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feechima

feechima

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  • If it weren't for Orela's fit I would not play this Bad Moon event. Spawn logic is non existent. Games last forever because you either have to walk a mile or sprint and make two extra trips to the other side of the map and by the time you get back the gen has been kicked and lost so much of your progress.

  • He doesn't but a knowledgeable Oni will check edge map, the corner of tiles, and near gens. Usually this results in 1-2 downs. Also sometimes survivors think they are hidden behind a rock or wall but they or their medkit is partially sticking out. However I will say the reveal mechanic bugs sometimes. I've had a few games where I got an aura reveal for no reason as killer and the survivor had no idea. The other day I downed and caged a survivor as Trapper. A Sable hiding in a corner several meters away lit up red. I hadn't kicked a gen and I was too far away to enter chase. My teammate was across the map. She had no idea she was revealed and probably asked herself how I knew where she was. Devs really need to fix those small instances but most discoveries come from experience as killer and survivor.

  • I agree with everything you said except for Legion. Mending Simulator 2.0 can stay in limbo for all I care, but I second and third your opinion about 4 survivors running for saves- OR no one going for saves. Don't forget its 6-7 survivors doing all gens on one side immediately while dooming the team to a one-sided standoff trying to get the last 1-2 gens done in no man's land. While 2 survivors on death hook cleanse totems and open chests looking for keys. It's sighing and wanting to DC (but not) on RPD each and every time. It is chaotic and I love and hate that about this mode.

  • I'm a survivor main who plays mostly friendly killer in 1v4. Hook everyone twice and let them go except in 2v8 everybody can get it. Anyway, I play one of the weakest killers in that mode' Trapper and my Buddy plays Tiffany. We are still out here making these survivors sweat. Only one game on a massive map with a six man swf did we get 8 outed but almost everyone was on death hook so that was good enough for me. 2v8 has a learning curve and those who learn it almost never lose. For killer you can't commit to super long chases. Injure and move on if they get to a safe and strong pallet set up and seem to know how to run it. Ignore the flashlight clickers and tbaggers. They want your chase and to waste your time. Catch them later out of position. You're going to lose gens early on if you're a set up killer like Trapper. I decide early which gens I won't let them have. Naturally a lot of teams go for the outskirt gens, on one side or on safer elevations. Peeves me off as survivor to see theater gen or dead dog saloon gen done first but its a boon as killer. I never chase or patrol those. I want my gen spread to be left close together. This nearly always gets our team a 'win'. Also I play with the mindset that if I get everyone or not I'm satisfied if I had good chases, a generous amount of hooks and had several people step in my traps. I play to improve and for fun with my friend. It's a lot to juggle but don't let ambition for an 8k spoil the game for you.

  • As someone that doesn't use badges or banners and hasn't changed charms since they first came out, I agree. The only time we see free outfits now (recolors) are on the rift. I wish they could team up with the art department that handled cosmetics for mobile dbd.

  • 2v8 is my favorite mode followed by chaos shuffle. My least favorite thing about this game is the popular and tiring perks used on either side almost every game. 2v8 is very casual but also chaotic. I like playing survivor as well as killer. I like the simplicity of the classes and not being hit with scorge hook, surge, phantom fear, and Friends to the End nearly every game. As killer no need to worry about getting to a hook (survivors running in corners) and having a teammate to back you up when needed.

  • I agree that this class is strong but pre-running is exactly the same as old sb so I'm not seeing the difference there. Now if used in chase to extend chase I can see it being more complained about. That makes it more like lithe or smash hit without the activation requirement. Maybe a slightly longer cooldown will bring it into more balance.

  • My issue with Legion is not that they are so strong solo but that they are combo-ed with some incredibly strong and oppressive playstyles because the first hit is "free". Devs did not think this through when releasing killers like Oni. The only counter to Oni is denying him blood as long as possible. That is why he is bearable. In 1v4 if the Oni gets blood from your team that's on your team.

