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2v8 #5 Feedback & Suggestions

Overall Feedback of This Iteration

I did not like this iteration of 2v8 much. Play While You Wait is a good function and worked well, but it doesn't really help the lack of survivors. Personally, I didn't use Play While You Wait that much because playing as survivor was simply not fun at all. I preferred to sit in the killer queue and do something else outside of the game. IMO, a large portion of this is due to Legion. I don't want to play against them, or with them. They drag out games and they don't add anything fun to it, but because they're so easy to play and have the best synergy with basically every partner killer they're extremely prevalent.

Stuff I Liked

  • Play While You Wait
    • Like I said, it worked well when I used it. I also liked that if you played while you waited you could invite someone and not lose your place. Some of my friends who wanted to play survivor would solo one or two and then I could join them to play killer, which was nice.
  • The Guide rework
    • I know it's way weaker, but Blast Mine is just so fun it outweighed the rest of the class being bad. The Wiretap part of the class was garbage with low uptime and a frustrating trigger. I'd be happier with this class getting buffed than a reversion to the old one.
  • The Shadow rework
    • I liked both sides of this class.
    • On the killer side: I liked that the Undetectable was something you could trigger alone, without having to hunt down your teammate to get it to reapply. The 60 second duration that didn't end after getting a hit was way more powerful. I also enjoyed the Haste you get for "shadowing" your teammate while it was on cooldown. I didn't go out of my way to do that, but I thought the function was pretty funny.
    • On the survivor side: I really liked that the Undetectable required a hook. This meant that I wasn't seeing a teammate get insta-sniped by a Hillbilly off the bat because they were already Undetectable.

Stuff I Hated

  • The Legion update
    • This was a unnecessary buff to something that needed to be nerfed or removed from the mode.
    • The 1 second reduction from the Feral Frenzy duration just returns it to the base value and is barely a nerf.
    • The killer instinct changes do nothing but reduce visual and audio clutter from Legion's screen.
    • This did nothing to alleviate the boring frustration of playing against Legion nor address any issues with combining Legion with other killers like Oni, Wesker or Blight.
  • The Escapist rework
    • The on demand Sprint Burst was insanely frustrating to play against when playing as killers like Trapper
    • The on demand Sprint Burst was also frustrating as survivor. I avoided playing as Escapist because other Escapists using their ability near me (while I was not running) would Exhaust me and basically put my ability on cooldown.
  • RPD is still here
  • Greenville Square is now here
  • Shattered Square is now here

Changes I'd Like In Future Iterations

Remove Legion

  • There is no amount of nerfs that could make this killer fit into this mode. It is utter misery loading into a match and seeing this no skill mending machine rush at you. Win or lose, it drags out the match and adds nothing positive. I've just been dodging killer lobbies to avoid playing with random Legions, wasting a ton of queue time. So I stopped playing survivor as much to avoid playing against Legion and stopped playing solo killer as much to avoid playing with Legion. This mode is completely warped around them.
  • Similarly, other killers who are balanced around getting and maintaining easy injures should NEVER come to 2v8. I love Plague, but she does not belong here. Neither does Ghoul.

Remove RPD

  • Being able to choke movement between the East and West side means that this map is extremely monotonous. I'm assuming because it's licensed it's more difficult to edit. A passage between the rear west courtyard and the interrogation room/rear east courtyard as well as a passage between the front courtyard and the west side hallways would give the ability to move between the wings without having to travel the main hall.

Rework other maps to have a more even distribution of pallets and generators

  • For instance, Greenville Square has absolutely no gens in the parking lot, so you end up with 2 generators in and around main, 2 generators in or around the fountain and then literally every other gen a few steps apart in the middle forest. Garbage layout.
  • Shattered Square suffers from just having huge dead zones. This shouldn't be a major feature of any map, but less so in 2v8.

Revert Escapist, Rework Silent Rush separate from speed boost

  • Prior Escapist's Sprint Burst gave agency to each player in the area which was better. The current one Exhausts other survivors at the whims of another player, which can be frustrating to other Escapists. The Silent Rush active bonus was not good, but it should be reworked separately from the speed boost.

Buff Guide

  • Adjust the Wiretap function to work with Blast Mine. Having two separate triggers was very frustrating and confusing, and the overabundance of yellow generators was really annoying.
  • Have Guides see the Exit Gate auras in the same way Wake Up! shows them. A few matches I didn't see where they were when the notifications were up, usually due to being chased. It seems weird to give the action speed bonus of Wake Up! but not the aura portion.

