2v8

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EventBanner 2v8Mode.png EventBanner 2v8v2Mode.png
IconModifier 2v8.png

2v8 is a recurring limited-time Game Mode Modifier in Dead by DaylightIconHelp DBDlogo.pngIconHelp DBDlogo.pngIconHelp DBDlogo.png.

2v8 doubles the Player count from regular ranked Trials and greatly adjusts the usual gameplay loop, modifying the main objectives and replacing all of the regular Load-Out options with SkillsIconHelp skills.pngIconHelp skills.pngIconHelp skills.png.


Overview

The 2v8 Modifier has occurred 4 times to date and featured 3 Game Mode Tomes and 1 set of Game Mode Quests:

Playing 2v8 with Friends

Both Survivors and Killers can queue up together with friends to play a 2v8 Trial on the same side, which was a first for the latter.

Iterations


Gameplay Changes

Base-Kit Abilities

The following abilities are part of the base-kit for 2v8 Players and apply regardless of what Class was selected.

Revealed Status Effect

Main article: Revealed


This 2v8-exclusive Status Effect has several trigger conditions:

  • When entering a Chase, the targeted Survivor suffers from the Revealed Status Effect for 5 seconds or until the other Killer comes within 16 metres of their location, whichever is shorter.
  • When performing the Damage Generator action, all Survivors within 20 metres of its location suffer from the Revealed Status Effect for 5 seconds.
  • When any Generator is completed, all Survivors who have not yet been sent to a Cage of Corruption suffer from the Revealed Status Effect for 5 seconds.

Self-Recovery

Dying Survivors who have a fully charged Team Skill can consume that Charge to fully recover from the Dying StateIconHelp dying.pngIconHelp dying.pngIconHelp dying.png after having reached the maximum Self-Recovery threshold of 95 %.

Cages of Corruption

Instead of hooking Survivors, a mechanic similar to The Executioner's Cages of AtonementIconHelp cagesOfAtonement.pngIconHelp cagesOfAtonement.pngIconHelp cagesOfAtonement.png is used; the Cages of Corruption, which causes Survivors to have Cage States, rather than Hook Stages.

After successfully picking up a downed Survivor, they are immediately sent to a Cage of Corruption after a brief delay (that leaves the opportunity for other Survivors to attempt a stun or blind rescue).

Uncaging a Survivor does not trigger a Loud Noise Notification, unlike unhooking does.

The Cages have a reduced Sacrifice timer of 120 seconds (60 seconds per Cage State)

Anti-Camp

If either of the two Killers is within 20 metres of a caged Survivor, a countdown of 7.5 seconds begins, after which the Cage relocates, should the Killer remain.

However, and unlike Cages of Atonement, if there is also a Survivor around, the Cage will remain, despite the Killer's proximity.
Instead, the Uncage action receives a speed boost of +15 %.

Chests

Each Map spawns a total of 20 ChestsIconHelp chests.pngIconHelp chests.pngIconHelp chests.png.

Emblems

In 2v8, Emblems are hidden from the Tally Screen and do not factor into a Player's Grade, as they would in regular ranked Trials.

This has the side-effect that Players who are playing 2v8 exclusively do not progress their Grades at all.

Exit Gates

Due to the 2v8 Maps being supersized, they spawn with 3 Exit GatesIconHelp exitGates.pngIconHelp exitGates.pngIconHelp exitGates.png.

Generators

Each 2v8 Map features a total of 13 GeneratorsIconHelpLoading generators.pngIconHelpLoading generators.pngIconHelpLoading generators.png, of which Survivors have to repair 8 in order to power the Exit GatesIconHelp exitGates.pngIconHelp exitGates.pngIconHelp exitGates.png.

These Generators also have a reduced Repair Requirement of 70 Charges, but regress at 200 % of the default rate when damaged by the Killers.

Auras

In 2v8 Trials, both Killers only see the Auras of Generators within 64 metres.

However, if a Generator is being repaired by at least 2 Survivors, the range becomes unlimited again, like in 1v4 Trials.