    Now imagine the Oni starts the match with blood orbs everywhere and it remains that way for the entire game. That's the play with Legion. Keep survivors injured the entire match with little effort from free hitter quitter and let one of the most devastating snowball killers have his power the whole game.

    Then on top of that 8 survivors have to try not to bunch up or be close to each other to let Legion stack hits, impossible on inside maps, mending/not mending to avoid getting hit again. You also have to constantly run from a gen you are working on thanks to trying to dodge a hit. I can gurantee any game with a Legion that wasn't a baby lasted at least 10-15 mins longer than any other non-Legion game unless Oni was slugging four people a dash. Their very power is a time waster.

    Those saying Legion is just an M1 killer. Sure. But what about his/her partner? Any match up benefited from Legion's free hit and need to constantly mend or play around not mending. No class of survivor including medics, which never were at max numbers in my games, can counter 8 constant injuries and mend bars. Few liked Legion out of the gate except Legion mains, back when he could moonwalk your mend bar until you collapsed. Did y'all think this would change?

    Should every killer on the roster be in this gamemode? In my opinion no. Some killers are only surviveable and counterable because they are alone. They are removing Legion as they should to try and balance their power . My opinion they should have never been in this mode in the first place.

  • True to some extent but you cant disarm and crouch midchase she can literally camp central rpd while her teammate a flushes out one side. And to be sure she will be getting buffs to her drones if she comes to 2v8 because there are 4 more people to disarm them.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988040#Comment_3988040

    Current skull merchant wouldnt do much in 2v8 she is probably worst killer and high number of survivors would counter her hard, she cant offer much.

    It's more so her ability to lock down entire sections and make the game 30-45mins long. Trapper isn't an A tier killer but on RPD he's terrifying because you have to go through certain doorways.

  • I play almost exclusively scout. It can be a thankless job but I see so many players staying alive even if only a few more minutes because I rebuilt an essential pallet. I also wish I had it when I'm trying to do a risky gen in a pallet deadzone. Knowing where the killer is with alert abilities allows me to work on a gen comfortably. Seeing the lingering aura of the killer helps me avoid mindgames midchase. Urban and iron will have saved me more times than I can count especially when being tunneled. I'm also one of the first ones to identity who the killer is on a spawn in when they break a gen or pallet. Escapist is undeniably the strongest class but you need one or at least two scouts in all your matches. The next time you run to safety because you saw the killers aura you can remember it was likely a scout that revealed it to you.

  • I never want to see skull merchant. Drones on RPD and now Lery's would be a slog. Never wanted to see Legion or Oni in 2v8. I dont mind them in 1v4 but the constant fodder/ blood power up is ridiculous. But they are in there and not going anywhere so there you have it. I'd also not want to see any portal/teleport killer that can instant teleport to gens. About the only thing saving the game from being more tedious is that the killer is forced to navigate the map to check gens.

  • Since the change for Legion needing less hits to one tap the last person I've been the recipient of the final hit about six times in two days. 2 in one game. I hate this mechanic because in solo queue there is absolutely nothing you can do about it.

  • Same. Huntress literally camped my cage for at least 45 seconds. Left and came back. The only survivors were across the map and the cage did not move.

  • I'd see no need for rebuilding pallets if this were the case as anniversary pallets were utterly useless. Also Brutal class is a thing. I'd say leave any changes to pallets based on any statistical data that they are wildly tilting games in the survivors favor. Lastly, with the addition of pallet chewer- aka Oni. That's a H*E*L*L *A NO!

  • This is a very competitive community as most people are nowadays. So what I hear is a lack of sportsmanship when survivors go next. It's less satisfying to deathhook a bot. My personal belief is that most killers AND survivors really love rubbing the defeat or at least having it acknowledged aka witnessed by the opponent especially if they believe the other side played like a bully. Thus survivors butt dance in the exit gate and killers hump or bleedout slugs and hook beat the survivor until the final animation on hook. It's a form of powerplay. Abandon deprives one side of this. That is the dissatisfaction many people are feeling. My personal opinion about it is that it was an excellent addition. Either survivors go afk or locker spam to get sent next pre-abandon or go next when it is allowed. You can't force anyone to play the game.

