rush and camp/tunnel. Both are braindead, non skilled strategies that anyone can pull off. Gen Rush makes so the killer don't have enough time for a fair fight and tunnel/camp makes a 1v3 scenario with 4 or 5 gens up as much as unfair as gen rushing.

    The chaotic part of me that likes to see things going to hell to appreciate the spectacle is excited for the Anti Camp/Tunnel/Slug portion of the QoL plan that has NO gen rush at all. It's gonna be a disaster.

    That's what I mean, is that DBD is so RNG heavy and is tilted in favor of one side by default. I'd pen you as someone more willing to invest time in fighting games instead.

  • It'd be fun. I feel like they'd have to add a system that gives Killer hints though or else the queue would die.

  • Seems sort of Battleshippy. I think it could be a neat idea. I'm just not sure how popular it would be.

  • @Dadeordye said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987689#Comment_3987689

    Thanks.
    If I'm defeated as killer it should be because survs were better or played better than me, not because I didn't had time to do anything while survs literally were just stopped in front of a machine pressing a button occasionally with no interaction with the killer.

    The only thing I don't really understand is that if you're comp-oriented, why pick DBD of all games?

  • In my experience, 2v8 has just become 1v4 with more players. Most trials are steamrolls and you don't get anywhere unless you're lucky or have a coordinated SWF.

    In my trials so far, Survivors get preoccupied with other objectives so quickly that gens either get abandoned or they all pop at the expense of a few Survivors. Like @Coffee2Go said, 1-3 is the norm. So I don't know that gen speed is all that important anymore.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/454483/please-don-t-over-nerf-clown-mid-tier-killers-deserve-to-stay-fun

    Not if he can get 12% faster in a single second. Nuh uh. Nurse and Blight do need nerfs, but at least Blight has counterplay. Nurse is just a lost cause, needs a full rework to be balanced.

    At this point, Nurse only exists to be a hard testament to the "DBD isn't pay to win" claim. She has to be the strongest or else it all falls apart. In my opinion. 😌

  • I mean if that's your experience, then I'm glad you enjoy it.

  • It's how modern games dither hair to look more realistic, but DBD's engine doesn't really bring out the full potential in my opinion. The models look great ported to other games though.

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987292#Comment_3987292

    still true to this day pay to win perks are still here and behaviour still hide behind their super outdated and dumb shrine of secrets

    The specific model of hiding strong comebacks behind pay walls is less common is what I meant. I guess you could argue TWD counts but personally I'd say Reassurance was the last time they really pulled that.

  • I tested it. If you want to change your presets, go to the main game mode and set them up there. Then when you go to 2v8, they'll stay. Any changes you make in 2v8 are unsaved.

    My guess is that it resets everything because of the class system. Might be easier to do that than to separate specific changes.

  • Personally I gave up on trying to get consistent fast vaults a long time ago. They're always so oddly specific with angles and timing.

  • I feel like Killers with natural slowdowns don't fit 2v8. Legion is one of the worst picks, but I'd even throw Nemesis into the pot with how the zombies operate. I just know it's gonna be miserable once they start adding Killers from the last few years.

  • @Aven_Fallen said:

    As others have sad, as long as Survivor is not made more appealing in 2v8 it will not change. And I dont think that BHVR wants it, since they are once again trying to make Survivors play with massive BP-Gains, which probably solves the problem a little bit, not not enough to have a good amount of queuetimes as Killer.

    In the end, 2v8 is very killer-sided, meaning that you will not have as much fun as Survivor. And it is also not really a novelty for Survivors, since you are basically doing the same as in 1v4 just with more Gens to do, so you do more of the most unfun part of Survivor gameplay.

    And until this changes, we will be stuck with long Killer queues for 2v8. And this is without any other problems which might be in the gamemode (e.g. certain Killers).

    BHVR is really good at driving things into the ground (in my opinion). At this rate, I fear for any plants in the office. 😵

    Seriously though, 2v8 was actually pretty enjoyable the first couple of rounds. Back then it felt much more balanced than the main game and I actually had enough hope that we could see the trials through again instead of feeling like the odds were stacked against us before we even built up any momentum. As bad as the RE crossover was, even it had its moments thanks to the Yellow Herbs. But now? It just sucks to play. And for it to be this dead in the water by the FIFTH iteration? That's honestly kind of impressive.

