When are we getting a survivor items & add-ons overhaul ?

We've been getting killer powers and add-ons reworks so I'm wondering when are we getting the survivor equivalent because I haven't seen it being mentionned anywhere?

Keys: Should have been reworked with the hatch nerf, either rework or just retire them, along with their add-ons.

Keys' ability to open hatch: The Skeleton & Dull key are Iridescent and purple items that are basically only useful if your team loses and the killer finds hatch before you and you find it afterwards. We can also note escaping through hatch doesn't contribute to MMR, therefore it's not considered a win so the item's only purpose is to get extra bp. Also the Broken key doesn't open hatch, this item is literally useless when found in game.

Keys' ability to read auras: An ability that is only unlockable with add-ons, therefore you don't get any aura reading value from finding a key in game unless you bring ace in a hole, which is very silly to me. With the killer's reworks we've seen BHVR understands a killer's power shouldn't depend on add-ons to be viable, well it should be the same for survivor items. We could imagine keys to be reworked around the aura-reading abilities: Keys would each have a reading aura ability by default: green key = obsession aura; purple key = all survivors auras and iri key = killer aura while the Add-ons would focus on range and duration of the key's reading abilities.

However, let's be honest, why would anyone bring an item to see the obsession's aura for 15 seconds when bond, empathy, empathetic connection, kindred and other perks that do the same job much better and allow you to bring a good item exist? The only aura reading ability a key would provide that would be good for survivors is the killer's aura. Then again, we all remember old OoO and how people felt about it.

In short, keys to read survivors' auras would be useless and keys to read the killer's aura too strong, therefore we should just retire the broken and dull keys and leave the skeleton key with the sole ability to open hatch. In this scenario retire all the aura related add-ons while keeping the weaved ring and milky glass ones.

Maps: They could use some love too, since the hatch rework the glass bead add-on is useless and the odd stamp probably shouldn't be green rarity anymore.

Medkits: Do people use the skill checks related add-ons? I don't remember seeing people use them, if they're popular ignore this but if i'm right about them not being used and taking uncessary spots in bloodwebs and inventories they should be retired or reworked (Maybe something related to franklin's or hemorrhage's effects? or not idk really i just want them gone).

Also what about offerings?

Luck: Having 6 offerings dedicated to the chances of unhooking yourself is quite ridiculous honestly, either rework the luck system to make it matter or retire the offerings related to it

Shroud offerings: It's actually better for survivors to spawn sperately so they can work on 3 different gens from the beginning (assuming the 4th survivor is being chased and not on a 4th gen), therefore all the shrouds dedicated to making survivors spawn together would actually be much more useful for killers than they are survivors, and shrouds making survivors spawn separately would be more useful for survivors than killers. I don't think we should switch the offerings or make all of them available for both sides as it honestly would probably be very strong, instead i propose we retire all the shrouds (maybe spare the "make me spawn as far away from the killer" one?), and leave spawning positions up to RNG.

TLDR; The grind is painful enough as it is and a third of the bloodweb being useless isn't helping. retire the broken key please.

Comments

  • I actually really like the obsession key addon. You know what half your team is doing at all times with it, it doesn't require a charge. I pair it with blood amber and get pretty good value.

    The real issue is that medkita and BNPs outshine every other item by such a wide margin. Dunno what to do about that.

  • @Annso_x said:

    We've been getting killer powers and add-ons reworks so I'm wondering when are we getting the survivor equivalent because I haven't seen it being mentionned anywhere?

    Keys: Should have been reworked with the hatch nerf, either rework or just retire them, along with their add-ons.

    Keys' ability to open hatch: The Skeleton & Dull key are Iridescent and purple items that are basically only useful if your team loses and the killer finds hatch before you and you find it afterwards. We can also note escaping through hatch doesn't contribute to MMR, therefore it's not considered a win so the item's only purpose is to get extra bp. Also the Broken key doesn't open hatch, this item is literally useless when found in game.

    Keys' ability to read auras: An ability that is only unlockable with add-ons, therefore you don't get any aura reading value from finding a key in game unless you bring ace in a hole, which is very silly to me. With the killer's reworks we've seen BHVR understands a killer's power shouldn't depend on add-ons to be viable, well it should be the same for survivor items. We could imagine keys to be reworked around the aura-reading abilities: Keys would each have a reading aura ability by default: green key = obsession aura; purple key = all survivors auras and iri key = killer aura while the Add-ons would focus on range and duration of the key's reading abilities.

    However, let's be honest, why would anyone bring an item to see the obsession's aura for 15 seconds when bond, empathy, empathetic connection, kindred and other perks that do the same job much better and allow you to bring a good item exist? The only aura reading ability a key would provide that would be good for survivors is the killer's aura. Then again, we all remember old OoO and how people felt about it.

