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Ideas for More 2v8 Killers

A couple days ago, I made more Survivor Classes, now it's time for more Killers! I'll be breaking the Power changes for 2v8 based on what aspect of the Power it is. I will also leave a link to the Survivor Classes post!

https://forums.bhvr.com/dead-by-daylight/discussion/454729/ideas-for-more-2v8-survivor-classes#latest

HAG

  • Increased Movement Speed to 4.6m/s

Yeah, this is a simple change. Honestly, Hag could just be 4.6 in the main game and it'd be fine. In 2v8 especially, she'd get STOMPED on if she remained 4.4.

  • Increased Phantasm Setting Speed by 75%.
  • Able to place 10 more Phantasm Traps.

For the same reasons as Trapper, Hag is getting more Traps and setting them up faster. This does mean she has 20 Phantasm Traps before they start resetting, but realistically, you may not actually reach that 20 mark.

  • Distance to travel to a triggered Phantasm Trap increased to 128 meters.
  • Increased Tripped Trap Duration by 4 seconds (6 to 10).
  • Traveling to a Phantasm Trap grants you 10% Haste for 10 seconds and a 50% longer lunge distance for 5 seconds. These effects instantly end up hitting a Survivor.
  • All Phantasm Traps within 10 meters of a Cage are instantly destroyed.

This handles all of the Phantasm abilities! The travel distance has been increased to suit the massive 2v8 maps and the Tripped Trap Duration (which is basically the window in which you can teleport to a triggered Trap) is also increased. The last part with the Haste and Lunge stuff, that is to prevent the timeless strat of "Ding-Dong Ditching" The Hag. You can still do it, but it's a lot riskier, and you should probably just wipe the thing instead of purposefully triggering it. Oh, and to prevent accidental face camping, Phantasm Traps vanish if too close to a Cage.

DOCTOR

  • Madness no longer affects Skill Checks nor does Madness III make Survivors suffer from an Incapacitated-like effect.
  • Survivors with Madness I hear an Illusory Terror Radius.
  • Survivors with Madness II have an Illusory Red Stain on them in a chase as if you or your teammate were right behind them. Additionally, Survivors with Madness II see Illusory Pallets that both you and your teammate can see.
  • Survivors with Madness III have an Illusory Doctor that both you and your teammate can see.
  • Survivors can no longer Snap Out Of It.
  • When a Survivor screams, they do not become revealed via a bubble notification. Instead, they are Revealed.

All the changes to Madness! Madness had to be changed for 2v8, that was obvious. The part about Static Blast will cover more about what Madness does in 2v8. In simple terms, Doctor is going be a lovely support Killer for a more aggressive buddy like Hillbilly or Oni.

  • When you activate Static Blast, all Survivors within your Terror Radius scream and become Revealed for 4 seconds. If a Survivor with Madness is outside of your Terror Radius when you activate Static Blast, they scream, become Revealed for 4 seconds, and lose a Tier of Madness.
  • Static Blast no longer applies Madness, but any Survivor in your Terror Radius with Madness when it activates does not lose a Tier of Madness.
  • Decreased Static Blast cooldown by 25%

And here's all of the Static Blast stuff! Doctor is a tracker just as he is in normal gameplay. He's showing off where everybody is, but may falter and require his teammate. However, every Killer in 2v8 will benefit from his constant Reveals, and his main power I left untouched, and don't disregard it! It can be absolutely debilitating in the hands of someone who knows Doctor through and through.

CLOWN

  • Increased Bottle capacity by 2.
  • Decreased Reload time by 50%

Simple, simple! More Survivors, more Bottles, quicker Reload.

  • The Afterpiece Antidote grants both you 14% Haste for 6 seconds and your teammate 20% Haste for 10 seconds.
  • If the Afterpiece Antidote breaks on your teammate, they instantly gain the effects.
  • Increased the duration that the Afterpiece Antidote Cloud stays active for to 15 seconds from 10.
  • Survivors can no longer receive effects from the Afterpiece Antidote.

Clown is another support Killer. I didn't want to touch his Tonics and I wanted the Antidotes to be a little more team-oriented. With the increased Bottle Capacity, if you're ever within distance of your teammate, you might as well give 'em an Antidote! They get a stronger Antidote too, so you might want to actually save your bottles for when you and your buddy cross paths.

