Add uniqueness to survivors

Add additional passive perks to the survivors that reveal their history and add uniqueness to each hero (Bill recovers faster, he crouches down by 10% faster, Steve saves faster from the hook, the Claudette heals faster, ace has 10% more luck , etc.)

For survivors, this will add variety, because assassins have a choice of different heroes and breaking boredom from the same type of gameplay

This will just add uniqueness to each hero and more reflection on their own set of skills, otherwise at the moment this is just a non-pontoon skin

It will also be more convenient for the killers to understand what kind of heroes are in front of him and each game will be different in that in front of you there are different heroes with their passives

At the moment, the survivors do not have particularly useful and interesting perks, and passives will break this boredom and add their own meta

Comments

  • This reminds me of F13 and tbh this sounds cool, would add more tactics into the game on what survivors should be used for what.

  • @Caleegi said:

    This reminds me of F13 and tbh this sounds cool, would add more tactics into the game on what survivors should be used for what.

    agreed.

  • No, it would break the game. And the devs can't even balance killers properly.

  • They almost do that with every survivor having their own unique set of starting perks. Bill using his starting perks is going to play a bit differently than Ash using his starting perks, etc. Hypothetically I suppose they could have locked some survivor perks to be only usable by that survivor, so they could have made Bill the only survivor who can use Unbreakable for instance, but they probably thought that would be too restrictive.

  • @dugman said:

    They almost do that with every survivor having their own unique set of starting perks. Bill using his starting perks is going to play a bit differently than Ash using his starting perks, etc. Hypothetically I suppose they could have locked some survivor perks to be only usable by that survivor, so they could have made Bill the only survivor who can use Unbreakable for instance, but they probably thought that would be too restrictive.

    why block something if you can add a small passive characterizing the hero

  • @Yords said:

    No, it would break the game. And the devs can't even balance killers properly.

    Assassins have variety and when you're bored you go after another killer but what about survivors? NOTHING

    So let the killers have abilities and each survivor has his own passive either for the team or only for himself (This will add some creativity)

  • This would break the meta and would make it so only a few Survivors would be played, no thank you

  • @ThatOneDemoPlayer said:

    This would break the meta and would make it so only a few Survivors would be played, no thank you

    you do not know how to play this game so much that you believe that all survivors will play 1 hero

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611531#Comment_2611531

    you do not know how to play this game so much that you believe that all survivors will play 1 hero

    It's dbd we're talking about. Players will use the best resources the game gives them to win

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612455#Comment_2612455

    It's dbd we're talking about. Players will use the best resources the game gives them to win

    as well as assassins using strong assassins and leaving no chance

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612466#Comment_2612466

    as well as assassins using strong assassins and leaving no chance

    Only Killer that leaves no chance is Nurse and even she can be outplayed by a competitive SWF, it's why in tournaments Survivors are required to run different builds. Imagine a Swf like Oracle with no perk limitation, true horror lol

  • @[Deleted User] said:

    Nope.

    People already complain about seeing the same perks game after game, and now you want to compound that by seeing the same survivor characters game after game too?

    they will have at least some meaning and the same question and you are not tired of seeing the same killers

    Meta three assassins you know I see her every game and it's very boring

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612473#Comment_2612473

    Only Killer that leaves no chance is Nurse and even she can be outplayed by a competitive SWF, it's why in tournaments Survivors are required to run different builds. Imagine a Swf like Oracle with no perk limitation, true horror lol

    the fact that you pull out a certain killer already means this is an imbalance

  • I agree.

    I had this conversation with a friend a while back. Reset the perks on all survivors, then lock the starting perks to each survivor. At the moment you can pick one survivor and put what ever perks you want from other survivors once they are unlocked. By doing this, each survivor would have a role. SWF would still build a team for them, but other teams would decide if the need a healer, a technician to do gens quicker and a runner.

    Then we thought about it and decided against, because the killer would know who to go for first, such as the healer, take out the technicians and leave the runner till last, and know who is who.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612497#Comment_2612497

    You admit seeing the same killers is boring, yet want to do the same for survivors? I don't see the logic in your statement

    assassins have a choice but survivors don't

  • Imagine if Feng had gen repair speed bonus. You'd see at least 2 Fengs per match + perks that allow them to do gens faster... This would be a disaster.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612505#Comment_2612505

    Survivors most assuredly do, you can run ANY perk you want on any survivor. That in itself is the variety you wish to seek in this game.

    By making every survivor with different powers, survivors will gravitate toward certain characters, consequently making even LESS variety than there currently already is.

    This isn't hypothetical, either. Friday the 13th the game had unique survivor stats, and most players ended up playing the runner (Vanessa).

    Well then, let them take away the abilities of the killers

    What kind of hypocrisy guys?

