2v8 needs to be reworked in several Points.
First of all, before any of you argue against me: I am a survivor main. I basically only play killer because my best friend refuses to play survivor while 2v8 is online. But I noticed something urgent in both killer and survivor rounds.
Most of the time, survivors only pick Escapist or Scout, because these categories are broken as hell.
Why do I think so?
Sprint Burst isn’t automatic but on a button, and as Scout you can reload pallets infinitely. This shouldn’t be a thing.
For example, bind the boost to automatic sprint like in the main game and remove the ability to recharge it while in chase or while running in general. Bind it to exhaustion and it’s fine — not too strong, not too weak. Maybe a longer recharge time depending on how many people play that class.
Now for Scout: give every pallet a limit on how many times it can be rebuilt. Maybe three times — that should do the trick. If it runs out, survivors actually have to think about when to rebuild a specific pallet. I especially noticed in my survivor rounds that pallets are being wasted like nothing, because it doesn’t matter anyway; someone will just rebuild it, so why care? Just drop everything behind you, it’ll be back up in no time. That’s not very balanced. Not at all.
The number of remaining rebuilds could be shown by the pallet’s aura or displayed on-screen with a prompt. And to be clear, I’m only talking about rebuilding pallets, not resetting them with Any Means Necessary.
Another point: either increase the time gens need to be powered or increase the total number of gens to ten. There have been too many rounds where I could sit alone on a gen, without any other survivor, and still finish it in a single go. When three or four Escapists are on a gen, one of them just needs to pop the boost and everyone gets away. The killer can only chase one, maybe two if both killers are together. That means the others will be back on the gen immediately and rush it like a marathon. That’s boring. As a survivor main, I find it boring, broken, and I honestly feel pity for the killers who can’t keep up with this rush. I still wonder why everything in this mode is doubled except the gens…
Also, give the gates an additional 10 seconds. That’s enough. Right now, it only takes two survivors at a gate to swap roles whenever a killer comes, and both will escape.
And one more thing: change the time it takes for inactive survivors to gain crows. I’ve seen way too many survivors who find a key and then refuse to do anything else. That’s not helpful or cooperative. Also, adjust the hook timer. Make it a bit longer. I’ve seen way too many people die on second or even first hook while six survivors are still alive and doing nothing.
Comments
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Than you havent met medic duo fact is they arent having their power as often as escapist or scout but they can togeather take one hit then second guy takes bodyblock and use both their power and again without the power so they change the 3 m1 hits (one hit second survivor bodyblocks and then third hit is down) into 5 m1 hits to get one down for the killer which is just peak of safety that only instadown killers or teaming killers can deal with but other things like escapist with sprint on comand and scout who can rebuild strong pallets and 4 of them can basicaly recreate safe zones, they are kinda busted compare to killer classes boost but what bothers me more is only few killers are viable to have chance against good teams that spread on gens killers like nemesis,ghostface,trapper,slinger didnt got much and are very weak compare to billy, blight,wesker,dracula,oni etc..
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I do think that since Fragile Pallets are now a thing, they could be added as an alternative to Scout after they rebuild the same pallet a couple of times, instead of just denying their power if they use it too much.
But despite all the 2v8 issues, all I want is Escapist to be toned down a bit to not be on-demand and your suggestion is perfect.1 -
Honestly, Scout has never caused me much of a problem unlike on command sprint burst. Now you can always just normally run to a pallet that is always there and then just press E to escape when you lose. Original SB was manageable because it was automatic meaning it was only good for a pre-run then you're on your own, this is practically old dead hard again. I can only see blight, nurse and potentially a really skilled huntress or deathslinger (with insane predictions) who could counter this.
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Yeah totally, but I usually dont meet this combo as often as 4 Escapists and 4 Scouts in one round. Guide was played the least by a long shot in my experience.
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escapist class only seems to be a problem with m1 killers which is a design problem.
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scout pretty much just messes with specifically Trapper. if you follow him around all game he's just useless.
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It made me MAD after I discovered that gens in this mode have 70 charges.
6 1v4 gens = 540 charges
8 2v8 gens = 560 charges
What. The. F!
Liked all your suggestions and would like to add:
-After the gens are finished killers should get notifications to where the cages spawn and it should not teleport away. They also shouldn't TP anywhere near gates.
-REMOVE THIS STUPID COMEBACK MECHANIC! Just now Me and a Wraith got robbed of a victory because the 4 survs remaining finished the last two gens right at our faces while they had two hooks each. These guys didn't deserved to escape/they didn't do it by using their brains and skills. Also there's the fact that both sides are bypassing it in pretty stupid ways (killers tunnel and survs pop too much gens at once).
-BUFF WEAK KILLERS or ones that weren't buff enough like Nemesis, Deathslinger and Pyramid.
Also things not related to gameplay exactly:
-Remove the 40K points cap.
-Give points for the classes actions like rebuilding pallets, using the Medic Heal and etc.
-Make emblems work so we can get pips.-3