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The Survivor Base Items/Add-on Omnibus

UndeddJester
UndeddJester Member Posts: 4,973
edited May 2025 in Feedback and Suggestions

While there are add-ons and effects in specific builds that we may or may not want to look at, that's not what I want to discuss in this thread... one of the things that irks me about Survivor items is their base line effects for their rarity and the add-ons available to them in a lot of cases makes little sense.

Almost every single set of survivor items (with the exception of flashlights), is a mess in 1 way or another... and any discussions being embroiled in specific items or add-ons have this fundamental set of issues at base.

Rather go on a patented UndeddJester full breakdown and explantation, since this thread will be long, I'll try and keep the waffle to a minimum and just bullet point my changes then list the reasoning afterwards for each item.

TLDR Change List

Medkit:

  • Brown Medkit has +33% altruistic healing speed (12.04s). (Was 35% or 11.85s)
  • Yellow Medkit removed.
  • Green Medkit has 32 charges, 33% altruistic healing speed with 50% reduced self heal efficiency. (Was 24 charges, 40% or 11.42s altruistic healing speed, with 33% reduced self heal efficiency)
  • Purple Medkit increases Altruistic Healing Speed by 100% (8s). (Was 50% or 10.67s)

Toolbox:

  • Worn Toolbox (Brown) removed.
  • Mechanics Toolbox (Green) removed.
  • Commodius Toolbox sabotage speed reduced to 10% (was 50%)
  • Engineers Toolbox has 40% sabotage speed and 33% sabotage efficiency.

Map:

  • All map variants track Exit Gate Switches and Generators at base.
  • New Brown variant "Tattered Map" added. Tracks 1 item at the start of the trial.
  • Green Map tracks 3 items at the start of the trial.
  • Rainbow Map tracks 6 items at the start of the trial.
  • Retardant Jelly (Yellow, -20% burn rate) lowered to Brown Rarity.
  • Yellow Wire (Yellow, Gate tracking) removed as an add-on (now basekit).
  • Red Twine (Yellow, Killer Belongings) raised to Green rarity, now allows tracking Totems for totem builds.
  • Black Silk Cord (Green, Hatch tracking) changed to track killer Hooks to support Saboteur, Mettle of Man, Breakout, etc builds.
  • New Yellow add-on "Torn Clothing Strip", allows tracking of Pallets and Windows.
  • New Purple add-on "String of Human Hair", allows tracking of Totems and Hooks.

Keys:

  • All Keys have 15 charges in aura reading and can read the aura of hatch with 24m. (Left Behind needs it's own buff, I'd say can recover from dying state once all other survivors are dead/escaped )
  • Broken Key (Green) lowered in rarity to Yellow.
  • Dull Key opens hatch in 10s.
  • Skeleton Key opens hatch in 2.5s.
  • Unique Wedding Ring (Purple, Obsession passive aura) lowered in rarity to Green. Passive shortened to 32m. Active effect is Global.
  • Eroded Token (Yellow, 24m survivor aura) lowered in rarity to Brown.
  • New Yellow add-on "Cat's Eye", reveals the auras of crows within 32m.

Logic/Discussion points

Medkits:

https://deadbydaylight.wiki.gg/wiki/Med-Kits

  1. Main value comes from self healing, and rarity scaling is only for altruistic healing with barely noticeable differences (diffences on less than half a second).
  2. No variety in effects across rarity giving no potential build variety, and actually the brown Medkit is the best of them from a bloodpoint →effectiveness ratio, making the higher tier items existence completely redundant.

Toolboxes:

https://deadbydaylight.wiki.gg/wiki/Toolboxes

  1. The Commodius Toolbox (green) is the best toolbox in all repair scenarios/builds, and the second best sabotage toolbox (arguably better for sabotaging due to versatility to dump into a gen later).
  2. Mechanics Toolbox (green) and Engineers Toolbox (purple) are highly comparable and don't offer enough value across rarity.
  3. Brown Toolbox comes with an active negative effect with 4 charge difference to the Yellow Toolbox. Brown toolbox is pointless and further contributing to general bloating of toolboxes in the web.
  4. 6 different variations of Toolbox, and 3 of them are mostly useless compared to their counterparts.

