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A fix to the disparity of the Solo survivor and SWF experience, as well as the Killers!

LA2KMATT
LA2KMATT Member Posts: 23

The goal for these suggested changes is too better everyone’s experience in the game, and there are such perks that are available that I feel should be apart of the base kit of the game that both sides should be able to utilize without needing to equip said perks. 


Let’s start off with survivors...


Survivors: Kindred, Wake Up (without the increase in exit gate open time), aftercare, and flip flop. 


I thought that these perks would improve the solo survivor experience as it allows randoms to work together and coordinate more often with thanks to the information this perks can potentially give, AND these changes don’t benefit SWF in any real way as it’s information they already have! Solo survivor is well known for being really frustrating when you get potatoes, and these perks being part of the base kit can significantly alleviate these problems we all faced at some point.


Kindred: For coordinated and SAFE saves while also punishing camping. 

Wake up: letting your team know what gates are being opened/99% for a better end game 

Aftercare for information on each other’s doings and whereabouts, and it rewards collaboration. 

Flip-flop for punishing slugging as everyone knows how fun that is.


And now for Killlers...


Killers: Barbecue and chili’s 4 sec aura reading, Dying Light, Thanataphobia, and Pop Goes the Weasel as part of the base kit for all killers.


My reasoning for this is due to the fact the game doesn’t DIRECTLY reward you for doing your objective aside from the “pressure” you gain from injuring or hooking survivors, you need to choose meta perks to do that. With this in mind, this change helps skillful killers snowball if they are doing their job right by rewarding the killers with generator regression, Aura reading, and action speed penalties. Also, Dying Light makes becoming the obsession more of a risk so survivors have something to fear when playing, and with how easily the obsession can switch between survivors thanks to Decisive strike (which will be seen more commonly if this is even implemented), I think it’s fair.


With this implemented, Killers are rewarded and have more power granted to them for doing their roles correctly and solo survivors can become SWF level in a way so the game no longer has to be imbalanced by the optimization SWF have anymore. This way the game can negate the problems with balancing SWF as it now becomes the same thing as just playing solo survivor. Solo can potentially equal SWF basically. At a price for all this information survivors can get while interacting and playing the game, the killer is greatly rewarded for playing effectively by slowing down the game and can now pressure more than what current meta builds have to offer if they play their cards right!

If this change if tested and fine tuned, then I think NOED and Adrenaline can use some retouching to better the experience of both sides in order to have the most fun possible on this unique game! 


So what do you think?