Hatches

For similar reasons, each 2v8 Map features a total of 3 HatchesIconHelp hatch.pngIconHelp hatch.pngIconHelp hatch.png.

They only become accessible when there are just 2 Survivors remaining alive in the Trial.

When either one of them escapes through a Hatch, it closes and cannot be used by the other Survivor.

Load-Out

2v8 is restricted to a variety of predetermined Loadouts.

Regular PerksIconHelp perks.pngIconHelp perks.pngIconHelp perks.png, Add-onsIconHelp addons.pngIconHelp addons.pngIconHelp addons.png, OfferingsIconHelp offerings.pngIconHelp offerings.pngIconHelp offerings.png, and ItemsIconHelp items.pngIconHelp items.pngIconHelp items.png are not accessible.

Both Survivors and Killers can choose from a variety of Classes, which feature the new Skills.

Innate Skills

Each Killer has a unique Innate Skill replacing their Power, which does not change regardless of which Class the Player chooses.

Unlockable Skills

After progressing 1 Cage State, Survivors unlock their third Skill.

Mending

In 2v8 Trials, Mending takes less time to complete when suffering from the Deep WoundIconStatusEffects deepWound.pngIconStatusEffects deepWound.pngIconStatusEffects deepWound.png Status Effect:

  • Personal Mending: 7 seconds
  • Altruistic Mending: 5 seconds

Pallets

In 2v8 Trials, resetting a dropped Pallet takes less time to complete than normal (i.e. when using Any Means NecessaryIconPerks anyMeansNecessary.pngIconPerks anyMeansNecessary.pngIconPerks anyMeansNecessary.png):

  • Reset time: 3 seconds

Player Bots

Up to 2 Survivor Bots can help fill a Lobby, if there is a shortage of Survivor Players.
Survivor Players who disconnect during a 2v8 Trial are replaced with a Survivor Bot, just like in regular Trials.

Unique to 2v8, however, this also applies to one of the two Killer Players disconnecting, replacing them with a Killer Bot.
Should the second Killer Player also disconnect, then the match will conclude immediately.


Values and Numbers

This section lists the tuneable values and overrides used in 2v8 not already mentioned in the previous section.

Activatable Skills

The Activatable Skills of Survivors gain progress towards their current Cool-downs, whenever a Survivor is rescued from a Cage of Corruption.
The amount is individual and based on one's involvement (or lack thereof):

  • For the Rescuer: +30 %
  • For the Rescuee: +20 %
  • For all other Survivors: +10 %

Cages of Corruption

  • Rescue Location Block duration: 20 seconds
    • This is a buffer that prevents another Cage from spawning in the same location after a rescue took place.
  • Anti-Camp radius: 20 metres
  • Anti-Camp delay: 7.5 seconds
    • This is a buffer when a Killer enters the Anti-Camp radius before the Cage is auto-relocated.
  • Send-to-Cage delay: 0.4 seconds
    • This delay occurs in-between a Killer finishing the Pick-up animation and sending a Survivor to a Cage.

Contamination Antidote

  • Charges per Antidote: 3
  • Interaction time: 5 seconds
  • Killer Instinct duration: 4 seconds

The Enforcer

  • Undetectable Activation threshold: 32 metres
    • The range from the other Killer at which the ability should trigger.

The Escapist

  • Sprint Radius: 8 metres
  • Bonus Effect duration: 8 seconds (only used for the VFX)
  • Aura-reveal range for closest Pallet: 16 metres
  • Ability Cool-down: 30 seconds

The Medic

  • Vitality Radius: 8 metres
  • Vitality Healing percentage: +50 % (total, not current)
  • Ability Cool-down: 120 seconds

The Mechanic

  • Tech Radius: 8 metres
  • Bonus Effect duration: 10 seconds (only used for the VFX)
  • Bonus-Repair-Charge value: +5 % per Charge (total, not current)
  • Ability Cool-down: 90 seconds

Phantom Survivor

It is currently unknown what this refers to exactly.
  • Sight distance: 25 metres
  • Discerning delay: 0.05 seconds
  • Undiscerning delay: 1.25 seconds

The Scout

  • Sneak Radius: 8 metres
  • Ability Cool-down: 60 seconds
  • Ability Charge time: 3 seconds

The Shadow

  • Survivor-Scream Activation threshold: 32 metres
    • The range from The Stalker within which Survivors will scream when going from injured to healthy.

