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tony42545

tony42545

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tony42545
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  • @ImWinston said:

    • I've played a lot (both killer and survivor roles) since Orela dlc, but i've literally NEVER seen anyone use "duty of care" (except Orela adept). it's possible that as it often happens in this forum, players can't get a clear idea of ​​a perk and its real use in "everyday games" and it gets overrated? the same happened with "blood rush" and (it makes me laugh) "still sight", two really mediocre perks but declared as "op". Duty of care is a decent perk but really niche, suitable ONLY in specific builds or for making funny videos on Tiktok/Youtube, in my opinion it was clear since its release in PTB. Babysitter (for example) is an extremely strong and quite often used perk, but I've literally never seen any killer complain about it.

    So I have used this perk in a few matches and it was really effective when I and my team weren't playing bad. Played against a ghoul and I caused him so much distress that the game ended up getting to 1 gens by the time he had 2 hooks (both of them were hooks on me cause I was playing bad) so if you can manage to get a team with survivors that can hold the killer for a decent time while you self care with botany then it can be the difference between your team winning or losing. Although I would bring a flashlight just in case your team isn't good at surviving.

  • I guess they stopped DBD Mobile to focus on marvel rivals. Marvel rivals will just get better I guess

  • These are the reasons I stopped playing killer and the game altogether. I keep coming back for 2v8 cause that's the most fun the game has to offer (besides bullying killers as survivor)

    I knew ever since they started adding base kit borrowed time, remove hook grabs, base kit deliverance, and removed the ability to kick gens. That the game is going down hill.

    So the more killers they dog pile on (Chucky, skull merchant, pig, etc) the worst the game will be. The Texas chainsaw game has been so much better and so much more fun that it's crazy to think I used to play DBD at one point.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724992#Comment_3724992

    Chucky isn't 4.4 m/s because of scamper, he's slower because his small size/hitbox makes him able to hug corners better than most Killers.

    Making him 4.6 would make him feel like he had a permanent Haste in loops since he already loses slightly less distance than other Killers on corners.

    So if survivors have a small hitbox that give them the ability to run around objects quicker it's not an issue?

    But if Chucky moves just as quick that is an issue?

    How come when killers and survivors have a common playing field we automatically give survivors the advantage? This is a going trend that continues to plague the game and for me to see that other people are repeating this I feel is trouble some.

    Things like the gen regression prevention, hook grabs denials, and body blocking nerf. The longer this game goes on the harder it is to maintain a fun game for the killers.

    These are the reasons I had stopped playing but I heard that they are going to release a 2v8 "mode" which is something I've been looking forward to. But then I learned more about it.

  • The perk already had two restrictions you have to be 12 meters near a gen and it only lasts for 5 seconds. To have a third restriction that made it not work after all the gens are completed was and is ridiculous. Especially when you compare it to other perks that do the same thing but for free like hope, play with your food, and rapid brutality.


    Honestly they should also look into furtive chase as well since they were going to change it to 10% for 18 seconds after an obsession hook but currently it's 5% for the same duration. Which may not seem like much but really it ruined its individual use. However pairing it with friends till the end does have a good synergy making it better. Even if the perk didn't deserve the pre nerf.

  • @Pulsar said:

    I didn't know that was a horror game.

    I'm not opposed, per se, but I think there are other, more deserving licenses that should be looked at first.

    Yeah I would love to have pennywise first but I think more people should be talking about bendy and the ink machine

  • TLDR: no the changes that were suggested are bad and don't fit the big picture of boons in general and the suggested changes are not for boons in general but are just focused on circle of healing.

    Let talk about the changes you have just listed the first one being the boon being stronger depending on range. This idea is bad because the boons already have a limit to how far their affects can reach adding another limit on range would be a bad change when something more inventive could of been done instead.

