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

Some more 2v8 feedback

After spending another week playing this mode, I would like to add some more feedback. Most of it has already been said in my first post, but I have some more things to say:

  • Killers having old cob/overcharge regression promotes the "kick gen, camp area" playstyle that was precisely the reason why cob and overcharge were nerfed. In 2v8 it is not uncommon that, especially trappers and wraiths, lock down the 6 most clustered gens and just kick over and over and over. I propose that the regression perk for killers gets changed from cobercharge to something like pgtw/surge/eruption/etc. to promote chasing over camping an area.
  • Unless there are plans to introduce hexes/boons to this mode, there is no reason to include totems. New players just get distracted by them.
  • Why are breakable walls absent from this mode? Just curious if there is a specific reason for this decision, as I find it a bit odd that totems, which serve no purpose, were inlcuded but not walls.
  • Unbreakable should not be unlocked after the second cage, it should be unlocked by default. Given that caging can't be interrupted whatsoever, there is absolutely no reason to slug survivors for that long unless it is to bm.

Comments

  • ownoka
    ownoka Member Posts: 44

    The second iteration of 2v8 was so much fun the first week as a survivor main, but just like last time killers have learned and are now fully exploiting the system. They know where cages end up so they down people then move to those areas and proximity camp from just far enough. It's so damn terrible to be sitting and trapped in the cage only to be tunneled or watch everyone around you be downed. There is no damn value in the guide class for survivors so no one is using it (unless you are a SWF team) and map design is a huge problem allowing killers to rotate counter clockwise around the map and win. Main buildings should never be in the center - hills should not be next to the shack nor should hills have 3 gens right next to them. It's terrible that people who hunger for bloodpoints end up playing and slaughtered every time. Give the maps so dimension.