How many Killers should be in 2v8 2.0?

BHVR considers 2v8 1.0 a major success and extending it another week despite major flaws (Queue times, Balance, Tunneling, etc) Another problem is that 1.0 only had 4 Killers making most of the matches boring and repetitive overtime for both sides how many killers do you think they should add in 2.0?

They cant do all 30+ but i think a reasonable amount should be 10-15 Killers in 2.0 so it helps the repetitivity while helping Queue Times and Huntress wont be in every match.

Comments

  • Honestly we'd think there should be a random rotation. Would be lovely chaos.

  • I'd say 10 is the minimum they should be shooting for. Variety is a key aspect of DbD and 2v8 is sorely lacking it.

  • It would probably go in order of release and dlc when availible, so next batch would probably be hag doctor and spirit

  • stick to adding 5. The last thing we need is some absurd combo that slip through the cracks because behavior didn't have time to test everything.

  • Two, obviously. 🤡

  • I really hope they bring singularity and dredge in the next event.

  • At least Nemesis with 4 zombies. Then add another or not, doesnt matter.

  • @Rulebreaker said:

    Honestly we'd think there should be a random rotation. Would be lovely chaos.

    Good idea, but I'd wait until we have more killers tested out. See what works and doesn't before going into a standard rotation.

  • @Rivyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778842#Comment_3778842

    Good idea, but I'd wait until we have more killers tested out. See what works and doesn't before going into a standard rotation.

    Well yes but they can (hopefully) do that testing when 2v8 isn't the current modifier so no worried on our end~

  • @bjorksnas said:

    It would probably go in order of release and dlc when availible, so next batch would probably be hag doctor and spirit

    Makes sense and realistic since they started with the original 4

  • @solarjin1 said:

    stick to adding 5. The last thing we need is some absurd combo that slip through the cracks because behavior didn't have time to test everything.

    people already think theirs already absurd combos with the original 4 and what happened to the "balance doesnt matter in this mode" every surv been saying

  • @Rulebreaker said:

    Honestly we'd think there should be a random rotation. Would be lovely chaos.

    Not a bad idea i like it

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778928#Comment_3778928

    people already think theirs already absurd combos with the original 4 and what happened to the "balance doesnt matter in this mode" every surv been saying

    What absurd combo in the game mode currently? i don't see any and i haven't heard anyone complain about a specific combo. "balance doesnt matter in this mode" idk about that. The balance been pretty decent so far and i wouldn't won't that to change. They need to be careful of problematic combinations.

    imagine a killer that can always keep u injure like legion/ plague with killers like wraith or oni.

    what about two rush down/fast movement speed killers patrolling one side of the map? that could be extremely unbalance as well.

    Characters with complicated kits like sadako and singularity would be nightmare to balance in this mode.

  • As many as they can justify. 2v8 requires some rebalancing, but it's not like it's an entirely different kind of game. Especially if the mode ends up coming back for good, it should try to be as complete as possible.

  • I think 7 would be good. Always have the original 3 (Trapper, Wraith, Hillbilly) since everyone has access to them and they are what started DBD, then swap in/out 4 DLC killers to keep options fresh. I think keep the amount small so less issues can slip through the cracks and anything that does will be easier to fix/adjust if there aren't alot of killers.

    Killer is already the more popular role in 2v8. Adding alot of killers will make the killer queue times worse because higher chance that someone's main will be an option drawing them to the killer role over survivor and people will spend more time playing killer to try out the different combos. A 15 minute wait to play killer, quick lobby as survivor, and 400% BP didn't encourage more people to play survivor over killer. They need an incentive for people to play survivor and giving killers more options isn't going make more people play survivor.

    More maps in different realms would help with matches feeling repetitive. While people may choose the same killers there's atleast maps to change things up. If they add more maps they can also put in the feature to not have same map twice in a row to help prevent the back to back same map.

  • I think adding a extra 5 would be a good idea, and running under the assumption that this would mean going in release order and with Licensed killers the next 5 would be Myers, Hag, Doc, Bubba, and Freddy

    The main question is what buffs would 2v8 give to them, Hag is pretty obvious (Faster trap placement, Haste after placing a trap, basically just copy-pasting Trapper's buffs) but how would BHVR bump up Myers to be functional in 2v8?

  • I'm thinking they'll round out the classic cast with Doctor and Hag then maybe dip their toes into licensed killers like Michael, Leatherface, and either Freddy or Pig. I think 5 per iteration is a good way to go, as it's a lot added at once without being more than the devs can take. Now that the framework is there, I'm definitely hoping we hear more details about how they'll introduce new killers into the fold.