    The next idea is so that only one boon could be used at a time. Well this is also a bad idea because this would either mean one survivor can place three separate boons with each one having it's own effect or the survivor could only bring one boon in at one game which wouldn't change anything because the main issue is not the fact that the boons stack. But instead the fact that they are time wasters for the killer to deal with and that they remove killer pressure

    The final suggested change for circle of healing only working either as a self care perk or to heal others. This is the worst idea yet since it only address circle of healing but not the other boons and the actual change it's self wouldn't affect the perk in the slightest all you will be doing is narrowing the way the survivors use the perk which in a way would make the perk even more busted because then survivors will be able to use in in an more optimal way. So for example lets say it only works for self care well then everyone who uses the perk will bring a green medkit and speed add-ons to have 10 second heals for themselves making them get back into the game faster. Now let's say you did the opposite and it only works when healing others then everyone could bring bontany and solidarity so when everyone gets injured they could do a healing party and have like 5 second heals even further destroying the killers pressure.

    Also with all of that in mind it's just important to note that boons aren't just a one time thing and behavior plan on adding more of them if we focus too hard on the boon that is currently the strongest we will never get to the real issues of why the boons are a problem to begin with

  • @Vyne456 said:

    Even hexes cannot be shown by survivors but why boons though?

    TLDR boons op and take too long to find as a killer especially on big maps like the swamp.

    Because boons are really strong and force the killer into a lose lose situation where if they take the time to look for a boon instead of pressuring the gens they will lose gens left and right until they find it or they can ignore the boon and any survivor they don't commit in chase with will heal in 10 seconds negating any healing pressure.

    So if the killer had a little sneak peak of the totem and had a short amount of time to look around to see where the boon was place it would make the boons not so hard for the killer making finding the totem a bit easier and allowing the killer to not lose too much pressure but also makes it so that the survivors still have a chance of the killer not noticing the fact you just placed down a boon because if the location will only be shown for like 4 seconds it could easily not noticed

  • @KayTwoAyy said:

    For gen progression, it'd probably be best if there is either a tug-of-war mechanic (cumulative progress across the board), or each team has seperate progress meters for the generators.

    I would hate to work on a generator for 90% progress only to have the opposing team finish it because two killers ran me down off of it lol

    I forgot to mention that the gens would be like capture points that once captured give your killers their perks so if you get some progress on the gen it will be removed by the enemy team before they start making progress but since their is eight gens each survivor could just be on their own gen and from their it would just be a stealth game so in a way this validates why their is lots of killers since they will chase them off gens to have their team take over until another killer attacks them causing constant stalemate and interaction between the two sides

  • @ElusivePukka said:

    "New Versus Game Mode"

    • 2 Teams of 8, 4 survivors/4 killers (why not just 1 killer that doesn't have to leave the match for doing well?)
    • Objective: Last Team Standing
    • 8 Generators spawn on the map
    • Generators completed by one set of survivors will allow killers on their team access to their perks
    • Survivors from both teams on one generator stalls progress, allowing counterplay against generator completion from survivors
    • If a killer kills an enemy survivor, both killer and survivor are removed from the match (I feel like this isn't a great idea)
    • The team with the most kills will thus end with the most survivors left, and that team 'wins'
    • That team may attempt for extra points by going for an exit gate
    • Some stuff about Hex totems (which will be made more complex once Boons get added)

    Not a terrible idea for a game in general, but not something which fits DBD imo. Large team games, in general, are awful to balance, and BHVR already can't do this well.

    I couldn't think of a good way to eliminate the killers without having some sort of trading process take place but maybe as you put it having just one friendly killer might be better in order to make it simpler.

