Survivor Passives

Exerlin
Exerlin Member Posts: 1,352
edited August 2019 in Feedback and Suggestions

It really bugs me that survivors are essentially skins. The only things that are unique to them are their perks, but even those can be taught to the other survivors.

I know that this has been suggested multiple times before, so I'm going to go in depth and describe why I chose the passives for each character and why I think they are balanced.

Here is the list:

Dwight: 5% increased coop action speed

Minor buff to gen repair speeds with another survivor. Worst case scenario, two survivors can repair a gen with Prove Thyself at a total speed of 210%.

Meg: 10% increased window vault speed

Fast vaults take 0.5 seconds to complete, medium vaults take 0.9 seconds to complete (according to the wiki). As seen with resilience, this is not a very strong effect, but it might save you from a hit every 20 games or so. Stacking it with resilience might make it more useful, but the distance gained would be around a fifth of a dead hard for a fast vault. This passive would be much better when medium vaulting.

Claudette: 10% increased healing speed

Shaves off a little over a second from normal heals and about three from self-caring. Saves a little bit of time (if you're healing at all).

Jake: 20% increased sabotage speed

Sabotage is not useful in most cases, but it can be. This makes it less of a time sink without making it so fast that it's not worth *not* sabotaging every hook you see. This shaves the sabotage time down to 12 seconds, 24 if using saboteur.

Nea: 10% increased walking speed

This just helps the survivor play stealthy or leave an area without leaving scratch marks. This brings the survivor's walking speed to ~62%. from 56.5%.

Laurie: Guarenteed to spawn as obsession (if other Lauries are present, one is selected randomly)

A unique passive that might make the killer think you're running an obsession perk, even if you aren't. May cause the killer to slug you after you get off the hook, but that's about it.

Ace: 5 additional luck

Luck only affects trap and hook escape attempts. This increases the base unhook success chance to 9%, about doubling the chance if you aren't running up the ante or anything.

Bill: 15% increased recovery speed

This makes you recover about 4 seconds faster. Pair with unbreakable to full recover in 20 seconds. This is easily countered by not slugging, and isn't very useful without running perks that help you when slugged.

Feng: Increased FOV

Another unique passive. While this doesn't really help people survive, it would be fun to play with.

David King: 5% increased action speed while injured

David's whole shtick is being well off while injured. This is about half the effect of resilience, and like resilience, requires you be injured. Worst case, everyone's running resilience as david and is injured. 56% total increased action speed is a lot, but considering everyone's one shot from being downed, it's not that big of a deal. Plus, a team can already achieve a total of 36% increased action speed if they all ran resilience as of today, but you don't see that because it's not as good as it sounds.

Quentin: 15% increased gate opening speed

I know this is the exact same effect as Wake Up. That perk is not good, but it would be a decent passive. I've had a few games where this effect could have saved me, but only in one game every 50. This reduces the time it takes an exit gate from 20 seconds to 17. 14 if combined with Wake Up.

David Tapp: 15% increased crawl speed

Crawling faster is fun (for me at least) and can be useful when paired with tenacity or other perks that help you while slugged. This brings your crawl speed to ~20%, ~28.8 with tenacity (slightly faster than crouching!).

Kate: 25% increased struggling effect

Basically T1 boil over. Pair this with boil over and you could really mess with some killers. This effect shouldn't be too powerful considering that boil over isn't much of a hindrance to begin with.

Adam: 5% bonus progression for successful healing skill checks

Similar to Claudette's passive, but it could be better or worse depending on RNG. Each skill check shaves off 0.8 seconds from normal heals or 1.6 seconds when self caring.

Jeff: Sees the aura of healing survivors within a 32m radius

Unique situational aura reading passive, kinda like nurse's calling but for survivors. May not proc every game, but could give you a little more awareness of where people are without running bond.