  • @DragonMasterDarren said:

    I think adding a extra 5 would be a good idea, and running under the assumption that this would mean going in release order and with Licensed killers the next 5 would be Myers, Hag, Doc, Bubba, and Freddy

    The main question is what buffs would 2v8 give to them, Hag is pretty obvious (Faster trap placement, Haste after placing a trap, basically just copy-pasting Trapper's buffs) but how would BHVR bump up Myers to be functional in 2v8?

    Faster stalking speed around your mate, undetectable in tier 1 for both, reduced terror radius in tier 2 for both, increased lunge for both in tier 3, faster movement speed while stalking, faster vault speed for both, unlimited amount of drain stalking

  • Hag will be a terrible idea for 2v8, and will be an even worse solo q teammate than Nurse is.

    It will be super frustrating trying to set up pincer attacks with Hag, just to have her randomly teleport far away in the middle of a team chase. Hag teleporting far away to an uninjured survivor just ends up hurting the team overall, because she has a garbage chase power, and will likely struggle to get a second hit on the survivor without help from her teammate.

    Killers that have powers that don’t work well in a team setting, shouldn’t be in 2v8.

  • How about all of them?

  • @DragonMasterDarren said:

    I think adding a extra 5 would be a good idea, and running under the assumption that this would mean going in release order and with Licensed killers the next 5 would be Myers, Hag, Doc, Bubba, and Freddy

    The main question is what buffs would 2v8 give to them, Hag is pretty obvious (Faster trap placement, Haste after placing a trap, basically just copy-pasting Trapper's buffs) but how would BHVR bump up Myers to be functional in 2v8?

    exclude licensed killers, myers was before Huntress and he didnt make it to 2v8. So next ones would be Hag, Doctor, clown, Legion and plague if they go by release order.

  • Rather than just going by the order of killers , I say include those that would make the game and match ups interesting. I would like to see licensed killers added too.

    Myers, Alien, Ghostface, Dracula, Nemesis, Freddy, Bubba.

    For originals Dredge , Singularity, Legion, Plague.

  • @DragonMasterDarren said:

    I think adding a extra 5 would be a good idea, and running under the assumption that this would mean going in release order and with Licensed killers the next 5 would be Myers, Hag, Doc, Bubba, and Freddy

    The main question is what buffs would 2v8 give to them, Hag is pretty obvious (Faster trap placement, Haste after placing a trap, basically just copy-pasting Trapper's buffs) but how would BHVR bump up Myers to be functional in 2v8?

    Myers with like a 10 second sprint burst when he pops t3/downs a survivor with it would go crazy

  • Since nurse is already included theres no reason why the rest of the originals couldnt be too.

  • All of them that can work, I suppose.

  • Since we had a super basic and safe 2v8 for testing, BHVR ought to swing the pendulum in the other direction next time by adding all killers with the ability to choose add-ons

    For science, of course.

  • I mean math wise they need to test out every combination meaning each iteration should have to try more combinations than the last, having 5 characters means you need to try out 10 combinations but having 10 means you need to try out 45 combinations, each new killer creates a massive potential work and test load for it. Unironically the current number of combinations (including Dracula) is 666 depending on how much work each of those combinations need to both work with each other and not break any other interactions mean this could take a while

  • I really hope for Sadako, but they need to give her the right buffs, otherwise she will have no power in this gamemode.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778928#Comment_3778928

    people already think theirs already absurd combos with the original 4 and what happened to the "balance doesnt matter in this mode" every surv been saying

    Balance can be loose without being thrown put entirely.

    They nerfed Billy to make him work in this mode, there are other killers that will potentially need the same treatment, such as Legion or Oni.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779305#Comment_3779305

    What absurd combo in the game mode currently? i don't see any and i haven't heard anyone complain about a specific combo. "balance doesnt matter in this mode" idk about that. The balance been pretty decent so far and i wouldn't won't that to change. They need to be careful of problematic combinations.

    imagine a killer that can always keep u injure like legion/ plague with killers like wraith or oni.

    what about two rush down/fast movement speed killers patrolling one side of the map? that could be extremely unbalance as well.

    Characters with complicated kits like sadako and singularity would be nightmare to balance in this mode.

    People have adamantly said they hate combos such as Trapper Huntress, Billy Huntress, Billy wraith , Nurse billy, nurse huntress,

    Thats the chaotic nature of this mode you dont know what combination youll get who cares if there is problem combos do you want hard nerfs on all killers

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779305#Comment_3779305

    Balance can be loose without being thrown put entirely.

