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Survivor Matches post update

Advorsus
Advorsus Member Posts: 1,033

Have actually felt pretty well. I haven't played killer yet so this is strictly from a survivor viewpoint, and is from about 20 matches so far.

The buffs to killer don't really seem noticable from the survivor side. Didn't really notice the 10 secs to to gen speeds, and they were still getting done pretty quickly.

The reduced cooldown and speed after being hit weren't really noticable. Because of the way tiles spawn I don't think there was a single match where the killer caught up quicker or got a hit they wouldn't normally have gotten prior to the patch. So nothing much to say. Breaking speeds were slightly noticable? But not really as once again I had enough time during their break animation to make it some where safe almost every time. So chases didn't feel that different.

These changes might be more noticable against someone who's camping? But I wouldn't know as out of 20 matches I got 0 who were intentionally camping or tunneling.

I also saw a more diverse amount of killers. Doctors, plagues, legion, ghost face, oni, spirit, bubba, and wraith. This might change after it's been a while and everyone has had a chance to try new things, but right now I'm enjoying it.

As far as perks go I tried pretty much everything that has been changed on the survivor side.

DH still feels useful and I used it for a majority of matches to try on different scenarios. It's definitely different than how it was before. Previously you'd use it to gain distance to safe tiles, now it seems best used when in the open or at unsafe loops. So different timing for it but feels just as useful. Pretty much you'd run your loop like normal, if you got caught at an unsafe loop or out in the open, you time the perk with their attack, get a free hit and use the distance to get somewhere safe. Of the many matches I ran it in and the amount of times I used it, I think I only mis-timed it twice. It's still easy to activate, and still added 15-30 seconds to each chase every time I used it successfully. So still pretty strong, would still use it.


DS didn't feel as weak as I think a lot of people thought. I used it, and saw a lot of others using it and not a single one went down immediately after using it. Everyone I saw was still able to make it somewhere safe to continue looping for a bit, so no complaints there.


Off the record didn't seem that strong in my games. Most didn't bother tunneling off hook anyways so it rarely came into play. Most likely due to the affects of the previous meta where killers just assume everyone is running it. The few times it did come into play I had it paired with DS, so I was able to tank a hit and use DS to extend the chase another minutes or so. So could be strong still in certain situations, just have to wait and see.


Pharmacy is one of the ones I really wanted to talk about. Because I tried using this perk in 10+ games and just never found the need to. COH was ran in almost every game and was up at different locations 90% of those matches. So it was simply a matter of walking into the area and healing myself. I didn't have to waste time looking for a chest, and then searching a chest, just to heal myself at about the same speeds. I could see it working out in very niche scenarios, but really don't see it being ran or used much while COH exists in it's current form. There's simply no need to.


Botany knowledge definitely felt very strong. And because COH was ran in most games be another player, I didn't even need self care or a medkit. I could simply heal myself with a bonus 100% speed for most of the match. While botany knowledge itself isn't much of an issue, it's combination with other things make healing still feel very over tuned.


Lightweight was the big one that I ran and got the most value out of. Especially on indoor maps or maps where scratch marks are tough to see, this single perk led to multiple escaped chases for me without having to really try. As scratch marks were already pretty inconsistent, I feel like this perk may become a problem. I haven't played against it yet, however every time I ran it I found that killers were constantly having to double back to try to continue chase, which would extend chases even longer and allow me enough distance to get somewhere safe. I think this perk was slightly over buffed. I think the reduced duration of scratch marks by itself was alright prior to the patch, but was over shadowed by the strength of other perks. Even with the buff to the time before they disappear I think would've been fine. But the spacing inconsistency was sightly too much. I can definitely see this problem being a problem in the future, especially with newer players.


Overall I think for the most part the changes feel pretty nice. The matches feel alright. I think most matches still ended in 3-4 man escapes. The ones that didn't were totally due to my own teammates, either through disconnecting or suiciding after going down once. It never really felt like I was at a huge disadvantage or that killers were really all that much stronger. Just kinda normal gameplay with a few changes here and there.