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Escaping the Entity.

This is an idea I've had rattling around my head for a long time when someone suggested the idea of a 2 killer vs 8 survivor game mode and the fact it would not work.

This is not something I would want implemented for a long time. It would be something when the lore got more developed in the archives and we understood more about the Entity because it would mark the end of the story for the game.


To access this mode on the survivor side you would need a consumable offering. Like a key or rune or something. Collecting this offering could only be done by escaping a previous game through a hatch. When used in your next game, after escaping successfully (either by hatch or by exit gates) the player can use the offering to be transported to the heart of the entity.

To access this mode on the killer side you would need to achieve a merciless victory by any means necessary as well as picking up an item or rune throughout the game. When used in the killer's next game as an offering, as long as they score two kills, the offering will allow them to be used as a guardian killer to protect the entity (this is just to make sure there are enough killers so it can be removed if needed).

The overall concept is much like a relay race or gauntlet of challenges. A team of four survivors will try to get through 4 different levels, randomly generated with a team of 4 killers trying to stop them. The survivors will play one at a time and switch off at the end of each level or upon death. The killers would play one at a time but could be tagged in by the other killers much like a tag-team fighting game. The objective on each level will be to either power one generator, or survive for a certain amount of time while the killers of course try to prevent this. After each level, the next survivor on the team would play on a new randomly generated map. I imagine these a lot like the tutorial maps how they are similar but also different and allow for some unique instances you couldn't find in standard dead by daylight games.

I'd also want there to be some way for both teams to try and influence the match while they are waiting for their turn. For survivors, I'd want them to come together and offer prayers of hope for the current participant which would involve a series of skill checks that, when done successfully, would grant the survivor buffs. Things like resetting pallets or giving the survivor endurance. The killers would not have such a luxury but they would operate on a tag system where one killer could switch out with another after a given time. I would hope that while the killers are inactive it could give them time to charge their powers. Things like Clown being able to reload his bottles, or Hag having a bunch of traps suddenly placed on the map, or Myers charging his stalk meter while inactive. Things like that. The entity will be fighting to survive so he'll need to take short cuts with his killers.

When the survivor completes the 4th level, the whole survivor team or whoever is left will find the heart of the entity, pulsating and corrupted. They will stab the heart, or have some way prepared to seal the beast and free themselves from the entity to return to the normal world. This would be a momentous occasion where the survivors could celebrate as they walk up to the altar. If the Killers stop the survivors from getting to the heart they would receive a special mori from the Entity itself before casting them out of its vicinity and back into normal DBD.


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Challenges I see with this mode:

Not newbie friendly (Not supposed to be by design)

Could divide the player-base (fair)

If either side DC/s the whole thing is ruined UNLESS bots are implemented into the standard game. This goes double for if either side griefs. (the reward would need to be really good, but even then people would still do this. It really benefits SWF content tho)

Really hard, therefore, really toxic after game chat. (fair but silly)

Frustrating to assemble all the pieces to get into the damn game.

Server strain. (I want all the players on the same map, I don't want them instanced into two separate maps for active vs inactive killers to try and alleviate this problem, but even still, this is an aspect I do not know too much about)

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Closing notes:

As stated earlier I would not want this implemented into DBD any time soon. This whole idea is supposed to add some finality to the game's narrative. Maybe there could be a small unique cut-scene for each survivor as they re-enter their normal lives or maybe there could be a cool cosmetic that killers could get for defending the entity. The whole point is to reward people and underline what makes people enjoy the game in the first place. It is meant to be a very brutal mode that allows you to feel very triumphant when coming out victorious on the other side.


I'd love to hear your thoughts and ways to improve the idea.