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Possible Survivor Passives

CrtKazz
CrtKazz Member Posts: 214
edited June 2018 in General Discussions
I always thought it was bizarre that with the killers they had these powers and passives that made them unique but the survivors only had cosmetic differences minus personal perks to bring to the table. The devs said they had considered giving survivors passive abilities and I think that would be an amazing idea. It would freshen up the game with perk builds, team strategies for who to bring in, and killer strats on how to counter them as they are setting up at the camp fire.
These passives should just give the slightest bonus towards the survivors’ personal perks playstyle (some survivors are iffy but hear me out) and then players can build from there when they have multiple perks unlocked across the board. Here are some survivor passive examples and please give feedback and if you think they would be balanced.

Dwight: automatic 1% leadership bonus aura
Claudette: 5% increased healing speed
Jake: grunts of pain are automatically 25% quieter  
Meg: footsteps are visable 1 second less than others
Nea: grants items she brings in/finds extra charge so they last longer
Ace: grants automatic 1% luck to every survivor
David: leaves behind less frequency of a blood trail to follow when injured (maybe this should be a perk in general)
Laurie: the killers’ aura reading ability on her alone is diminished 5%
Feng: has a 5% chance of not causing a generator explosion
Tapp: can crawl slightly faster in the dying state
Bill: generator repair speed increases the more survivors that are killed/dc
Quentin: opens exit gates 5% faster
Kate: SO Excited for her release (maybe give her a slight chance of not making a noise while vaulting since that’s her style) 

Phew that’s a lot. But yeah thought a lot about this and would love love love to hear what you peeps think

Comments

  • deadwolfwalking
    deadwolfwalking Member Posts: 624

    and killers get tier 1 Empathy.... :D

  • CrtKazz
    CrtKazz Member Posts: 214
    Well some killers already have passives but maybe some should get some tlc. Wraith’s new passive to see blood trails without his perk was a great choice. Michael already has a very small terror radius. Maybe give the trapper skill checks to survivors on trap disarmings? 
  • Nutty
    Nutty Member Posts: 13

    ye would be great to see passives, but its kind of hard to chose what to add as most of the ideas u listed are already in perk form, but if you made it so if you run the personal perks on the charactor they belong they get a buff i.e. claudette with selfcare gets a higher efficency with healing items, with dwight and leader he gives an extra percentage in repair speed, just a small increase in the effectiveness of the perk, nothing huge like adding an extra second to megs sprint burst, but instead reducing the exhaustion by 5 seconds but just guessing that the devs wont do this anytime soon.

  • Runiver
    Runiver Member Posts: 2,095

    Devs stated several times in their stream that they do not give passives to survivors for a reason : they want people to be able to play the character they like the skin of.

    Tho I suppose passives could do if it would fit playstyles rather than being pure buffs.
    That would ask for quite a bit of work to get them all balanced tho.

  • Visionmaker
    Visionmaker Member Posts: 2,051
    Runiver said:

    Devs stated several times in their stream that they do not give passives to survivors for a reason : they want people to be able to play the character they like the skin of.

    Tho I suppose passives could do if it would fit playstyles rather than being pure buffs.
    That would ask for quite a bit of work to get them all balanced tho.

    Being small enough so they are inconsequential is enough for balance.
  • Jack11803
    Jack11803 Member Posts: 3,918

    Claudette has a really good passive, she’d get used even more.

  • Runiver
    Runiver Member Posts: 2,095

    Making them small would make people to ask for more, tho.

  • GolgiNea
    GolgiNea Member Posts: 157

    Passive: All survivors go into ant mode and killer must run around in hopes of stomping on them. #DeadbyAntSimulator

  • Visionmaker
    Visionmaker Member Posts: 2,051

    @Runiver Same with increasing BP and they still did it. :)

  • Runiver
    Runiver Member Posts: 2,095

    @Visionmaker They have no choice. This game used to have only 1 killer, then 3.
    Now it has 12 lol.
    Grinding is fun, to an extent, they just follow some marketing studies and adjust the average amounts toward optimized proportion in order to keep the addiction in, while not making it too boring. (Even tho it will be boring to some players)

  • Visionmaker
    Visionmaker Member Posts: 2,051

    They have no choice.

    @Runiver You know that's a lie.

  • Runiver
    Runiver Member Posts: 2,095

    @Visionmaker
    Not really a lie.
    They follow a marketing curve, which is the common way of most game company now.

    If they did let the old farm with the current number of killers, the game would be empty by now and only a very few fanatics would be around.

    That being said, passives could happen, they did think about it several times.
    Tho they clearly stated they wanted people to play their favorite characters by the look and not the stats

  • Visionmaker
    Visionmaker Member Posts: 2,051
    edited June 2018

    @Runiver I meant increasing the BP offerings.