Supply Cases

  • Opening time: 4 seconds
  • Self-Closing delay: 15 seconds
    • Applies after a Case was opened without retrieving the Antidote from it.
  • Self-Closing time: 1.05 seconds


Character Selection

Killers

Not all Killers in Dead by Daylight can be played in 2v8, as their Powers need to be adapted individually.

As of the fourth iteration, Players can choose the following Killers (in Chapter-release-order):

It should be noted that each Killer can only be selected by one Killer Player at a time.

Survivors

Since Survivors have no inherent abilities, they have no restrictions in 2v8.
Survivor Players can choose any Survivor they own.


Map Selection

2v8 Trials take place on special supersized versions of regular Maps that are only accessible during this Game Mode.

The following 18 Supersize-Maps are available and chosen at random:

2v8 Realm Map
V1 Autohaven Wreckers Azarov's Resting Place
Gas Heaven
Coldwind Farm The Thompson House
Crotus Prenn Asylum Disturbed Ward
The MacMillan Estate Suffocation Pit
Red Forest Mother's Dwelling
Nothing.png
V2 Autohaven Wreckers Wreckers' Yard
Coldwind Farm Rancid Abattoir
Crotus Prenn Asylum Father Campbell's Chapel
Grave of Glenvale Dead Dawg Saloon
Yamaoka Estate Family Residence
Sanctum of Wrath
Nothing.png
V3 Ormond Mount Ormond Resort
Raccoon City Raccoon City Police Station
V4 Autohaven Wreckers Wretched Shop
Coldwind Farm Torment Creek
The MacMillan Estate Coal Tower
Shelter Woods

Maze Tiles

Most Maze Tiles that appear on these modified Maps have been increased in size as well, making them safer for Survivors.

Pallets also spawn more frequently across possible spawn locations, leading to the return of the infamous "Safe Double Pallets" (there exist unsafe versions on Greenville Square).


Classes

Main article: Classes and Skills


Classes are determined in the Lobby and influence the playstyle of a Player during the Trial.
Classes are visible to all other Players in the Lobby and to all other Players of the same side on the HUD during the Trial.

Survivors can freely choose their preferred Class, they are not bound to specific Characters or Players, however, there is a limitation of a maximum of 4 Survivors with the same Class and only one Killer may choose a particular Class.

If a Player joins the Lobby with a Class that has reached the limit, they are automatically reassigned to a different one that has free spots, indicated by a red exclamation mark on the icon.

There are a total 4 Survivor Classes and a total of 4 Killer Classes:

Icon Name Description Affiliation
IconClass Runner.png Escapist Move swiftly, move silently, for true evil is never at rest. IconHelpLoading survivor.png
IconClass Mechanic.png Guide A formidable team will never stray from its ultimate goal, keeping their eyes on the prize.
IconClass Medic.png Medic A strong team is one that can recover from any setback and forge ever onwards.
IconClass Scout.png Scout Clarity of sight may help a team avoid danger and find opportunities for a getaway.
Nothing.png
IconClass Brute.png Brute Strength above all will satisfy the craving for a new sacrifice. IconHelpLoading killer.png
IconClass Assassin.png Enforcer Power grows in numbers, a symbiotic connection between Killers with a shared purpose.
IconClass Fearmonger.png Fearmonger Scare them. Make them scream. It might be the last sound they ever make.
IconClass Stalker.png Shadow Lurking around every corner, they will not know someone is following them until it is too late.


Survivor Skills

Main article: Classes and Skills


All Classes have 3 predetermined Skills.


Change Log

V2 (8.3.2)

Base-Kit

  • Made several effects previously tied to Skills (mainly related to the Revealed Status Effect) part of the base-kit modifications of the Game Mode.