  • @ElusivePukka said:

    "New Versus Game Mode"

    • 2 Teams of 8, 4 survivors/4 killers (why not just 1 killer that doesn't have to leave the match for doing well?)
    • Objective: Last Team Standing
    • 8 Generators spawn on the map
    • Generators completed by one set of survivors will allow killers on their team access to their perks
    • Survivors from both teams on one generator stalls progress, allowing counterplay against generator completion from survivors
    • If a killer kills an enemy survivor, both killer and survivor are removed from the match (I feel like this isn't a great idea)
    • The team with the most kills will thus end with the most survivors left, and that team 'wins'
    • That team may attempt for extra points by going for an exit gate
    • Some stuff about Hex totems (which will be made more complex once Boons get added)

    Not a terrible idea for a game in general, but not something which fits DBD imo. Large team games, in general, are awful to balance, and BHVR already can't do this well.

    Thanks for summarize my idea with bullet points I can't do that on my phone next time I'll try to make it more readable

  • @PanicSquid said:

    1)the maps would need to be doubled, twice the generators, twice the totems, twice the pallets, twice the size. This is problematic

    2)Killer perks and powers are not designed for there to be more than one killer. Anything that creates a global effect or puts a debuff on a survivor would have to be looked at how multiple instances would interact.

    2a) How would two Ruins work? or a Devour Hope on one killer but not the other?

    2b) Imagine facing a Freddy and getting the oblivious effect from going to sleep, and the other Killer is Leatherface who you can't hear coming

    3) The performance can be problematic as is, imagine twice the resource draw

    This would essentially be making a new game from the ground up.

    1. Their are maps that currently are do big that one killer isn't enough to pressure the map an example would be mother's dwelling or lampkin lane these maps could be the first maps that the 2v8 mode could start since killers can't do well there

    2. There are many ways to incorporate totems into a 2v8 mode one way is to lock out the perk in your selection if the other killer has it equipped or you could choose a perk that will sub out the hex perk if the other killer uses it the final way I can think about is making it so the perks could stack in certain ways like if you brought ruin it would regress gens faster which could make up for the fact their was more survivors ruining around doing gens faster but those are just suggestions

    3. So the obvious that a killer afflects to a survivor only works against that certain killer so you can still hear the leather face terror radius but just not Freddy's also one concern you might have is legion and doc but it would be no different from a borrowed time hit

    4 . The cowsiam video showed it was possible now all we got to do is Optimize the game mode so it doesn't crash your game as for survivor defence's you could set the map to a much bigger map like rpd or mother's dwelling and add twice the amount of pallets and make it feel like the game map with infinite reasources or just conine two maps into one like how they did for the clown map but it could be more random like one step you in trappers map the next your on auto heaven wreckers map and the environment looks infected with another map sorta like the blight events

  • @Firellius said:

    The problem is that this gamemode wouldn't work at all.

    You'd need to adjust maps and add more generators, because we can't just have 8 survivors working on five gens. With Prove Thyself, it would just make the match way too short. You'd need to make maps bigger then, and that's no fun for killers.

    But then you also make looping completely impossible. With two killers on a loop, a survivor can't do anything but just hold W until they get killed.

    They could try stealth, but... Doctor is a thing. Imagine a Doctor/Spirit combo, you just wouldn't get to play as survivor.

    This is an argument I see a lot of and I disagree it would be easy to counter many of these issues with simple fixes and perks it would be pretty hard to gen rush if you played against a impossible skill checks doc and a tinker and discordance hillbilly working together and focusing more on the gens then survivors and if the double killer in a chase is to hard to deal wit the make it so after a killer gets hit they are immune to being hit again for three seconds this makes it so they get a free speed boost and reaction time to two killers trying to very hard to down one singular survivor their is two much to account for in order for anyone to say that a 2v8 mode won't work. Also in my post I said that cowsiam made this a reality and maybe you should check it out it might highlight how this might work

  • if you only read the TL;DR and get mad that it doesn't seem interactive just come back at time were you can read this all and learn the in and outs of my best idea ever

  • @CrowVortex said:

    I'd like a new Gen obsession perk tbh.

    Don't touch what you can't afford - perk name i guess.

