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Why does each killer NOT have their own passive perk which makes them more individual?

I've been playing some other games which give each class/type of player certain particular traits and bonus effects depending on whether it suits that character in specific.

When new releases feel like just a new skin. The same old M1 attack and identical ability of Survivors and killers across the board. Why not add something to differentiate each individual character, killer and Survivor from each other.

In terms of passive effects we could have so many.

Survivor -

Dwight - Enter and leave lockers 30% faster.

Meg - Exhaustion recovers 20% faster

Claudette - Healing ability of others increased by 30% for Survivors within 8m.

Nea - Falls and drops are moderately quieter and the recovery from drops is slightly increased.

Feng - First vault speed is 30% faster in a chase.

David King - Grants 30% bonus post game survival points for anyone you escaped with.

Jane - 2% haste bonus lasting 3 seconds whenever you rush out of a locker.

Quentin - Research an already searched chest to find a random rarity medkit.

Ash - For every hit you take, gain a 7% bonus to healing downed Survivors.

Ace - Gain a 5% increase in luck. 5% of the time great skill checks give double progression bonus.

Killer -

Trapper - Whenever a Survivor steps in a trap, make it more difficult for the next Survivor to escape from the trap. Break animation is 15% faster.

Wraith - Each surprise attack increases the time to destroy totems by 4 seconds (max 20 seconds)

Hillbilly - Whenever you kick 3 gens your 4th kick will inflict 30% more regression.

Legion - Whenever a survivor is hooked stuns and fatigue is reduced by 30%.

Huntress - Whenever you throw a hatchet gain 1% movement speed (each) until you reload.

Myers - Survivors suffer from a penalty on all actions once all gens are completed. Penalty is based on the amount they've been stalked. Max stalk means a 30% slow down on actions including exit gate opening.

Clown - When you hit a Survivor directly with your bottle have a 50% chance to instantly recover a bottle which will have a 25% bonus to whatever add on is being used.

Hag - Everytime Survivors trigger traps, teleport radius is increased by 5%.

To me it just seems like the heart of each character is missing, as I said earlier everything is kind of just a skin and a slight variation in mechanics.

Adding some unique passive to a character would make them feel individual and maybe even more able to play at a lot more levels.

I honestly think the depth of the game would be greatly increased if passive abilities were an actual thing. Having something which relates to the nature of the character would give an extra layer of appeal to make them feel like something which is a new addition rather than something less impressive.

My passive ability suggestions might not all be perfect but I do think there are a lot of very valid and fair ideas which would easily work.

What do you think of passive abilities to killer and survivor? I think it would add a lot of flavour to every single character.

Comments

  • illusion
    illusion Member Posts: 887

    Killers already have differences. Giving buffs to their ability doesn't make them any more different from other killers than their ability already does.

    Even the stuff mentioned for survivors are just perks. If they wanted to go that route, they wouldn't have made perks teachable to begin with. If you want them to feel individual, just don't take teachable perks and play characters with their own perks.

  • SquirrelKnight
    SquirrelKnight Member Posts: 951

    Gotta agree with Kolby, either they would be buffa or theyd take up a perk slot which would require toooonnnsss of work and balance as it would show up in the tree and all sorts of stuff

  • C3Tooth
    C3Tooth Member Posts: 8,266

    There were many topic talked about this, but can not happens

    For Survivors, anything relate to faster speed or exhausion recover faster. Will lead to meta for Red rank since juking, mind game is the key to win over Killer.

    For Killers, we already see that some perks are totally useless on some Killer (Insidious Wraith, Distressing low terror Killers..) but some perks are madly op on them (Nurse call on Spirit, Distressing on Doctor..) which is why some Killers are meta over others

  • domai36
    domai36 Member Posts: 89
    edited April 2020

    I actually think it would be a great idea on survivors, especially for Behaviour to motivate players to purchase more of the cast. The key is to make the passive on survivors really small. So small that it would give the smallest edge that only a min/maxer would care about. Like entering/leaving lockers 15% faster type small and insignificant for a head on build, for instance. Buffs to more universally prized stats like exhaustion cooldown would be either extremely small or avoided altogether. The idea would be to give tiny, fringe bonuses to promote different types of builds. Even if the bonuses do very little, it is the psychological aspect of it that could work.

