Suggested Surivvor Passives, making survivors unique
so survivors are pretty much all the same stat wise. this discussion is an idea on how we can change that. to make each survivor fill a role a bit better and make chosing which survivor you play a bit more than "oh i like how he/she looks". these are just something that popped into my head for each survivor. they probably arent super balanced but thats not really the point right now. the point is to get some people talking about it and see what opinions there are. dwights is the only long one so here it is
Dwight, gains the effect of the current Prove thyself as his passive, Prove thyself would then be changed to be a token based perk, where the player recevies tokens for completeing generators and unhooking survivors i feel like this better fits the perk name of "Prove thyself" as you have to DO something to get the benefit. i was thinking a 1/1.5/2% speed bonus per token up to 10/15/20% speed bonus for repair only so 10 tokens max. a generator gives you 3 tokens, an unhook gives you 2 tokens if it was considered safe. healing a survivor gives you 1 token.
-basically, dwight works best in teams
Meg, recovers from exhaustion passively 25% faster while running, while not running there is no change (aimed at the PTB change where exhaustion no longer recovers while running at all, if this change is reverted then the stats will be 10% passive increased recovery rate)
- she's a runner. only seems fitting to let her run more
Claudette, Heals 10% faster passively, gains an additional 10% speed and 10% efficiency when using any medkit. almost a built in botany knowledge. might decide to make it not apply to the "self heal" action but im not sure
- didnt really know what to do with her tbh.
Jake, Breaks dull totems 100% faster and hex totems 25% faster. gains 100% additional bloodpoints from breaking any killer belonging. breaking a hook will reveal the killer to you for 3 seconds.
- basically jake breaks ♥♥♥♥. done and done
Nea, years of evading the cops taught her the importance of staying low and not getting spotted. each time the killer passes within 5 meters of you and no chase is started. the killer's aura is revealed to all survivors within the killers terror radius until the killer is 10 meters or further from you, and for 1 second afterwards
- the idea was to make it so if you pull some got tier juke and dont get spotted. everyone else nearby has an easier time not being found as well
Laurie, people let you down more than they don't, but you dont care, your a survivor. if you are the last survivor remaining in the trial the aura of black locks is revealed to you within 32 meters. the black lock will be forced open regardless of generator progression in this case
- this plays on the fact that laurie backstabs people a lot.
Ace, your a lucky guy, some of it rubs off. but most of it doesnt. and thats fine with you. when preforming the "attempt escape" action on hook you luck is increased by 9%. apon a successful self unhook, the killer's aura is revealed to you for 5 seconds, gain a 150% run speed increase for 3 seconds, and recieve the "Endurance" buff for 6 seconds. this ignores exhasution and causes exhaustion for 40 seconds.
-theres nothing more infurating then running kobe build only to be inta♥♥♥♥ed by a camper. this might be a bit too strong but i dont know.
Feng, you know your way around mechanical bits and know how to stop them from breaking. the progression lost from a failed or ruin generator skill check is reduced by 50% and the killer is not notified of the generator explosion if he is standing outside of a 48 meter range. each great skill check succeded in a row gives 1% bonus generator progression. (so 5%, then 6% then 7% and so on. but it resets on a good or failed skill check. stake out should NOT work with this)
- helps to counter overcharge, huntresses, and ruin. also rewards you for hitting greats reliably
David, your friends mean everything to you. you dont even care if you die in the process so long as they live on. for each other survivor that escapes the trial. gain a stackable 33% bonus bloodpoints. survivors unhooked within 20 meters of an exit gate handle recieve the "Endurance" buff for 15 seconds. (borrowed time)
- david the point farmer, also helps with last minute saves right by the exit gate
Quentin, this isnt the first monster you've had to face. and sometimes you face the one you already killed. but that doesnt matter, what does matter is that you know what to expect. when starting a trial, the killer's aura is revealed to you until he is considered to be in a chase with any survivor.
