Stagnation of 2v8
After playing latest iteration of 2v8, I gotta be honest, it's beginning to feel pretty empty. It is still infinitely more fun, but it's getting pretty dull because of how little effort is there. This iteration, we got 2 new killers, lost 1 killer, and got a nerf to slugging. That's it. This is all that's different from previous version, and that one was also barely different from it's predecessor. The lack of changes is the reason why the many flaws of the mode become clearer and clearer, and I will try to go into detail regarding major issues of the mode
1) Double everything, but not exactly
Double killers, double survivors, one would assume everything will, if not doubled, be close to doubled, but that's far from reality: the amount of pallets is tripled, maybe even quadrupled, the amount of chests honestly looks like it's 10x more, the amount of extra gens, +3, size of the maps is larger though it's different among them.
By far the least problematic things are extra chests amd map sizes. While maps have some outliers, in general their size is not too big (Unless we are talking about weak mobility killers). Extra chests is fine, a little optimal side thing to do, and if somebody finds a key, time to shine for the key rework, at least somewhere.
Now, the amount of gens being only +3 instead of a more realistic +5 was always weird to me, especially with how fast gens can be repaired in this mode. I am unsure why you don't want to experiment with it for at least an iteration or two, and maybe change the current system of slowdown. It is especially weird, because once gens are done, game is pretty much over, killers lose their objective to defend, hooking means sending to the other side of the map, and many survivors simply leave, all the tension is gone.
Finally, the most problematic in my opinion, the amount of pallets. The way I see it, it's a double edged sword: Many survivors dislike being ganged up by 2 killers on them, and there is nothing you can do about it really as survivor except hold W and waste as much time as possible (And even 100 pallets will not save you from 2 killers you know). However, the current amount of pallets actually encourages killers to team up. Good players, especially those using notorious Escapist class, will simply never really get downed by a killer who is operating solo, the amount of pallets to use is so high that it's optimal to pre-drop them right away, which greatly delays the hit. On the other hand, this mode is extremely casual, and I have seen some… curious players within it that will get downed anyway, and they will only suffer more with less pallets
Overall, I believe some change is required in this aspect, this is a very casual mode so experimenting with stuff should not be an issue at all in my eyes
2) The class system is limited
We have 4 classes per role, and their whole gimmick is some custom ability + perks. While it was fun at first, I believe it's quite clear that there isn't really much room for more with this system. Honestly, what else can a class revolve around? Totems? Lockers? The main course is healing/gens/looping, and it's covered already by 4 main classes. Killer classes have the other issue, there is some room to them but most of them are boring because of "And if x happens you get haste", with the exception of Shadow which is the most interesting class in the mode imo. Maybe a whole overhaul to this with something like specific power ups would fit better?
3) Survivor class abilities
Yes, I have been denied 28 stab hits because of Escapist class, no, I am not angry because of it. In all seriousness, survivor class abilities are over the top, sprint burst on button as the king, with the other 3 following close. I don't want them nerfed into oblivion, but all the cheesy stuff they allow should definitely be limited, it's just not right that you can sprint with a really short cooldown, or infinitely resummon shack pallet, or instantly heal back during chase.
4) Killer class abilities
Well, they are simply boring. As I said in point 2, majority of them is "If x happens, get haste bonus". Some of them are simply weird, for example brute having brute strength not as passive, if you proc it and give your teammate haste, you now break pallets slower. Or Enforcer, with the most useless ability ever, a coup de grace for 15 seconds. I legit have never seen it in use, and I have played with enforcer many times. It is simply that there is no muscle memory of how long the extended lunge is, that it can't really be utilized. I think these need a change too, maybe somehow tie totems into it?
5) Some killlers get barely a buff
Namely: Pyramid Head, Deathslinger, Ghostface, Nemesis. I am unsure what's even the point of pyramid head, whose Condemned mechanic is basekit in the game, so he lost 50% of his features, for a nothing burger range buff. Nemesis is basically the same as in default mode, so naturally he is too weak for 2v8 mode. Ghostface got his exposed duration shortened by 50% because why??? I genuinely don't understand why you would do that. And my favorite, Deathslinger. Tell me, do you seriously think that this killers is perfectly fine in 2v8 with ONLY 2 BUFFS?
The issue of these killers being so weak is identical to too many pallets issue: Because they are so weak, they often team up a lot more with second killer, because otherwise they will do barely anything alone. I would suggest some really big buffs for them, and then once they finally are strong enough by themselves, you can adress the 2 tap issue.
6) The 2 tap issue
Well, let's not hide it: It's frustrating to be on the receiving end of it. There is nothing you can do in such situations, and some killers like Wesker/Deathslinger can make it a bare minimum of effort to do. My suggestion would be to add a 3 second MoM style endurance to survivors after they get hit, so that while it's still not as favourable to them, they at least get the chance to last a little longer with the hit sprint burst
7) Lack of any experimentation
I honestly think that 2v8 is also perfect ground to use as an extra ptb to test some very experimental stuff. We got something like that in a form of the green-yellow herbs in one of the iteration, and then it's just plain old dbd again. Heck you have totems which are useless, you have egc which is rather bland, you have all the room to experiment, and yet nothing is done, feels like a wasted potential honestly
To conclude this feedback and a bit of a rant, I love this mode, it's one of the best things you did, and the play while you wait feature fixed it's biggest issue for me, the wait times. I just wish this mode got a bit more love, a bit more attention, it's such a refreshing part of the game, even though it's limited
Comments
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I just want more classes for survivor. In a mode with 8 players and we only have 4 choices is just zzzzzzzzzzzzz
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I think 2v8 is fine as it is, but it could benefit from more classes with more defined roles/playstyles.
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