    They nerfed Billy to make him work in this mode, there are other killers that will potentially need the same treatment, such as Legion or Oni.

    im just gonna assume legion will just injure but cant down so old legion chaining will be back and what so op about oni?

  • @DragonMasterDarren said:

    I think adding a extra 5 would be a good idea, and running under the assumption that this would mean going in release order and with Licensed killers the next 5 would be Myers, Hag, Doc, Bubba, and Freddy

    The main question is what buffs would 2v8 give to them, Hag is pretty obvious (Faster trap placement, Haste after placing a trap, basically just copy-pasting Trapper's buffs) but how would BHVR bump up Myers to be functional in 2v8?

    Devs want Doc to be static blast focused so probably 30 sec blasts with 2x range for bigger maps. Bubba like billy speed limiter but with more charges and duration

  • @SkeletonDance said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779414#Comment_3779414

    Faster stalking speed around your mate, undetectable in tier 1 for both, reduced terror radius in tier 2 for both, increased lunge for both in tier 3, faster movement speed while stalking, faster vault speed for both, unlimited amount of drain stalking

    place bets they make burger king myers in 2v8 (both iri)

  • As much as they can. Variety is the spice of life.

    At the very Minimum, I hope Doctor and Myers are included next time. I want to make people scream in more ways than one. Need an indoor map too.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779351#Comment_3779351

    People have adamantly said they hate combos such as Trapper Huntress, Billy Huntress, Billy wraith , Nurse billy, nurse huntress,

    Thats the chaotic nature of this mode you dont know what combination youll get who cares if there is problem combos do you want hard nerfs on all killers

    I understand you see it as the chaos of the mode but survivors fun need to be heavily consider for the sake of Q times. No I do not want to face a pin head with the chain hunt never ending cause some noob pick it up. There no mmr in this mode and the devs really need to keep that in mind.

    "do you want hard nerfs on all killers" I mean it's pretty obvious that some of them will need nerfs if added. I say stick to adding safe picks instead of killers who will be complicated to balance. All mid range attackers & range killers should be alright. xeno, prymid head, even slinger would be fine.

  • @Rulebreaker said:

    Honestly we'd think there should be a random rotation. Would be lovely chaos.

    I like this option. Since the players aren't bringing perks or add-ons it would matter much less which killer they get.

  • I imagine we'll get very few if any licensed killers, as to reach the biggest audience they kinda have to stick to the free killers available.

  • @ARTRA said:

    At least Nemesis with 4 zombies. Then add another or not, doesnt matter.

    I'm just imagining a Switch trying to run all of that! 🤔 Prolly melt them. 😂🤣

    Also the bigger maps with more clutter and rocks for the zom zoms to get constantly stuck on may be a problem.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779790#Comment_3779790

    I understand you see it as the chaos of the mode but survivors fun need to be heavily consider for the sake of Q times. No I do not want to face a pin head with the chain hunt never ending cause some noob pick it up. There no mmr in this mode and the devs really need to keep that in mind.

    "do you want hard nerfs on all killers" I mean it's pretty obvious that some of them will need nerfs if added. I say stick to adding safe picks instead of killers who will be complicated to balance. All mid range attackers & range killers should be alright. xeno, prymid head, even slinger would be fine.

    if a noob holds box hostage for pinhead thats on them not the killer hence doesnt justify being nerfed for sake of no mmr.

    im all for making it more fun for survs but nerfing killers and ruining their fun aint the way

  • Add 5 or 7 or more.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779762#Comment_3779762

    im just gonna assume legion will just injure but cant down so old legion chaining will be back and what so op about oni?

    2v8 sees survivors injured a hell of a lot more than 1v4, then you factor in killers like Legion who can rapidly injure, and Oni would have virtually 100% power uptime, and constant one-hit downs.

  • I want all of them.

  • I will agree with the opinion that we should first add those who's powers aren't overlaping eachother and those who don't need as many adjustments.

    Doctor, Bubba, Hag, Clown, Ghostface, Dredge, Deathsliger, Pyramid Head, and Demo are all relatively easy to put in.

  • 5 Killers at a time each iteration in order of release, and at least 1-2 new Survivor classes each time, to keep things balanced. Add one or two new maps each time. NO map variants. One per realm.

  • My suggestions for killers and classes:

    @Seraphor said:

    With 2v8 destined to make a comeback with some improvements at some point in the future, I just thought I'd theorycraft a little and give what my suggestions for it could be expanded with, although I'm sure BHVR have ideas for it already, I hope these ideas would be considered.