    ' You become obsessed with a survivor,when your obsession spends 9/8/7 seconds or more repairing a single generator, the generator becomes highlighted in yellow for the killer, kicking the generator grants 25% instant regression, after kicking the generator, anyone within the obsession's radius of 15/25/32m screams revealing their location for 5 seconds, you're granted undetectable for 20 seconds.' Regression does not stack with Pop.

    I think this'll help other underplayed perks too, like furtive chase and nemesis.

    So imagine a build like DTWUCA/Furtive chase/surveillance/Infectious Fright for example.

    i like this idea and it gives a lot for the killer to use. which is always nice since some killers need more than just four perks in order to play at their maximum potential. my only problem is that it gives maybe to much to the killer. like for instance not only do you know the location of the gen that the obsession is working on but once you kick that gen you know the location of not only the obsession but any survivors within 32 meters of the obsession. giving the killer lots of information that might just let the killer win with that fact alone. i feel like the perk needs number reduction and a cool down in order to be fair for survivors so this is how i would twist it to make it seem less op.


    Don't touch what you can't afford

    you become obsessed with a survivor, after your obsession spends longer then 9/8/7 seconds or more on a gen the gen becomes highlighted in yellow for the killer, kicking the gen will cause the gen to regress by 15% instantly, after the kicking action is over the obsessions aura is revealed for 5 seconds, during this time any survivors within a 16/20/24 meter range of the obsession become oblivious. don't touch what you can't afford has a cool-down of 50/40/30 seconds

    there can only be one obsession at a time


    just to be clear i like your idea and don't mean to shut it down or to seem negative to your ideas im just expressing concerns and giving visuals to sum up what i think can be a good addition to your idea

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1253690#Comment_1253690

    It was nerfed because it was too strong before. It's fine as it currently is, but most people have bad timing with it.

    i know it's fine that was a joke in fact my joke was referencing my main joke with how self care gives tokens for each dead survivor i dont really think it needs a buff but instead it need people that use it to use it better

  • also you wouldn't need to get stacks for every survivor dead in solo queue since you get that info from the bottom right. but self care i feel needs to let you know that your killing people

  • @Ghostwithaface said:

    https://forum.deadbydaylight.com/en/discussion/149457/self-care

    Self care, allows you to heal yourself without a Med kit. Did you mix it up with Solo survivor by chance?

    no confusion self care should just get buffed

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1251700#Comment_1251700

    We're never going to find out.

    This person is probably sleeping now and this thread will get dumped by the sands of the forum.

    well self care kills the team so it would only make sense if you could get an official kill count on how many you have killed

  • yeah in my experience self care just kills the team. you waste time healing your self in the back of the map while your team dies in chase. when alternatively you could of went to a gen and worked on it until a team mate comes to you then you could have them heal you. an another way you could find team mates if you dont want to work on a gen is patrol the gens until you find someone help finish there gen then have them heal you. basically my idea is that you should try to finish the gens then heal so that the survivor that is getting chase isn't distracting the killer for no reason

  • bubba is the worse killer in the game in my opinion the way i judge killers to determine if they are strong or weak is by playing the killer with no add-ons but running any perks i want since add-ons like huntress insta down hatchets are really strong but to judge her off of her strongest add-ons is a bad idea since that would mean most killers in the game are over powered. but instead when i look at huntress without her insta downs she looks like a normal balanced killer which is what i am looking for.

    so when i play bubba without add-ons and only perks this is what happens. i try to use my power on a survivor but then they have a window or pallet in order to make me not hit them and either break the pallet of hit the window causing a tantrum. or my power breaks and cancels it's self even though on my end is shows as fully charged which shows how bad his controls are for something like that to happen. then when i finally have the survivor in the middle of the map with no defenses and try to use my power i hit air and go into a tantrum. then 4 gens pop so i am forced to basic attack twice. but now i can use bubbas greatest strength face camp since i cant really do any anything else.

