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Current leverage is lagging behind.

The problem is by the time survivor healing is noticeably slowed down by the perk, the game is already almost over and survivors are either already healing slower or just flat out not able to from the pressure of having so many people at death on hook. It also doesn't reward the killer for going after multiple survivors, since killing a survivor doesn't lose you any tokens. So I thought of an alternative effect that should hopefully be more effective, while also discouraging camping and tunneling.

Leverage: on the first two times placing each survivor on a hook, gain a token. If a survivor goes into second stage, gain a token. Maximum of 12 tokens. Whenever a survivor dies, lose every token you gained from them.

After hooking a survivor, any injured survivors have healing being done to them interrupted and gain the broken status. The broken status lasts 3/4/5 seconds per token.

The benefit of this new leverage is three-told. First, it has synergy with hemorrhage due to it guaranteeing survivors are unable to heal each other for a limited amount of time. This means it can undo some of their healing progress and give the killer some needed extra time. Second, It's far more effective early on. Since the time of being broken can't be negated with faster healing, it is an effect survivors will actually notice with or without medkits. And lastly, because you lose tokens when a survivor dies you are incentivized to let them live as long as possible. This gives survivors more time to play and a continued chance of finishing generators to escape. Despite the changes, the perk still grows in effectiveness the better a killer does- which means over the course of the match it will become even more useful as it makes survivors take even longer to heal if they try after you've just hooked someone.

Comments

  • Ohyakno
    Ohyakno Member Posts: 1,206

    It's on the list to be changed. I would make it extend the duration of hemorrhage and mangled per stack on top of it only activating upon unhook rather than hook.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    It's never going to be a good perk.

    Unless you manage to get duration longer than time between each down and even then you are required to hook in regular intervals, which doesn't really work that well when you try to spread injuries.