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All-Kill comprehensive feedback.

Bwsted
Bwsted Member Posts: 3,452

I'll try to keep this articulated and to the point.

The Trickster: the killer is overall weak, but I can see, given the nature of his power, how he might be a major pita to balance and risk resurrecting old Legion problems. I won't criticize design choices too much. With the sheer number of killers at this point, there are only so many original ways for new powers. My only suggestion for buffs is to proceed with minor ones and possibly more frequently and re-assess at every step, to mitigate the dangers of unbalancing the other way.

The Trickster perks: well done. Interesting perks. Not necessarily meta, but that's not a requirement. They allow for synergies and alternative builds.

DS changes: it needs further adjustments. Given that being healed doesn't disable the perk (nor does Inner Strength, Seconc Wind, etc.) then it makes no sense that self-healing would. Even simply tapping the self-healing action disables the perk. This inconsistency can't be justified.

Then there's a qol improvement to prevent accidental ds deactivations, which are even worse on console given the limited key bindings. This can be achieved in a number of ways. I suggest an incapacitating-style status effect that prevents the survivor for performing all but the basic actions (mending, snapping out of it, self-caring) and that preserves DS for the timer. If the survivor wants to perform another action before the timer expires, they can trigger a running skill check using a specific key. Hitting the skill check disables DS and terminates the status effect.

Lastly, at any one point, you will have to address the core design flaws that DS is a band-aid fix for. After the nerf (which was necessary in many aspects, no argument from me agaibst that) I already saw trials giving me vibes of Deathgarden. And we know how that one ended. It's up to you to avoid repeating the mistakes of the past.

Yun Jin's perks: they're fine except Smash Hit. It's a terrible perk considering that half the killer roaster requires greeding the pallet or pre-dropping and the sheer amount of unsafe pallets can simply be respected and bloodlusted 1. Not to mention stuns were already inconsistent before being definitevily broken with this patch. I suggest changing the activation to "dropping a pallet within x metres from the killer". Even so, it would contend for the worst exhaustion perk, but at least be consistent. Overall, the survivor's teachables are more niche than the killer's.

Wraith and Blight buffs/fixes: well done, although I know there are some bugs.

Rift: the grind is excessive (as for the overall grind of this game). It doesn't even encourage to simply buy rift levels because they're fairly expensive. The choice of certain challenges makes it look like you're simply ignoring major feedback (e.g. grab challenges again. Really?).

Bugs and exploits: need to be fixed asap. You should make a point to have that as a priority with every patch. There are still bugs that are years old. I bought the new chapter with shards. As far as I'm concerned, I'm not motivated to give you real money anymore until game health and functionality become a staple. If I'm gonna pay for something, then I want my money's worth. And I payed for a properly working game.