Survivor add-ons and Items..

I think it is time for you to go over and do a pass on all items and add ons for survivors. I mean I always avoided keys in my blood webs because I never felt they was strong I only took one into a match to get the escape with ultra rare item task finished. but do keys really deserve to have 4 Very rare add-ons???? should there really be 6 toolboxes???? there is 13 add-ons for med kits (1 ultra rare and 1 very rare) 11 for tool boxes (1 ultra rare and no very rare add-ons) 13 add-ons for flashlights (1 ultra and 1 very rare) and 9 add-ons for maps and keys (no ultra rares but keys have 4 very rare and maps only 1 very rare).


my suggestion is lets stream line this make it where each item has the same amount of add-ons and rarities it makes no sense that the numbers are all over the place. keys do not deserve nor did they ever need to have 4 very rare add-ons but I am going to go one step further I think we should only have a max of 3 different types of said items no need for 6 toolboxes we should only have three different toolboxes. I think three tool boxes should be changed to a wrench they are the ones that are for sabotage traps and hooks.

in my opinion the items and add-ons for said items are really in need of a pass over. even if its just rarity changes to them. any one else have any thoughts on this matter? or is it just me who is thinking this? lets discuss, what kind of changes to add-ons and items would you like to see happen?

Comments

  • broken key should spawn with the yellow survivor aura addon in-game without ace in the hole and should have higher base use

    a lot of addons need their effects looked over 'cause the power differentials are massive

    medkits need a speed decrease on self-heal and either an increase or charge reduction on heal others

    toolboxes should be repurposed for environmental screwery/sabo rather than gen repairs honestly

    and personally i feel like what keys needed was a 5? sec hatch open animation that resets if you don't complete it and hatch immediately closes afterwards i.e. one key = one person, if the next survivor is then the last one in trial egc is immediately triggered rather than staying open

    but ooh well


  • Make it where med kits can only heal others not self

  • @awechit_happens said:

    Make it where med kits can only heal others not self

    you'd have to make them pretty god damn good to compensate for that given how the entire good thing about them is their self-healing specifically

    and they're already really, really good

  • I agree. Also, to compliment that change, we should look at every addon killers have and adjust them accordingly, by making their numbers and effects insignificant. Alchemist ring and mother-daughter ring should not exist.

  • @dednark said:

    I agree. Also, to compliment that change, we should look at every addon killers have and adjust them accordingly, by making their numbers and effects insignificant. Alchemist ring and mother-daughter ring should not exist.

    [eep] off plx, bad enough spirit got pretty much all of her good green+ addons deleted except md/yakuyoke

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2574993#Comment_2574993

    [eep] off plx, bad enough spirit got pretty much all of her good green+ addons deleted except md/yakuyoke

    If you intend to gut soloq by making every survivor item useless, it's only fair if we do the same with killer addons.

  • Items addons aside from instas are totally fine

  • @dednark said:

    https://forum.deadbydaylight.com/en/discussion/comment/2575014#Comment_2575014

    If you intend to gut soloq by making every survivor item useless, it's only fair if we do the same with killer addons.

    @Nayru said:

    broken key should spawn with the yellow survivor aura addon in-game without ace in the hole and should have higher base use

    a lot of addons need their effects looked over 'cause the power differentials are massive

    medkits need a speed decrease on self-heal and either an increase or charge reduction on heal others

    toolboxes should be repurposed for environmental screwery/sabo rather than gen repairs honestly

    and personally i feel like what keys needed was a 5? sec hatch open animation that resets if you don't complete it and hatch immediately closes afterwards i.e. one key = one person, if the next survivor is then the last one in trial egc is immediately triggered rather than staying open

    but ooh well

    are you high? i'm pretty sure even the op wants to BUFF items by cutting out superfluous items/addons eating up most of your bloodweb space, and the only nerfs i want are to medkit (self)heal times (but a major buff to healing others) and toolbox genrushing

  • @Nayru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2575216#Comment_2575216

    https://forum.deadbydaylight.com/en/discussion/comment/2574783#Comment_2574783

    are you high? i'm pretty sure even the op wants to BUFF items by cutting out superfluous items/addons eating up most of your bloodweb space, and the only nerfs i want are to medkit (self)heal times (but a major buff to healing others) and toolbox genrushing

    I just want them to go over them and either adjust there raritys and look at the add-ons that are not used often and maybe adjust them slightly. i dont care if they buff items or not i just feel there is to much garbage in some areas and bare bones in others and then we got keys with 4 very rare add ons and the keys really are not that great for anything except trying to exit the hatch.