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2v8 is too Killer sided
I know this is going to cause a lot of the community to be upset and disagree, but I am going to make my argument below.
- The Cages: Once a survivor is caged, the killers patrol the edge of the cage and wait for them to become uncaged and rush in and down the two players. The cages also do not give a player the opportunity to struggle and escape. Remove the notification when a survivor is uncaged.
- Generators: If the survivors do not get 2-3 middle generators finished, then the game is over. The patrol patterns become too easy for the killers to patrol.
- Generator Regression:
- Aura Perks: I feel like I spend 50% of the match with the killers seeing my aura, from either generators being completed or other perks the classes have them running. We are legit being punished for playing survivor when a generator is completed across the map and my Aura is revealed to the killers. If Aura perks are going to prominently be what the killers are given to use, then there needs to be a cooldown associated with the Aura actions.
- OP Killers:
- The Wraith- If the wraith is invisible then I should be able to pass through him. It is unfair with the generator locations that the wraith can sneak up and body block you in a corner and ring his bell and hit you. It is unfair when you are in a chase and they are way faster than you and they can go stand in the pallet you need to escape and block you. He also needs a cooldown on how fast he can go between being invisible and visible. I am fine with an instant visible from invisible and let him skip ringing the bell. But to back to being invisible should have a 30 second cooldown to make players choose their moments.
- The Huntress- This Killer is OP in 1v4, now she is buffed in 2v8!? What dumb logic is this? Her hit box and aim assist are atrocious! I am getting hit with axes thrown 10+ feet behind me (Video Below). On top of that I am getting domed from across the map. She has too many axes and needs to have a 30 second cooldown between axe throws. Now if she goes and picks up the axe she just threw then it should be an instant cooldown. Also add a maximum range to the damn axe, it is absurd players are getting domed across the map.
- The Trapper: He has way too many traps. It feels like every pallet, every window or narrow walkway in the game is trapped at this point. Traps also need to be easier to escape with 2 killers, it took me 10 tries once to escape 1 trap and then I got downed right afterwards.
- The Deathslinger- This killer gets to hold on to survivors for way too long. The players using this killer in 2v8 are holding survivors to wait for their buddies to show up so they can double slug them and instant down. Yes it is a good strategy, but frankly unfair given many of the other points. If a survivor is fully reeled in, they should be able to escape before he slugs them. Make the reload time slower for the gun.
- The HillBilly- This guy needs a cooldown on his chainsaw and 1 hit down ability. He is able to use this ability way too often and even in 1v4 it is game breaking.
- The Nurse- No major complaints. It would be nice if she couldn't warp between floors.
- The Spirit- No Complaints
- The Blight- No Complaints
- I am also noticing that Pallet stuns and flashlights do not seem to be working to rescue survivors. Perhaps adding a longer delay to when a killer is able to cage the survivor would be a benefit?
- Hatch: I appreciate there being 2 hatches for 2 players. The only changes I would suggest are; Once they spawn and are open, give survivors a speed boost for 20 seconds and showing the aura's of the hatches and killers once they are closed. Once they are closed, also perhaps spawn a chest with a key that can open it and reveal the Aura to the survivor.
- Exit Gates: In 1v4 there are 2 gates for 1 killer to patrol. In 2v8 there're 3 gates for 2 killers to patrol. It is nearly impossible for a survivor to open a gate an escape in this mode. My suggestion is to add a 4th gate to keep the 2 killer to 1 gate ratio and to increase the gate opening speed of the very last survivor if there're 7 dead. Spawn the exit gates on all 4 sides (N, S, W & E). Right now (1v4 included in this comment), the gates seem to spawn too close together.
- Maps: Make the maps bigger. I might be wrong but the last 2v8 seemed to have bigger maps than the ones we have this time around.
- Survivors: All survivors should have an additional perk.
- The Escapist- Give them the lucky break perk.
- The Scout- Give them the Leader perk.
- Guide- Give them wire tap.
- Medic- Give the medic off the record perk.
When the que to play killer is a half hour wait and there's a 300% bonus to play survivor.. You know the killers are unbalanced and no one wants to play survivor.
Comments
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Honestly, skill issue.
Complaining about Trapper and Deathslinger was where I lost you.
