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Endgame Collapse Feedback and suggestions post Vers. 2.70

As Endgame Collapse Stands, Its broken.

Full disclosure, I play killer and Surivor.


We all know this feature was needed, and we all know it was not implemented properly as the killers will almost allways win, and heres why.

A single survivor will not lose a killer in chase if the killer is skilled, once detected, all hope is lost. With only 2 spots a survivor can go to complete the final objective and survive, the killer is at a huge advantage. Now, we all know that their are many other factors at play here that can swing this even more into the killers advantage such as certain killers with amazing map pressure, both exit gates spawning side by side, perks that increase movement speed or that can triangulate a remaining survivor knowing the precise location that they need to go. With all of these factors and more I've surely missed, something needs to be done to swing the balance back to even ground.


As it stands, even I sometimes just waist the last survivors time, watching him helpless as I found him easily, as he was trying to predictably open an exit gate, until he dies. Its toxic for everyone, spectators who are waiting for a friend or to rebuttle at the end, but its enjoyable enough killers will do it. its to the point where I've even had the last survivor in games quit as soon as end game collapse begins, as they know there's no hope.


Now, what if, their was more then two objectives to survive as last survivor?

Were not talking freebies, something that is equally worked for, but provides an extra layer of gameplay, mechanics, and strategy. No open hatch escape because your the last one, and we're definitely keeping the end game collapse timer and execution. Here are my following Ideas to support this, and other great Ideas I found in the forum too come.


🔴 Exit gates that are guaranteed to spawn on opposite ends of each other, every map.

🔴 Alternatively, keep the randomness, but add a 3rd exit, perhaps in the boarder, that requires skill checks, healthy amount of time to open, and causes a single, one time physical warning to killer when half completed.

---An animation of brick falling loosely down on itself into 2 piles of small / medium easily removable bricks in the way, ( or two larger difficult pieces to move )when end game collapse happens. Interactions by the survivor animate brick that is shoveled aside in a panicked and struggling mannor, but cant be closed like hatch as it is allready closed.

--- unlike most progress, it is similar to cleansing totems, in that if progress doesn't reach 50 or 100%, it resets. Check point at 50% that shows half the debris missing but still not quite enough to get through, but causes the other half to tumble and alerts the killer its half done, and checkpoints the progress.


🔴 An Overcharge system that allows the continued work of generators. All gens dawn a new overlayed progress bar with a new electric blue or golden color, that starts at predetermined percentages, based on previous gen completed. For example, 12.4% per gen completed before end game collapse resulting in a 50% for 4/5 gens completed which is then shared among all remaining gens, starting them at 50% aswell.

---This creates a reward/risk for completing more gens prior to end game collapse, and allows survivors more options for survival, creating more strategy and balancing in favor of the survivor.

---IMO, the overcharge progress should not be regressable, as the survivor will allready be in a fixed timelimit

--- Perhaps the implementation of a new survivor universal rare perk, that allows the overcharge completion with a techy themed name and description.

---Perhaps completing an overcharged gen does not open exit gates immediately, but powers them up considerably, making it easy to escape even if 2 exit gates are close by, being patrolled efficiently.

--- Perhaps two of the gens remaining only have the overcharge system's reward of actually opening an exit gate, and are somehow represented through visual clues to their corresponding exit gate (ex1) , creating a more fair and challenging method for both teams, as survivors now have to find the exit and the gen waisting a fair amount of time to benefit the killer. All gens can be overcharged and completed, but only those two open the gates , the other (s), just boost the percentage of the real gens by double the overcharge per prior gen completed rate (ex2)


Example 1, exit gate 1's lever lights up a yellow led , and one of the remaining gens also light up yellow


Example 2, end game collapse begins and 4 /5 gens were completed prior at a 12.4% per gen ratio. gen 1 and 2 both have leds that correspond with an exit gate, but gen 3's led does not, and is worked to completion, but no exit gate is opened, instead, gen 1 and 2 which started at 50% overcharge, are now boosted at double 12.4% ( 24.8%) bringing them to a whopping 74.8% completion.

( The purpose of these ideas is to create more of a time consuming but fair objective. If 2 of the remaining 3 gens are close by and being patrolled easily, then the 3rd gen that is the easiest for survivor has a chance of still requiring the skill to finish the easily patrolled gens. As an added bonus, if their are more then 3 gens remaining, the killer has more oppertunity to track the survivor down, while the survivor has more opportunity to safely boost the important gens. creating more balance between survivor and killer.




Hey guys side note here, Im slowly striving for all achievements and the last survivor achievement, Left for Dead, Is now impossible to get because of new end game mechanics.

For example, I just finished a match where I was the last one alive, finished the last gen, and as I was opening the exit gate, the killer shut the hatch, which didn't really do much I thought, but then when I escaped through the exit gate I didn't get the achievement. This could be a bug, HOWEVER it is allready hard enough to finish the last gen before killer closes the hatch.

Ive had countless games now where the killer closes hatch as I'm about to finish last gen and then escaping does not get the achievement.

Ive been striving for this for so long, its allready extremely situational and hard to pull off without cheating/boosting/farming. 

at least make it so that if you completed the last gen prior to end game it counts as THE LAST no matter what