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Skill-based Nerfing vs General Perk Nerfing

Alphamav
Alphamav Member Posts: 46
edited January 2021 in Feedback and Suggestions

Nerf based off kill/escape ratios i.e. start with max perk slots and then at set kill/escape ratios the player loses a perk slot noted with a skull/crossbones in their end game and campfire loadouts for each lost perk so folks can see that they are clearly badass enough to not need the perks.

Edit: or gains a perk slot if the ratio goes back down

Comments

  • Alphamav
    Alphamav Member Posts: 46

    In other words, this may help foster the return and retention of players that need to be able to represent their competitiveness once the ranking system changes and would act as a buffer for matchmaking different skill levels.

  • Freddy96
    Freddy96 Member Posts: 767

    And what would be the net gain? Bragging about not being able to use a 4th perk?

  • Alphamav
    Alphamav Member Posts: 46

    ...or 3rd, 2nd, 1st perks. I'm not speaking from hundreds or thousands of hours expereince, but from what I've watched and read, a highly skilled killer with no perks can regularly kill and pressure fully perked, mid-skill survivors. Meanwhile, a highly skilled survivor that's a great runner, mindgamer, knows how to make safe unhooks in risky scenarios doesn't need perks to loop a fully perked mid-skill killer or avoid detection.

    The net gain might be in widenening the range of matchmaking and make for quicker queues and more evenly matched, fun games.

  • Alphamav
    Alphamav Member Posts: 46

    ...or 3rd, 2nd, 1st perk. The net gain should be a widening of the matchmaking and therefore quicker queues. The bragging rights are a side-benefit.

  • kaijudane
    kaijudane Member Posts: 139

    I've long wanted a perkless mode. That's about as even across the board as it can be. It forces survivors to pick and choose their movements more wisely and killers to actually have to hunt and pursue.