  • I have played every version of 2v8 so far. And while I am having fun playing with two friends now, this has been the most tedious version so far. As a matter of fact, the addition of Legion and now Oni has made it so I dont want to see any more killers added to this mode. While Legion is not lethal their constant frenzy stack forces you to abandon gens to get distance when he hits other teammates. Worse, people don't know how to play against them because they are rarely played in regular mode so they heal constantly and also don't block for teammates not hit by frenzy. Then paired with Oni, the Snowballer, he feeds him constant blood. I've seen no less than 3 teammates go down whenever he goes into dash. Instead of helping pick up slugs teammates stand around like statues. So a combination of seeing more teammates with no idea how to play the game effectively and two of the most annoying killers with constant power has made this a slog. Yes, I am making it out less. Not a problem if I had a fun match. The only killer that would be worse than these two is Gen Merchant. They'd probably give her 12 drones which would be a pita in RPD.

    Things I am enjoying: Some aspects of the chaos. No perks, but classes (a big draw for me). Anti-tunnel with the cages, bloodpoints. It's just cool to vs two killers. I take it as a compliment when a killer's buddy drops chase to help the one I am running. Games without Oni and Legion. As a scout main-putting up a really good pallet that saves someone's life. Jump scares due to shadow class.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928355#Comment_3928355

    The maps being too large is true but it's really weird to see it as a problem for Survivor side, usually that's a complaint for Killer side!

    My comment about the map being too large is really more about how it's impossible to go for constant saves and heal survivors scattered around the map as a medic without wasting a ton of time. Not really a detriment to survivoring although the amount of survivors going into second stage or dying in the cage from lack of saving- especially on 2 floor RPD has been crazy in my games.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3928202#Comment_3928202

    there is no way the medic class can keep up with legions injures

    I agree, for one the maps are too large. There are a max of 4 medics which never happens in solo queue. And not only do you have to heal someone you have to mend them (and yourself) first. Massive waste of time when you need gens up. Plus Oni slugs, so now you have to get them off the ground or let them slowly recovery. Oni and Legion are the worst additions to 2v8 thus far and I used to complain about having to vs the same 4 killers in the first 2v8. Tuh.

  • @Caiman said:

    I got camped in a cage by the killer. Because apparently the anti-camp doesn't work anymore.

    Anticamp was changed so if a survivor is near by the cage won't move. Survivors need to run away and leave the area. With ONLY the killer nearby the cage will move. Of course you have the killers who counted how many meters from the hook they could stand without giving you anticamp. So there's that.

  • Maybe once devs implement bot killers outside of 2v8 you can. If a survivor dcs or abandons you get a bot. If killer dcs you get a loading screen. One deprives you of end game progress/points. The other does not.

  • An alternative to the bots would be something like unlocking an outfit with rift challenges on the survivor side plus a huge bp bonus to incentivize more survivor play. Adding glitchy bots who regularly get stuck in animation and automatically leave end game is not the solution. 2v8 was my favorite mode but if things continue like this I dont see me playing beyond finishing the rift.

  • Just play Billy or Wraith and send one killer over to the corner of the map to meet the team. They do it often enough in 2v8. Some of the killers greet the savior and tunnel the unhooked EVERY time because yanno, it's quite obvious where they will spawn.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827474#Comment_3827474

    With camping, hard tunneling, slugging and noed...who needs 4 perks? 😁

    Or skill

  • I played against a Dracula who offed everyone but Alucard and he just frolicked with him at the exit gate so you're not the only one.