    As it stands, so much of the cast feels utterly pointless to purchase because their teachables are not meta. To have a tiny ittle passive to inspire a build around would probably breathe a little more life into some of the more stale survivors.

  • Fibijean
    Fibijean Member Posts: 8,342

    They do, we just call it a "power" rather than a "passive".

  • Huff
    Huff Member Posts: 1,480

    While I agree with KolbyKolbyKolby in the sense that it wouldn't be a perfect system, I do like the idea of giving each survivor something unique about them, so there is a reason to play certain ones and they're not just "skins."

  • JoeyBob
    JoeyBob Member Posts: 477

    I guess you dont know what a killer ability is.

  • JediWithASniper
    JediWithASniper Member Posts: 670

    I like the idea. Specifics need some hashing out.

  • VolantConch1719
    VolantConch1719 Member Posts: 1,236

    Survivors don't have passives for a very big reason. If someone played a Survivor deemed "non-meta," they would get flamed by their teammates for "sabotaging their chances." They'd get left to die while their teammates focus on the "meta" Survivors, and then you'd only see the same Survivors every match with even less variation than we currently have. They have no unique power so you can play who you want without being forced into a role.

    And Killers absolutely do have something to make each one unique. It's called a power. Maybe you've heard of it.

  • AshleyWB
    AshleyWB Member Posts: 4,061

    I would argue that the killer passive/power isn't a passive ability and just the attack mechanic.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Adding passive abilities to survivors would hurt the variety, not increase it. Why? Because a small few will always shine above the rest as the best mix of ease and power.

    Besides, everyone knows that Claudette and Adam already have passive abilities :)

  • Fibijean
    Fibijean Member Posts: 8,342

    They each have a unique mechanic which individualises them. That's the equivalent of passive abilities in other games.

  • coppersly
    coppersly Member Posts: 2,318

    I have an idea that would only kind of encourage playing meta survivors and not just whichever one you want: Every character randomly gets one of their teachable perks in addition to whatever 4 they equip. (killers/survivors)

    This would give some variety in and of itself, but also it lets anyone get advantage for playing any survivor, just not as much as some others but meh it's as close as we are gonna get imo.

  • AshleyWB
    AshleyWB Member Posts: 4,061

    The way I see it is that the character you play as has very little depth whichever role you play. The go to "gen rush" healing and farming builds are and have always been meta, having more opportunities for synergies wouldn't make it more unbalanced and open the door for new strategies to take place to encounter different types of teams each match.

    Also just because a killer looks different or attacks differently it doesn't make them incomparable to one another, like it or not they're basically just skins and a new attack mechanic at most in some cases.

    And the argument that everyone will just play Claudette because she's hard to find, well surely having something on other survivors to help with the stealthing playstyle would be a better choice.

  • AshleyWB
    AshleyWB Member Posts: 4,061

    @ChainsawCharlie Exactly that. It would be nice if the passives would be kinda useful to the character, I know and they've proved they can just give the passive or a useless unrelated perk on some killers. For example making Demogorgan able to kick pallets 10% faster when he can shred instead or silencing Leatherfaces locker search when you can hear him loudly as is.

  • DYNAMICskills7
    DYNAMICskills7 Member Posts: 129

    And everyone realises 50% or something play Claudette despite dozens of characters and maxing out any dlc survivor is wasted effort.... and on the other hand people will use all characters with passives because people are stupid and will use bad passives regardless and bored people can switch up how they play with different styles. Can also increase playtime to max needing all characters lev 50 with perks. In the end passives increase character usage for all. Devs saying otherwise are wrong.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Sadly there are already meta survivors...different sizes and visibilty, even different sound level.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Exactly. Making each survivor unique will make people more willing to try them. I doubt there are so many meta sweats in the community that survivor usage will become more skewed than it is already.

  • IamDwight
    IamDwight Member Posts: 236

    I would rather have Bond as basekit for Dwight. Really any character, have at least one of their perks be basekit so you can actually also use other perks.