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The Current Pool of Slowdown Perks Encourage Poor Match Pacing

ArkInk
ArkInk Member Posts: 734

The current meta really just revolves around "how fast can I do x" and "how much time can I waste for the other side." It isn't all that interesting.

I feel like even when perks like Ruin and NOED were really OP, they at least brought something different to the match (find the totem before gens, be extremely careful in endgame, etc.) Now Deadlock, Corrupt, Grim Embrace, Dead Man's, Pain Res and all that rely on being relatively hands free slowdown without the killer directly hitting gens. The only meta hands on perk I can think of is Pop because it's Pop, that's really it.

Survivor has a similar issue in terms of endurance. How many different ways are there to tank hits? DH, OtR, MFT, Buckle Up, Adrenaline. Survivor perks are just as much about protecting survivors as they are wasting a killer's time with hits and distance. I recognize most of these perks have been in the game for a while now, but when so many coexist and there are 16 perk slots between survivors, it's a bit much imo.

Without these perks, matches tend to fly by extremely quickly, which can lead to games feeling lost after just one bad chase in a lot of instances. The obvious proposal would be to slow down the base match for both sides while encouraging the use of other perks, but I have no clue how to design that.

Thoughts?

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