  • I'd say focus has turned to WoO because there is literally no other perk to complain about. Survivor perks are Mediocre at best. Now that dead hard has been eviscerated the community is floundering over a free information perk when the killer gets free info from literally a dozen actions of the survivor or kicking a gen. Here is the thing about WoO. The average player who runs it isn't that good. The above average player who can actually loop has the map memorized and already knows where the pallets are unless they are broken already. Yes, it can mean eating a bunch of pallets in the beginning but that's where you learn how to force the survivor into a deadzone and not just follow them from pallet to pallet . Knowing where pallets and windows are doesn't mean you can get to them or know how to loop properly. I think if it showed a significant win advantage it would have been nerfed already. Now if they go with the tried and true overuse excuse you can expect grim, penti, deadlock, lethal, and dms to follow suit as they continue to grow in popularity.

  • @[Deleted User] said:

    I miss the car engine sounds while repairing generators.

    Yes this is extremely unpopular opinion.

    I agree extremely unpopular. Half the reason I stopped playing the Halloween event until I have to for the rift is the sucking sounds the gen makes when survivors are powering it. Stealth killers are having a field day. O_o

  • Lately Dead Man's Switch, Plaything and Pentimento combo, Knockout, and Friends to the End. FTE having no discernable pick rate. You either have it all game, 2-3 times or not at all.

    On the survivor side not so much a perk but any chronic booners, urban evasion, champion of light, and playing as a survivor weaving spiders teammate.

  • @JimbusCrimbus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823353#Comment_3823353

    Both sides complain. Only one sided has a set of "rules" that are systematically pushed and enforced on a community-wide scale. It's not about complaining.

    I'm curious how does the community enforce rules besides complaining about playstyles?

  • Eh, I'm a survivor main. I've experienced a level of toxicity from killers during this event that i dont usually see. Example A. Killer pretended to want to give me hatch and dropped me next to it, stood on the edge of hatch and spammed close or whatever button that canceled my animation of going in. After three tries I crawled off hatch, watched the killer close it, and mori me next to it. Also experienced a fifteen minute end game in the void where the killer refused to hook me or let me exit. I just gave up at one point on their shoulder to see how long they would wait and it was 10 mins while I ate my lunch. That being said I don't turn into a raging toxic survivor because some players are playing that way.

    After 7 years of playing this game I can honestly say the same survivors that teabag the killers also tunnel, bleedout kill, bm and camp as killer. Killer and survivor roles aren't mutually exclusive. People who are toxic aren't suddenly decent human beings because they play another role. Charge it to the individual, not the role they are playing. Next time you encounter a toxic survivor check their kills. I have looked at the escapes on some toxic killers and saw that they had more escapes than kills. Survivor main? Contrary to popular belief playing the other side does not make everyone sympathetic.

  • Onryo, Pig, and Pinhead.

    Onryo always trying to condemn people with the add on that causes stacks for healing, slugging instead of hooking, and forcing you to run across the entire map picking up more stacks to deposit a tape.

    Pig. Tunnel the trap, use add ons like tampered timer, crouch just out of range of hook anti-camp. Then you feel like you are sabotaging your teammates by popping a gen and activating the head trap but you can't 99 the gen with all the regression perks that could bring it back to 0 progress.

    Experienced Pinheads just memorize configuration spawns, bring oppressive gen builds and the game is just a constant chain fest. The chains themselves are annoying especially the extra ones that come out when you break a chain against an environmental object. Teammates act like they NEVER want to get the box.

    Honorable mention to Chucky who I never wanted in the game. Just one tall obstacle and you can't see the little bugger. As if his height doesn't make him hard enough to see, he's got stealth mode. Hooray! His curving ability is almost unavoidable on one that knows what they are doing. Also, most Chuckys I face tend to tunnel/proxy aggressively with Deadlock.

  • I can actually agree with a lot of your points here and wanted to add some others.

