Best Of
Re: Oni is too strong and too common in 2v8.
Oni is definitely strong in 2n8. Way more blood orbs spawn and when he rages, he has a very target rich environment. A sprint is almost guarenteed to find a survivor or two.
Seen a couple of oni/ghostface pairings where ghostie just tidys up the bodys oni leaves in his wake on a rage rampage.
Re: How would you make Dbd more balanced?
Let's see how much these ideas are hated.
Make tunneling undesirable: Nerf, punish, whatever name you want it, make tunneling the least desirable option. While it's sometimes is needed, it should be effectively a last resort and not the first response. Let's say when a survivor is hooked consecutively gens speed gets a bonus that's large enough to give people pause.
Reward spreading pain: A carrot to the above's stick. Obviously no but also something else to help in trial. Going between 2 people will reward bp more than tunneling one guy and gives killer instincts on a survivor that hasn't been hooked yet after they move a certain distance. A hook carousel (defined: hooking everyone once before a repeat survivor) could reward a mini grin embrace effect. Things like this, give a carrot for the behavior people like, make it appealing.
Prevent "undesirable" behavior in a "fair" or "interesting" way: These are heavily dependent on the individual but for this got 2 examples: Slugging for the 4k and t-bagging at the exit. For the first if the bleed out timer is 1/4th gone (a total of a minute slugged) and it's down to 2 survivors, that survivor can abandon without leaving a bot. For the second for each standing survivor within a certain distance of an open gate the endgame timer speed increases.
Those are just random examples but the point is to find common ground on what behaviors most players hate and curb them, preferably with punishments (sorta like what people are doing here already but better to push the point across).
Make doing other things more appealing to survivors: Basically put pressure on survivors to do something other than sit on gens while not making it completely mandatory. Like some people said above, having a repair penalty while injured gives survivors something to potentially focus on while still giving a choice and is a nice tiny reward for spreading pain, though it can't be to large as otherwise the community will get something like "forever legion". Yes this is a bad thing before anyone questions it.
Totem value: Going with the above, make totems more valuable to snap/bless like making base gen regression faster for each non blessed totem standing or giving a boost to breaking speed for the killer. Something that gives survivors a practical reason to snap bones without being overwhelming enough to make it explicitly mandatory.
Hit the toolboxes a little: At the moment, people like toolboxes more than medkits, so make being able to quickly healing teammates more appealing than having a burst of gen progress that'll be deleted with regression. It syncs well with the above injury penalty at least.
Tweaks to killers and perks on both sides: This is here for completion's sake as no one will be able to agree on common ground for what should happen to what.
Re: Are gen kick perks like eruption even worth it anymore? Is anybody still using them?
Depends on the rest of your Build. E.g. if you run PGTW it might be worth pairing it with Eruption. Or if you run Nowhere to Hide, running Eruption is still an option to get more value out of kicks when you are kicking Gens anyway.
IMO Pain Res or Surge are more popular nowadays, but given that some Killers dont really get value out of Surge, Eruption is an option.
According to nightlight it is the 15th most used Perk with almost 7% pickrate, so it is still popular. And given that Nowhere to hide (12,91%) and PGTW (12,87%) are the number 3 and number 4 used Perk, Gen Kick Perks are indeed popular.
Re: Should Dredge and Unknown be the next killers for 2v8?
I've been waiting multiple iterations for unknown.
Re: Should Dredge and Unknown be the next killers for 2v8?
I'm not sure how Nightfall would go on such a big map and with another killer, and the locker spawn needs work (as it does in 1v4 too), but Dredge would be a lot of fun if they could make it happen.
Idk why they haven't done Clown. He seems easy enough to implement.
Re: Let us know what you think about 2v8's tonics!
The biggest benefit to killer is to prevent survivors from getting the tonic rather than the haste buff.
I like the tonics when playing in a SWF so that we can call out and coordinate where the tonics are and who should get them. However, in random lobbies, the tonic benefits are not really realized.
I'd recommend keeping them in 2v8, but add a longer duration of haste for killers (or a different benefit like faster recovery for 45 sec).
Re: Let us know what you think about 2v8's tonics!
really happy to see them return. herbs were my favorite thing in the RE 2v8 and now that they’re back in forms of Tonics is amazing. i think they’re well balanced since it seems there’s not a lot of green tonics for either side to constantly use. on killer, the 10% haste feels amazing with movement speed killers (who would’ve thought lol) and the blue tonics are very clutch on survivor if you’re injured and not using the escapist class.
i wouldn’t change anything about them, other than making them pop out a little bit more visually, since you kinda have to go out of your way to find some of them. great addition to keep 2v8 feeling fresh!
Re: Oni is too strong and too common in 2v8.
I don't know if you guys share those thoughts but I feel like 2v8 is getting too competitive…
Re: Should nemesis get an extra zombie in 1v4?
Two are enough, though they should have their A.I. improved more.
If he needs buffs, it should be to his base power.
