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New 2v8 Classes and Revamps!

Just one aspect to change about 2v8. In this post I discuss the class system. The survivor side is okay I guess but I really dislike the killer classes. So many of the triggers are beyond anyone's control, and they are so complex that the haste effects may as well just be given at complete random.

So when it comes to classes and "teamwork abilities" I suggest we keep these mechanics predictable for both killers and survivors, if they have read up on what the classes are supposed to do.

Base adjustments to all killers in 2v8:

Reduce aura reading range of basekit Nowhere to Hide.

Remove automatic aura reveal of survivors when beginning a chase.

Reduce regression speed of generators.

Introducing special abilities for each class. When used, there is a sound notification and the killer (or perhaps only the killer's weapon) blazes with flame.

Brute Class - No actual teamwork abilities, but is truly a brute through and through.

  • Increased all break action speeds by 25%.
  • Basekit Enduring and Spirit Fury.
  • Performing the break action 6 times will unlock one use of your special ability (capped at 1).
  • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, you can instantly break a wall, pallet, or generator by performing a lunge attack. This bypasses blast mine stun, but you are still blinded. After performing this action, your power will begin to recharge or be usable again in 5 seconds.

Enforcer Class - Actually designed to help your teammate or pick up where they left off. Teaming up with your fellow killer is a breeze, and going after the one who got away from them is a lucrative strategy.

  • When your teammate has been in chase with a survivor for more than 15 seconds, you see that survivor's aura. If that survivor is injured, they are no longer revealed, and the timer restarts.
  • When your teammate has been in chase with a survivor for more than 30 seconds without scoring a hit, you may instantly down that survivor with your basic attack. Your teammate does not receive this benefit.
  • If a survivor escapes chase with your teammate, you see that survivor's aura for 10 seconds, and they receive an "enforcer's mark" debuff for 20 seconds. Only one survivor can be marked at a time.
  • When you begin chase with a survivor who has the "enforcer's mark", the mark becomes permanent until chase is ended. While chasing the marked survivor, you receive +5% haste, +15% pallet and wall break speed, and +20% vault speed. This effect lasts until you down your marked survivor, injure another survivor, lose chase, or use your special ability. Your special ability is unlocked when you begin chase with a marked survivor:
  • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, you receive +60% lunge and can instantly down your marked survivor with a basic attack. Missing the attack cancels this effect and removes the mark on that survivor. After performing this attack, your power will begin to recharge or be usable again in 5 seconds.

Fearmonger Class - Totally reworked to be "scary" and confuse survivors.

  • Your terror radius size is set to 50 meters at the beginning of the trial.
  • Phantom Fear Effect Plus - Survivors who look at you within your terror radius scream, and their aura is revealed to you for 2 seconds. If they were currently working on a generator, that generator becomes blocked for 10 seconds. If they were currently healing a survivor (including themselves) that survivor becomes broken for 20 seconds. If they were currently cleansing a totem, that totem becomes blocked for 16 seconds. If they were opening an exit gate, it becomes blocked for 10 seconds. If they weren't doing any of these actions, they become hindered 5% for 10 seconds. This effect has no global cooldown, but can only affect each survivor individually once every 60 seconds.
  • When you hit a survivor with a basic attack, for 30 seconds, your terror radius reverts to normal, and that survivor also receives your terror radius and red stain on their back (like dark devotion and doctor madness, respectively). Both you and your teammate see this survivor's aura in yellow. When other survivors come within 16 meters of that survivor and look at them, they scream and the Phantom Fear Effect Plus procs on them once. If that survivor remains standing for the full 30 seconds duration, your special ability activates (once per trial). This ability has a 40 second cooldown.
  • Press the Event Ability Button to consume all stacks of your power. For 60 seconds, you and your teammate become undetectable. During this time your power does not recharge, and your Phantom Fear Effect Plus is disabled. At any time during this duration, you may stand in place and hold the Event Ability Button to cancel this effect. Upon doing so, you will force every survivor within a 50 meter radius to exit lockers (if they were in any) and scream. Your power will begin to recharge or be usable again in 5 seconds.

Shadow Class - Basically just lots of stealth and mind games. And by "mind games" I mean wall hacks. And strangely unpredictable mobility.

  • Basekit Insidious, Trail of Torment, and Beast of Prey.
  • While standing in place and undetectable, you see the auras of survivors within 12 meters, and they are not notified of this.
  • Grabbing a survivor off a generator or a totem unlocks one use of your special ability (capped at 1).
  • Press the Event Ability Button to consume all stacks of your power. This activation is silent. During this time your power does not recharge. While standing in place, you may use the Event Ability Button to teleport to various waypoints around the edge of the map. During and after teleportation, you are completely invisible for 10 seconds, and undetectable for 30 seconds. Injuring a survivor ends this effect prematurely, and any grabs during this period do not refresh uses of your special ability. After this effect, your power will begin to recharge or be usable again in 5 seconds.

New Class: The Gatekeeper - Focused on gen regression and slowdown.

  • When sending a survivor to a cage of torment, see the aura of the generator with most progress in yellow, and the aura of the generator with second-most progress in white.
  • Extends range of Nowhere to Hide effect when kicking a generator.
  • When kicking a generator, regression speed is improved.
  • While within 24 meters of a survivor, their gate opening speed is reduced by 50%. You can interact with an exit gate switch to set its progress to 50% (if it was higher).
  • After successfully downing survivors with a combined generator progress of 200% or more (this figure is added to the Gatekeeper's tally, and the survivor they downed resets to 0), your special ability activates.
  • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, the next time you break a generator, it instantly loses 70% of its current progress and becomes blocked for 60 seconds. Your power will begin to recharge or be usable again in 5 seconds.

New Class: The Devout - A meme idea I came up with, but still kind of funny.

  • Survivors you send to a cage of torment are sacrificed 20% faster.
  • Whenever you send a survivor to a cage of torment, your break and vault actions become 1% faster, your attack cooldown decreases by 1%, and your power recharges 1% faster. You gain 1 token.
  • When a survivor that you sent to a cage of torment dies, you gain +1% haste. You gain 1 token.
  • Once you have collected 8 or more tokens, press the Event Ability Button to consume 8 tokens and mori any survivor who is in the dying state, regardless of their hook states. Doing this removes all the buffs you have accrued during the course of the trial.

New Class: The Malicious - This is focused on keeping survivors injured and hunting down injured survivors.

  • Basekit Alien Instinct, Sloppy Butcher, and A Nurse's Calling.
  • Every time you injure a healthy survivor, you gain a token.
  • Every time you down a survivor who had more than 10% healing progress, you gain a token.
  • Once you have collected 10 or more tokens, press the Event Ability Button to consume 10 tokens. All survivors who are injured become exhausted for 20 seconds, broken for 40 seconds, and blinded for 60 seconds.

New Class: The Bamboozler - A chase-heavy kit that blocks most means of survivor escape.

  • Basekit bamboozle. Of course.
  • Basekit dissolution and Zanshin Tactics.
  • Whenever a generator is completed, all vault locations and pallets within 32 meters of your current location are blocked for 30 seconds.
  • When a survivor you are chasing drops a pallet, you gain 5% haste for 5 seconds.
  • Once the exit gates are powered, your special ability becomes ready for use (once per trial):
  • Press the Event Ability Button to consume all stacks of your power. During this time your power does not recharge. Then, for 60 seconds, you gain +4% haste and can instantly down healthy survivors with basic attacks. After this period, your power will begin to recharge or be usable again in 5 seconds.

Well, I've spent hours on this post already so… I guess maybe I'll do survivor classes next if this is popular.

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