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Variety of suggestions devs should really look into.

I dont know wich people suggested these suggestions but I will not take credit for it.

1

Few months back I read either a post here or on the steam discussion about looping. The author claimed that looping was easy not because of windows or pallets but because of line of sight. He/she provided pictures of haystacks that should be higher so killers can juke the survivors but also the other way around. With all these small walls looping is easy because the survivor always has lines of sight of the killer. By removing this you create better gameplay. 1. Killers can juke survivors by pretending to walk one way and then suprise the survivor on the other side and 2. It gives the survivor the chance to outjuke the killer and crouch away rather than a constant run from pallet to pallet.

Big open maps often have middle parts of low walls in them wich provide a lot of looptime. Auto Haven for example in the very middle part of Azarov's Resting Place you have high walls that are often used to juke the killer and crouch away but in Gas Heaven and Blood Lodge the middle parts are open and filled with low walls where survivors loop the killer because theres absolutely no chance of losing the killer in a juke since he simply sees you all the time. Because of this no matter how much I hate the Meatplant and Lery's I personally think they are the most balanced maps.

By providing more high walls its also harder for survivors to spot the killer coming to you from a certain angle. This means you might try to hide in the wrong direction actually walking into the killer. This happens often on Meatplant and Lery's.

2

This suggestion ive seen as a reply in many threads, its about giving solo survivors VoIP ingame. You might think this is really overpowered since survivors are already strong but it will completely negate the effect of SWF and allows balancing of 1v4 be way easyer. Right now SWF usually dominate games and killers often dodge lobbies when they suspect 2 or more people playing as a SWF team. By giving all survivors comms you can directly buff the killers to compensate for guaranteed comms. However this would benefit killers because in every multiplayer game theres still tons of people refusing to use mics. In those cases the killers who are buffed play matches where 1 or more survivors dont even communicate with eachother. I think providing this will make balancing much easyer.

3

Some effects could be passive effects. Some people think perks like Thanataphobia should be passive effects. In my opinion that would make sense. Its a direct buff to killers. In the case of Thanataphobia you could say survivors get more scared knowing someone is injured or hooked and therefor repair slower because they want to be more careful. Another perk I think should be a passive effect is Knock Out. The entire game you dont know where your teammates are but the moment they drop on the floor or are beeing hooked you suddenly do. I think by making Knock Out passive you directly buff 2 perks in the game. 1. BBQ and Chilli gets indirectly buffed, survivors no longer are given the time to hide behind a generator. Now you can see where the person is put in dieing state and with common knowledge position yourself to not be seen by BBQ and Chilli. 2. Empathy gets indirectly buffed aswell, Because you no longer know where your teammate is laying down or hooked Empathy is given a buff because it will be the only perk that shows you mapwide where your teammate is. I guess in a small way this also buffs Bond but in this situation Empathy would deffo trump Bond.

Another perk that should be a passive is Unbreakable. Killers always complaing about hatch standoff or DS use and looping but at the same time make lame use of the slugging meta. Leaving one person on the ground while searching for the other. I never understood why recovering was only till 90% in the first place. Killers should make the choice of hooking you or chase another person, not be giving a obvious choice because in 99% of the cases the survivors wont get up by themselves anyway.

Another way of atleast preventing the slug meta is by making the recovery bar in sync with the wiggle bar. If you recovered for 40% you will also be at 40% the moment the killer picks you up and want to hook you. This however would require the recovery effect to start later not directly. Killers wont be able to slug anymore because you only need to wiggle for 10% then.

This game needs to adjust Looping, Camping and Slugging and these suggestions by people can help prevent these from happening. A lot of gameplay can be changed for the better without buffing or nerfing specific perks.