The 2v8 Solo Queue Reality: How to Fix two Classes Identity & Hatch Camping - A Little Rework Idea

Hey Everyone.

While streamers, YouTubers, and players in full premade groups are hyping up the 2v8 mode as "the best event ever," the reality for solo queue players is far from great. If you play with friends, this mode is amazing. But if you queue up alone, it is often a frustrating nightmare.

The biggest issue right now? No it's not just right now, but during the last two times the mode was live:

Teammates simply DO NOT rescue you from cages. You get hooked, and because there are 7 other people on the map, everyone assumes "someone else will do it." You end up hitting second stage or dying on your very first cage while your team ignores you.

Even worse, if you get caged a second time towards the end of the match when things get intense, people will intentionally let you die. Because the 2 hatches only spawn and open when exactly 2 survivors are left alive, the rest of the game turns into a toxic standoff. Instead of helping, teammates hide and wait for you to bleed out in the cage just so they can escape through a hatch. Pure selfishness dictates the last minutes of a match, If there is no bot in the match, you get left behind and solo players are just used as bait.

Right now, classes are being played completely wrong because of the current design. People pick the Medic just to get the instant heal-buff during a chase for themselves, while the Escapist acts like a selfish lone wolf with super fast self-healing.

While we can't patch human selfishness, we can change the game mechanics so that teamwork is always the better option. To bring back the fun for solo queue players and to give survivors a real reason to unhook and fix the classes identity, we need a little rework of these two classes and the cage/hatch mechanics:

1. The Medic Needs a Saving Incentive (Buff & "Solidarity" Mechanic)
The Medic should be about teamwork, not a class you pick to abuse a self-healing buff in a chase. 

  • New Passive (Solidarity): The Medic loses the instant half-heal buff. Instead, they get the self-healing ability, but it behaves like Jane’s perk Solidarity. When the Medic heals another survivor, they automatically heal themselves for a percentage of that progression. If you want to get healthy, you must help your team. 
  • Rescue Buff: When a Medic rescues someone from a cage (or is actively part of the rescue), they receive a +3% Action Speed Bonus on all actions for 1 minute to reward their altruism. 

2. Reworking the Escapist (The "Recovering" Mechanic & Shifting the Heal-Buff)
The Escapist should be the one escaping chases and recovering afterwards, not the Medic. To prevent the Escapist from becoming overpowered, the heal-buff needs a clear condition. 

  • The Fix: The Escapist loses their current overpowered, active self-healing. Instead, they get the half-heal buff, but it only activates if they successfully escape a chase while being injured. 
  • Passive Recovery: If they don't have the buff ready, they can only heal passively and slowly while walking or crouching outside of a chase or doing something like healing others or reparing a gen. This healing process should take exactly as long as a standard Exhaustion timer, simulating catching your breath and patching yourself up while moving stealthily. 

3. Fixing the Late-game: Turning the Anti-Camp Bar into an "Anti-Ego-Team" Bar
The mechanic where the cage just "teleports away" is useless in the late-game when your own team leaves you to die for the hatches. We need to adapt the anti-camp meter for the final phase of the match.

  • The Change: When there are only 2 or fewer free survivors left moving on the map, the anti-camp bar monitors their activity. If those remaining survivors are doing absolutely nothing to progress the match (meaning: they are NOT in a chase, NOT repairing generators, NOT inside the killer's terror radius, and NOT moving towards the cage, ONLY hiding, crouching, not running, standing in locker, waiting), the bar begins to fill up due to team inactivity.
  • The Self-Rescue: Once the bar is full in this late-game scenario, the survivor in the cage gets a guaranteed self-rescue (Self-Unhook) instead of the cage just teleporting away.
  • The Goal: This completely destroys the strategy of camping the two hatches. Egoistic players can no longer just sit in a corner and wait for their caged teammate to die, because the teammate will simply break free and stay in the game.

These changes would finally fix the toxic "lone wolf" mentality in 2v8. It would make the mode just as enjoyable and fair for solo survivors as it already is for groups playing with friends.

Tagged: Survivors

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