Cages

  • Downed Survivors now require a Killer to pick them up, before they are sent to a Cage.
    • This allows for rescue attempts by other Survivors.
  • Cages camped by a Killer no longer relocate, if there is another Survivor nearby as well.
    • This, however, increases the Uncaging speed for that Cage by +15 % as compensation.

Characters

  • Added three new playable Killers to the pool:
    • The Spirit
    • The Deathslinger
    • The Blight

Classes and Skills

  • Killer Skills are no longer tied to their Power.
    • Like Survivors, they can now choose from one of Classes.
  • Classes now only feature 3 Skills, instead of 4:
  • All Skills are now unique to their Class, including the Unlockable Skill of Survivors.
    • The only exception is a Killer's Innate Skill, which remains the same across Classes.

Generators

  • Repair speeds are now reduced by a stack-able -5 % per completed Generator.
  • Repair speeds are now increased by a stack-able +2.5 % per Cage State.
  • Killers may only read their Auras within 64 metres, unless they are being repaired by at least 2 Survivors.

Maps

  • Added supersized versions of the following Maps to the pool:
    • Family Residence
    • Father Campbell's Chapel
    • Dead Dawg Saloon
    • Rancid Abattoir
    • Sanctum of Wrath
    • Wrecker's Yard

V3 (8.5.1)

Bots

  • Added the possibility for Trials to start with up to 2 Survivor Bots, if the Lobby cannot be filled with regular Survivors within a certain timeframe, to help improve Queue times.
    • After the first 48 hours, this was capped at just 1 Survivor Bot over the weekend of the 14 to 17 February 2025, as the Queue-time improvement was less than anticipated, yet the gameplay experience for Survivor Players was considerably worse.
    • On the 17th, all Bots would be deactivated for another test.
    • After the second test and until the end, Bots would remain deactivated for the Lobby.

Characters

  • Added three new playable Killers to the pool:
    • The Legion
    • The Nemesis
    • The Mastermind

Items

  • Added a new Limited Item: AntidoteIconItems firstAidSpray.pngIconItems firstAidSpray.pngIconItems firstAidSpray.png
    • Spawns only when both The Mastermind and The Nemesis are present in the Trial.

Maps

  • Added supersized versions of the following Maps to the pool:
    • Raccoon City Police Station
    • Mount Ormond Resort

Props

  • Added the new HerbsUnknown QuestionMark.pngUnknown QuestionMark.pngUnknown QuestionMark.png Props.

Skills

  • Added a new Innate Skill for each of the three new Killers.

V4 (8.7.1)

Animations

  • Updated the Hooking animation.
    • Instead of hooking the Survivor into thin air and they then being teleported away to a Cage, The Entity now manifests a portal above the Survivor.
      The Killer then hooks the Survivor onto one of its spider-legs protruding from it, after which the Survivor is pulled up into the portal and then teleported to a Cage.

Auras

  • Broken Pallets revealed to Scouts now feature a new Aura, displaying a Pallet lying on the ground that is visibly broken in half.

Characters

  • Added two new playable Killers to the pool:
    • The Ghost Face
    • The Oni

Items

Maps

  • Added supersized versions of the following Maps to the pool:
    • Coal Tower
    • Shelter Woods
    • Torment Creek
    • Wretched Shop

Skills

  • Added a new Innate Skill for both of the new Killers.


Trivia

  • After the first iteration of 2v8 concluded, it was confirmed by the Developers that the Game Mode would not be a one-off and return with modifications and more Killers to choose from.
    • 2v8 has the chance to become a permanent Game Mode, rather than just a Modifier, at some point in the future.
  • The Survivor Classes "Escapist" and "Guide" had multiple in-dev names:
    • "Runner" and "Mechanic" (icon filenames)
    • "Survivalist" and "Tactician" (code references)
  • The Killer Classes "Enforcer" and "Shadow" also had different in-dev names:
    • "Assassin" and "Stalker" (icon filenames and code references)
  • The 2v8 Modifier uses the internal food-based code name "Calamari".