    In short, keys to read survivors' auras would be useless and keys to read the killer's aura too strong, therefore we should just retire the broken and dull keys and leave the skeleton key with the sole ability to open hatch. In this scenario retire all the aura related add-ons while keeping the weaved ring and milky glass ones.

    Maps: They could use some love too, since the hatch rework the glass bead add-on is useless and the odd stamp probably shouldn't be green rarity anymore.

    Medkits: Do people use the skill checks related add-ons? I don't remember seeing people use them, if they're popular ignore this but if i'm right about them not being used and taking uncessary spots in bloodwebs and inventories they should be retired or reworked (Maybe something related to franklin's or hemorrhage's effects? or not idk really i just want them gone).

    Also what about offerings?

    Luck: Having 6 offerings dedicated to the chances of unhooking yourself is quite ridiculous honestly, either rework the luck system to make it matter or retire the offerings related to it

    Shroud offerings: It's actually better for survivors to spawn sperately so they can work on 3 different gens from the beginning (assuming the 4th survivor is being chased and not on a 4th gen), therefore all the shrouds dedicated to making survivors spawn together would actually be much more useful for killers than they are survivors, and shrouds making survivors spawn separately would be more useful for survivors than killers. I don't think we should switch the offerings or make all of them available for both sides as it honestly would probably be very strong, instead i propose we retire all the shrouds (maybe spare the "make me spawn as far away from the killer" one?), and leave spawning positions up to RNG.

    TLDR; The grind is painful enough as it is and a third of the bloodweb being useless isn't helping. retire the broken key please.

    Meh honestly green key has always been a bad key and bring a key back before hatch rework meant you were the target. I feel like the luck one is better then you know. When I run a chest build in hopes of getting a good item cause I going threw the blood web and getting out with an item found is awesome feeling. Add-ons might have to be reworked as a survivor and I think that I should be able to buy add-ons and items out of a store for BP (more than going threw BW) and the same for killers they can buy add-ons.

  • I made a post a while back about breakable walls that could go in tandem with a nice rework to keys and toolboxes, the gist being you can use toolboxes to build breakable walls, and not all breakable walls spawn built and that keys could consume a large number of charges to vault through a breakable wall.

    As for maps I'd really like to see functionality on them inverted, you channel the map to add anything near you to them and things that are being tracked by your map are visible at all times. Maps track totems, hooks, gens, vaults, pallets, and breakable walls by default. Addons and higher rarity rainbow map can be used to add some items as pre traacked at the start of the match. For example the rainbow map can start with 1 totem tracked and there can also be an addon that adds an additional totem pre tracked at start.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/318005/when-are-we-getting-a-survivor-items-add-ons-overhaul

    Meh honestly green key has always been a bad key and bring a key back before hatch rework meant you were the target. I feel like the luck one is better then you know. When I run a chest build in hopes of getting a good item cause I going threw the blood web and getting out with an item found is awesome feeling. Add-ons might have to be reworked as a survivor and I think that I should be able to buy add-ons and items out of a store for BP (more than going threw BW) and the same for killers they can buy add-ons.

    Luck only applies to unhooks, not chest loot rarities.

  • @steezo_de said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889693#Comment_2889693

    Luck only applies to unhooks, not chest loot rarities.

    Whelp then yup that is useless. I was told by a player who has played longer then me it did but it could just be something they heard from someone who heard it from someone lol. I should affect the luck you get out of chests.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889718#Comment_2889718

    Whelp then yup that is useless. I was told by a player who has played longer then me it did but it could just be something they heard from someone who heard it from someone lol. I should affect the luck you get out of chests.

    People have believed it since 2016 and it wouldn't surprise me if long-time players still thought it too. And yeah, maybe it should increase rarities in chest loot but do I really want a pink map over a green flashlight? Eh.

  • @SkeletalElite said:

    I made a post a while back about breakable walls that could go in tandem with a nice rework to keys and toolboxes, the gist being you can use toolboxes to build breakable walls, and not all breakable walls spawn built and that keys could consume a large number of charges to vault through a breakable wall.

    As for maps I'd really like to see functionality on them inverted, you channel the map to add anything near you to them and things that are being tracked by your map are visible at all times. Maps track totems, hooks, gens, vaults, pallets, and breakable walls by default. Addons and higher rarity rainbow map can be used to add some items as pre traacked at the start of the match. For example the rainbow map can start with 1 totem tracked and there can also be an addon that adds an additional totem pre tracked at start.

    I'm not so sure about the breakable walls thingy but maps could definitely use a buff like this, currently no one uses them because other tracking perks do the job better (even more with clairvoyance added), so making the tracked items permanently visible would benefit them a bunch without being op i believe

  • @YOURFRIEND said:

    I actually really like the obsession key addon. You know what half your team is doing at all times with it, it doesn't require a charge. I pair it with blood amber and get pretty good value.