    As a survivor main I don't agree with forcing pick up animations. There are too many survivors and extra pallets to keep track of to deny hooks and of course it wastes more killer time to clear the area and then pick up. This will force killers to play in close proximity and not split up. While that is great for some, solo killers can get stomped in a corner while facing a 4 or 5 man team just because someone is running around with a flashlight or the downed survivor is at a pallet.

    I also don't think gen speed up and slowdown is a good idea. If killers get penalized for 'hooking' by making gens faster why would you not try and snowball slugs? Yeah, they said there will be a pick up mechanic but slugging snowballs still occur with unbreakable in the game.

    As for the killer classes, I'll reserve judgment because maybe they mitigate some of the issues we see with a well coordinated team.

    Personally, I think to encourage more survivor play keep the bp bonus substantial. Who cares if survivors are earning more than killers if playing killer is fun to play?

    I'd also be interested to know how much of the slowdown in killer queues could be attributed to the fact that you needed double the survivors per match.

    I don't want to kill killer fun for the trade off of increasing survivor enjoyment so I'm hoping that I'm either wrong about my assumptions or some of these changes will be reverted and soon.

  • They attempted to hide totems back when ruin was in big business. It was a short spell, right after there were a hundred threads on this forum complaining about hex cleansing right when the match started. I remember when Deaddawg first came out and I believe there were over 45 different spawn points. I went into a custom game with a friend as killer to sus them out, just because I was tired of dying to ruin or devour hope on that map. THEN Mikeala came out with boon totems and complaints turned to how out of the way and time wasting boons were to stomp out and without devs saying a word most totems were out in the open again on just about all maps. Basically on the path of patrol points.

  • @Rudjohns said:

    Slugging is stronger than hooking

    And easier to win as well

    It needs to become the new meta

    Seems like a good way to have devs implement a system for survivors to pick themselves up. We saw what happened with facecamping and tunneling. Continue...

  • Most likely a build some youtuber posted that went viral. We are nothing but sheep when it comes to builds. If it's working they will use it repeatedly. I'll be playing only Chaos until it ends again.

  • I'm attracted to the least appreciated and played characters, at least on survivor. So I have a soft spot for Gabriel, Haddie, and Renato. Although Renato has gotten popular lately.

    For Killer Hag and Clown. Although most clowns play like a wet butt.

  • I have seen a slight uptick in camping behavior from mobile killers like Billy and Wraith. Now that enough matches have been played for players to recognize patterns in the cages a Billy or more often than not Wraith will race to the other side of the map to meet an newly uncaged survivor. If I'm the survivor trying to save and notice this happening I won't save but take chase and let the cage respawn. Unfortunately, soooo many survivors just unhook anyway, because yanno, points.

  • If 2v8 had more variety in killers it would be more attractive longterm. I like the lack of 'regular' perks, relatively low chances of being insta-tunnneled and the chaos of it all. Even when you lose a killer and someone pops a gen revealing your location again it's a bit of a thrill. 400bp isn't too shabby either. The killer games I had with a friend felt very fun even when we were losing.

  • If there weren't so many sight reveals-enter chase, kick gen, and non hooked survivors when a gen is finished- I'd say MAYBE give him insta-downs. But if you're decent at Billy half the team can be laying on the ground at 8 gens. Survivors spawn in so close together and half his outplay which is line of sight and last min jukes would be off the table. Not to mention teaming with another killer to push survivor into his saw range or Billy can meet a cage across the map just to chainsaw a rescuerer. No thanks.

  • Very good change. My experience as a mostly survivor player is that prestige level had little baring on game outcomes. I just got Yui to 100 during the 2v8. However, I rarely if ever play her. Instead you can find me playing my new favs P4 Gabriel or P9 Renato.