Jane: 5% increased action speed for each injured survivor within an 8m radius

Does not count herself when she is injured. Realistically, you'd only ever have 2 other injured survivors around you at once. 3 man gens and healing parties go fast enough to not be effected substantially by the 10% increased speed, but it would help a little, as passives should.

Ash: Starts with 10% of the recovery meter filled when downed

Similar to Bill's passive, but while his is more beneficial when trying to pick yourself up, this is more useful if the killer intends to pick you up and you're running Flip Flop. It also helps a little bit when recovering or being rescued from the floor.


And that's everything! I put a lot of thought and effort into this and would really appreciate some feedback!

Post edited by Exerlin on

Comments

  • Atrushan88
    Atrushan88 Member Posts: 2,092
    edited August 2019

    I like a few of your ideas, I do think that having a Jane with 3 injured David's at 99/100% healed might be a bit powerful, but overall not overly OP. The problem with this is I don't think survivors need buffs at base without any kind of nerfs.

    I would much prefer if survivors got one of their personal perks each as a passive(while removing that as a universal perk), that tiered up as you prestige them. This would give more incentive to prestige. You wouldn't see people with Decisive Strike + <insert exhaustion perk here> + other top meta perks anymore, and some of the older less useful perks would become more useful as a result, shifting the meta. I don't think it'd make them overpowered to have one powerful perk as a passive because overall they're losing perks from the pool of universal perks to make up for it, and what would be left would be mediocre perks, that have some decent effects that are overlooked because other perks blow them out of the water.

  • Exerlin
    Exerlin Member Posts: 1,352

    I thought about doing something like making some perks or tiers of perks exclusive to that specific survivor, but that would mean we take options away. I think that change you're suggesting would take away too much and would cause a lot of people to quit.

    On the balance bit, I don't think these changes would really tip the scales at all. The numbers aren't big enough to drastically change the outcome of matches. Also, the main problem that causes survivors to be too strong right now are the maps, and they're reworking those!

  • Atrushan88
    Atrushan88 Member Posts: 2,092
    edited August 2019

    @Exerlin Your idea would create a meta. Some picks are more powerful than others(as for example the Jane + 3 Davids one, where all 3 David's have 10% action speed increase while Jane has 5. That's 35% action speed increase to all actions). My idea, while on the outside takes away options, in the grand scheme of things gives you more options. Some perks that would be trash tier otherwise become decent perks because there are less really strong ones. Dead Hard, Balanced Landing, Sprint Burst, and Lithe are all good abilities, and being tied to a survivor would not make everyone flock to one over the other because they'd all have something equally powerful in most situations. Claudette could have Botany Knowledge at base, making her heal more(and designating her role as a healer). Just things like that. I don't think it'd drive anyone away if they could run Lithe + Dance With Me + Quick and Quiet + Alert + Urban Evasion, or other such normally impossible builds. It'd give you an extra perk slot. Yes, it'd take things away from the overall pool of survivors, but the perks that see less use because they're not impactful enough would be more impactful due to the power vacuum.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    There was a suggestion like this before, and it will actually make meta build or meta survivors.

    I had a suggestion before as:

    1. Giving survivor ability to add the 5th perk (only one of their 3 unique perks in 5th slot) and lose ability to bring in or pick up items.
    2. Giving each survivor their unique perks at tier4 by default, so their unique perks will be always more powerful than other survivors.

    But in the end it will make Clau a meta since she will have free slot for Self care (1), or more powerful Self care (2).

  • Exerlin
    Exerlin Member Posts: 1,352
    edited August 2019

    (just to clarify real quick: David's passive is 5% increased action speed for himself when injured, Jane's is 5% increased action speed for each injured survivor next to her)

    I know that it'll make some people choose a survivor because of their passives, but that would happen with any passive system. Some players will min/max everything they can and try to play the game as optimally as possible. Others will play who they want, learn how to use their passive as optimally as they can, and probably even make perk builds around that survivor's passive. Trying to avoid any sort of meta when implementing survivor passives just isn't possible, and making a weak meta is a better goal. I don't think the passives are weighty enough to demand every player play David or Nea or whoever would become meta.

