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Changes to dbd (Feb update)

I want to give my opinions on these changes:

Doctor: Madness not passively going down is QOL, saying your best madness gain is blast, which now always tiers up, so good! I don't think this fixes the chase issues he's always had, but it'll help with Madness, which is a plus.

Plague: this doesn't really change much of anything. It gives her spicy vom, which isn't even that good. It gives healthy survivors such a head start since you're slowed while spraying, and slowed even further afterwards, so it's only effective if they're injured already. It's qol, but not good enough to encourage spicy builds, as incense is really the only good add-on imo. The others can work, sort of, but not well enough.

Trapper: Uhm... The traps move after being popped by anything, so resetting a moved trap is ineffective. The trap would have to be capable of being adjusted while resetting, else I'm still going to need to pick it up to place properly.

Toolboxes: I mean, it's a step in the right direction? The change sounds good, but will it really change anything? Tool boxes repairing faster with less charges depends on A: What's the bang per buck? How far will one charge on a tool box go? And B: How many charges are there? Are we going from brown fully lasts through one gen to 3/4ths? Half? 1/10th? Numbers matter, so until we get some, I'm not getting my hopes up.

Sabotage: This definitely is a wonderful change to negatively impact swf and barely affect solo queue, so yay to that. Not to mention the changes to perks like saboteur and hangmans trick are lovely. Solo queue will still be capable of doing sabo plays, just like swf, but it's not a "pre planned" effort anymore.

Add-on retention: finally. This has been a long asked for aspect, since many addons for survivor items are way too good, and the fact that killers couldn't keep their best addons (most of the time not even the pink addons) felt really dumb when survivors could keep their best addons essentially permanently.

Breakable walls: this is either good or extremely bad. Good: makes fewer loops that survivors have to loop. Bad: if not broken, even better loops because it exists and requires breaking to not be an infinite esque loop.