We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Comparing 1v4 to 2v8

i was wondering why 2v8 seemed so balanced, even when I got genrush it felt like we did badly as killers and I wasnt upset.

Then I looked at 1v4 and I noticed: 2v8 doesnt have:

  1. Offerings
  2. Premade items
  3. Custom loadouts

I cant be angry when I get genrush cuz survivours didnt use ANYTHING other than doing good job at spreading On gens. NO TOOLBOXES NOR PERKS. Thats why when I lost i felt like i deserved to lose because they played good or i played bad.

Another thing is that Loop RNG doesnt seem so punishing because u can call your friend to help.

There is so many things flawed in 1v4, that 2v8 doesnt have. And its part of why its so enjoyable

Comments

  • Cadpig
    Cadpig Member Posts: 50
    edited August 9

    This is an interesting perspective I haven't seen, but it explains a few things for me as well.

    Items (and Add-Ons) have bothered me for a long time and I think this vindicates that concern. I've heard it said that Myers needs rebalancing because he's either broken with Add-Ons or useless without them. I'm starting to see that it's also the main problem with Survivors. The difference between a precisely Toolboxed Survivor and someone without one is the difference between a fair match and the Survivors winning before the Killer can catch up.

    I think, somewhat like 2v8, both Items and Add-Ons need to just be baked in and rebalanced around that idea. Have them always be a part of your build, not just optional consumables that you can't guarantee will or won't be in a match. Make the items be a choice more like the Survivor Classes, and make Killer Add-Ons be something more like Skill choices (in other words, they're mutually exclusive so you can't take all of them, but you have to take one of them to specialize).

    Always having Alucard's Shield, if you pick that, might be a little strong, but then, as Magic: The Gathering learned from its early years, rarity is not a good method of balance anyway. That's a huge problem for Survivor item balance.

    Post edited by Cadpig on
  • Cadpig
    Cadpig Member Posts: 50

    This is an interesting perspective I haven't seen, but it explains a few things for me as well.

    Items (and Add-Ons) have bothered me for a long time and I think this vindicates that concern. I've heard it said that Myers needs rebalancing because he's either broken with Add-Ons or useless without them. I'm starting to see that it's also the main problem with Survivors. The difference between a precisely Toolboxed Survivor and someone without one is the difference between a fair match and the Survivors winning before the Killer can catch up.

    I think, somewhat like 2v8, both Items and Add-Ons need to just be baked in and rebalanced around that idea. Have them always be a part of your build, not just optional consumables that you can't guarantee will or won't be in a match. Make the items be a choice more like the Survivor Classes, and make Killer Add-Ons be something more like Skill choices (in other words, they're mutually exclusive so you can't take all of them, but you have to take one of them to specialize).

    Always having Alucard's Shield, if you pick that, might be a little oppressive, but then, as Magic: The Gathering learned from its early years, rarity is not a good method of balance anyway.