  • @hazzzard said:

    Imagine if Feng had gen repair speed bonus. You'd see at least 2 Fengs per match + perks that allow them to do gens faster... This would be a disaster.

    I would not give such strong buffs yet.

    You can start quietly 1% to something 2% to another and make statistics

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612522#Comment_2612522

    Considering that about half of the killer rosters abilities depend on the action of survivors, survivors can do this already.

    I do not propose to add abilities to survivors, only small passives that add uniqueness to them

  • They will only add uniqueness and at least some meaning will appear in the characters.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2605249#Comment_2605249

    why block something if you can add a small passive characterizing the hero

    "Why block something..." after literally asking to block characters from certain stat-sticks.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612543#Comment_2612543

    Yet, this "uniqueness" will lead to people playing the same characters with that passive ability, counterintuitively making survivor lobbies even less diverse. Which was what you were trying to do in the first place.

    You would paradoxically make even more boring rounds with less variety with this decision.

    I will tell you the reality that there is already little variety, there is only Claudette, Fang min, Ney, Kate, Meg

    Do you often meet Detective Tapp, Quentin or Ash? No then what are you talking about

    Passive survivor perks will add additional motivation to purchase them

    Since I myself get bored of playing for one hero and is there a choice? of course not

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612554#Comment_2612554

    I will tell you the reality that there is already little variety, there is only Claudette, Fang min, Ney, Kate, Meg

    Do you often meet Detective Tapp, Quentin or Ash? No then what are you talking about

    Passive survivor perks will add additional motivation to purchase them

    Since I myself get bored of playing for one hero and is there a choice? of course not

    Why is there so little variety in the first place?

  • Because it makes no sense to choose someone as long as they are some kind of skin

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612577#Comment_2612577

    Because it makes no sense to choose someone as long as they are some kind of skin

    Why is that a bad thing? You choose who you want to play based on if you like that skin, or don't have the disposable income to purchase the one you want.

    You start locking core buffs to a specific character choice and while you may get the stingy win-focused player to pull out their wallet, you also likely incur negative PR and have a greater perceived buy-in cost.

    Completionists and fans will already likely buy new chapters anyway. So IMO on that regard target that audience more by having more "prestige" unlocks that can be universally used if you play a specific character more. Charms, Prestige a Character to permanently unlock 1 of their core Perks in the loadouts of all Survivors, etc.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613427#Comment_2613427

    Why is that a bad thing? You choose who you want to play based on if you like that skin, or don't have the disposable income to purchase the one you want.

    You start locking core buffs to a specific character choice and while you may get the stingy win-focused player to pull out their wallet, you also likely incur negative PR and have a greater perceived buy-in cost.

    Completionists and fans will already likely buy new chapters anyway. So IMO on that regard target that audience more by having more "prestige" unlocks that can be universally used if you play a specific character more. Charms, Prestige a Character to permanently unlock 1 of their core Perks in the loadouts of all Survivors, etc.

    And as for the killers, we don't get a bad reputation where everyone runs to buy Rin or Blaine, thanks even though the nurse is free. Doesn't that break the game where players buy strong assassins

    Then play without abilities for assassins only with a choice of perks - what's boring? So playing for survivors is boring when you have no choice

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613578#Comment_2613578

    And as for the killers, we don't get a bad reputation where everyone runs to buy Rin or Blaine, thanks even though the nurse is free. Doesn't that break the game where players buy strong assassins

    Then play without abilities for assassins only with a choice of perks - what's boring? So playing for survivors is boring when you have no choice

    Thwre is a difference between Killers and Survivors tho. Survivors are 4 while the Killer is alone. The Killer has to have a power to keep up with Survivors while Survivors are the power role, they control how long a Trial lasts and how it ends

  • @Hunter_Main_322 said:

    Add additional passive perks to the survivors that reveal their history and add uniqueness to each hero (Bill recovers faster, he crouches down by 10% faster, Steve saves faster from the hook, the Claudette heals faster, ace has 10% more luck , etc.)

    For survivors, this will add variety, because assassins have a choice of different heroes and breaking boredom from the same type of gameplay

    This will just add uniqueness to each hero and more reflection on their own set of skills, otherwise at the moment this is just a non-pontoon skin

    It will also be more convenient for the killers to understand what kind of heroes are in front of him and each game will be different in that in front of you there are different heroes with their passives

    At the moment, the survivors do not have particularly useful and interesting perks, and passives will break this boredom and add their own meta

    the devs barely added boons and the forums couldn't handle it, at this point if the devs make any nice changes it is bad

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613578#Comment_2613578

    And as for the killers, we don't get a bad reputation where everyone runs to buy Rin or Blaine, thanks even though the nurse is free. Doesn't that break the game where players buy strong assassins

    Then play without abilities for assassins only with a choice of perks - what's boring? So playing for survivors is boring when you have no choice

    And "everyone" runs Spirit and Blight why? It's not because of looks is it with that mindset? It's because their kit is considered stronger, it's meta... Adding passives to specific Survivors is only going to do the same thing. Create a "meta" Survivor like Deadhard being the meta Exhaustion Perk.

