The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Feedback on the Q&A

First time using the forums again since like 2018 (geez time flies) and even then I didn't use it much back then nor will I use them much moving forward, but thought I'd give my feedback on the most notable things discussed in the Q&A.

First off, the new UI being pushed through to live: I absolutely hate this, but I understand wanting people across all platforms to experience it and give their feedback as well. Give it a couple of weeks and it'll probably be seen as a flop. If you're wondering why, the main problems with the new UI include having information spread all over the screen and filling the screen with a lot of pointless information (after 10 games of DbD, you know to find an exit gate after finding all 5 gens, why does that have to be plastered all the way at the top and for killers, the hook score event is pretty much the hook blood point scoring system we have already so what's the point of it being there?). Ideally, the UI would be a marriage of the new and old, with it just basically being an update to the old UI that added survivor portraits and hook counters. And on the topic of hook counters...

Hook counters for survivors, hook wheel for killer: I hate this even more. Now the logic behind this seems to make sense, they want to dissuade killers from always actively tunneling people and they want the killer to have to work harder than the survivor i.e. commit to memory who's on which hook stage. Two issues with this however. 1. Killers that already tunnel do so without the hook information on their screen. If the information were present, nothing would change for those players and at worst, you might get a small uptick of killer players searching for that 2nd survivor on death hook while all the others are only on 2nd stages. 2. Let's not pretend that matches with 4 of the same survivor with similar outfits don't exist or matches where all 4 are the same character and have the same outfit or matches where there are 2 of the same survivor wearing the same outfit while the other 2 are the same survivor but different from the other 2 while still wearing the same outfit or matches where....see where I'm getting at? Now obviously such cases don't happen every match of killer, but they don't even need to in the first place. Killers already have to remember a lot of information and at the end of the day, we're all only human. We don't all have amazing memories and even the ones that do can still accidentally misremember something or forget something entirely. All this does is either punish or reward (depending on the circumstances and playstyle of the killer) the killer for "tunneling". And for people who try actively not to tunnel, myself included, I can't tell you the number of times I thought someone was on 2nd hook only to hook them, realize they were dead, and feel completely awful that I got them out of the game that early. Devs, please rethink this. There is no actual reason to NOT give hook counter information to killers.

No new swamp maps: Good. Please for the love of all that is holy, don't add anymore maps to the swamp realm. I hate those maps when playing as survivor just as much as I hate those maps playing as killer. Maybe when the current issues with those maps are addressed and dealt with, but right now, yeah please no.

Haddonfield: I'm sure this is the case, but I hope a graphical update isn't the only thing done to this map. I hope that the overall balancing of this map is touched on heavily as it is littered with problems and has been problematic for years.

MMR: I'll see how it plays out before outright saying it's good or bad. However, if it is on right now like a lot of people are speculating it is, it is most definitely not doing a good job at the moment.

Key Re-Work: I play killer just as much as I do survivor and I agree with the sentiment that keys are pretty much almost never used when brought in or even found in chests. However, when they are actually used (more so in the context of getting more than 1 person out specifically 2-3, 4 I don't mind as much even though it's still annoying), yes it creates a lot of frustration. I'm glad this is going to be done in the future, but honestly, it's not something I personally want ASAP. Whenever it is finished and added though, I'll be happy. Also please add visual distinctions between a Green Key and the others. I don't wanna bring in a Green Key as a survivor and go against that 1 killer that foams at the mouth at the mere shimmer of a key and decides to face camp me.

Object of Obsession: Finally. Now, funnily enough, I recently made an entire document listing all the perks and made tweaks or re-worked them entirely to address weakness, problems, and my version of OoO had the same idea of seeing the killer's aura when they see you though the full version is a bit different. As for my thoughts on the proposed change, I honestly really REALLY like it. It's interesting and seems like a lot of fun and it's no longer stupidly annoying or overpowered despite what certain...statistics may say. The only 2 things I would change (if I'm understanding the perk correctly) is make it so that whenever your aura is revealed to the killer, you see the killer's aura for as long as they see yours while leaving the 3 second visibility to the passive 40/35/30 second timer. So as an example, BBQ would mean you'd see the killer's aura for 4 seconds, Retribution would mean 10 seconds, and same goes for every other aura reading method (only exception being killers while they are Undetectable obviously). I would also make it so either non-obsessions had a passive timer of say 60 seconds or if you want to restrict that peekaboo timer to Obsessions only, make an interaction turn you into the Obsession with this perk on (as an example when I re-worked this perk, I made it so that if you stun the killer while injured, you would become the Obsession). If these were done, I honestly would be overjoyed with this perk, but even if neither of these end being tweaked in, this is already an amazing re-work of the perk and I'd be find with this.

Decisive Strike: Simply put, good and bad. While I'm okay with this change, there are still 2 core issues with this perk. 1. A survivor could still hop into a locker to force a DS or force you to completely leave them and give up pressure. 2. This doesn't prevent tunneling like it should. Now, I understand the locker usage still being in place to prevent a survivor from just being slugged for 60 seconds, because that isn't fun. By that same token however, being forced to leave a survivor because they entered a locker when you were just about to down them and then go after another survivor to create more pressure as a killer is also not fun. This also ties in with # 2 that being a good survivor can have DS up and loop a tunneling killer for 60+ seconds and then not even be able to use their DS because the timer ran out and this isn't fun because it essentially forces you to have to go in a locker to actually get a use out of the perk against a tunneling killer or risk being slugged when downed for 60 seconds, also not fun. So what's the solution? Simple, buff and nerf the version of DS we already have (this is my version of DS, but I'm by no means the first to come up with an idea like this).

After being unhooked, Decisive Strike activates for 20/25/30 seconds. The timer will freeze indefinitely if the killer is within 16m of you or if you are put into the dying state by the killer's attack. The timer will resume counting down once the killer is out of range while you are not in the dying state. When the perk is still active and you are picked up by the killer, hit a skill check to stab the killer, stunning them for 5 seconds and escaping their grasp. Perk deactivates when in lockers or after unhooking a survivor. Perk is disabled after hitting or missing the skill check.

Now this version of mine isn't perfect, but the general idea is to punish killers who do actually tunnel by wasting their time (long goose chase while gens get done) and not gaining anything from it (eating the DS) while not being too abuseable by the survivor. The reason behind the meter range as opposed to terror radius is because of things like stealth killers or y'know...Freddy whose terror radii fluctuate wildly and unpredictably or simply don't exist period (thanks Freddy). Locker DS is now gone and although this might encourage slugging, DS will still be up so long as they aren't ever healed and are out of range. The only problem I could see with this is if survivors with DS active intentionally chase after the killer to keep their DS up and harass the killer, but while annoying, if ignored, now you only have 3 survivors working on gens and that's definitely more favorable to the killer and if anything, you could always slug em if they got careless and leave them to be picked up which wastes the survivors' time again benefitting the killer somewhat. If this ever became too problematic however, then another means of deactivation could be added on the killers' side say something like hooking 2 other survivors. I say 2 instead of 1 because while most people say "if the killer hooks someone else and then comes back to you, they aren't tunneling" I completely disagree given some instances and/or context, but it all depends on the players and flow of the match. I'll get into this more if anyone wants an example, but for now, I'll just wrap this up by saying a version of DS more akin to this where the survivor can actually prevent tunneling indefinitely if chased but outside of chase the timer isn't that long would be a better compromise and I think healthier for the game because tunneling, while necessary in some instances just like camping and slugging, still sucks and is unfun when done more outside of those situations.

Alright that's all. Try to keep things civil if anyone wants to reply and also try to look at things from both perspectives if possible. Thanks for reading.