    now that situation i just made up is a list of things that happen when playing bubba this killer has so many issues that if you are unlucky enough, you could encounter all of said issues and lose the game because of it. now when i play clown or legion i dont have half the issues with them when playing as these two killers in fact when i play clown or legion they actually are very good and allow me to win games pretty easily. this is because their powers both have a common purpose or use which is to end chases quickly. i have found that in order to play legion most effectively i should hit a survivor with my power then if someones near by go for them if not then run up to the survivor i just stabbed and get as close as possible then cancel the power so that they get very little distance and can go down easy. but sometimes i down them faster then that since i usually use brutal strength, fired up, enduring, and spirit fury on him i can sometimes hit a survivor and they will drop the pallet on me so that i can instantly follow up with a hit and down them which if you haven't tried i heavily recommend because of how fun it is.

    also i noticed someone said that if clown throws a bottle at a survivor running in a direct path then the bottles slow will not be effective enough to catch the survivor quicker or something like that but when i play clown i throw my bottles at survivors running directly and catch up a lot quicker even to the point were they barley have any time to react. also since clown is so good at anti loop since his power is like Freddy's but with a bigger area of effect he can catch lots of survivors at loops that are normally really strong like killer shack or if you dont catch them you force a pallet out of them. which sometimes is better because once you remove most of the pallets in the game it only get easier for you to catch them since a survivor with out defenses is like a bubba with out a sledge hammer. it's what makes clown great the ability to make survivors waste all the pallets.

    for one final note if you do want to play bubba i recommended using anti chase perks like brutal strength, fired up, enduring, and spirit fury it makes a killer who is trash actually have something in order to attack the survivors other wise if you use any other perks that are not like these to slow down the game like ruin or dying light you will lose against decent survivors since base bubba has nothing to offer.


    TL;DR;CR: bubba bad. clown good. legion good.

  • sorry about the grammar i wanted to get the information and the idea and thoughts i had behind across as fast as i could while still playing the game

  • @Mandy said:

    @tony42545 this is definitely not a new game mode. Are you on PC or Console - if you're on PC can you send me your log files please?

    sorry it took so long to reply im on ps4 same username as on forms

  • if grammar is bad thats cause this is my last straw the save draft button is not working

  • @Colton147 said:

    Hawkins is very killer-sided.

    yes but that doesn't mean that everything is in the killers side in fact their are strong pallets and windows on that map that you can find that can allow you to run the killer for a while then you can combo those with the unsafe pallets and continue to switch between loops and you could buy enough time for at least 3 gens making it pretty difficult for killers

  • @ad19970 said:

    I agree with your second and third point regarding maps. Increasing movement speed of killers wouldn't work though, since the game is balanced around the current movement speed of killers.

    The devs have said they know we want smaller maps, and they favor those too. Which is good. I guess they are also still planning on reworking more maps in the future, they wanted to give maps more mindgameable pallets and less safe ones, which is also really good. I do think maps should still have a few safe pallets though.

    Maps are the biggest balance problem at the moment. Those and maybe the balancing of the individual killers. I hope they find a good balance between buffing weak killers and making unbalanced maps fairer for killer.

    thank you. i like how you express your opinion and don't disregard my ideas and thoughts as "silly"

  • @Waffleyumboy said:

    Heal tech doesn't need to be removed, you need to kill survivors before they are at the edge of the exit gates.

    not just heal tech hatch close, 99 gens, and doc zaps cause for some reason you could zap a survivor and they will still vault the window might be a bug but it shouldn't exist

  • so god loops and 100% safe pallets are fine? and a gen popping before you could even get to the other side of the map is fine? and the fact that gen speed is way to fast and makes games go by in seconds is fine? but increasing the base killer movement speed to patrol these things and end chase faster is just a silly idea? also everyone has bad games but once the survivors realized that they are equally powerful to the killer then every game just going to be nurse, billy, or spirit. because their the only killers that can counter gen speed by being fast themselves since they can travel the map fast and down survivors fast.

