Backmon
Backmon
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@Spare_Them_Mori_Me said:
People talking like this 'mode' is life or death. Its to have fun. Winning isn't even in the picture. How are you wanting this to be a copy/paste of the crap we deal with in normal live? Just have fun with it, damn.
It is impossible when this mod favour only one side when make other side unfun and miserable
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@Ohyakno said:
I'm not sure they wanna be associated with Neil gaiman right now
What happened again?
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@SoGo said:
Try doing a Wraith adept. Predator hurts you more than it helps (apparently)
Wraith is more powerful, easier to play and hard to play against (untill you get high mmr) and also his addons much stronger
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@Rulebreaker said:
While we disagree with your logic, we definitely wouldn't mind this being a thing. Would keep the tension even if everything got done quick, though people would be more inclined to immediately leave than rescue someone.
They can still wait until timer run out and this not win but more comeback mechanic to help secure at least 2-3k if game gone too bad for them
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@Brimp said:
I would hope not. Sure the projectile sounds great but you still have to go into the void to get it to possibly pop out next to an already completed gen to possibly get use out of it.
Exactly but for killer there is no point go here cause this just literally waste your time when you being genrushed in that moment
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810833#Comment_3810833
i found the 2vs8 mode to be well-balanced in first iteration. I felt like both sides could steamroll their opponent if they played well. I think this iteration of the mode will be less balanced in favor of survivor.
There was still some outliers/minor balance problems in survivor classes…. like Medic and Engineer were not very good alongside trapper being somewhat weak but the mode was very playable and fair. these minor issues could easily be buffed/tweaked refined.
I agree first iteration was the most balanced and fun but new one is straight garbage
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810854#Comment_3810854
Sometimes you need to acknowledge that the devs know more about the game's balance than we do. They might make bad changes sometimes, but they have the data. You really should at least play the mode before you judge it as being trash.
As far as the gens are concerned, do not forget that they are adding a rubberbanding mechanic, which will modify gen speeds based on how well one side is doing. That is going to directly nerf gen rushing. To what degree we are yet to find out.
You probably talk about 2vs8 with rubberbanding mechanic, but i say about halloween event and how unfair it would be as previous year
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@TieBreaker said:
You haven't even played the mode yet. You really should learn to recognise when you don't have enough information to come to a conclusion. If you did, your contributions might actually hold water. Instead they read like a bunch of dodgy Facebook posts.
I play previous iteration and devs told very clear that there is almost 0 difference with new one and have the same problem for killers (cause void is still tha same free escape for survivors and waste of time for killers cause there is 0 reason why you should come here in the 1st place, to take one ghost projectile when other 3 survivors hardly gen rush you)
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810840#Comment_3810840
Oh the horror of Survivors doing the only objective they have😱
I know that you survivor main but even if you trolling you should understand that devs listen only survivors and make mods with only benefits for them
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@LadyOwO said:
Such constructive feedback /s
I argument my opinion clear and simple. This mod was pro survivor sided garbage before and it doesnt change at all since last time (according to dev stream)
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@AssortedSorting said:
Oh no free map traversal for slower Killers (using the smaller void area to traverse larger distances via portal entrances/exits acting as a distance multiplier) a ranged projectile attack useable by all Killers (that can probably go over/through pallets and windows) grabbed while using the Void for traversal/patrol, and an indication when a Survivor is inside the void so you don't go too crazy looking for them.
And also map travel for survivors a.k.a free chase escape and again when you try do something in void being always paranoic if survivor being there or not the other 3 just gen rush you when you cant do anything to prevent this
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810808#Comment_3810808
We're pretty sure it's going to be fine enough, same as the last thing that was blown out of proportion. So again, we're going to sit and see.
We have Lights Out example when second iteration of this mod died even faster than first one.
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@HolyDarky said:
I don't have a biggest "L". In fact, every announcement was good to hear. This might be their best livestream.
- I am very surprised about the changes to 2v8 and that the developers listened to us and try to fix slugging and to make the matches more intresting by giving us comeback option. This is really cool because some 2v8 matches were like "okay this is lost, go next"/"We won, ez". But with the little changes it can become really cool. It is also cool that the developers try to fix the long qtime by making the survivor role more intresting with new abilities and enable flashlight saves. It is also great to get 2v8 back next month and not next year. I'm exited for Spirit, Blight, and Deathslinger as new killers and for killerroles.
- The Haunted by Daylight event sounds much better than last year because last year was really survivor sided and it felt bad to play killer (no power in void made so many killers easy to counter while survivors were able to take three hits thanks to endurance) but now it might be overall balanced for both sides with nice items for both sides.
- All cosmetics look great and amazing. The Artist rift-cosmetic was my highlight because I love her and this outfit looks amazing. The banners, charms, and badges also look great. The cosmetic team is always doing a great job.
- The community corner was also cool and it was funny that they said the winners must check their emails (so we don't get a Haddie situation again).
- Peanits and Dork were great as always as well as every one else.
Overall, a really great stream to watch - the DbD team made a great stream for us.