  • Master
    Master Member Posts: 10,200

    @CrtKazz said:
    I always thought it was bizarre that with the killers they had these powers and passives that made them unique but the survivors only had cosmetic differences minus personal perks to bring to the table. The devs said they had considered giving survivors passive abilities and I think that would be an amazing idea. It would freshen up the game with perk builds, team strategies for who to bring in, and killer strats on how to counter them as they are setting up at the camp fire.
    These passives should just give the slightest bonus towards the survivors’ personal perks playstyle (some survivors are iffy but hear me out) and then players can build from there when they have multiple perks unlocked across the board. Here are some survivor passive examples and please give feedback and if you think they would be balanced.

    Dwight: automatic 1% leadership bonus aura
    Claudette: 5% increased healing speed
    Jake: grunts of pain are automatically 25% quieter  
    Meg: footsteps are visable 1 second less than others
    Nea: grants items she brings in/finds extra charge so they last longer
    Ace: grants automatic 1% luck to every survivor
    David: leaves behind less frequency of a blood trail to follow when injured (maybe this should be a perk in general)
    Laurie: the killers’ aura reading ability on her alone is diminished 5%
    Feng: has a 5% chance of not causing a generator explosion
    Tapp: can crawl slightly faster in the dying state
    Bill: generator repair speed increases the more survivors that are killed/dc
    Quentin: opens exit gates 5% faster
    Kate: SO Excited for her release (maybe give her a slight chance of not making a noise while vaulting since that’s her style) 

    Phew that’s a lot. But yeah thought a lot about this and would love love love to hear what you peeps think

    Agreed, there needs to be something to make the survivors unique, sadly teachables ruined it for the perks
    But this would require heavy rebalancing, so the devs wont bother

  • RuneStarr
    RuneStarr Member Posts: 850

    I'd love to see something like this, maybe people would be more inclined to switch up who they play more often.

    I'd still be all about my Dwightypoo, but I'd actually put some time into Jake based on this tbh.
    Just something to make the different survivors more than just a skin would be awesome.

  • CallMeRusty420
    CallMeRusty420 Member Posts: 615
    edited June 2018

    I would be all for these changes if the game was balanced. Sorry but I oppose any surv buffs until us Killers get some actual love.

  • CrtKazz
    CrtKazz Member Posts: 214
    RuneStarr said:

    I'd love to see something like this, maybe people would be more inclined to switch up who they play more often.

    I'd still be all about my Dwightypoo, but I'd actually put some time into Jake based on this tbh.
    Just something to make the different survivors more than just a skin would be awesome.

    Just the slightest nudge towards certain play styles or to create different combinations of perks based on the character. I’ve played every survivor except Jake because I got all his perks with shards. Just like how killers have their unique feels it would be cool to see it on the other side. 
  • CrtKazz
    CrtKazz Member Posts: 214
    edited June 2018

    I would be all for these changes if the game was balanced. Sorry but I oppose any surv buffs until us Killers get some actual love.

    That’s why I would only want the slightest number changes as passives. They are also meant to go side by side with their own perks (loyal to lore and all that shiz). For example instead of 3% leadership with Dwight you would give off 4% if you ran the perk. But otherwise it’s a flat 1% and the killer will know that Dwight will probably have others near him in the game. If you ever played Friday, Jason can prioritize his kills depending on the counselor. If he sees a Deb (slow) running by herself vs a Vanessa (fast) then he go from there. So killers in DBD can do the same thing since half of the game is all mind tricks behind survivors and killers anyway. 

    Balance will always be an issue and no one side will ever be happy. I play killer as well and think that what each brings to the table is very unique (except that leatherbilly...) but certain killers should definitely get some TLC for sure in general. If more passives would be given to killers to further specialize perk builds and playstyles I’m all for it. 
  • Shadoureon
    Shadoureon Member Posts: 493

    The problem with creating passives is that how little they may be people will main 1 specific survivor because that one is better. Its the same with high end raiders and pvpers in WoW who play characters based on their racials.

    I just wish all items, addons and offerings were neutral and not only for the character you were levelling.

  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    Like these ideas, right now once I have all the teachables there is no real reason to pick anyone apart from Claudette cos she so hard to bloody see - she is literally Predator. I think they should turn Claudette into a killer she'd be immense. So yeah the little passives would give me more reason to play other survs which in turn is good and MAYBE make me buy more skins..

  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    @CrtKazz said:
    CallMeRusty420 said:

    I would be all for these changes if the game was balanced. Sorry but I oppose any surv buffs until us Killers get some actual love.

