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Project W: What needs to change

Sumnox
Sumnox Member Posts: 605
edited August 2022 in Feedback and Suggestions

So, I've seen a lot of (justified) negativity about this new DLC, and I myself have given a lot of that negative feedback. But in case it all gets lost in a sea of complaints, I feel like we could just give a list of what was underwhelming and ruined this DLC for me :

  1. Basekit 10 seconds Endurance and Speed are a good idea and a step in the right direction, it doesn't completely nulify tunnelling, but it's something. The only issue I see with this is, for it to be truly effective, you still NEED BT. Which is dumb, in my opinion. Had you made it 15 basekit seconds, you could entirely ditch BT and turn it into something different.
  2. Reassurance is completely useless outside of a SWF team. Behaviour, you constantly and persistently give candy to both the vocal killer minority and SWF teams, which can effectively make use of everything successfully using voice communication and coordinating. (Example, sabotaging is virtually useless, but using voice comms it can become usable. It's out of the equation for solos, it's a SWF exclusive, like many others) Reassurance needs to be at the very least 60 seconds per hook state, to justify solo Q players to actually BRING IT, so people can make use of it. As it is right now, it's just another SWF exclusive. Like sabotaging is, like so many fun builds are. SWF exclusive.
  3. Rest of the survivor perks released are poor and underwhelming. Meme perks. THey're as good as reworked Pharmacy. Have you seen many people bring Pharmacy? I wonder why. It's bad. So are the new survivor perks. If you want to encourage survivors to bring new perks and actually shake up the meta, those perks NEED TO BE WORTH BRINGING. And no, a perk doesn't need to be broken to be worth using. Iron Will wasn't broken, it was just a good perk (now it's just useless, like 90% of survivor perks). - For example, WireTap should have a greater range and add some effect if/when the killer breaks it the generator. Otherwise, we have a weak perk that, when it works it's questionably weak, and if the killer decides to just break the generator right away it just has no use. What's the point of a perk like this? you need to release possibly META perks, that are that good, that people have trouble deciding what will they pick among all of those good options. I am tired of meme, situational, whatever, useless perks. Same with the rest of the perks. Low Profile is literally dumpster tier useless. Another "Play for hatch because everyone died at 4 gens as usual" perk. Reactive healing should just fully heal you after 30-40 seconds once someone is hit within a certain range. That still wouldn't make it meta, but at least someone, somewhere, would think about bringing it, sometimes. We want good, potentially meta perks that are so interesting and good we have trouble deciding what we pick. Now we have no trouble: We've been picking the same perks for 6 years, before and AFTER the meta shakeup.
  4. Wesker, from my experience, is an A tier killer who has stomped every group I have played in so far. He's like a combination between Nurse, Blight and Demo, and covers half the map in a couple dashes. We will need to see once people adjust to him, playing as and versus him, how good he truly is. But I haven't been able to survive a single solo Q match since this DLC released, and people already talk about buffing him. As I said, we'll have to give it some time and see, but if he becomes another Nurse/Blight, that just pushes people away from the game. Time will tell.
  5. Finally, the RPD map rework. Seems an improvement fromn the original, but it still has the issue that sometimes getting to the hook in time is very problematic, and it's prone to let people go into struggle phase. I hate to have to let go of the generator and get moving right away when someone is hooked, because otherwise you can't get there in time.

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