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Built in Abilities Updated V2

B_Random
B_Random Member Posts: 370
edited December 2021 in Feedback and Suggestions

So, I was thinking to myself about how in DBD whenever someone plays survivor, the only difference between them is how much noise one makes.

But I thought of an interesting thing to add to survivors (and killers to even it out), which was to add small built-in abilities that makes each survivor unique in their own way.

(For the hell of it, I added little names to go with them)

Survivors-

Dwight (The "Confident"?): Quieter in Lockers, can enter lockers much faster.

Meg (The Agile): After getting injured, her speed boost is slightly faster than normal by 2%-3%.

Claudette (Trained Professional): Bleeds less after getting injured by a killer.

Jake (Skilled Craftsman): Slightly faster sabotage speed with any toolboxes. (Not including his perk)

Nea (Experience of the Getaway): Better recovery when falling from great heights

Laurie (The Survivalist): Killer footsteps sound are increased, and breathing is increased. (Especially when undetectable or oblivious.)

Ace (Swindler): Aura reading of all kinds is increased for only him, slightly luckier.

Bill (Pre-planner): Exit gates auras are revealed for a few seconds at the start of a match.

Feng (Tech Savvy): Notifications for skillchecks on generators is slightly earlier.

David (The Fighter): Lasts slightly longer on second hook stage.

Quentin (The Druggy): Common and Uncommon Medkits last longer when he uses them.

Tapp (The Persistent): Crawling is slightly faster.

Kate (No Autographs): Scratch marks disappear slightly faster when not injured.

Adam (The Believer): Slightly better chance of rescuing yourself off first stage on a hook.

Jeff (Art of Hiding): Aura Reading against him is reduced.

Jane (Thicker Muscle): Endurance effects do not apply deep wound after hit (unless Legion's or Deathslinger's powers are used against her). (Because: THICC)

Ash (The Moronic Jefe): Drops pallets faster.

Yui (Strong Spirits): Slightly faster movement speed whenever near a survivor being chased, and they're not injured.

Zarina (The Relentless): Broken status effects end slightly earlier.

Cheryl (Hauntings of the Past): The Entity takes longer to appear on first hook stage.

Felix (The Resourceful): Toolboxes and flashlights last longer when he uses them.

Elodie (Searcher of Secrets): Searching chests are quieter.

Yun-Jin (The Self Preserved): Breathing and footstep sounds are reduced slightly if near a survivor being chased by the killer.

Jill (The Wanted): Aura reading against the killer is slightly longer.

Leon: Regression progress can be seen on the most recent generator you interacted with.

Mikaela (Magic of the Wiccan): +5% speed when booning totems of any kind.

Jonah (Equations in Technician): Skill checks on generators appear slightly less often.


Killers-

Trapper (Rage in Pain): After getting stunned (by anything) he's given a faster recovery speed and slight speed boost.

Wraith (Persistent Hunter): Scratch Marks and Blood last longer.

Hillbilly (The Abused Hound): Slightly harder to blind with flashlights, flashbangs, firecrackers, and blast mines.

Nurse (Patient in Need): Survivors that are healing are significantly louder.

The Shape (Evil in Silence): Survivor's breath and footsteps sound are increased for him.

Hag (Protector of the Curse): Gets a notification anytime a hex is being tampered with.

Doctor (Is He Real?): Illusionary doctors will force survivors to scream if they ever run into them.

Huntress (The Predator on the Prowl): Humming will be lower if she's undetectable and will be harder to know where it's coming from.

Cannibal (Food for the Hungry): More hooks.

Nightmare (Everlasting Nightmare): More people asleep means slower gen progress.

Pig (The Greatful One): Failing to find the right box will cause the survivors a short hinderance after interaction with boxes are completed.

Clown (Fun House Madness): If injured while in After Piece tonic, any interaction will have a few strange skill checks. (Like for insanity against the Doctor.)

Spirit (The Unbound): Becomes Undetectable for a few seconds after doing any action.

Legion (Thrill of the Kill): Moves slightly faster while in a chase with an injured Survivor.

Plague (Great Worshipping): She could see the auras of Survivors for a few seconds after they unhook someone.

Ghost Face (Knows your Every Move): He is granted Killer Instinct of any moving Survivor within maybe an 8-meter range when outside of a chase. The range is reduced 3-meters and will only reveal the survivor you're in chase with after a few seconds.

Oni (Smell of Blood): Blood pools are much brighter.

Deathslinger (Knowledge of the Engineer): 1-2 seconds after causing a loud noise, Survivors in a chase are Hindered by 10-20%.

Executioner (Eternal Punishment): All timed status effects last slightly longer.

Blight (Serum Junkie): Anyone granted the Haste status effect has their aura revealed to the Blight.

Twins (Siblings Care): If Victor is destroyed Charolette's movement speed is increased slightly for a few seconds.

Trickster (Lights, Camera, Kill 'em!): Any generators complete increase movement speed and throwing speed for a few seconds.

Nemesis (The Contagion): After a survivor dies, another zombie spawns in and if killed will not respawn.

Cenobite (Are you a Screamer?): Survivors who make a loud noise are significantly louder for a few seconds.

Artist (The Grim Guardians): Disturbed crows will be revealed in a 32-meter radius. (Crows auras for AFK players will also be revealed at map wide).