Bloodpoint Bonuses

  • Add a Bloodpoint bonus to all survivor classes for using their active ability.
    • When Scouts rebuild a pallet, when Escapists use Silent Rush, when Medic's use their healing bonus and when Guides use Blast Mine.
  • Add a Bloodpoint bonus to all killer classes when they trigger their class ability.
    • When a Shadow hooks someone, when a Fearmonger injures a healthy survivor, when an Enforcer hits a marked survivor and when a Brute gives their teammate a speed boost after performing a break action.
  • I'm not sure if some of these do this and other don't, but it should be normalized across the board. It wasn't something I ever thought of, but several people I've seen mention they don't play Scout because it doesn't give as many bloodpoints. Unlike the other three, rebuilding pallets doesn't fit into other actions that give bloodpoints (medics healing, escapists being chased, guide repairing etc) that they just end up spending a lot of time rebuilding pallets, something necessary to the mode IMO, but without a bloodpoint reward.

Killer Power adjustments:

Oni

Oni's power already excels in the 2v8 environment. His specific buffs should focus on helping inexperienced Oni's maintain uptime on their power rather than focus on helping experienced Oni's stomp lobbies with the effects of his best add-ons. Letting him absorb blood from farther away helps with this, and adding movement speed to himself and the orbs means that he can still pressure chases while absorbing blood - instead of having to pause to hoover up a bunch of blood. But once he's in power, he shouldn't have any additional bonuses.

  • Remove the Increased Movement Speed during a Demon Dash
  • Remove the Increased Turning Speed during a Demon Dash
  • Add Increased Movement speed while collecting blood orbs by 1.1m/s (Blackened Toenail and Bloody Sash bonuses)
  • Add Increased Floating Speed of Blood Orbs by +4m/s (Paper Lantern bonus)

Ghost Face

I think the bonuses Ghost Face gets in 2v8 do a lot to make him fun to play in the mode. The 10% Haste he gets while stealthed is pretty huge and makes him threatening. I think reducing the Exposed duration was a good thing to do to be cautious, but it doesn't seem necessary to still be that cautious about it.

  • Increase the Exposed duration for Marked Survivors to 45 seconds.

Deathslinger

Deathslinger has a lot of issues in 2v8. At 4.4m/s he traverses the much larger maps very slowly. However, despite this speed he's also one of the least threatening killers in the mode as it takes him so long to secure hits and downs. Even after hitting with the Redeemer, he has to reel survivors in and get a hit on them if he's able. Compared to the other 4.4m/s Ranged killer, Huntress, he's very time inefficient. My suggestion might sound kind of crazy, but I think it would be fair to give him this:

  • Survivors suffer from the Exposed Status Effect while speared by the Redeemer, if shot from at least 12 meters away. (Iridescent Coin)
  • Increase the Reeling speed of the Redeemer by +5%. (Bayshore's Gold Tooth)

Giving him an Iridescent add-on might sound kind of crazy, but given some thought it really just brings him up to par with the lethality of other choices. 12 meters means he won't be getting Exposed in short loops, arguably the only area where he is very strong. It won't change him spearing a survivor and reeling them around a pallet loop for a hit. Survivors also have twice as many teammates to take hits or bodyblock the reel if they are nearby when someone is speared from that distance, giving them cooperative counterplay.

Nemesis

Like Deathslinger, Nemesis doesn't get a lot of bonuses in 2v8 currently. If it's possible, I would just double the amount of zombies on the map. There are plenty of filler pallets to kill them with, and Scouts can recycle pallets making it less of an attrition issue. Re-using models would be fine, as even RE re-uses zombie models in their games. If this is done, I don't think Nemmy should be able to farm up mutation by hitting them since they'll be so plentiful. But it would also be fun to give him Serotonin Injector given there will be so many zombies to trigger it.

  • Increase the maximum number of Zombies to 4.
  • Remove or Reduce the additional gain towards the next mutation rate after hitting Zombies.
  • Grants Nemesis Undetectable for 15 seconds when a Zombie is destroyed. (Serotonin Injector)

More Classes

This one is pretty self explanatory, but this mode is overdue for some new classes. There is a lot of perk functions that remain unexplored in 2v8. Totems especially should be focused on, IMO.

Conclusion

I've played less of this iteration than I did of all previous. If it just "continues on" with how it is now, there really aren't any number of new killers or new maps or new classes that will even out the scale in terms of how ######### Legion makes the mode.

This was a lot but I tried to format it so it'd be easy to look through. Hopefully it's helpful feedback. I really like 2v8 but it's been going down hill and I want to interact with it less every time it comes back. Based on the records I keep of my games, I played around 225 games of the last iteration but I'm pretty done with this one after 125 games.