- honestly i didnt know what to do for him so i just thought up something wierd but interesting
Detective Tapp, being a detective you pick up on things other people dont. and you know when your being watched. recieve a notifier whenever your aura is being revealed to the killer. (would probably show up like leader/thanataphobia)
- thought it made sense lore wise, and wouldnt be a bad asset to help counter bbq, nurses, and the new bitter murmur.
Kate, being a spotlight in the darkness and a hope for those who dont have any is something you specialise in. when the exit gates are powered your aura is revealed to all other survivors permanently, and the killers aura is revealed to all other survivors if he is considered to be chasing you.
- the idea is that if your doing well. you will help your team by showing them where you are and possibly where the killer is. also showing them its safe to get the gates. or go for an unhook. but only if your willing to be the distraction.
William "Bill" Overbeck, this isnt your first rodeo with some monster. albiet this one is a bit tougher to take down than the ones before. but that doesnt stop you from trying. successful pallet stuns on the killer have their duration increased by 1 second.
- again, i had no idea what to do for bill. initally it was going to be a leader type thing for point gains. but that seemed to random.
overall i tried to make them all unique. but not super powerful. most of them are either very situational, single use, or require some skill. the only ones i could see being a bit too strong are meg, ace, and probably feng. comments and suggestions are welcome. i might tweak these if some good ideas show up. overall i would like the idea of making survivors more unique. but we need to fix the balance on dbd first. survivors are either too overpowered if you get 4 who know how to prioritize objectives, or way to weak if you get 4 who have no idea what they are doing or are super alturistic.
Comments
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All you would see is a bunch of Megs and Claudettes because pallet looping and self-healing are the only things survivors look to do0
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I like it2
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If you add passive buffs, then you have to add passive downsides too
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I like this idea sounds cool .I always wondered why killers got powers but survivors didn’t. After all they all were human before the entity. It only makes sense that the survivors strengths are intensified as well.0
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@Master said:
If you add passive buffs, then you have to add passive downsides tooYep. Make it just like Identity V. Give them a passive downside that'll slightly or moderately affect them in the long run. Here's a list:
Survivor Passives or "Traits"
Dwight - You're a natural born leader, and feel pride proving yourself to your teammates. You do all actions 15% faster. You gain 5% bonus action speed for every Survivor within 8 meters of you, and your Skill Check frequency is decreased by 30%, and the success zones are increased by 30%. You're also physically weak, causing you to vault windows and pallets 25% slower.Claudette - You've spent most of your life learning about plants and the healing they provide. Your healing speed is increased by 20%, your self-healing speed is increased by 10%, and you increase the healing speed of your teammates by 10%. While healing or being healed, you give off your aura to Survivors within 28 meters. You're also physically weak, causing you to vault windows and pallets 25% slower.
Meg - You've spent most of your life being fast and containing your abundance of energy. You're able to recover Exhaustion while running at 40% the normal rate, and you vault windows and pallets 15% faster. You're also very clumsy with machines, causing you to repair generators 10% slower, and the chance of Skill Checks is increased by 30%, and the success zones of repair Skill Checks are 30% smaller.
Jake - You've spent most of your life off the grid, making and breaking various scraps and tools, and generally living rough and tough. Your sabotage speed is increased by 30%, you vault windows and pallets 10% faster, and you can stay on the hook 10% longer. Sabotaging a hook reveals the Killer's aura to you for 6 seconds. You're also only accustomed to taking care of your self, causing you to heal other players 30% slower, and causing teammates to heal you 30% slower.
Nea - You've spent most of your life evading the cops and being sneaky. While crouching, you reduce the sound of your breathing by 50%, and due to your quick movements following the shadows, you vault 10% faster, and your footsteps are visible for 1 second less. You're also into completing risky operations, no matter the cost. Your generator repair speed is reduced by 15%, Skill Check chance is increased by 30%, and success zones reduced by 30%, and regression penalties are increased by an extra 3%. When the Killer initiates a chase with you, you're Hindered for 6 seconds (this effect does not stack or multiply), and escaping a chase grants a 7% Rush speed boost for 15 seconds (Rush would be a new Haste effect, does not stack or multiply).