  • As s survivor two moments come to mind. First Scenario--2 gens left 3 survivors left and one is a bot. The bot is on deathhook. I am not, and neither is the 3rd survivor who is Lara. I get found trying to do a gen and tag teamed by Huntress and Trapper. They slug me instead of sending me in an attempt to find the Lara and deny hatch. Trapper camps my body and Huntress goes and finds the injured bot. Downs and slugs her then finds and downs Lara who isn't far from me. Killers must be on coms because Trapper stomps me the min Lara is downed. I come up across the map the very moment the bot picks itself up. The bot rescues me and we split ways. Now on death hook I can heal. I can't pick Lara up because yanno Trappersitter. Bot Elodie is downed and picks herself up twice more while they try and prevent hatch. Anyway. She bleeds out. Hatch spawns and I make it out. All that work and dragging out the game for nothing. The timing and location of the bot rescue was top notch.

    2nd game I have a key from the one and only chest search all game. I have no hooks so I try and do some last min saves for a Steve. Unfortunately I'm not considering EGC. I get downed taking aggro. Sent across the map far from the only door open. My friend comes for me on hook. Neither of us can make it to a door in time. Except hatch spawns behind me. I tell my friend to jump in and with about 20 secs left I open hatch with my key and leave too. Clutch escape. Also Steve dies anyway. :(

  • Right now deja vu, desperate measures, hope, and windows. I like a perk for all objectives. Chase, heal, and gens

    My fav build tho is alert, kindred, bond, and open-handed. I see almost everything 70% of the time.

  • This just reminds me of a game I had yesterday. Four of us spawned in together and a David started playing that Bard perk. The three of us started dancing not even near a gen. Around the corner came a wild Bubba with speed add ons and forced hesitation. The rest of the game was a slug fest at 5 gens trying to get to an unsafe pallet that didn't really matter. No one told this guy we weren't even being serious but he certainly was. That's the vibe of this game lately. After this event I'm going back to a more chill game. Both sides take themselves entirely too seriously.

  • I will say 'players" are trying to ruin the event not just survivors. Had some very not fun games yesterday. I don't even run anti-tunnel builds but I had off the record on for half my playtime.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740963#Comment_3740963

    How does it negate flashlight saves and pallet stuns? Those happen at the point before you even get control of your character... At least it would lead to people needing timing again in flashy saves...

    @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740963#Comment_3740963

    How does it negate flashlight saves and pallet stuns? Those happen at the point before you even get control of your character... At least it would lead to people needing timing again in flashy saves...

    I'm not repeating see above. Devs implemented a power with with a janky server network. Even with pallet stuns and flashligh blinds teleport to hooks is still getting through in some instances.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740963#Comment_3740963

    No, it doesn't. Killer is still fully exposed to full pick up animation and you can time it to flashlight blind him or if timed well still can pallet stun him to drop that Survivor.

    Yeah, right. I've seen several flashlight saves from people who know what they are doing. The person still gets sent to a hook. Same with pallet stuns. Ive even seen the killer take the stun after sending the surivor to a hook. May be due to server lag but your window for success is much smaller than it should be. I stand by my statement that this is a terrible idea.

  • Hopefully this experiment has resulted in them deciding not to implement a perk that does this. Saves the killer so much time. Negates SOME flashlight saves, pallet stuns, and all wiggles. Nullifies breakout and boil over. Sabo is completely useless. No one ability removes so many survivor options. In my opinion this was not very well thought out. And the trade off is a pallet killers just respect until it's dropped and completely useless or a real one that can be broken instantly with an invitation. There I've added " some' for people that had an issue with me saying blinds and stuns were negated.

  • Honestly, the survivor rift encourages this. As does the playstyle of many killers. The meta has been finish the gen as soon as possible before it's hit with scourge, pop, grim, or jolt. Now that ruin was completely reverted it's making a comeback too. Tunneling/proxying playstyle along with perks like deadlock also necessitate fixing gens expediently. It doesnt make it fun for the killer. But on the other hand I dont see killers taking it easy when gens are slow, so why go slow? Chaos shuffle was the best time to play this game. Whatever meta gets nerfed a new one will emerge.

  • Yui, Renato, Clown and Doctor. Yui is 74 atm so her first. She ends up with most event stuff including hoarded cakes.

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