    And anyway, the reason the Killers are the main focus for stat variety is because they are the main focus from a thematic perspective. The Killer augments the Trial, and the Survivors adapt to it.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613675#Comment_2613675

    And "everyone" runs Spirit and Blight why? It's not because of looks is it with that mindset? It's because their kit is considered stronger, it's meta... Adding passives to specific Survivors is only going to do the same thing. Create a "meta" Survivor like Deadhard being the meta Exhaustion Perk.

    And anyway, the reason the Killers are the main focus for stat variety is because they are the main focus from a thematic perspective. The Killer augments the Trial, and the Survivors adapt to it.

    Playing as an assassin, I'm also bored of killing the same type of survivors a small variety of perks and I understand them because the choice of good perks is really small, when I can make most assassins more flexible

    Playing as survivors, I want to see more variations and combinations + see individuality in each character

  • There is even an idea for certain survivors to improve perks with their aura

    But first you need to start with small passives 1% of one 1% for the second

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/291597/add-uniqueness-to-survivors

    the devs barely added boons and the forums couldn't handle it, at this point if the devs make any nice changes it is bad

    I hope they can see fresh and not boring ideas

  • *asks for literal stat-stick cosmetics with no mechanical change whatsoever*

    OK

    Even if you went with a class-based system like in Deathgarden, then you'd need to think up unique classes for every released Survivor. And certain cosmetics would be locked behind certain playstyles.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618271#Comment_2618271

    *asks for literal stat-stick cosmetics with no mechanical change whatsoever*

    OK

    Even if you went with a class-based system like in Deathgarden, then you'd need to think up unique classes for every released Survivor. And certain cosmetics would be locked behind certain playstyles.

    It's too early to create entire classes

    You can start with small passives in 1% one 5% aura to the second 1% heal to the third

    I can throw in an example after a while

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618295#Comment_2618295

    It's too early to create entire classes

    You can start with small passives in 1% one 5% aura to the second 1% heal to the third

    I can throw in an example after a while

    Let's just lock all Teachables to their respective Survivor and only allow Universal Perks to be used in the 4th slot.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2618513#Comment_2618513

    Let's just lock all Teachables to their respective Survivor and only allow Universal Perks to be used in the 4th slot.

    Then assassins should have 3 perks

  • Nah, they already have Power variety, it's not like I can choose to use Hatchets on Myers. So the class-like variety lockdown is there, not necessary. Just Survivors. Makes sense really: If you want to be the 'save your team' guy, pick Bill. If you want to be a Healer, pick Claudette. Athletic? Meg. This also allows the Killer to get a solid read on what abilities Survivors have which allows them to adapt to the Survivor as necessary, much like what Survivors now do against Killers. All around more fair and varied.

    I mean the best possible solution would be to remove Killer Perks all together, rely only on the Killers Power and restrict Survivor Perks to the given Survivor. Probably should axe all Universal Survivor Perks too to make it that much more varied.

  • Everyone keeps saying it would force meta survivors, but I think its entirely possible to create a system that doesn't.

    If it's a few 'stats' with minor increases, where each survivor has a slightly different stat allocation, it could be just enough to be effective without being so much to create a meta.

    For example each survivor has the following stats:

    Healing speed

    Unhooking speed

    Vault speed

    Exhaustion decrease speed

    Gate/Chest unlocking speed


    Each survivor has up to 3 points in each category, which translates to 1% per point, but with a maximum of 6 points.

    Claudette:

    Healing +3%

    Unhooking +2%

    Gate/Chest unlocking +1%

    Meg:

    Vault +3%

    Exhaustion +2%

    Gate/chest +1%

    Dwight:

    Gate/chest +3%

    Vault +2%

    Healing +1%

    Jake:

    Unhooking +3%

    Exhaustion +2%

    Vault +1%


    +1% is fairly inconsequential, but +3% could make a difference, and +3% on healing would synergise with Claudette perks. Meanwhile you wouldn't be forced to play Claudette for a healing build, because there will be other survivors who have +3% or +2% healing.

  • @Seraphor said:

    Everyone keeps saying it would force meta survivors, but I think its entirely possible to create a system that doesn't.

    If it's a few 'stats' with minor increases, where each survivor has a slightly different stat allocation, it could be just enough to be effective without being so much to create a meta.

    For example each survivor has the following stats:

    Healing speed

    Unhooking speed

    Vault speed

    Exhaustion decrease speed

    Gate/Chest unlocking speed

    Each survivor has up to 3 points in each category, which translates to 1% per point, but with a maximum of 6 points.