Also haunted by daylight is still the survivor sided garbage as before
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810814#Comment_3810814
Then play normal mode
Are you forgot that 2vs8 also make time for normal mode longer
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810777#Comment_3810777
Which means instant queues for killers
But problem would be the same just roles being reversed
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According to how many unfair giga buffs survivors gain in this mode you cant lose as them no matter how bad you play. The most survivor sided mod ever released
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810795#Comment_3810795
First, they can't do both. One or the other yes and even then it's gonna be hard as there's 2 killers around.
Second, Grigerbest said a good counterpoint to us for a lot of the survivor buffing. Blight and Nurse in one lobby.
Third as far as we know, no one knows how these new "killer classes" work. So we're going to sit, wait, and see what happens.
If gens would be the same as fast as before and all killers dont get gigga buffs this mode is already dead (at least for killers, survivors still can play lobby simulator)
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@Rulebreaker said:
...just so you're aware you complained about survivors no doing gens while simultaneously complaining about gen rush in the same post…
I complain they can do both now without wasting effort (many pallets on map + no counter from killer side + huge gen speed)
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@Aven_Fallen said:
How can you call the mode survivor-sided when Survivors had 400% BP-Incentive (!!) and yet Killer queues were super long? They had to do something, since 2v8 was killing the queues, 400% was not enough to make enough Survivors play in the mode, yet it was enough to also ruin the queues for 1v4.
And in general it is good that Survivors have more in this mode than just doing Generators. The first version basically removed all Survivor-gameplay aside from Chases (which can easily be lost due to Killers teaming up) and doing Gens.
But in second version we would have reverse situation when killers have 400% bp and no one wants to play them and survivor lobby became 20 min waiting. So it would be just reverse situation of the original version. And mod is survivor sided cause unfair gen repairing speed.
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@HolyDarky said:
I don't have a biggest "L". In fact, every announcement was good to hear. This might be their best livestream.
- I am very surprised about the changes to 2v8 and that the developers listened to us and try to fix slugging and to make the matches more intresting by giving us comeback option. This is really cool because some 2v8 matches were like "okay this is lost, go next"/"We won, ez". But with the little changes it can become really cool. It is also cool that the developers try to fix the long qtime by making the survivor role more intresting with new abilities and enable flashlight saves. It is also great to get 2v8 back next month and not next year. I'm exited for Spirit, Blight, and Deathslinger as new killers and for killerroles.
- The Haunted by Daylight event sounds much better than last year because last year was really survivor sided and it felt bad to play killer (no power in void made so many killers easy to counter while survivors were able to take three hits thanks to endurance) but now it might be overall balanced for both sides with nice items for both sides.
- All cosmetics look great and amazing. The Artist rift-cosmetic was my highlight because I love her and this outfit looks amazing. The banners, charms, and badges also look great. The cosmetic team is always doing a great job.
- The community corner was also cool and it was funny that they said the winners must check their emails (so we don't get a Haddie situation again).
- Peanits and Dork were great as always as well as every one else.
Overall, a really great stream to watch - the DbD team made a great stream for us.
they need at least remove altruistic action with flashlight-pallet save, cause this type survivors the most annoying even in the main game
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and survivors queues time would be 20min long cause there is no point to play this mod as a killer
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@Gastongard said:
Excellent. This is what the community wants and needs.
to be survivor sided mod became more survivor sided than before, then no no one wants it
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806791#Comment_3806791
It's not up to the Craven Estate it's WB and New Line Cinema who are licensing Freddy
Isnt Craven family return licence rights from NLC long time ago?
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Sure, but first let flashbang and blast mine nerfed into unusable state and then we can do something with lightborn
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@Moonras2 said:
I may have heard wrong but didn't they also say that when a gen is completed the repair progress will slow down? I thought it was to help with snowballing from both sides.
If its true its still a bad desicion cause both sides get punished for doing their main objective
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@Hex_Ignored said:
The anti snowball works both ways. If the killers are incapable of applying pressure they are the ones that get handed a freebie with slowed gen progression.
maybe i miss something, but i heard that gen speed increace for every caged survivors
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exactly killers that i doesnt own "good job". But i guess the main problem is they overbuffed survivors in second version.
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Dream Demon needs some love. Current Freddy is not so weak as original one, but thats not a Freddy. Its just weaker Clown
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Mad grit is situational and Iron Maiden only good on Huntress. Discordance must have perk on almost every killer (far better than lethal)
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809913#Comment_3809913
Because MFT was available instantly and indefinitely as long as you were injured and Wesker's Infection takes like 2 minutes to kick in.
Anyway the on-hook reduction nerf was absolutely needed but the Hindered % nerf makes Infection far less threatening, which it should be for how easy it is to get rid of now.
Also 10% with Hope
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809866#Comment_3809866
The logic can't be "solo queue and bad players aren't ever in a position to win, so Pentimento is fine". There will always be solo players. There will always be bad players. If a perk is absolutely stomping those players it should be changed, end of story.