    Killers

    An expanded killer roster is a must. I'm not sure if licensed killers will be included, but I'm going to assume not for the sake of this. I'm not expecting an exhaustive killer roster for the next 2v8 mode, so I'm thinking the following 5 original killers would make good additions, and double the roster.


    Hag

    Lisa has to introduce Hex Totems to 2v8, there's no way around it. In turn, I think survivors should get a new class that makes use of totems, but more of that later. I don't think Ruin as is would make a good addition to 2v8, but with the expectation that there won't be a vast amount of Hex perks added to 2v8 anyway, I think a more generic and simple route would be best.

    Team Skill: When a survivor triggers a trap, they scream and their aura is revealed to both killers for 5 seconds. When a survivor wipes a trap away, their aura is revealed to both killers for 3 seconds. 

    Innate Skill: 5 Hex totems are ignited at the start of the match, each totem reduces action speeds (repairs, heals, chests and exit gates) of survivors by 3%, up to a maximum of 15%. Survivors are inflicted with Oblivious while interacting with a totem. Increases speed of setting traps by 30% and range of teleport by 12.5%.

    Hag would make a decent support killer similar to Trapper, but with her traps being a little less lethal, particularly if out of range to teleport to, she gets slowdown in the form of Hexes to make up for it.


    Doctor

    Herman's main gimmick is having a virtual map presence, while he's more or less a basic killer with no mobility, he can 'appear' to be everywhere, whether by illusion or via Static Blast or even survivor-survivor static transference. So the best way to synergise would be to extend this to the other killer to build on this virtual presence, particularly given how large the 2v8 maps are.

    Team Skill: Survivors within the terror radius of either killer are struck by Static Blast. Illusionary Doctors can also take on the visage of the other killer.

    Innate Skill: Tier II Madness spawns Illusionary Killers and Tier III Madness triggers a permanent red stain. 

    Doctor effectively gets double the effective area of Static Blast coverage with two distinct 32m radii (3200m square each), which is equivalent to a 46m terror radius (6600m square) or both Calm add ons, which I don't think is unreasonable for a significantly larger map. There's also the chance that these terror radii overlap and reduce your effective coverage as well. But in light of how versatile this could be, and the chaos it would inflict on survivors, especially with some stronger killer partners, I'd forego any adjustments to Static Shock. The illusionary killers are a novelty more than anything.


    Spirit

    Similar to Wraith, Rin is a rapid moving ambush killer, but unlike Wraith it doesn't make sense for her to grant her companion a stealth ability, both to differentiate her from Wraith and avoid redundancy in a Spirit/Wraith pairing. I think her lethality should shine when cooperating with the other killer, as she's already going to be strong in a solo situation.

    Team Skill: Phasing within 4m of the other killer grants them a +60% speed boost for 3 seconds or while still within 4m of the Spirit. Both killers can still see the aura of the other killer while Spirit is Phasing.

    Innate Skill: Increases duration of Phase by 3.5 seconds and speed of Phase by 15%.

    Didn't want to give Spirit too much in the way of buffs as she would be a pretty strong killer anyway, but the duration/speed increases would help her to traverse the larger maps a little easier. 


    Clown

    Admittedly I'm not well versed in Clown, I don't own him, I don't really like playing against him, but I think he could work quite well in 2v8 and his power is perfectly suited to assisting the other killer.

    Shared Skill: Both killers can make use of the speed increse from yellow bottles. If both killers pass through the same yellow bottle mist at the same time, their speed increase lasts for 3 extra seconds. Direct bottle hits reveal that survivors aura for 5 seconds.

    Innate Skill: (I'll leave his basekit/add-on adjustments for someone more experienced, probably include additional bottles or something like Huntress gets more hatchets)


    Legion

    Legion is a tricky one. Being able to rapidly injure survivors is mitigated by the inability to down them while in frenzy, but that isn't as restrictive when there's another killer about, however without the same speed as Legion the other killer can't really capitalise on that too easily. So I figure info could be the perfect shared skill here, in exchange for a slightly less lethal power (similar to Billy) so that essentially Legion is nerfed in order to provide assistance to the other killer.