  • so in the response of the ruin changes are you going to make killers stronger in chase so they can keep up with the speed of gens?

  • im just gonna say I've tried using his portals in two ways. the first way i would hide the portal near a gen so when i teleport i can get the drop on them. but this way failed because the survivors didn't know i was coming so if the gen was 99% they would finish it instead of being scared off. which in turn made me lose almost every game with that strategy.

    the next strategy is putting the portals right under the gens for detecting survivors. this worked! it allowed me scare survivors off and get pressure. the only time it didn't is when they cleansed the portals because when they did that i lose pressure and need to walk all the way to the gen to put it down again.

    one strategy i want to try but i haven't yet is putting portals around the map to create a sort of web like experience hag players do. so i can traverse around the whole map and create pressure by just getting around quickly and cutting people off . sorta like how Freddy can use it in chase to come at a weird angle to make survivors come to you but instead you come out of the ground randomly and spook them.

  • @[Deleted User] said:

    All I can say about all the ideas towards a new game mode is the objectives need to be different to make it feel like an actual game mode. Right now servers are indeed bad and could use an improvement first before a new game mode is considered. The perks for a new game mode probably need to have different effects or just have perks only dedicated to that mode. If we don't see any game mode by the late chapters of the get, perhaps the concept can be moved for a sequel of the game. Which will possibly include non flat maps with 3D leveling.

    you know one thing that worries me is that when they come out with a squeal for the game that they won't have the previous license of killers they had so dbd 2 would have only original killer concepts and the other killers they haven't got for the first game which is fine but it's one of my most biggest fears for the game besides them nerfing doctor

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/796123#Comment_796123

    The most optimal way to kill people in this game is to hunt....NON STOP....no camping. I main pig so, ideally I have pressure built in to ditch hooks. Other killers would have to use perks for this or mobility but I digress.

    In an 8 person setting, lets assume they doubled everything except except the amount of time it takes to knock out a gen. If you screw around for any amount of time at 80 seconds each gen....Its over....if people think gens popping left and right is fast on a SWF group gen rushing an extra 4 survivors would be like listening to a slot machine with the amount of pings going off....

    thats something i was thinking about and had an idea to counter but lost it but now that you bring it up i now remember.

    i was thinking it would be a good idea if only the killers could decide if they wanted to play 2v8 mode i believe when they were testing 2v8 on deathgarden they made it so the hunters would make the lobbies either a solo or 2v8 match while the scavengers weren't able to chose weather they wanted to play 2v8 or 1v4.

    so then i thought that kind of match making could work for dead by daylight because killers are already the host so being able to chose the mode would fit their power role

    although i have a feeling that if this mode was integrated majority of games would be 2v8's but maybe im wrong

  • in detail reasons why having killers have perks, power, offerings, and add-ons now the main reason i find that having killer stuff benefit each other a bad idea

    here's my first example lets say their perks both benefits each other by stacking that means there going to be able to stack and give the killers unfair advantages such as stacking perks like enduring, STBFL, brutal, and fired up. these perks if they stacked would make killers in 2v8 very op.

    if you were to use all of these perks together and have them fully stacked here is the insane numbers both killers will have. they will break pallets 80% faster from both brutal and fired up then they would have 180% stun resistance allowing them to both not feel the effects of pallets making survivors gain no distance from using their primary defense. not to mention the fact that if they have STBFL fully stacked they will have a 128% cooldown on successful attacks allowing them to basically double hit you with the brand new and improved machine gun build. but you might say that's not what you mean by "benefits" so i have many more situations for you to show you why it's a bad idea.

    what happens when you have two killers both running ruin it's either there's two ruin totems not stacking or two ruin totems stacking or one ruin totem stacking as if there was two making survivors have 8% regression messing up the ruin skill checks. all three outcomes have little to no fun factor for the survivors making them most likely to DC making there friends DC and making you get no points.