    That’s why I would only want the slightest number changes as passives. They are also meant to go side by side with their own perks (loyal to lore and all that shiz). For example instead of 3% leadership with Dwight you would give off 4% if you ran the perk. But otherwise it’s a flat 1% and the killer will know that Dwight will probably have others near him in the game. If you ever played Friday, Jason can prioritize his kills depending on the counselor. If he sees a Deb (slow) running by herself vs a Vanessa (fast) then he go from there. So killers in DBD can do the same thing since half of the game is all mind tricks behind survivors and killers anyway. 

    Balance will always be an issue and no one side will ever be happy. I play killer as well and think that what each brings to the table is very unique (except that leatherbilly...) but certain killers should definitely get some TLC for sure in general. If more passives would be given to killers to further specialize perk builds and playstyles I’m all for it. 

    Yeah any increases or passives would have to be quite low numbers in terms of changes, without them being game breaking but enough to notice a tiny bit..."ooh is that generator going just a lil' bit faster?"

  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    @Shadoureon said:
    The problem with creating passives is that how little they may be people will main 1 specific survivor because that one is better. Its the same with high end raiders and pvpers in WoW who play characters based on their racials.

    I just wish all items, addons and offerings were neutral and not only for the character you were levelling.

    I think if you make the passives so different and they don't stack with anything and compliment play styles I don't think it'll be a case of maining 1 specific survivor - although I think Claudette stacking has been that way for some time now so...might be nice to see #teambill

  • ThePloopz
    ThePloopz Member Posts: 1,010
    If they ever do this I pray they give feng a passive that doesn’t involve the generator not blowing up thing because it’d be like she doesn’t even have a passive. Not trying to bash your idea or anything like that I like the idea of passives. 
  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    @ThePloopz said:
    If they ever do this I pray they give feng a passive that doesn’t involve the generator not blowing up thing because it’d be like she doesn’t even have a passive. Not trying to bash your idea or anything like that I like the idea of passives. 

    Yeah it'd be way too broken, I think if the passives are just like nominal versions of their own main perks - like feng would have a 5-10% chance to not cause gen to blow up (but for perks totally unstackable)

    Meg would run 5% base faster

    etc

  • ThePloopz
    ThePloopz Member Posts: 1,010
    edited June 2018

    @ThePloopz said:
    If they ever do this I pray they give feng a passive that doesn’t involve the generator not blowing up thing because it’d be like she doesn’t even have a passive. Not trying to bash your idea or anything like that I like the idea of passives. 

    Yeah it'd be way too broken, I think if the passives are just like nominal versions of their own main perks - like feng would have a 5-10% chance to not cause gen to blow up (but for perks totally unstackable)

    Meg would run 5% base faster

    etc

    See but then she might as well not have a passive at all. Like skill checks are so easy you can go entire gaming sessions without missing a skill check and even if you do miss one it’s not likely her passive will even take effect. While I like the idea of passives I don’t think they should do them because you’d see the same survivors over and over. Like why would someone choose feng over meg if meg can run 5% faster and feng has a passive you won’t get any use out of ya know what I mean?
  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    @ThePloopz said:
    TeambossFloze said:

    @ThePloopz said:

    If they ever do this I pray they give feng a passive that doesn’t involve the generator not blowing up thing because it’d be like she doesn’t even have a passive. Not trying to bash your idea or anything like that I like the idea of passives. 

    Yeah it'd be way too broken, I think if the passives are just like nominal versions of their own main perks - like feng would have a 5-10% chance to not cause gen to blow up (but for perks totally unstackable)

    Meg would run 5% base faster

    etc

    See but then her she might as well not have a passive at all. Like skill checks are so easy you can go entire gaming sessions without missing a skill check and even if you do miss one it’s not likely her passive will even take effect. While I like the idea of passives I don’t think they should do them because you’d see the same survivors over and over. Like why would someone choose feng over meg if meg can run 5% faster and feng has a passive you won’t get any use out of ya know what I mean?

    Totally get it - there would have to be a balance of enough of a passive to warrant you playing the character but not too much to cause serious balance issues. At the end of the day everyone plays claudette cos she is great at hiding in the shadows...its sad..but its true ^_^

  • ThePloopz
    ThePloopz Member Posts: 1,010
    edited June 2018
    @TeambossFloze P3 claudette pretty much completely blends in with brick walls all you can see is her hair lmao
  • TeambossFloze
    TeambossFloze Member Posts: 1,260

    @ThePloopz said:
    @TeambossFloze P3 claudette pretty much completely blends in with brick walls all you can see is her hair lmao

    exactly - the woman is a camouflage machine and that is 99% of the reason she is picked, I feel so cheap picking P3 Claudette so I put on her lovely rainbow headband type wrap thing