Rush has a cooldown of 15 seconds.Ace - You've spent most of your life gambling and getting unrealistically lucky. Your luck is increased by 10%, and you and your teammates search chests 20% faster. Once per game, after your first completed chest search, you can choose to trade your item back, allowing you to search the chest once again, granting an item of equal or lower rarity, with a 10% lower chance of a second add-on. Even with your damn good looks, luck isn't always on your side, causing you to either vault 15% faster, 25% slower, or at normal speed when vaulting windows or pallets, the result varying with each vault (Luck offerings and perks increase the chance of a faster vault). Not very used to machines, but is used to taking risks when playing slots and such, and might even rig the game. You repair generators 15% slower, and your teammates repair generators 10% slower.
Feng - You've spent most of your life tinkering with machinery and things of the sort. Your repair speed is increased by 10%, Skill Check frequency is decreased by 20%, and their success zones increased by 20%, and regression penalties are reduced by 3%. Missing a Skill check has a 40% chance to not alert the Killer if they are within 40 meters of the generator. You're physically weak, causing you to vault 25% slower. You don't have a good chance of winning with a teammate out. While a teammate is on the hook, you perform actions 30% slower (this does not stack).
David - You've spent most of your life fighting for your reputation, and to protect the few friends you've got. You vault windows and pallets 15% faster, and the duration of pallet stuns are increased by 20%. Gain a 5% stackable bonus to all Bloodpoint gains for each Survivor that escapes. You're also terrible and clumsy with machines, causing you to repair 30% slower.
Kate - You've spent most of your life bringing others up with your songs, and creating communities around them. Co-op actions are performed 20% faster, and you heal and are healed 15% faster. Those who trail you don't wanna dance, but it's not like they can keep hold anyway. Vault speed is increased by 10%. While in a chase, you reveal your aura to other Survivors for 3 seconds every 10 seconds (with no overlapping time).
Laurie - You've spent most of your life getting backstabbed by close friends, and then returning the favor, so you don't trust a lot of people. Healing speed is reduced by 30%, and teammates heal you 30% slower. You're able to confront the Killer head-on, fuelling rivalries. When you stun the Killer with a pallet, your aura can not be read by them for 6 seconds, and you vault windows 10% faster, but vault pallets 25% faster.
Quentin - You've spent most of your life determining what is real and what isn't, so you have a good idea of what to expect. After you're hit, the Killer's aura is revealed to you for 6 seconds, and your boost after being hit is increased by 2 seconds. You developed a resistance to sleep and narcolepsy. Your action speed is only reduced by 30% while asleep. You vault windows and pallets 20% slower, which is doubled while sleeping.
Tapp - You've spent most of your life seeing and investigating more or less everything the human mind can handle. You can hang on the hook 20% longer. When you're downed, you're able to crawl 40% faster and recover at the same time, recovering 15% faster. You remember when you chased all those criminals back then, and reversing the role helps you bring back some memories, causing you to vault windows and pallets 15% faster.
Bill - You've spent most of your life fighting in wars, and then doing your best to recover and put the agitation and older wounds behind you. Those old wires seem familiar. You repair generators 15% faster, and you gain 10% more repair speed for each Survivor that is sacrificed or killed. You are able to hang on the hook 30% longer. You groan 50% louder, and teammates heal you 40% slower.
Credit To Lalaoz for the base of the original ideas, and this idea of passives in the first place.
I'd say it's a pretty good list. If I put something into a Survivor's passive that resembles the effects of one of their teachables, I'm saying that the perk's effects should be a passive, and that a new and better or more useful teachable should take its place. Hope these ideas get looked at by the devs. We should actually have certain advantages or playstyles in mind for playing certain Survivors. For example, people would actually play Jake for Sabo Builds, or Dwight to Gen Rush as a squad, or Nea for stealth and quick evasion. Just hope it helps the character's in-game abilities fit their backstories better than they currently do.
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Uniques would introduce meta to character choice, as if Claudette isn’t always picked anyway. Just introduce a new mechanic that’s also CHOOSABLE
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