But it also helps against good comp teams. So no perk shouldnt be changes because low skill survivors and beginners doesnt know how to play arount it. Perks balance should not be around this players but around comp SWF teams. And if they cant get good its only their problem (remember how this low skill survivors cry because of Freddy and SM cause they cant ignore their powers and just sit on gen the entire game)
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809684#Comment_3809684
How is 4% "almost nothing" but the world was ending and loops were "unplayable" when mft gave a mere 3% (1% less than "almost nothing")?
Mft was problem with Hope when you can have 10% haste and its indeed was huge
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COB also should be back to life
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809691#Comment_3809691
Interesting.
Because somehow we heard for months that a 3% permanent and free change in move speed was absolutely broken and game breaking.
This is some amazing mental gymnastics.
if you talk about mft it was a problem with hope that gives you 10% speed
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809460#Comment_3809460
You do not understand the cruciality of speed in this game, do you?
4% is nothing you see no difference with normal speed. Basically survivors can ignore uroboros all game and looping killer with almost unnoticable hindered effect and instadown that almost never work.
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@Spirit_IsTheBest said:
Wesker is in a good spot right now even after the changes, we don't need to make tunneling any easier, before the nerf survivors only lost 50% of their infection which made tunneling extremely viable for Wesker, also an 8% speed reduction was a death sentence.
The recent nerfs adds middle ground, it gives survivors a more fair chance, while still making it more challenging for survivors with full infection, 5% speed reduction now is still pretty good considering he can dash forward to close in the distance between survivors, if the Wesker player knows how to use their power properly, they will have zero problems.
Its not a middle ground cause 4% is almost nothing you doesnt see difference between this and normal speed, and instadown is no threat cause for this wesker need to bump you into something that is really hard on mostly open maps. I guess this nerfs can be okay if you can m1 full infected survivor or make instagrab after touch full infected survivor with m2 without bump him into something.
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@Devil_hit11 said:
i think the problem with wesker's infection is that it has no middle ground. it is 0 or 1 value. there is no middle ground to infection helping wesker inside chase.
In my opinion, i would change hindered to apply in set increments.
first 25% → 2%
50% infection → 4%
75% infection → 5%
100% infection → instant down.
Alternative buff. reduce number of doses on his vaccine from 2 →1.
But i prefer so you can instagrab full infected survivor without bump him into something
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@Devil_hit11 said:
i think the problem with wesker's infection is that it has no middle ground. it is 0 or 1 value. there is no middle ground to infection helping wesker inside chase.
In my opinion, i would change hindered to apply in set increments.
first 25% → 2%
50% infection → 4%
75% infection → 5%
100% infection → instant down.
Alternative buff. reduce number of doses on his vaccine from 2 →1.
Agree this would be nice middle changes
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Or alteast buff him in other way
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@DeBecker said:
This seems like poor bait. Nothing to argue with, just claiming something is a way it isnt.
it was a reason uroboros are no threat to survivors anymore, so there is 0 point to cleanse against it cause you can still looping with 4% speed penalty just fine
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Hes ai guards is still dum and useless if you know one bug that devs for some reasons made a feature
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I have better idea remove hatch entierly and do not let last survivor undeserved free win. And if last survivor stay at 3 gen left he should repairing this generator by itself without any hand holding or give up yourself to the killer
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@Langweilig said:
When you down a survivor or hook them, the endgame timer goes down at half of the normal speed, which means bloodwarden is still 60s but the endgame timer is longer
I guess if devs decide to buff blood warden they need fix this exploit or buff timer to 80 sec. But i prefer if blood warden activate after you hooking after last gen done and not if gates are opened.
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no, just remove hatch entierly and not let last survivor get free win and 4k slugging gone by itself. If last survivor want to escape on 3 gen left, let them fix this 3 gen and not let killer catch them or just give up to killer.
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@GoodBoyKaru said:
Does it fit? Maybe. Should it be in DBD? Absolutely not.
Why not? It would be actually cool to see him in the game. I dont know about of his creator story, but nothing could be that bad to cancel this potential cool collab
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Myers and Ghostface
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Agree, he is totally needed feral frenzy speed increased or longer duration
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808041#Comment_3808041
The last time either of these perks were touched at all was 8.0.0 back in May. Waiting 4 months to "protest" seems a huge stretch.
Both of these perks are far from "unusable", and with the 5% of maximum they added base kit, pop is actually better than it was before 7.1.0.
These are just excuses for people to play in ways to intentionally make the other side miserable. If it is actually a movement to get the devs to change their mind, that's just abhorrent behavior.
Yeah i also think it was just sign of protest. And actually people start remember knockout existance right after eruption/cob nerfs, after pop/pain res nerf it became common perk to face against, but peak of it was right after 10 sec hook stage update when i saw knockout every 3 or 4 game.
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@Yoshirama said:
No, people use Knockout just to annoy survivors.
Slugging will never be a good strategy and is unhealthy for the game.
The same way survivors bring head on and blast mine to annoy killers. Cause this perks is weak but very frustating to verse. They both very unhealthy but one of them get buffed and second doesnt nerf. Knockout is just killer version of this perks
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i think there is 2 main reasons why killers start bring knock out more often. 1st both pop and pain res that requied hook being gutted in to unusable lever so there is no reward or motivation of hooking survivor and second 10 more sec on hook stage