  • I played 3 trials this cycle so far to get the challenge done and all 3 ended in 6-8ks (which used to be rare), so the scaling difficulty is really doing very little anymore. Even with Play While You Wait, I don't see the queues improving too much if it continues down this path.

  • @StickyFingaz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987461#Comment_3987461

    I get where you’re coming from, and sure, clutch plays using the endurance after being unhooked do get used sometimes, but that is more of an exception. Most of the time, those plays don’t happen at all because the unhooked survivor is already getting tunneled before they have a chance to contribute to anything. That kind of agency only exists because the system allows a bad situation to keep happening.

    This idea doesn’t remove teamplay - it just discourages tunnelling from breaking the match at the beginning. You still have time for trades, protection hits, etc. - just not with someone who just got unhooked and is still injured.

    As for the risk of survivors healing and revealing each other - that already happens with Off the Record, and most people manage around it fine. The stealth window is short and ends on interaction, so it rewards repositioning, not hiding forever. The idea would be to either go in some corner and heal yourself or go to some survivor at a safe spot to heal you unless the one who unhooked can do that for you already. There are obviously risk but it is a solid solution in my eyes and the majority of people I have shared the idea with.

    I actually agree with you on scaling mechanics, however, like you said, the trust in bhvr to balance that system fairly across all killers/matches isn’t very high. Given the history of what changes bhvr has tried to implement to combat this type of toxic gameplay, do you believe that the measures they plan to implement in the next few months to counter camping and tunneling would be better than mine? Cause I firmly believe it will suck for both sides or be pointless just like the anti-camping mechanic they added some time ago. That’s why I think simple mechanics like this are valuable — they’re clean, easy balance, and solve one major issue without a ton of side effects.

    No, I think they'll be on par at best. Regardless of what either of us think, they're going to do what they're going to do.

  • Scoring events need an overhaul across the board. The entire system is way too archaic for where the game is currently.

  • It's always been more of a Killer-focused mode. Not that that's a bad thing at all, but it needs to have a stronger focus on pleasing Survivor in order to work. As long as duos exist for Killers, I think you could add really anything to Survivor and it wouldn't affect the appeal of the mode.

  • @StickyFingaz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987294#Comment_3987294

    No offense taken, but I think you're missing the point. This suggestion doesn’t nerf survivor play - it helps survivors who are getting tunneled by giving them a short chance to escape out of harm's way. You still have plenty of opportunity for bodyblocks, trades, and protection hits before or after the effect ends. The only thing being removed is the option to use a broken survivor as a shield two seconds after unhooking. This was already discussed earlier in the thread.

    Also, something being “better than nothing” isn’t always a bad thing - especially when the “nothing” is survivors getting eliminated right after getting unhooked with no counterplay. This mechanic would take pressure off solo queue and make killer play more dynamic, not less.

    Your idea about scaling difficulty could be interesting, but that’s a much more complicated to build, test, and balance. Mine is small, clean, and easy to configure and balance - and it directly targets the problem.

    Not too deeply though. Whether it's a desperate play or not, it still does have its place. There are a lot of clutch plays you can do by using hook endurance as bait to buy time. With this mechanic, you would be removing it which does affect autonomy and that's something Survivor is very much lacking. I think it's always a better approach to see what we can add to the experience without having to take something away (at least at this stage of the game).

    It's not, you're right. It's just that that's the majority of what we've been given. A lot of little things that do help, but the elephant in the room is still there. Thankfully they're not locked behind perks as frequently anymore either—they are basekit. But it's still not impactful enough. What I end up seeing from this change is that unhooked Survivors will have to run off alone or else they risk another Survivor outing them by trying to heal. Or the Killer guesses where the Survivor is while they're self-healing and they get downed immediately anyway.

    A scaling difficulty is more complex, but it also targets everything at once. And again, it's already implemented as is in the game already. The only thing I don't trust is that I don't believe BHVR would balance it the way that it needs to be balanced. Especially when you see how it works in 2v8. So even with its potential to do a lot, it would end up as another "better than nothing" mechanic.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987284#Comment_3987284

    I don't think hook timers have been extended either

    In fairness, they did add an extra 10 seconds to hook stages about a year ago. While sorely needed, it still doesn't change your other point that:

    That means you can't pop all the gens while that Survivor is hooked without risking more dying in the process. It's incredibly tight and is unlikely to be successful unless you're blessed by the matchmaking gods.

