The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Now That 2v8 Is Over...

The whole comeback mechanic is really confusing to me honestly. During the free to play weekend the comeback mechanic helps the new survivors out a lot and keeps games from being a total blowout and keeping morale high for the newer players which is nice.

But when free to play weekend is over and only the good players are left it just makes the games way to close and competitive. I try to play it just for fun and like to spread out hooks but it feels so strange downing survivors so fast just for it to not matter. I went on about 14 chases each lasting 30 seconds max (because I have way too much time on Huntress), cross map downing several people for my teammate at the same time and since we spread the hooks out, we lost very badly a 7 person out. I'm not sure why killers are punished so heavily for spreading hooks in this mode. It really is a game losing move to spread hook states.

Compared to matches where I actively ignore a few survivors and got rid of a few of them early on and can actually have a chill game where a few escape through hatch or maybe gate. I don't need nor do I want an 8k every game, in fact it is very boring trying to kill all 8 if I have to slug for it. I'll even get to end game scenarios where I down 3-4 survivors at once and could slug and kill all of them, but I'll still hook them even though I know it guarantees their escape since the cages will almost always go straight to gates just because I know survivors find it boring too.

It would be cool if we could make it to where spreading hooks was rewarded instead of punished, it's so strange to me why we continue to punish killers for spreading out hook states in this game. Maybe you could give them some special ability that comes from unique hooks or something.

People complain on here a lot about slugging and tunneling in this mode but honestly, I don't blame killers. They want to win too. I can count on 2 hands how many survivor matches I've lost. You could implement the comeback mechanic for the free to play weekend and remove it for the rest of the time. It makes what's supposed to be a chill game mode annoyingly competitive. Its honestly a chill mode for survivors and that's it. Or maybe reduce the hook state gen speed boost to 1.5% instead of 2.5% idk.

Tl;Dr: Stop punishing killers for spreading hook states and encouraging them to tunnel plz and thx.

Comments

  • crogers271
    crogers271 Member Posts: 1,842

    So I think there is a big difference between 'comeback mechanics are a bad idea' and 'the current comeback mechanic is flawed'.

    I certainly think there are problems with the current comeback mechanic, mainly, as you mentioned, that tunneling is still the absolute best strategy (a little harder in this mode, but far from impossible). You can get strange situations in the game where the killers have hooked a ton of survivors, but the survivors are all spread out doing gens getting really fast progress, and then lots of gens pop around the same time so the 5% gen done penalty doesn't really have an impact.

    I think it's a relatively easy fix. Just stagger the comeback mechanic on the survivor side. 1/3/5% on the hooks (or whatever percentage BHVR thinks would work).

    Personally, I think the comeback mechanic is a great idea. It lessens the value of the early game and prevents blowouts, but we're on version 2 of the 2v8 vs all of the time the 1v4 mode has had.

  • UndeddJester
    UndeddJester Member Posts: 3,396
    edited November 28

    The comeback mechanic was way too simple to be considered a proper comeback mechanic.

    I made a thread discussing it here... and how a comeback mechanic SHOULD work...

    Sadly it got drowned in the forums, but the highlight was that the 2vs8 comeback fails on 3 points.

    The traits that make up a good comeback mechanic are: -

    • It only comes into play when one side is being heavily dominated, and otherwise has a minimal or non-existent effect.
    • It doesn't remove the winning sides advantage (which effectively punishes them for winning), it instead creates a "risk" that the winning player has to be wary of.
    • It still requires skillful play from the losing team to exploit that incurred risk, rewarding them for good play and not giving up.

    And 2v8s iteration doesn't really achieve any of them.

  • SuspiciousBrownie
    SuspiciousBrownie Member Posts: 266
    edited November 28

    The 5% slower speed for survivors is a joke honestly. Considering the guide class can put 15-20% on a gen in less than a second. On top of being able to make everyone 8% faster for 10 seconds. Not to mention me spreading hooks negating the gen speed penalty. You can say what you want but being punished for spreading hooks is terrible design. And you must not have read the fact where I said we did spread out hooks and it cost us the game even though we were definitely playing better than the survivors.

    I know you don’t play Huntress very much but You really don’t want to be following your team mate around, that’s a terrible strategy and the easiest way to lose. Besides I ended over half my teammates chases for them from across the map while I was downing other survivors so I did more than what was needed.

    30 seconds isn’t long at all either so I have no clue what you’re talking about. Free to play weekend is over. We’re not playing against babies anymore. 3 of the survivors had over 6,000 hours. If you can’t last longer than 20 seconds against Huntress that is very bad.

  • SuspiciousBrownie
    SuspiciousBrownie Member Posts: 266

    Yeah I definitely missed that lol. I agree 100%

    They definitely need to do some type of tweaking to it for sure like you said.