The experience as Killer in 2v8 is unbearable
I have played several games with my duo in discord call. We’re pretty coordinated with each other and have played multiple games since the first iteration. With the new 2v8, compared to last release, it’s pretty unbearable for killer. (Survivors are gonna chime in and complain it’s extremely killer sided, but it’s not. As a survivor main, it is not. I’m in my corner completing 4-5 gens with my SWF while baby/soloq survivors die and laughing.)
Anyways, our typical game experience in 2v8 goes as is:
Start match, get across map to first survivors, gen pops immediately by the time we reach them.
Chase 1 survivor and hook, 2 more gens pop.
All the survivors scatter to other gens across map, then we run across map and another gen pops. We are now down to 4 gens in the first 2 minutes of the game, sometimes 3 depending on the chase.
We down another survivor, boom another gen. Now it’s 3-2. From here we have to split up across map because the gens are typically separated to the point we can’t coordinate together.
We both can usually slug a couple of survivors and hook one, but then the hooked survivors just spawn next to other survivors to get unhooked and pop the gen they are at.
At this point, all gens are popped and we’ve not even killed one survivor. The kills we do get are ones we have to slug and wait out at end game.
The gens are completing so damn fast, the match quickly ends. I wast 10-15 minutes in a killer queue to accomplish nothing. I have fun with my duo as we make retorts back to each other but… even casually, this game mode is unbearable.
A few things should be tweaked to help aid the actual mode so it’s less leaning toward survivors but doesn’t drastically lean toward killer.
- Reduce gen progression. Gens should progress WAY slower, especially when multiple survivors are on the gen? Like, I feel as though at the moment they go 300% faster than they should??? I thought multiple survivors meant it would be 300% SLOWER.
- Reduce door progression. With the addition of 3 hatches in the mode, I think this is a good trade. Make it harder to do door.
- Buff Spirit. I love playing her in 1v5. I will not touch her in 2v8.
- This is more for the killers in general, nothing major gameplay wise. Reduce the Huntress Lullaby when near her when playing Killer. It’s really loud and drowns out a lot of sounds.
- Medic active perk needs reduced as well. The medic uses their perk and survivor is at 50% HP. Reduce it to 20%. Survivors can recover after a hook far too quickly. I assume this is to help with tunneling since there are no anti-tunnel perks but it’s a bit overtuned.
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I played around 12/15 matchs as survivor and only died 3 times i think.
Last time was 50% escape.
I agree, its too sweaty for killers... Its better when its 60%/70% winrate killer and 30/40% survivor.
I prefered the 1st version sadly :/ Dont like the changes.
We need it to stay casual, trying to balance makes it competitive. Not the way to go
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The problem is that playing the fun way in this mode just isn't going to work. You need to play at least 1 mobile killer (blight/billy) + good chase killer (huntress/nurse/spirit) and then split up to pressure the map. Most of the killer class effects aren't that impactful to even worry about working together to activate them.
Brute: 25% pallet breaking is decent considering pallets are plentiful and can be respawned. Being near a teammate gives them a meh speed boost and makes the pallet break a cd instead of infinite. Extra range on gen kick aura is pretty good.
Fearmonger: The 5% haste is practically never active when there are 8 survs in a match and injuries happen pretty often. Reveal skill is not that bad.
Enforcer: 3% haste isn't active that often. Very good on huntress so she can follow up with her teammate and getting that down empowers her teammate to snowball.
Shadow: Actually pretty strong if you're playing billy/blight since you can come out of nowhere to get a down while being able to help/leave your teammate quickly. Throws people off having different TR's disappear and reappear. Extra aura read time when they start a chase makes it easier to come in and snipe them as well.
You're also heavily encouraged to tunnel people since spreading hooks increases gen speeds globally while unlocking strong effects for survs (mainly guide others aren't really that insane).
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The mode encourages NOT hooking and also encourages tunnelling and sweating as the strongest Meta Killers. I have rarely seen a Killer duo get more than a 2-3k. I have not gotten a single kill in the two games I managed to get period. The queues are STILL too long.
This is not fun. This iteration is not fun.
And this is also exactly why, for everyone who clamors for 50% winrates both sides, we cannot have that. Because it has nothing to do with skill, it just feels really bad as Killer. For the sake of the game it MUST stay 60/40 Killer to Surv. And this little balance experiment proves it.
I will not be playing future 2v8 iterations as Killer if this remains how they intend to balance it. It's just not fun.
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"People who complain that this game favors Killers, 90% of them probably never played as a Killer themselves.
- As for me, I think the Guide class shouldn’t even exist in the game because Killers don’t have any abilities to slow down generator repairs at all.
- Regarding the matchmaking issue, I’d like an explanation for why it takes so long to find a game as Killer, while Survivors practically get into a game immediately after pressing ready button. This suggests that the number of Survivor players must be really high (whether playing solo, in teams of 2-4, or in groups of 8).
- The Meta is something we probably just have to accept. It’s typical in games like this; both Survivors and Killers tend to use strong perks or characters. I play on the Asia server, and yes, on my server, we often encounter Blight, Nurse, Spirit, Deathslinger, and Huntress. But we rarely see Trapper, Wraith, or Hillbilly."
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I think medic class is way overpowered and scout resetting pallets forever is also way too much. They also have perpetual unbreakable.
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The kill rate seems to be about 55%, how much higher do you want it to be?
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