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2v8 Class Shakeup Ideas

jesterkind
jesterkind Member Posts: 9,506

I won't sugarcoat it: 2v8 makes all killer queue times awful, and while the next iteration after this one has some fixes planned, I still feel the survivor role needs new shiny toys to play with so people feel more inclined to pick that role over the novelty of playing with a killer teammate.

I think one of the best ways of doing this would be adding new classes, and lightly shaking up the ones that currently exist. While I do have ideas for existing classes, I think it's best to focus on new ones here.

These aren't full-formed ideas (meaning I may not have a full innate/team/unlockable skill spread for them, just gameplay to evoke), and the names are placeholders. Let's get started!

Benevolent:

  • The "Boon Class"
  • Innate skill probably something similar to Detective's Hunch, for better finding totems
  • Team Skill setting up boons, most likely candidates for not stepping on toes being Dark Theory and Shadow Step
  • Unlockable skill could add a third boon?
  • Starts with a map that can track totems and/or guaranteed maps from searching chests

Occultist:

  • The "Invocation Class"
  • I straight up don't know if 2v8 maps have basements, but if not, they should. Maybe two, for thematic effect
  • This class definitely gets both Invocations by default
  • Invocation framework should be more lenient than in the main game (including changes that SHOULD be in the main game like using both Invocations at once come on BHVR why did you do it like tha
  • This class should also probably get something not related to Invocations as a bonus, just to make it a bit more enticing

Saboteur:

  • Obviously can't actually do sabotages as that mechanic doesn't exist in 2v8, so instead this is the "Trap/Tool Class"
  • Innate Skill is a Champion of Light analogue
  • Starts with flashlight, and/or guaranteed flashlights from searching chests
  • Team Skill is a Chemical Trap analogue
  • Unlockable Skill could be a Wiretap analogue, with the "charge" of Team Skill being used by either effect, promoting this class as more flexible than others

Ossamancer:

  • The "Totem Hunter Class"
  • How this is spread between Innate/Team/Unlockable I'm not sure, but for every cleansed totem gain some kind of effect
  • A smaller, permanent stacking effect for anyone cleansing totems and a larger but temporary non-stacking effect for you cleansing totems both existing within the class would be appropriate
  • Admittedly, I don't know what the effects should be, there just needs to be multiple reasons to interact with totems since right now there's none beyond bloodpoints. Repair speed and heal speed would be appropriate to provide alternatives to Guide and Medic respectively, but more interesting ideas could surely be thought of
  • "Ossa" is latin for "Bone" :)

Pack Rat:

  • The "Item Class"
  • Innate Skill is a Plunderer's Instinct analogue
  • Team Skill is a Streetwise analogue
  • Not sure for the chargeable ability - maybe something like Built To Last/Exultation on the go?
  • Unlockable skill could be an Appraisal analogue

Ghost:

  • The "Stealth Class"
  • There are enough stealth effects littered across the classes that I'm not sure what to give this class to make it unique, but it should aggregate a few of those effects in one for convenience
  • Chargeable skill should probably suppress scratch marks and grunts of pain, for instance
  • If you want to be really fancy, give it the Vecna item locker teleport

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I could go on, but these are the most fully-formed ideas that I have in mind. I just think the survivor gameplay needs several big-swing additions to make the 2v8 trials a little more dynamic and varied. Like I said up top, just more toys to play with. Killers get new additions in the form of new characters being available, and survivors need noticeably more than the same as before but with one new item.

Comments

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,789

    I really want a Head On class, or a Champion of Light class.