I know some of these effects sound strong and stupidly unfair (or completely unhelpful/useless), however this is a work in progress and at this point it could spice up gameplay in some way different from anything else. Just doing this out of curiosity and fun.

Update 2: Thanks to @Critical_Fish for the ideas and support to this. Updated 1 survivor and 11 killers.

Post edited by B_Random on

Comments

  • Critical_Fish
    Critical_Fish Member Posts: 615

    A majority of these are incredibly interesting, however a few standouts include:

    • A majority of the Survivors have a trend of just getting a mini version of one of their perks, which is fine, but still it's a bit uncreative and something that could be ironed out with some extra thought.
    • Dwight is a meme. Good.
    • Quentin's would have to probably be good enough to fully finish a self heal with a brown medkit after missing a skill check, but anything past that or even that for that matter would be absurd.
    • Overall, the Survivor passives are all generally fitting and balanced, despite what I've mentioned.
    • Nurse's passive ability. What the #########. If it were something like, Survivors that are healing are significantly louder, that'd be cool. But this is.. something else. Nurse doesn't need a buff at all, let alone one like this.
    • Hag's passive ability is just as mind boggling as Nurse's, though at least she can't immediately teleport to someone when alerted. If she could see which Totem had which Hex/Boon, that'd be cool.
    • Doctor's passive is super cool, huge fan of this one.
    • Clown making vaulting require skill checks? That'd be pretty neat.
    • What is this Spirit passive? Why is this Spirit passive? In what world would this be okay? Maybe if Spirit becomes Undetectable for a few seconds after doing any action, instead? Like, breaking a pallet causes her to be Undetectable for 5 or so seconds.
    • I'm just not a fan of Legion's passive. If it were something like, Survivors bleed significantly more or the Legion moves slightly faster while in a chase with an injured Survivor I think it'd be better while also directly improving on Legion's weakest aspect, albeit only a little bit.
    • Plague just has built in every information perk ever. Why? If she could see the auras of Survivors for a few seconds after they unhook someone, maybe?
    • I've never liked concepts akin to Ghost Face's passive. Maybe, while he's stalking, he can see Killer Instinct of any moving Survivor within maybe an 8 meter range?
    • Deathslinger's is just the same as Nurse's. Instead, if he saw the aura of any Survivor that causes a loud noise notification for a few seconds? Or, if for maybe 1-2 seconds after causing a loud noise, Survivors in a chase are Hindered by 10-20%?
    • Blight's is not only annoying but also generally pointless and weird. Instead, if he could see the auras of Survivors currently affected by the Haste status effect?
    • Cenobite's passive is really odd and also removes a decent bit of his counter play. Maybe if Survivors who make a loud noise are significantly louder for a few seconds?
  • B_Random
    B_Random Member Posts: 370
    edited December 2021

    I also meant that "SURVIVOR'S" walking would leave scratch marks, so it's sort of easier to find them during her phase walk. But I guess I can see the problem, with you know.

    The Cenobite's thing is because I've ran into players who take the Lament, and just do not do the Lament. They just hold it for most of the entire round, because the chains only chase them and nobody else during chain hunt. So, because of that I thought the best counter play would be: "Hey if you aren't going to do it, then ######### it, he'll find you easier."

    Post edited by B_Random on
  • Marc_123
    Marc_123 Member Posts: 3,631

    The idea of the survivors being really a bit different is good. Not only skins.

  • Berethor
    Berethor Member Posts: 2

    Yeah, its something really needed, some survivors have the advantage of being much smaller and noisier than anothers, soo, try hards get that survivor just for it, there is nothing that differenciates one survivor than other.

  • glitchboi
    glitchboi Member Posts: 6,023

    IMO, Jonah should either have a slightly larger great skill check zone, or have his skill checks appear more often to reward survivors that can hit great skill checks well.

    Other than that, these are pretty cool and I would love for them to be in the game, would add a bit more variety to this game.

  • lethargicsauce
    lethargicsauce Member Posts: 87

    My main problem is just with Jane's passive, as it would lead to even more careless saves with great rewards and no consequences. Other than that, I like this. I personally only think that the survivors need passives, as the killers already have abilities to differentiate, but that's just me.

  • B_Random
    B_Random Member Posts: 370

    I feel the Killers need a little bit more love too, since BHVR often nerfs them more than survivors because survivors complain about "Lack of Counterplay". I also thought it would be a lot more interesting if the killers had powers, and the players who are playing the killer could feel more like a type of unstoppable force to be reckoned with or have more than a different power.


    Like instead of just a different power, there was something small (not too big but big enough to feel the difference) that made you feel as if you were truly in the shoes of the killer you're playing.


    Like Trapper for example, how he's described to get more aggressive, stronger, and furious for the more pain he endures. Because trapper doesn't have anything really like that (and only Billy does in 1 addon and 1 perk), I thought it could actually put you in the player in the mindset and have the same feelings as the killers they are playing.


    I'm quite tired so if this did not make much sense, notify me and I'll try to edit this so it can.

  • Dionysus42
    Dionysus42 Member Posts: 427

    Can't wait to only see 5 survivors thanks to passive bonus meta.

  • gilgamer
    gilgamer Member Posts: 2,209

    Bruh bhvr can't even balance the game as it is currently they would never be able to manage this kind of system.