Killers are actively punished for hooking anyone, Guide and Medic can do some truly insane stuff when played right, you can see the killers almost infinitely when using Scout right, plus you can rebuild god pallets.
Also, killers get no notification on an unhook. Them finding you is a case of bad luck/stupid teammate leading them there.
10 -
you literally have a built in comeback mechanic and busted classes
5 -
- Good job you succesfully lost intentionally as killer by doing that.
- Same in 1vs4 mostly, you always have to do them. It's your fault as a team.
- Regression doesn't matter at all, you'll lose even with constant downs because of the "comeback"-mechanic (more like "you'll lose more matches the faster you down and the less you slug at least if the survivors are remotely doing gens"-mechanic).
- The conditions are set and easy to see, also you're getting a notification.
- I don't even care to say anything to that because nurse is fine for you but wraith or even trapper are op lol. This made the entire post invalid.
- Horrible change, 3 hatches (btw not 2) are already 1-2 escapes without slugging.
- Already impossible to protect the gates, if you're unable to open them it's on you. You don't just have 3 gates but they are also very far away most of the time.
- The maps are already huge and basically for any killer not speed unplayable, we don't need them to be bigger.
- Survivors do not need buffs, it's already rough with the comeback-mechanic.
2 -
This is why I stopped coming to this forums.
Anyone who has the minimal understating on this game, knows, without a shadow of a doubt, that survivors are incredibly op. Map wide aura read. Insta heal etc.And yeah, survivors are also op in normal mode.
6 -
Killer sided?
Please tell me you're joking.
4 -
Wraith is bugged in 2v8, that's why he feels bs to play against
0 -
1- the cages are teleported to a place away from BOTH killers, if a killer trails a survivior to the cage,thats their fault. Not the killers. Notification after being uncaged doesnt exist, and the no struggle is to prevent YOU from ragequitting at 1st hook.
2- there are so many excess generators that unless surviviors intentionally only do one side of the map there should never be 5 gens all close to each orher. Also even if thar is to happen theres usually 30 meters from the farthest
3- yes, regression is buffed, theres 8 surviviors and 2 killers
4-Aura is given in response to prevent you from going generator to generator and to actually make you play the game, your not discouraged from popping gens, your discouraged from playing generator simulator and not even attempting other objectives
5-Killers-
A-Wraith does have a cooldown from invisible to invisible and vise versa with a audio cue. Hes also even somewhat noticeable if you pay attention. If you dont pay attention to him and allow yourself in a position where youll be stucked if he does come, thats on you.
B-The huntress is buffed because if you dont go in the open her power is basically nullified with the amount of structures and pallets.
C-the trapper max amount of attempts is 6,not 10, with it statiically being nearly impossible on 5th attempt. The time is increased because the map is increased in size. Also you arr able to disarm his traps or better yet not loop in the area you saw him come from. It takes time to make a web of traps and if you fall in it, thats on you.
D-The deathslinger, if 2 killers are in the same spot focusing on one survivior, that leaves 7 surviviors unoccupied. Thats virtually still losing for the killers if they use that strategy. Also you have basekit infinite unbreakable. Slugging isnt possible
E-With the amount of structures if you get 1 tapped by a hillbilly you were literally walking in the ope?
F-No way you had no major complaints against the, NURSE, BLIGHT AND SPIRIT??
I, your right. Flashlight saves have to be somewhat accurate to work, flashlight saves that are terrible wont work anymore.
6-theres 3 hatches actually, no further buffs should be needed if you fail to get THREE hatches then fail to open exit gates
7-theres 3 gates to help endgame,not help the last 2 surviviors. As is this allows killers to get a extra kill or two if the surviviors play bad.
8-Maps can be bigger.No complaints. Just spread out the pallets and structures and see how much harder it is when a pallet isnt 5 meters away and every killer power is blocked by a convenient wall
9-Honestly i dont mind the classes getting buffed,though i hate the guides ability to repair pallets
Also, the queue time is because exponentially more fun to play as killer, currently the queue bonus ranges from 150% to 50%, because its survivior sided which i think isnt inherently wrong
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Complaining about trapper made me lose interest in this, and then you complained about slinger, whose only been barely buffed from base game.
2 -
average post from a guy that has 20 minutes total playtime
3 -
Could not have said it better. 2v8 is over now. My first game of normal blight was awful. He is weak as hell.
1