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2v8 Feedback
2v8 Feedback
Killers:
Trapper: Trapper sees alot of love here in a 2v8 setting versus 1v4 and fits smoothly right into a support role, especially paired with something a bit more aggressive such as Huntress or Nurse. The team power also is pretty beneficial but as a blanket statement for team powers, the range on them is very give or take. Its pretty tough getting consistent value from the team powers. Trapper otherwise is just a decent pick here for once and i wouldn't change much outside of a slightly larger range on his team power
Wraith: Now going to the opposite end of the spectrum Wraith just doesn’t seem like he offers a ton in a 2v8 scenario. His team power wants him more as a support while his playstyle is very hit and run, which has him going in and out of stealth rapidly. The range on his team power is also just too low to make it worth while also splitting the map up
Hillbilly: Has similar issues to Wraith. 2v8 turns Hillbilly from a hyper aggressive killer into a support role. The bad thing here is the support he offers is on a smaller range than the other 5 killers, but only while sprinting, so that 10 meter range of a bonus is VERY hit or miss. The team power should probably do something else or equalize the range from 10 to 16 meters
Nurse: Nurse is Nurse, now with basekit addons. Her team power like Billy is also very restricted to 16 meters within the team mate, which incentivises a gang up style versus splitting up and splitting the map and pressure. Ignoring the team power with her just turns her into Nurse with Addons.
Huntress: Probably the most universally useful aggressive killers out of the 5. Her team skill has no restrictions and is just helpful, and gives tons of information to the other killer and can set up easier tag teams.
Survivor Classes:
Scout: Probably my personal favorite as a support player. Constant aura reading team wide is very useful. Scout is probably the most underrated out of the 4
Medic: Another one i loved as a support role, you have all the tools needed to keep your team out of cages and healed up before getting tagged by a chainsaw and a hatchet beaming into your face! Some numbers could be increased due to the weird influx of slugging, or a base kit unbreak (without the speed) could also be done.
Guide: Guide and Escapist are probably your bread and butter otherwise. Guides role is to try to progress the generators as much as possible with support from Scout and Medic keeping them alive and supporting them also push the objective
Escapist: The role of the looping god, and probably the best out of the 4. This role helps keep the killers busy as much as possible, but also being balanced enough that doesn’t feel too oppressive. A Lot of the issues in this kit that would be wildly strong in 1v4 is fixed in 2v8 with the inclusion of the second threat
Classes overall: All of these feel nice to play without forcing players to play in an uber specific way. This also allows room for other classes that could be based around support/boons, luck, map support (i.e rebuilding/putting dropped pallets back up, so on). Could also implement some perk items such as Flashbang as an auxiliary class as well to spice it up.
Overall feedback:
Totems. Either these need to just be removed, or something actually done with them. Granted this is early so i’ll ignore it otherwise.
Maps felt fine for the most part minus bugs and Coal Tower 2 being rolled for some weird reason
Cages were a wonderful design choice and kept the game going smoothly, as well as limiting any egregious defensive play styles that people were worried about in early 2v8 conversations. All in all I'm excited to see this mode evolve further with other killers!
New Revealed Status Effect Change the noise, it's a bit loud and grating, and could induce headaches. Otherwise I would love to see this go into 4v1 as well!
UI: UI could use some tweaking when in the lobby, it doesn’t play well with current DBD. I would also like to close out of the 8 survivor list in the UI
Items: For accessibility reasons either the effect needs to be changed, or flashlights need to be removed from the item pool.
Future concerns? Mainly in the killers and potential combinations, and I shall list them individually, as well as the probable rampantness of Exposed/Broken as it seems BHVR wants to step away from those two debuffs and rampant instant downs in this mode. Otherwise disclaimer, I'm not psychic, I don't know if anything below would actually turn into an actual issue, but its best to address it now, or at the very least consider it in meetings going forward with 2v8. I’m using my best judgment to assess each of these not only in case by case, but in certain problematic pairs going forward, since individual killer balance is no longer the main focal point in this mode. Team powers are also not being suggested here. This list is also taking licensing into account as I assume licensing shouldn’t be too bad to get into 2v8 as long as the killers don’t need major fundamental baseline changes.
Pig: RBTs would likely have to be made non-lethal. A rework making the RBTs into a worsening debuff overtime over a flat kill might be healthier for this mode. Noted below is also another issue with the RBTs is the puzzle boxes, certain killers could delay or deny boxes entirely if done well with cooperation/communication. A debuff or a building debuff over time would be preferred here.