    I'm growing to like your idea too! Giving survivors 5 total perk slots, 1 for a strong perk and 4 for weaker ones, sounds fun. However, I'm worried that this would make a strong meta and entice players to choose a certain handful of survivors over the others. For example, hardly anyone would play Jeff since none of his perks are that good. Compare him to someone like David who would most likely have Dead Hard as his perk. This is a big enough difference in power to drive people away from Jeff because he's simply a bad survivor. An easy fix for this, however, would be buffing the weaker survivors' main perks into something comparable. Maybe make distortion regenerate tokens over time, remove autodidact's penalty, increase the effectiveness of boil over, ect... This would still create a stronger meta than my idea, but it sounds like it might be more fun, which I'm all for.

    The 2nd idea wouldn't be great since it would force you to use a perk slot for it to have any effect. The 1st idea is better, but it would cause some huge balancing issues and a strong meta since it would be the equivalent of adding a 5th perk slot. Chances are that you'd be seeing a lot more Lauries if that change came into effect.

  • PolarBear
    PolarBear Member Posts: 1,947

    No thanks. I'd rather see a variation of survivors in my games rather than seeing 4 Megs/Claudettes etc every game.

  • se05239
    se05239 Member Posts: 3,919

    The problem is that survivor passives would turn an already stale meta even staler.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Or...bigger characters, quieter they are. Like Jeff being huge & easier to be seen, but hes more quiet while injured. In the opposite Feng is small, will be the loudest.

  • Rydog
    Rydog Member Posts: 3,275

    All something like this would do is create a meta where you only ever see the same 3 survivors. If you gave someone faster walking speed or increased FOV, that would be the meta. And it would probably have unforeseen knock-on effects for perks, too.

  • Atrushan88
    Atrushan88 Member Posts: 2,092

    @Exerlin the reason I stated 3 David's and 1 Jane would be the 3 David's would have 10% action speed each while the Jane would have 5%(if her passive works on herself). They could easily 99% their heal as well to heal at the opportune moment(being chased).

    As for my idea, yeah, I did include buffing weak survivor perks to be strong enough to compete with already strong ones. Jeff originally I was thinking of having that perk where he breaks hooks he's on. it's still a pretty damn good passive, and I feel the only reason people don't use it more is because there are stronger ones. Having it stuck on a survivor though would make it enticing enough to use because they still have 4 perk slots for other things. I could be wrong though, and he could use Distortion or a buffed Distortion. Claudette for example, I planned on buffing Botany Knowledge to compete with the others. I could give you an entire list if you'd like of changes/survivor passives that I had in mind. Autodidact in general needs a buff though(and I really think 10% increase skillcheck trigger odds while healing is the way to go), I was planning on giving Adam Deliverance because it's really decent and used often enough. The only thing about Deliverance and Decisive Strike is the killer would already know you had it because you were a Laurie/Adam. But at the same time, the killer still couldn't do anything about you having it. For example, a killer can't just sit there and watch Adam until he goes into struggle or he's losing pressure. At the same time a Laurie still has a 1 minute timer after being unhooked before she can be picked up, so I'm not sure it'd matter too much regardless of them having perks that had some sort of counterplay. Jake for example I was going to either give him Calm Spirit or Saboteur, but buffed to 100% speed without a toolbox.

  • Exerlin
    Exerlin Member Posts: 1,352

    David would get a 5% boost, not 10%. That would be way too much since it would literally be better than an entire perk, which I wasn't going for.

    I do really like your idea though. I'd be happy if that were in the game

  • Atrushan88
    Atrushan88 Member Posts: 2,092

    @Exerlin But Jane gives 5% to allies, plus his own passive, that would be 10%. And I agree, yeah, I'd love to get something like that. Most of the strong perks are used together, and that would remove the ability to chain them all together. It'd also open up a lot of weaker perks for use.