    Thank you for correcting me. I wasn't sure if they had or not. And yeah, exactly. I mean you can still make a dent, but it doesn't feel at all like it did back in the day when you could really punish camping.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987281#Comment_3987281

    Its just players which are here 5+ years and they see devs make same mistakes again and again even vomunity and some content creators warn them and they still dont listen its like vicious circle like telling a child to not run on ice because he will get hurt but kid still do it over and over or not adjusting characters and perks with old effects to modern dbd like mayers,trapper, premonition etc.

    That's a big part of it too. Being told you're heard but the results of being heard feel the same as not being heard.

  • I've said it before but a rotating queue is healthy for games like DBD. It's not perfect sure, but it is a step in the right direction.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987281#Comment_3987281

    I literally hated VHS from day 1. Survivors getting basekit voice comms + map pings + survivors getting weapons to “fight back” = I hated the game on day 1.

    I also hated the killer role in TCM, starting on day 1. I would play the survivor role, but I never wanted to queue as killer.

    I meant DBD specifically. I agree though that VHS was boring and I only played Teen.

  • @StickyFingaz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987138#Comment_3987138

    So your issue is that it doesn’t completely solve tunneling, so it’s not worth doing? That’s like saying unless we make tunneling impossible, we shouldn’t even reduce its effectiveness.

    The stealth mechanic isn’t meant to remove all pressure — it just gives the unhooked survivor a chance to reposition instead of being deleted instantly. It’s a step toward healthier gameplay, not an invincibility shield.

    If you want to propose a better system that targets tunneling, regardless of stage or effort, then I’m all ears — but criticizing a practical fix for not being a perfect one isn’t much of a counter. I think my solution is one of the most elegant, practical and somewhat easily implemented anti-tunneling solutions I have seen since it already basically exists in the game as different perks and Vecna's item. It directly targets tunneling and camping, which are widely recognized as frustrating and unfun - even by many killers. If this became a base mechanic, it could eliminate the need for multiple band-aid perks and allow for more creative perk design.

    No offense but you're really glazing yourself here. 😵 The issue is that it'd be another bad play by the developers to add a "better than nothing" feature that also nerfs more Survivor play, that being offensive protection hits like @Ohyakno mentioned. It is so easily negated by simple altruism that it wouldn't be likely to become any more than that.

    Personally I think the only way to combat tunneling is a scaling difficulty system that takes both progress and scoring events into account, which 2v8 uses some form of currently. It limits both camping/tunneling/slugging and gen rushing based on how the trial is going and forces them to become natural comebacks only.

  • Cosmetics do drive a lot of the game at the moment, but even those don't take top priority. Every new outfit for David needs time to work with his shirtless skin (there was even a bug for a while that would OPEN UP his torso like a mouth when he curled up on hook). I'm still waiting for them to make Baz's outfit from the Masquerade event his and not Aestri's, or at least issue some compensation for charging 3 cosmetics for the price of 2.

    @YamamuraVideoRentals said:

    Well the one thing I will 100% agree with is the perks becoming bandaid fixes for glaring problems with game design. Shoulder the Burden is the poster child and most obvious one, which was suggested by Otz himself.

    Maybe part of the problem is that perks themselves simply do too much. And they are far too frequently the go to answer given dismissively to players who have legitimate complaints.

    Don't like being genrushed? Run gen slowdown perks.

    Don't like being slugged? Run anti-slug perks.

    Don't like being tunneled? Run anti-tunnel perks.

    Don't like survivors hiding? Run info perks.

    Don't like killers camping? Run anti-camping perks.

    Don't like everyone being injured? Run healing speed perks.

    It's literally "do you want to do X or not want Y? Run Z perk."

    Even in ye olden days, it was so annoying being told that if you wanted to avoid being tunneled, you had to buy the Halloween chapter. The best perks tended to come in licensed chapters.

  • @Volcz said:

    They tunnel cause the teammates don't punish. You ever go against a face camping Bubba? The play is to do gens and put pressure on him. If you don't, your match is over.

    Part of me feels like this strat is outdated though. Gens take more charges to complete now and all it takes is one or two gen regression/blocking perks to increase that time even further. I don't think hook timers have been extended either unless you count perks that force other Survivors to be near the hook. That means you can't pop all the gens while that Survivor is hooked without risking more dying in the process. It's incredibly tight and is unlikely to be successful unless you're blessed by the matchmaking gods.

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