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2v8 classes & power upgrade ideas

KingOfDoom55
KingOfDoom55 Member Posts: 16
edited October 16 in Feedback and Suggestions

Survivor classes:

The decoy:

when dropping pallets, rush vaulting, failing skill checks, unhooked/unhooking gives a delayed notification

Decreases notification life times

Grants survivors silenced actions, aside from failing healing & generator skill checks

The guardian:

Don't lose a health state when taking a protection hit, instead, gain a decrease in action speeds

Give endurance to people you unhook & retain there speed for a few seconds longer

Upon healing a survivor, they gain action buffs to everyone within 6 meters of the healed survivor until downed

Killers:

Wesker:

3 charges, each charge increases the distance covered when dashing, uroboros now decreases power cooldown by 5% (stackable) for each Survivor infected & provides broken until cured, Killer instinct activities when someone is fully infected & lasts 3 seconds longer overall for spray & full infected, increase throw distance by 25%, dashing now breaks pallets & removes pallet vaulting, power takes longer to charge per token, decrease window time between charges

Xenomorph:

Tunnel submerge & emerge time decreased, footstep radius increased, wider tail hit box & distance, turrets take less time to recharge & Fire, crawler mode is slightly more cooldown, increase amount of tunnel stations & flame turret cases by as many as there are generators, increase flame turret distance fire by 4ft, crawler mode takes longer to charge

New mode:

Silent threat: while in this mode, press the ability button 1 & 2 to activate silent threat, it disables tail attack & basic attack by lowering the tail to the ground & on all four, travel faster with permanent 15% haste & undetectable & give damage speed & reduce stuns & blinds by 25%, switching between crawler mode & silent threat makes the xenomorph get hindered for 1.5 seconds between switching, by using tail attack or basic attack while in silent threat, it staggers the xenomorph, due to being in silent threat instead of crawler mode

Dredge:

Increase the amount of tokens for teleport & increases nightfall duration & cooldown, nightfall makes all Survivors oblivious, decrease tp time but increase the time to charge the power activation, scratch marks & blood pools last longer in nightfall & killer instinct detection increased for nightfall

Legion:

Decrease feral frenzy cooldown & massively increase its duration, increase duration & distance of Killer instinct, decrease blinds & stuns, deep wound duration decreased (making Survivor mend it sooner) & deep wound no longer stops when survivors are running, if hit with a pallet or blind, the power Gauge is 30% recovered & gain 10% haste until the power is recovered, increase the amount of hits before downing everyone by 1, increases speed gained per feral frenzy hit by 2.5 m/s, decreased stagger from losing feral frenzy, feral slasher now inflicts oblivious & blindness until fully healed or hooked

Nemesis:

Increase the max amount of zombies by 4 (6 zombies total), the radius, speed & detection of zombies, increase rate of infection & time required to recover from T virus, power levels up faster & has 2 more evolution levels, increasing distance for each stage & decreases cooldown on final stage, Killer instinct lasts 4 seconds longer from zombie hits & sprays, decreases zombie respawn, stages need more infection to progress, tentacle strike now damages generators upon reaching level 4-5

Singularity:

More biopods, can infect people by shooting them directly, decrease shoot between slipstream time, decrease emp effects, spawn more emp crates, overclock mode duration increased by 10 seconds & effects increased by 45%, emp box's max increase by 3, range & radius of emps by 30%, respawn time increased by 35%, infection radius & range by 25%, increase shooting & slipstream range & detection by 50%, gain undetectable when slipstreaming

Knight:

Allows all guards can hunt at once, increases power cooldown for each guard, increases distance for patrol paths by 30ft, increase speed & detection & hunting time by 60%, Killer instinct lasts for 4 seconds longer, guard commands happen 15% faster, allows aura reading & Survivor visibility when in patrol path mode, increases summon mode activation, grants hindered by 3% for each gaurd on active hunts (not while one patrol)

Ghostface:

Crouch speed increased by 65%, exposed/marked duration increased by 50%, shrouded now recharges faster & takes more time to expose GF, marked survivors gain oblivious & blindness with exposed, increases stalking movement, the marked Survivor, if it's either of the 2 obessions, automatically takes GF out of shrouded

Myers:

Killing is now apart of Myers power, increases speed in all stages of evil within, increases evil 3 by 30-45 seconds, increases evil build up by 60% (obsessions grants 75%), increase movement speed in stalking mode, see auras of survivors from 24 meter range (evil 1 stalk), 12 meters (evil 2 stalk) & 8 meters while in evil 3 for the entire duration, pallets & blind stops evil 3s consumption timer, however, stuns by ALL means are increased by 35%, evil 3s first fueling takes 150% more stalking to achieve

Demogorgon:

Increases max portals to 8, decreases time to traverse the upside down, increases speed & distance of shred attack, decreases stun from shred attacks that miss or hit pallets, increase Killer instinct duration & distance when emerging from the upside down, increases shred attack cooldown, Killer instinct increased when someone seals the portal, increases blinded & stuns outside of shred attacks by 30%, increases time to charge “the abyss” by 15%, Survivors to seal a portal are inflicted with blindness

Post edited by KingOfDoom55 on

Comments

  • KingOfDoom55
    KingOfDoom55 Member Posts: 16

    Seeing how latest 2v8 iteration was. Some of this can be tweaked, but these were just base ideas to what can be added or changed for introducing new killers to 2v8