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[PTB Feedback] My thoughts on the PTB.

Coffe_e
Coffe_e Member Posts: 62

[The Map]

First thing's first. I love this map. Very specifically, this map does verticality really well. The staircase in main with a dropdown near that relatively strong window with the breakable wall is cool, and provides an opportunity to mindgame a killer. The circular structure with a second level and a (from what i can tell non-fast-vaultable) window at the top is really cool. The hills are interesting, and the divots/caves are really interesting features. Honestly, it feeling so good, and me noticing no issues whatsoever, makes me think you could just release the map immediately, and most if not all people would enjoy it. Im not sure if this map needs more under-the-hood work to come out, or if it's coming out for a separate reason, but the map as it is, is super fun.

[Killer]

The new killer is really, really cool. I love their power concept, but there's a lot of clunk and outliers that need to be trimmed. The addon that gives full STBFL on dog hits is frankly nuts, and probably should be toned down to 10%. A lot of the clunk that i've seen is with the camera swapping to the dog during redirects being too slow to both get to the dog, and become able to turn. Making that smoother to play would be a welcome change.

[Killer Perks]

[All-Shaking Thunder]

I really love lunge range perks, but this one is a bit hard to quantify. It has a rare activation requirement, a non-existent cooldown, and allows for multiple lunges to be triggered for the duration. I personally would like to see it changed to have more general use cases, but overall coming into play less often. A large amount of maps have sparse elevations, which would require you to go to an errant corner of the map to activate the perk, and that never feels right. Maybe a 30s duration, that lets you have a big lunge once, with a 15-25s cooldown, but now it also activates after a vault? It would be pretty nice then.

If this is too big of a change, then I would just increase the duration+cooldown and limit it to one lunge.

[Scourge Hook: Jagged Compass]

Honestly just perfect. If you wanted to buff it, 5 extra seconds of the gen aura read would be nice, but its really just a good perk right now.

[No Quarter]

I like the concept of this perk, but its hard to gauge the strength of this perk. If it's too strong, then maybe make it proc 5% later? More broken perks are pretty nice, though.

[Survivor Perks]

[Invocation: Treacherous Crows]
I like the idea of this perk, but I don't think it should be when the killer disturbs crows. Survivors are always running AWAY from the killer, so they're the most likely to cause crows to be disturbed in chase. I would change it's effect to simply trigger when a crow is disturbed within the killer's terror radius, and maybe buff the duration to 3s. Either that, or don't make the survivor who performs it broken if this is the only invocation, since a healthstate is not worth such a benefit.

[Clean Break]

I like this perk the way it is. It's pretty nice, takes much longer than a normal heal, but allows you to take a risk and progress the game while healing (while technically not being a self heal, due to requiring another survivor).

[Shoulder the Burden]

I really wish this mechanic of taking hookstates could be basekit, such as a one-time use per game among all survivors to prevent tunneling, but as of now, as a perk, I think it needs the following changes:

  • Remove the exposed penalty if you unhook a survivor while the killer is close (to prevent camping from being a good strat to generate free hooks)
  • Disable the perk in endgame, to make it more in-line other anti-tunnel perks.

If this effect is too strong for multiple people to have, making the perk only good for the main situation it'd be used could work:

  • Making it only usable if a survivor has been hooked twice in a row, and no other survivors have been hooked.

This last one is just a precaution against people who want to sandbag/give up easily/dont understand the risk of this, but isn't nessecary:

  • Make it unable to be used when the user already has one hook stage, as they effectively put a 'kill me' sign on their back, for virtually no benefit.

[Killer Changes]

[The Dark Lord]

A larger slowdown after coming out of bat form, and a longer time before you're actionable would help fix the 'better spirit' problem they have. Buffing wolf form is nice, but it could use a bit more.

[Demogorgon/Ghostface/Wesker]

Hell yeah, these buffs are nice. Nothing wrong here.

[Chucky]

Warranted nerfs, and a nice buff. All good here.

[Myers]

  1. Myers basekit is really interesting. I wish he could be a little bit closer for max stalk speed, and the max stalk speed was a bit higher.
  2. The base movement speed for t1 is nice, but I described why I think Scratched Mirror not having it is bad in another post, so I wont go into detail here.
  3. He really, really needs an addon pass. Half his addons are just repeats of previous ones, but stronger, which is really boring. The only ones that should be kept (or buffed) are the mirrors, and the infinite t3 iri.
  4. A basekit change to have him be overall faster at everything (breaking, stun recovery, vaulting, picking up/dropping, locker opening) could be nice, to make him feel more like a juggernaut in T3.

[Perk Changes]

[Killer Perks]

I like most of the perk changes. Weave attunement being 8m is a bit rough, but I understand the nerf. If its too weak, 9-10m as a compromise could be nice.

[Survivor Perks]

All the changes are pretty good, no complaints here.