Maps:

https://deadbydaylight.wiki.gg/wiki/Maps

  1. Most useful/beneficial for newer players, yet are green and iri variations only, making supply a problem for the players that would actually benefit from them.
  2. Fundamental difference in base line effects between Green and Iri map, made worse by a good number of add-ons only providing functionality to the green map that is already provided at base on the iri map.
  3. Killer Belongings and Iri maps in general covers too many items, making it flood auras into your screen and making it harder to use maps with a quick flash for specific builds. Obviously tracking killer traps should be treated the same was as flashlight burn and removed.
  4. Hatch tracking makes little sense on map add-ons given how you need to pass nearby to find it AND need to find it open to use it.
  5. Overabundance of yellow add-ons and few of other rarities, also strange distribution of rarity for respective value.

Keys:

https://deadbydaylight.wiki.gg/wiki/Keys

  1. Auras are most useful for newer players, yet are Green, Purple and Iri variations only, making supply a problem for the players that would actually benefit from them.
  2. Massive difference in base line aura read effects between rarities, thus Skeleton Key (Iri) is the only version that is reasonably viable.
  3. Opening hatch itself is a weak baseline effect that doesn't justify the Dull Keys existence.
  4. Hatch is silent once closed making it very hard to find with just a key, even if you do somehow find one...
  5. Aura read is a 100% add-on dependant baseline effect, thus the Broken Key especially and keys in general have little to no value on their own.
  6. Competing with Maps for useful auras, limited in application to Survivors and the Killer, and requires new effects to be useful.

Conclusion

To my mind, with these changes Survivor items make much more sense, getting rid of a lot of guff and redunancy and having a few more unique and interesting/fun effects to pick from.

This as well makes maps and keys much more accessible/useful to newer players, who would benefit from them most.

I haven't touched the iri add-ons, because they are their own debate, but I feel like this base level cleanup would create a good foundation for items on Survivor.

Post edited by UndeddJester on

Comments

  • UndeddJester
    UndeddJester Member Posts: 4,973

    I realise this is a necro... but with the announcement keys and maps updates are coming I'm dredging this up (I posted it just before the colours change... I totally forgot that was happening 😳)

    Great to see a WoO add-on coming to maps! I've wanted this for so long as a more skilful version of WoO.

    Hopefully we get a cheap map to go with it so it's relatively accessible for new players/when levelling up newly released survivors.

  • SoGo
    SoGo Member Posts: 4,513

    I'd be relatively fine with the Toolbox and Medkit changes you suggested.

    The Key changes seem fine.

    The Maps changes seem like an overall nerf tho. Making them only track Gens and Exit Gates makes it so the Rainbow Map is made weaker, while the Green Map is pretty much the same. The maps already depend quite a bit on the Stamp add-ons, since the base range is very small, so making yet another part of them (Totems and Hooks, they shouldn't track killer stuff under any circumstances) an add-on dependant feature feels bad. The inclusion of a Brown Map is good though.

  • UndeddJester
    UndeddJester Member Posts: 4,973
    edited May 2025

    Cheers for the review!

    I must admit I was a little stuck for a basic effect on Maps... I settled for 6 auras on the Iri, since that is most gens and/or the gates right at the start... butvyeah, it is a little lacking.

    Their main value is of course totems and can really save your butt vs. A hex build... the issue I tend to have with Iri maps is I get so many auras it kinda dilutes whatever purpose it is I'm bringing the map for.

    An extra 4m base might be good for the Iri map to justify it's value, but I hesitated adding that... though on reflection that might be a decent buff since totems aren't base for Iri anymore 🤔