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New Objective for Hatch Plays?

This was an idea working off of someone else's, but I feel like it got lost in the thread.

Concept - hatch plays will require activating breaker boxes found on the map, and will no longer be dependent on generators or survivor deaths. There will always be 3 breaker boxes on the map, one of them will always be in the Basement. The boxes become powered after the first generator is repaired. The breaker boxes operate exactly like the exit gates, being a 'press and hold' lever. Once powered, only one box may be worked on at a time. Interacting with the lever will cause a temporary status effect for that survivor. Once a box has been activated, the remaining inactive boxes lose power and whatever progress was made on them. Also, there will be no notification given to ANY player when a breaker box has been activated. The NEXT generator will power the remaining boxes (to again lose power once the second box is activated). Each activated breaker box will have a different effect, which can greatly affect the game play for both killer and survivor.

For survivors - the breaker boxes will mostly be a solo endeavor. Activating the breaker boxes can effect your teammates negatively. For each second the survivor spends interacting with the lever, that survivor will receive 1 second of Broken once the interaction is over. Each additional breaker box will increase the effect by 1 second (i.e. activating the second box will cause 2 seconds of Broken per second on the box). Activating all 3 boxes can greatly hurt your remaining teammates.

For killers - the auras of the breaker boxes will be read at all times, activated or not. Killers will receive a unique auditory warning when a survivor starts interacting with the breaker box. If the killer pays attention, there is a 1-in-3 chance of finding a survivor activating the first box, a 1-in-2 chance of finding a survivor activating the second box.

FIRST BOX:
Hatch spawns and reveals its aura to all survivors within 20 meters for 3 seconds.
Survivors will now be able to use the key to open the hatch.

SECOND BOX:
Hatch aura is revealed to all players within 20 meters for 3 seconds.
Survivor that activated the box will become Energized.
Energized Survivors will:

  • See the hatch's aura from any distance for 30 seconds.
  • Have the hatch only accept that survivor for 30 seconds.
  • Have their End-Game Perks trigger instead of when the Exit Gates are powered.
  • Grant them one extra hit (similar to Borrowed Time), but can put them in the dying state after 20 seconds.
  • Become unable to interact with the hatch if put in the dying state.
  • Requires Healthy state in order to interact with the hatch again.
    The killer may still attempt to grab the survivor jumping into the hatch.
    The killer can close the hatch, but powers up the third breaker box automatically.
    When the 30 seconds are over, any one survivor may escape through the hatch.
    Hatch can be reopened by a key, repairing another generator, or activating the final breaker box (CAUTION).

THIRD BOX:
The Entity becomes angry if a second survivor becomes Energized. The Entity will grant the killer enhanced powers for the survivor's treachery.
The hatch's aura will be masked, regardless of aura reading ability.
Survivor that activated the box will become Energized.
Killer gains Warpath that will last until the hatch is permanently closed.
Killers on the warpath will:

  • Have their End-Game Perks trigger instead of when the Exit Gates are powered.
  • Grant them the ability to Mori one Energized survivor from any state within 20 meters of the hatch.
  • Mori can be used on the first Energized survivor if they have not escaped yet.
  • Be unable to put non-Energized survivors into the dying state
  • Be able to cause non-Energized survivors to become Broken.
  • Be able to permanently close the hatch after one survivor has escaped through it.

BONUS EFFECTS ONCE THE HATCH IS PERMANENTLY CLOSED:

  • Exit Gates become powered.
  • If one survivor escaped through the hatch, the killer will gain permanent Tier 3 Bloodlust.
  • If two survivors escape through the hatch, the killer can Mori one of the remaining survivors instead.

END-GAME PERKS: Survivor must have Energized, Killer must have Warpath.
ADRENALINE - Removes Broken.
HOPE
HEX: NO ONE ESCAPES DEATH
RANCOR - Ignores dying state immunity if obsession is not Energized. Ignores range limitation to kill Energized obsession.

OTHER PERKS AND ADD-ONS
DETECTIVE'S HUNCH - can locate breaker boxes if in range. Revealed breaker boxes will be added to the map if equipped.
NO MITHER - Ignores the requirement to be fully healed after put into the dying state.
RESILIENCE - increased interaction speed with props while injured.
UP THE ANTE - extends the aura reading ranges of survivors.
VIGIL - speeds up recovery of Blindness. Exposed and Broken can even be added.
WAKE UP! - After the exit gates are powered, also reveal the auras of breaker boxes, other survivors can see you activating a breaker box, and you can activate it faster.
BLACK SILK CORD (Map) - the add-on will track breaker boxes instead of the hatch. If the hatch's aura is revealed to the survivor, it will be added to the map.

BEAST OF PREY - removes the Stain when Bloodlust is triggered.
BLOOD WARDEN - blocks the hatch if Blood Warden becomes active (open exit door + hooked survivor). While active, survivor's auras within 16 meters of the hatch will be revealed.
HEX: THE THIRD SEAL - hit survivors suffer from Blindness while the totem is standing.
REMEMBER ME - striking your obsession will also extend the time it takes to activate the breaker boxes.
TERRITORIAL IMPERATIVE - reveals the auras of survivors entering the basement.
AMANITA TOXIN (Huntress) - hit survivors suffer from Blindness for 30 seconds
"BLIND WARRIOR" - MUD (Wraith) - Surprise Attacks cause Blindness
FACE MASK (Pig) - causes Blindness while survivors have a reverse bear trap on their heads.
KEROSENE CAN (Clown) - intoxicated survivors suffer from Blindness for 30 seconds

DOUBLE DAMAGE: All powers, perks, and add-ons that deal double damage (aka Instant Down) ignores dying state immunity.

MORI - Perks, add-ons, and offerings that allow the killer to kill survivors by their own hand ignores the range limitation.