    Team Skill: Survivors hit by Feral Frenzy are revealed by killer instinct to the other killer for 4 seconds. (basically the inverse of Legion, while Legion sees survivors who haven't been hit, the other killer sees the survivors who have been hit, for a short period, allowing the other killer to combo off Legion if positioned correctly)

    Innate Skill: Survivors are now only revealed by killer instinct for 4 seconds upon activating Feral Frenzy, hitting a survivor with Feral Frenzy, or when entering your terror radius during Feral Frenzy. A fifth hit is no longer an instant down, instead Legion can continue to hit non-deepwound survivors up to 5 times in succession. The 5th hit will still inflict deepwound but will also immediately end Feral Frenzy and hinder Legion for a couple seconds.


    Survivors

    Change to unlockable skill: In addition to activating on death hook, I would add in a further caveat. It would also activate when three survivors remain in the trial, regardless of hookstates. This would partially hinder killers from slugging the final three to prevent the hatch from opening.
    In light of how effective and oppressive a double-team can be for killers, I think something should be added to make it a little more viable for survivors to play around these situations. Considering that killers in this situation have the ability to doubletap survivors and burn through health states in an instant, without any avenue of escape for the survivor. I think the best thing to add would be an Endurance effect that kicks in only when chased by both killers at once. This would provide one additional health state, so a 50% increase in health states, to counteract the fact that killers are effectively 100% more lethal.

    When chase is triggered with a 2nd killer, you gain the Endurance effect for 10 seconds.

    This is still limited to 10 seconds, so you can't indefinitely occupy both killers time, but it does give you that window of time to make a play that isn't guaranteed death. Some people are going to think this is too much, to which I say to keep in mind this is still only available when on death hook, or when only three survivors remain, it's more of an anti-tunnel mechanic than anything.Some people are going to think this isn't enough, to which I say that 10 seconds might not seem like a long time, but it is precisely the time the second killer is likely to make their attack, and at the very least, it will give you a chance to make it to another vault or pallet.


    New class: Seer

    Maximum: 2 per trial

    Aura Skill: Able to see the aura of totems within 16 meters. 

    Innate Skill: Activates on cleansing or blessing a totem. While injured and entering a locker, remaining in that locker for 7 seconds will recover a health state, upon exiting the locker after 7 seconds, you see the auras of any survivors or killers within 24 meters for 4 seconds, and the skill deactivates.

    Team Skill: Can bless one totem to grant the following effects; within a 24 meter radius, survivors auras and scratch marks are hidden, and persists for 3 seconds after leaving the area. When a killer snuffs this totem, their aura is revealed to all survivors for 5 seconds.


    New class: Looter

    Maximum: 2 per trial

    Aura Skill: Able to see the aura of unopened chests and undepleted items within 16 meters.

    Innate Skill: Begin the trial with 3 tokens. Unlocks the ability to rummage through a chest for an additional item, consuming a token. As long as you have at least 1 token, your aura is hidden while performing unlocking actions and the sound of your unlocking action is reduced by 75%.

    Team Skill: Improves the item efficiency of yourself and other survivors within 8 meters by 33%.


    These two new classes are each limited to only 2 per trial, rather than 4 as with the other classes, simply because their effects can be problematic if stacked too much. More than 2 Boon totems would be overpowered, meanwhile multiple survivors fighting over chests to open would get very tiresome, and littering the trial with multiple rummaged items, particularly toolboxes, could be too effective for genrushing.
    It's my hope that by encouraging engagement with side objectives, totems and chests, it helps improve the variety of survivor actions and overall slows the game down a little, while the protection from aura reading makes it a little easier to evade killers and slows down the killer snowball too.

    Although I have to say I would happily trade Legion and Spirit for Ghostface, Myers and/or Bubba.

  • @SoGo said:

    I will agree with the opinion that we should first add those who's powers aren't overlaping eachother and those who don't need as many adjustments.

    Doctor, Bubba, Hag, Clown, Ghostface, Dredge, Deathsliger, Pyramid Head, and Demo are all relatively easy to put in.

    How would Ghostface work? He already has a hard time in 1v4 getting revealed very easily having 8 he would never be in stealth he would need major reveal resistance buffs and quicker stalk times just to function in my opinion

  • Tbf the medic class is the weakest for survs rn giving that class new effects like well make it and a few more minor buffs should help fix this problem

    @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779791#Comment_3779791

    2v8 sees survivors injured a hell of a lot more than 1v4, then you factor in killers like Legion who can rapidly injure, and Oni would have virtually 100% power uptime, and constant one-hit downs.

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778892#Comment_3778892

    Makes sense and realistic since they started with the original 4

    5... there was 5

  • @Gylfie said:

    Two, obviously. 🤡

    I am depressed at the lack of people with a sense of humor.

  • I would be happy if they add Unknown and Spirit :) I think Clown and Blight can work too

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