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

6.1.2, and the recent changes.

BHVR, We understand that you're trying to change things, to make them more interesting and I personally appreciate that you're actually changing things. It's good that you're experimenting and I don't think that the community wants you to stop that. This latest patch however has some very rough changes, and we didn't get any time before their release to provide our feedback before they made it into the base game.

I would like to provide my views on this patch, and what i'd do to change it since the majority of people, especially the bigger content creators, don't seem to like the changes that occurred.

Thanatophobia: I see what you were trying to do for this perk, and I feel changing it is something you should do in the future, but this change makes the perk ONLY decent on the killers who already used it before. The numbers didn't need to be increased due to the base generator time increase, and arguably needed a SMALL reduction due to it instead of an increase.

Mettle of Man: Mettle was fine beforehand, having a couple of issues that could've been ironed out easily (Such as removing the aura reading/dying state deactivation requirement.) It was still a FUN perk even if not that good, but what it had going for it WAS the fact that it wasn't Endurance. It allowed you to take an additional hit on TOP of already existing Endurance/Deep Wound for it's very costly activation requirement. You could've clarified that it wasn't an Endurance effect instead of making it behave the Endurance rules and it would've been fine!

Dead Man's Switch: Nerfing it in response to bringing back the Pain Resonance/DMS combo is NOT a good balancing move. DMS' duration was fine at 45s due to the fact that it could be used on it's own with the right killer, and still used even on killers that don't make good use of it. DMS was in a good place, and it should be reverted.

SH: Pain Resonance: Giving Pain Resonance back it's 'kicking off generators' effect, after you SPECIFICALLY removed it to stop the Pain Resonance/DMS combo and get rid of the information from the Gen's Explosion is really not a good change. Especially due to the fact that you did it to stop a Perk Interaction that's arguably WORSE in power than what Pain Resonance/DMS did before it was changed, and what it will do now.

You could've changed Merciless Storm to have a sidenote like "If during Merciless Storm's effect the generator you're repairing regresses by any means, it is deactivated/the generator is blocked." This would've fixed the interaction from the side of Merciless Storm instead of Pain resonance, because the interaction can still happen with Jolt, but to a lesser degree, and If any future perk has a large regression penalty without kicking a survivor off of a generator, this issue will pop up again!

This charge was arguably the worst in this patch, and I hope you can see why. I would've just nerfed Thanatophobia back to 20% maximum, or even 15% maximum, Removed MoM's aura reading/dying state deactivation reqirement, and added a clause to Merciless Storm that stops generator regression from extending it's effect rather than fixing it from Pain Resonance's side.