Shape: Map wide Exposed would probably have to go, Either it be limited to Myers himself or zone limited like The Hillbilly’s team power
Cannibal: See Hillbilly Design. Speed limiter baseline with the second tap from the chainsaw going into deep wounds instead of downing
Plague: Infection would probably have to do something different other than inflicting Broken en masse. It works fine in 4v1 due to only having to worry and assess the Plague’s threat, but here in 2v8 anything with even a bit of mobility or range paired with her is going to get out of hand pretty quick. Without changing her power Plague can and will slot into everyone's roster due to how versatile her vile purge would become. A suggestion would be something akin to a buffed Scourge: Gift of Pain over Broken. So it's still a threat but you’ll not be as much of a risk of a stray hatchet or a chainsaw.
Legion: Legion is already pretty limited with his stabs If they go into 2v8 as is they’ll be fine, but any adjustments to base power (i.e 9 stabs instead of 5 for a lethal stab) can and will get out of hand. A suggestion otherwise would be on the 5th stab the survivor does not go down if push comes to shove.
Ghostface: 99’ing survivors is going to get very frustrating. Best to look into a stalk decay or any health state lost resets the stalk progress to 0
Executioner: Probably something to fill in the gap of half of his kit being now made baseline
Twins: Similar reason to mass breaking/injuring. Could turn Victor into essentially a killer boon at the cost of his attack, but make him unkickable? Just food for thought
Nemesis/Mastermind: These two only really have an issue within their shared need for vaccines. What I would do personally is if both are played, Masterminds takes priority, and the vaccine can cure both Ouroborus and T Virus both individually and simultaneously. On their own otherwise they’re fine, just paired together they can be a logistical hazard and having to mitigate cures.
Cenobite: The box, it is a potential problem, we should solve it. Jokes aside, depending on how the box is handled it will either be damn near useless, or the most annoying thing on the planet. The other thing that has to be considered is can the other killer see or interact with the Lament Configuration. If the answer is yes to both this can get out of hand pretty fast.
Skull Merchant: It would all really depend on how her power works with her partner, if at all. If there is no synergy she’s not going to be much more of an annoyance than she already is, but if her partner sees similar buffs, she could become obnoxious
Xenomorph: Turrets. Xenomorph is one of the few killers I wouldn't be shocked if they were omitted from 2v8 as a whole due to how the turrets not only function, but the fact they’re very integral to their kit. Not having them means Xenomorph can run freely, having them begs to ask whether or not they’ll affect other killers, but since Killer friendly fire is off, so surely not? And can the other killer destroy the turrets, if that's the case then the Xenomorph can just run virtually rampant, thus repeating the design cycle. Crawler mode would probably have to be reworked in some way as a timed temporary buff instead of one that requires survivors to knock them out of.
Now for minor concerns or just food for thought in no real particular order:
Dredge and locker interactions with Trickster and Huntress, or any other locker based killer to come around. Would the other killer be able to unlock lockers, assuming they can be locked? If not, could the other killer still reload at the lockers? If not then it feels like the pairing of Dredge and Huntress/Trickster is not only detrimental, but i feel griefing could be an issue, or at the very least be very frustrating
Deathslinger for his ability to not only restrain survivors mobily, but the 2v1 tag team hits would get pretty frustrating
Any killer with props or interactables (Pig, Xenomorph, Singularity, Lich, Plague, Nightmare, Nemesis, Mastermind, Onryo) would have to be carefully handled to prevent killer abilities like Trapper or Hag from being placed close to certain props (looking at you Pig) as well as preventing their interactables from doubling up in one spot
Mini Moris (Onryo, Executioner, Lich) Would these be kept intact? None of them seem to be all that egregious at least on paper.
Singularity and Lich. With how chaotic this mode is, these two killers could make it even more overwhelming than it is. I would suggest looking into these two and streamlining the counterplay or their items in 2v8 specifically
Doctor: I would assess the shock stun when the other killer is around specifically.
Nightmare: Assess how the Dream World would work for the partner, or if the Dream World would even work with them at all
Knight: Give the same radius limits to the other killer that Knight has with his guards.
But why not mention Oni? Oni I feel like would be ultimately fine since his instant downing is pretty limited to roughly 3 downs. His main power in this mode isn’t going to be exactly all him, it’ll depend heavily on his teammate as well.
Queues: Killer queues for this have been really rough, there will have to be something done to address this. Best way, unfortunately, is bots at least backfill 2v8 after a certain time has passed just to force a game. 1v4 has also suffered the same issues as well.