HOUNDMASTER

  • Survivors with Houndsense become Exposed until the effect is removed.
  • Reduced Houndsense duration to 30 seconds from 45.

Fun fact, Houndsense in the base game does nothing! I've even made a post on that, just trust me on this one. Any effect you're thinking of, it's actually Search doing that! Anyway, I made Houndsense a threat in 2v8. I remember Hillbilly's first 2v8 iteration and honestly, I enjoyed it a lot, so I've always wanted it back. I decided to pick Houndmaster to be that one to fufill the niche… and remember to pet the dog!

  • Increased the range at which you can search to 128 meters.
  • If a teammate crosses the Slipstream from Search, they gain the Haste effects until it vanishes
  • Increases Slipstream strength to to 6.5m/s from 6.0m/s.
  • After a Search, Snug instantly returns to you.

All about Search! The range is increased (technically, it is infinite because it works on Generators, but it only has a range of like 48 meters, much too small for 2v8), your teammate can gain benefits for watching Snug get the zoomies, and the Slipstream is stronger to suit the large maps.

  • Survivors can no longer help each other escape Snug's grasp.
  • Increased Redirects by 1.
  • Increased the cooldown of Chase from 3 seconds to 5.

Chase got some changes too. Because of the amount of people, Snug's grasp is a little bit stronger. It's so annoying to have a Survivor get rid of Snug normally, in 2v8, with 7 other bozos ya gotta worry about, it's gonna be agonizing without that change. I've also given Snug an extra Redirect, but increased his cooldown to compensate.

  • Pet-The-Dog increases your teammate's Movement Speed to 7.0m/s for 5 seconds (30 second cooldown).
  • Your teammate can also Pet-The-Dog, but you don't gain any benefits.

Yeah, this one is a bit of a meme, I'll admit. The Movement Speed is 100% a gimmick, but it's funny so I decided to let it stay. Just because your buddy is going Mach 5 doesn't mean they'll do everything for you. I also wanted the Killers to pet Snug because, well, over half of these Killers look like they really need to pet him. Yes, this would involve animations for every Killer, but this a theoretical post where we have no limits… now let me see Snug lick the Legion's mask.

So Why Did I Choose These Killers?

I'll end the post by answering this question!

When 2v8 was first announced, Bhvr said that the first 5 original Killers were going to be in. Guess who came out before Huntress? Yeah, both Hag and Doctor! These two Killers always feel like they're left to begin with, so I did want them in 2v8. Hag because I wanted to see her in any tier that isn't D for once, and maybe some of the 2v8 changes could move to the main game, and Doctor because I liked the challenge of trying to make Madness work in this mode. I'm not saying that Huntress was a bad choice for 2v8, she absolutely was the best choice from the "early days" of DBD, but man, I'd love to see Hag and Doc get the spotlight again.

Clown I picked because Legion and Spirit got in, and it was somewhat of a coin flip between him and Plague. I wanted someone from the "middle" of the game's lifespan, but I was left with licenses and Killers that would be a headache to try and make work like Dredge and Twins. Seriously, Nightfall would be Hell to implement into 2v8 and Twins themselves would get a Doctor's Add-On worth of changes. I didn't choose Plague because of a certain angry Japanese Man, so you get a morbidly obese man instead.

For Houndmaster, I decided to go for a recent addition to roster, and she and her little dog too didn't get much fanfare. She's sandwiched in between Dracula himself and Kaneki, who is basically Nurse 2 and came with a heaping helping of controversy and angry forum posts. Like Hag and Doctor, Houndmaster is a bit forgotten, yet her Power could work with mainly just number tweaks and additions to make it more team-based.

End… and some leftovers.

I'll get to the leftovers first. Trickster would be a lovely addition to 2v8, but really all the dude needs is like triple the Knife Capacity and he's straight chilling, so it'd be a bit dull for this post, I kept it to originals because I do have a bias towards originals, and trust me, I tried to think about what to do with Knight, Skull Merchant, and Singularity.

Anyway, tell me what you think!