    Claudette:

    Healing +3%

    Unhooking +2%

    Gate/Chest unlocking +1%

    Meg:

    Vault +3%

    Exhaustion +2%

    Gate/chest +1%

    Dwight:

    Gate/chest +3%

    Vault +2%

    Healing +1%

    Jake:

    Unhooking +3%

    Exhaustion +2%

    Vault +1%

    +1% is fairly inconsequential, but +3% could make a difference, and +3% on healing would synergise with Claudette perks. Meanwhile you wouldn't be forced to play Claudette for a healing build, because there will be other survivors who have +3% or +2% healing.

    This is already an excellent revision of the idea.

    But for starters, you can simply add 1% of uniqueness to each survivor and make statistics analysis

  • Id say give Survivors Specialized Items found in Bloodwebs

  • @Seraphor said:

    Everyone keeps saying it would force meta survivors, but I think its entirely possible to create a system that doesn't.

    If it's a few 'stats' with minor increases, where each survivor has a slightly different stat allocation, it could be just enough to be effective without being so much to create a meta.

    For example each survivor has the following stats:

    Healing speed

    Unhooking speed

    Vault speed

    Exhaustion decrease speed

    Gate/Chest unlocking speed

    Each survivor has up to 3 points in each category, which translates to 1% per point, but with a maximum of 6 points.

    Claudette:

    Healing +3%

    Unhooking +2%

    Gate/Chest unlocking +1%

    Meg:

    Vault +3%

    Exhaustion +2%

    Gate/chest +1%

    Dwight:

    Gate/chest +3%

    Vault +2%

    Healing +1%

    Jake:

    Unhooking +3%

    Exhaustion +2%

    Vault +1%

    +1% is fairly inconsequential, but +3% could make a difference, and +3% on healing would synergise with Claudette perks. Meanwhile you wouldn't be forced to play Claudette for a healing build, because there will be other survivors who have +3% or +2% healing.

    @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619670#Comment_2619670

    This is already an excellent revision of the idea.

    But for starters, you can simply add 1% of uniqueness to each survivor and make statistics analysis

    This granularity of a stat increase is only noticeable by min-maxers who already run meta because it's meta...

    (Speaking as a min-maxer who will absolutely create Survivor archetypes simply because of this)

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619670#Comment_2619670

    This is already an excellent revision of the idea.

    But for starters, you can simply add 1% of uniqueness to each survivor and make statistics analysis

    Go play Back 4 Blood and tell me what character is most likely the "Melee" character, which one is the "Doctor", and the likelyhood of a lobby-dodge if someone isn't playing the "meta" character build.

    Really the only useful thing that could come out of this is the creation of "trade-offs", (strong bonuses in one area with negatives on another), which could still easily be incorporated into unbound Perks anyway...

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2619738#Comment_2619738

    Go play Back 4 Blood and tell me what character is most likely the "Melee" character, which one is the "Doctor", and the likelyhood of a lobby-dodge if someone isn't playing the "meta" character build.

    Really the only useful thing that could come out of this is the creation of "trade-offs", (strong bonuses in one area with negatives on another), which could still easily be incorporated into unbound Perks anyway...

    First you need to try and it will dilute the boredom.

  • You're approaching this with the mentality of Change for the sake of Change.

    Really the only positive about reorienting DBD Survivors into a class system is the improvement of non-verbal communication of likely builds Survivors are bringing for SoloQ and Killers.

  • @AnObserver said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621809#Comment_2621809

    You're approaching this with the mentality of Change for the sake of Change.

    Really the only positive about reorienting DBD Survivors into a class system is the improvement of non-verbal communication of likely builds Survivors are bringing for SoloQ and Killers.

    I want to have a choice for survivors, not just boring dolls

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621835#Comment_2621835

    I want to have a choice for survivors, not just boring dolls

    Don't delude yourself, you want to restrict character choice for a greater perceived value of the character choice you make.

    Why not detach these stat bonuses from characters and create a "Playstyle Emblem" that confers those bonuses to your chosen Survivor?

    You can choose the "Healer" emblem to get a bonus to healing, the "Mechanic" emblem for a bonus to skill-checks, etc.etc.

  • Afraid locking perks make all four survivors the same one?

    Easy, just make a character number limitation (1, obviously) and problem solved.

  • This would just make players only play certain Survivors, which is boring as all hell. So no.

  • @MrCalac123 said:

    This would just make players only play certain Survivors, which is boring as all hell. So no.

    How much diversity do you see among the survivors at the moment?

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622633#Comment_2622633

    How much diversity do you see among the survivors at the moment?

    Does it matter? Making Survivors have unique effects would ruin diversity even further. It's just a bad idea, accept it.

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