    The real issue is that medkita and BNPs outshine every other item by such a wide margin. Dunno what to do about that.

    Yes the effect itself isn't bad, but there's perks that do the same thing while allowing you to bring a much better item. I think the problem lies with the fact that BHVR wanted item diversity but then made perks with the same effects as the items. Technician and saboteur are the only perks related to toolboxes i can think of and they each have only one of the same effects as them, they don't replace them but can make them work better; same thing with flashbangs & flashlights, the perk doesn't replace them. There's a bunch of healing perks and they can replace a medkit but they also work in synergy with them, and bringing a good medkit can replace a perk slot. There's also a bunch of aura reading perks but unfortunately for keys & maps they have the exact same effects (or better ones) and are more usable due to them not expiring after 20 seconds of use.

    Toolboxes and flashlights can't be replaced by perks; Medkits can replace perks or work better with them; Maps and Keys can be replaced by perks and aren't worth bringing over a medkit, flashlight or toolbox.

    I don't think BHVR would retire half of their items but at least they could rework them...

  • They really should be looking at other ways to mix up the ways that survivor items are treated and what they have.


    They should also have 'Heavy Traps' which are bear traps specific to the killer - and perhaps melee weapons that can stun the killer or tank a hit if used correctly, but are very difficult to time right.

  • @Valik said:

    They really should be looking at other ways to mix up the ways that survivor items are treated and what they have.

    They should also have 'Heavy Traps' which are bear traps specific to the killer - and perhaps melee weapons that can stun the killer or tank a hit if used correctly, but are very difficult to time right.

    Keys and maps should be reworked (maybe medkits too now that CoH and new hemorrhage exist) but I don't think we need new items, even less ones that are pvp based. On the contrary I think the problem with items being redundant or worse than perks is bc BVHR wanted item diversity, I can't see weapons for survivors ever being put in the game (and if it was killer mains would riot and it would be scraped or nerfed to the ground). With so many players complaining about "bully swf with flashlights", allowing them to have melee weapons would not go well within the community, and would have too much of an impact on the game's balance.

  • @Annso_x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892684#Comment_2892684

    Keys and maps should be reworked (maybe medkits too now that CoH and new hemorrhage exist) but I don't think we need new items, even less ones that are pvp based. On the contrary I think the problem with items being redundant or worse than perks is bc BVHR wanted item diversity, I can't see weapons for survivors ever being put in the game (and if it was killer mains would riot and it would be scraped or nerfed to the ground). With so many players complaining about "bully swf with flashlights", allowing them to have melee weapons would not go well within the community, and would have too much of an impact on the game's balance.

    I firmly disagree.

    Firstly, any idea can be balanced if you model it around player behavior and encourage counterplay. Risk and reward. Not saying that it WILL be implemented, but variety is the spice of life.


    Maps should show an actual minimap. Rainbow map should be done away with and there should be a red 'Rainbow' addon to the map that allows it to track everything.

    Skeleton key should be removed and become a red attachment for the dull key. Allows for the hatch to spawn in the trial when there is 1 generator remaining. Only the key holder can see the hatch.

    Toolkits should have lower repair speed buffs, more charges, and a conversion rate into 'Total Repair' - an idea put forward by Otz to give a generator repair progress that cannot be regressed. Brand New Part adds 0.5 to the repair conversion, potentially giving the toolbox 100% repair efficiency, making the progress made with it impossible to regress.

    Medkits should take a few seconds longer to heal one's self and offer greatly increased healing for allies.

    Flashlights need not but increased range.


    Allowing survivors to use items to toy with the killer while exposing them to increased danger and forcing them to spend more time AWAY from generators to find their value - this is GOOD.


    If a survivor runs to shack and spends 5 seconds finding just the RIGHT spot to place a heavy trap before going back to the gen. It's already good for the killer that the survivor is wasting their time doing something - ANYTHING other than repair. The trap can be found and destroyed, but if it works for the survivors, they may find a return on their time investment.

    If a survivor runs up to the killer and begins the awkward animation to attack them - the killer can easily avoid it and answer the attempt with a condemning rebuttal from their main weapon. If a survivor tries to bait a parry, the killer can hold off for a split second and attack after to place them on the ground. Sure, survivors may coordinate to use their weapons, breaking that baseball bat against the killer for a cheeky stun when they least expect it. But the survivor searched a chest for the item - came away from a generator and had to time the swing perfectly to stun the killer when they least expect it. At that point, the killer can't be too upset. Sure, the stun sucks. But a 3 second stun to get another survivor in the chase, wasting precious time to back up their ally - wasting an item. It's a lot more fun and interesting to play with and against than a boring flashlight or medkit.


    You never know, maybe Hoarder might become a good pick on killer if survivors ever had a reason in the universe to search them.


    Besides.

    Franklin's Demise exists.