    what if one killer from the two ran BBQ and chill and both killers got the benefits from that single perk well here's one situation that comes in mind lets say the two killers are both spirit and they are on comms ok? and at one point in the game the spirit without BBQ and chill hooks a survivor and gets to use BBQ on the other survivors because he gets that benefit from that perk as well which mean the other spirit also can see survivors 40 meters from the hook allowing them to have lots of pressure and information from a single perk this will also make the killers being on other sides of the map more beneficiary to them because if they both hook two survivors on the other sides on the map at the same time it allows them to see everyone on the map and anyone near the hooks because both hooks are letting you use BBQ at the same time so during that time any stealthy hook recuses would be ruined because everyone on the map is being revealed

    and to concluded this humongous explanation i only talked about perks in this image in your brain what would happen if you benefited from other things thats makes it more op

    edit: miss type put 60% instead of 80%

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/792908#Comment_792908

    Im impressed that theres another person aware of the stupidity of intentionally double teaming a sole survivor.

    Same witht the "1 camps, 1 hunts" concern of the same crowd. It turns the game into a 1v7.

    if two killers are too focused on a singular survivor it allows the other 7 survivors to gen rush them to death having a single killer guard the hook means that there is one killer wasting time focusing a singular person to death while another killer has to pressure 7 other survivors which means gens will pop like crazy and if the survivors are smart they will just waste as much time possible with the dumb killers by just sitting there and let there team mates escape but if the survivors are dumb just like those killers they will run towards the hook and all try to save at once allowing the killers to completely capitalize on there foolish mistake and snow ball them all to death

  • @projecteulogy said:

    Well, No. For several reasons:

    -Dedicated Servers are currently cheap as all ****... Could you imagine the hitboxes in a game barely able to stand a 4v1 match? 8v2 would break the game.

    -This is the equivalent of putting SWF in its own game mode. It will split the queue. Killer queue's are bad enough.

    -8v2 is not an equivalent perk exchange.

    -The community is already toxic and doesn't need any help or ideas about being more toxic. This would bomb the game.

    -The devs still have not fixed multiple jarring and game breaking bugs(ie: T posing and being unable to crouch, etc). This would just add even more.

    -They would have to rebalance the game entirely. DBD is already toxic enough.

    -The only playstyle most everyone would use as the 2 killers would be to bully them and tunnel them down. DS? yeah as soon as he jumps off one killers shoulder he gets downed by the other walking next to him. Nope.

    -You cannot have perks not count for the other killer. All Hex totems are map wide. There is no way around this. How do you have RUIN work with say, spirit. But not the doctor on the same map? So if im chasing someone and my teammate has Blood Warden i dont get the benefit?

    This game mode would break the queues, introduce way more toxic play styles than its type needs, and you will end up with Friday the 13th, 2: Meme Machine.

    well the reason you would have 8 survivors is to pressure the killers to stop them from doubling up on a single survivor making it difficult for you to try and do that.

    it will be integrated into normal match making it will be like death garden were the killer decides if they want to play with another killer or by themselves and survivors will just join them as normal.

    when i say killer perks dont benefit each other i mean if your friend has ruin and you have ruin there will still only be one ruin totem that works for all the survivors and they wont stack also blood warden will still block the gates but if u dont run it then you cant see the survivors aura and you dont know how long it will last either all you know is that the exits are blocked and you team mate will know which gate there at and you wont be able to trigger it either unless you have the perk.

    there is nothing about this idea is toxic it could only become toxic if everyone who played the alternate mode was toxic

    yes the game has many glitches and lag with these new dedicated servers coming out but you got to remember that they are constantly working on them and improving them so along with the many issues in the game

    so eventually this game will be able to have this mode it's only a matter of time and if you would of just took a second to read the idea i had you would see that the idea comes in many phases they are not all suppose to be instant each one will take a period of time to complete and the first two phases are non effective of real progress so many optimization and fixes can be made within those phases to allow this mode to work

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/99077/how-to-integrate-a-2v8-mode-into-dead-by-daylight-my-idea-long-and-updated

    Why not turn this idea into a Hide or Die sort of Battle Royale? Massive map, equipment scattered across it to make your odds of survival greater, objectives like antennas or entity spawns to reduce the success/power of the killer and the concept that anyone could turn into a killer. No gens, no strong emphasis on loops, and no hooks. Stealth is a more essential part of the game and anyone that's in the dying state can instantly be moried. The goal is to be one of the last 5 survivors and make it into a hatch or exit gate. One of the survivors will be given the choice to become killer or pass the role to anyone else. If only one survivor is alive the goal is to Outlast of dying to the killer for 60 seconds with any pallets or items respawning depending on how many antennas or entity spawns were worked on. This is feature concept that can be lure friendly and most likely work in the games late chapters.

    i feel like they could call that a last survivor standing type mode i love the idea of it

  • @Auron471 said:

    wall of text. cut it up and make it more pleasant to read plz. imagine if i wrote code but with no indentation. That is what this post is. no offense

    i would take 10 tons times more offense if you just said no and had no explanation of what you meant by no so thanks for not doing that

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/792729#Comment_792729

    Spelling is fine, no worries there. Spacing is manageable, though just hitting <enter> every few lines would help, even if it’s it the middle of a thought.

    The biggest issue is the punctuation. If you type on a phone, some devices have settings where they automatically insert a period if you hit <space> twice. That could be a useful feature. Without the periods though, it’s just very difficult to follow your train of thought.

    Finally, I want to be clear. I’m not attacking you or trying to make you feel bad. This is merely constructive criticism. I understand time constraints, so I just want to help you prioritize which changes to focus on.

    yeah im just bad a English over all every post i make is like this it's fine that everyone tells me this it allows me to notice it and correct it and everything life is built on is mistakes and how to solve them so being bad at something just allows me or you to get better

  • there lots of improvements to my horrible spelling and spacing i keep having good ideas in very time limited places

  • i dont expect anyone to like this

  • yeah vigo is a very interesting individual in the lore of the entity's realm

  • @Horus said:

    Doc needs rework not buffs

    first we can buff and if thats not good enough then we rework. because i dont want to make him entirely different yet if we just give him more power at first we can see if that could make him more reliable but if no matter what he improves at he always fails then we can rework him with the ability of knowing what doesn't work

    but if this was a freddy situation then insta rework cause no freddy's allowed ain't gonna happen


  • @HatCreature said:

    Well Madness Spike is better than his normal shock since it effects a large radius around him so there would be reason to ever switch to the one going forward. I mean you might but it would be debatable depending on how large the radius is.

    i forgot to mention it would disable your normal shock for a few seconds and cause the survivors to not be able to do stuff for longer

    EX: you use madness spike you cant zap for 3 seconds and survivors cant vault for 3 seconds either

  • @Horus said:

    Doc needs rework not buffs

    if thats what you think but for now we might as well buff him then if he's fine then we rework

  • @FiftyCalReaper said:

    I don't mind the fact that's its long. What I mind is it has literally ZERO punctuation, so it's just one long ass run on sentence, and is in BOLD and is only separated once down the middle. I'm not sure how anybody is supposed to comprehend this lol

    i fixed it so it's more readable

  • @savevatznick said:

    please learn to speak english before posting. I can't read your fucken paragraphs because they have no formatting period.

    i fixed it and the only reason it was like that was because i was in a rush but now it should be more (readable)

  • they will care about balance when they integrate 2v8 in the real servers so you can play it for real points but my idea was that they could add 2v8 in kyf until it is suitable in real game play

  • yeah for now on if it's long i will say (long) in the title so people know

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