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Survivor Stats Concept
I was just thinking, what if survivors had stats. The survivor side of the meta needs some shaking up, and it could be a way to shake it up without touching perks, and change up what survivors you see. Survivor stats also show some character without having to wait for a tome. I just thought it would be fun to brainstorm. and of course, exact values could be changed for balance reasons, or to keep it so that all survivors play more similarly to one another. Either way, here's what I had in mind.
Stats
Strength - A survivor’s physical prowess. Affects their wiggle time, Pallet stun duration, Head-On Stun duration, chance to self-unhook, and unhook speed.
Temperament - How well a survivor works with others. Affects their cooperative action speeds, and size of normal and great skill check success zones while cooperating.
Luck - How much fortune favors a survivor. Affects the rarity of chest items the find, the chance of getting a skill check, size of great skill check success zones, and chance to self-unhook.
Stamina - A survivor’s physical fortitude. Affects Exhaustion recovery rate, recovery speed, and the Hook Timer.
Readiness - How well a survivor takes to life in The Fog completing objectives. Affects action speeds.
Deftness- The skills a survivor has that will help them in chase. Affects vault speed and stagger.
Notes
Rating - Each stat is rated rated on a scale from 1 to 5. 1 is Very Poor, 2 is Poor, 3 is Average , 4 is Good, and 5 is Great. Average rating values are current in-game values unless otherwise stated.
Specifics
Strength - Unhooking cannot be quicker than .25 seconds. Base [Average] Wiggle Time is increased to 17 seconds. Current Great Wiggle Skill Check bonus still apply. Very Poor strength adds 2 seconds to Wiggle Time, Poor adds 1 second, Good subtracts 1 second, and Very Good subtracts 2 seconds. Pallet and Head-On stun duration remains unchanged at 2 seconds for the default [Average]. Very Poor reduces stun duration by 0.5 seconds, Poor reduces it by .25 seconds, Good increases it by .25 seconds, and Very Good increased it by .5 seconds. Chance to Self-Unhook remains at 4% [Average]. Very poor reduces the chance by 1%, Poor by .5%, Good increases it by .5%, and Great by 1%. Average Unhook Speed is the current 1 second. Very poor increases that speed by .5 seconds, poor by .25 seconds, Good decreases it by .25 seconds, and Great by .5 seconds.
Temperament - Survivors with Very Poor Temperament suffer a 25% speed penalty to any cooperative actions they perform. [EX: While performing cooperative actions, they will work at .75 c/s.] Skill check success zones are reduced by 50% while cooperating with others. Survivors with Poor Temperament suffer a 17.5% Penalty to any cooperative actions they perform. Skill check success zones are reduced by 25% while cooperating with others. Survivors with Good Temperament receive a 17.5% bonus to any cooperative actions they perform. Skill check success zones are increased by 25% while cooperating with others. Survivors with Very Good Temperament receive a 25% bonus to any cooperative actions they perform. Skill check success zones are increased by 50% while cooperating with others.
Luck - Survivors with Very Poor Luck are very unlikely to find any items beyond the Uncommon rarity in chests [with the exception of event items], have great skill check success zones reduced by 25% [percents are multiplicative with regards to determining skill check success zone sizes], are very likely to receive skill checks, and are 2% less likely to self-unhook. Survivors with Poor Luck are very unlikely to find items beyond the Common rarity, have great skill check success zones reduced by 17.5%, are likely to receive skill checks, and are 1% less unlikely to self-unhook. Survivors with Average Luck are unlikely to find items beyond the Rare rarity, have great skill check success zones increased by 10%, and receive skill checks at an average rate. Survivors with Good Luck are more likely to find items beyond the Rare rarity, have great skill check success zones increased by 17.5%, are not likely to receive skill checks, and have an increased 1% chance to self-unhook. Survivors with Great Luck are more likely to find items beyond the Very Rare rarity, have great skill check success zones increased by 25%, are very unlikely to receive skill checks, and have an increased 2% chance to self-unhook. [In the case of The Pig, more lucky survivors will be more likely to be the survivor that only needs to check one Jigsaw box, while more unlucky survivors will be more likely to be the survivor that needs to check four boxes.]
Stamina - The Exhaustion timer no longer sets to 0 when hooked. [Vigil may need to be changed to not effect Exhaustion, nerfed to effect exhaustion at a lower rate, or only effect the exhaustion timer while it is above a certain threshold.] Decisive Strike and Power Struggle now cause Exhaustion for 40 seconds. [Will still activate even if the Survivor is Exhausted, behaves like Adrenaline.] Adrenaline now causes Exhaustion for 20 seconds, but reduces exhaustion by 10 seconds if its timer is greater than or equal to 40 seconds. Survivors with Very Poor Stamina recover from Exhaustion 50% slower, recover 10% slower, and their hook timer for each stage is reduced by 10 seconds. Survivors with Poor Stamina recover from Exhaustion 25 % slower, recover 5% slower, and their hook timer for each stage is reduced by 5 seconds. Survivors with Good Stamina recover from Exhaustion 10 seconds quicker, recover 5% quicker, and their hook timer for each stage is increased by 5 seconds. Survivors with Great Stamina recover from Exhaustion 50% quicker, recover 10% quicker, and their hook timer for each stage is increased by 10 seconds.
Readiness- Action speeds include Repairing, Cleansing, Healing, and killer related actions such as searching Jigsaw boxes and destroying Demogorgon portals. Survivors with Very Poor Readiness have their action speeds reduced by 10%, and survivors with Poor Readiness have it reduced by 5%. Survivors with Good Readiness have their action speeds increased by 5%, and Survivors with Very Good Readiness have it increased by 10%.
Deftness- Stagger can only be reduced by a maximum of 75%. Survivors with Very Poor Deftness receive a vaulting speed penalty of 10% and stagger is increased by 25%. Survivors with Very Poor Deftness receive a vaulting speed penalty of 5% and stagger is increased by 17.5%. Survivors with Good Deftness receive a vaulting speed bonus of 5% and stagger is decreased by 17.5%. Survivors with Great Deftness receive a vaulting speed bonus of 10% and stagger is decreased by 25%.
Examples - And here's some examples of what the stats would look like and some reasoning for them. I kept the stat total range in the 16-18 range, but that could perhaps be bumped up to 17-19 since a survivor in the current game would score 18 with a 3 across the board, and balancing around that number sense. And of course, these are just my own interpretations and opinions.
Dwight - Dwight’s stats, as his perks do, reflect his reliance on others. But, there is strength in that reliance. It brings out the best in all, himself included. This is well reflected in his Temperament and Readiness. He is a leader, and has been shown to get along well with others, like Rose and his other co-workers, and can behave well enough around less savory people and tolerate them to their face, such as Lazar. Readiness reflects his ever changing life, jumping from job to job after college [if such can be assumed by his cosmetics], and how well he seems to adjust. As for his poorer stats, he seems to have rather bad luck, never actually finding a steady job and the drug giving Lazar a very bad trip as opposed to an afternoon date with a restroom. There isn’t much to indicate strength and stamina, in his stories or appearance. Deftness and stamina are low for a similar reason, but there isn’t any reason to consider it so low, and he needs the points. Overall, his stats play into his reliance on others. He’s relatively poor at chase, and is unlikely to escape the killer’s grasp or a hook without the help of another.
Claudette - Over all rather rounded. Have you ever done yard work or worked with plants? If you’re doing more involved work, you need some muscle. For someone as interested in botany, I imagine she would have the strength necessary for her interest. Stamina is average because her interest can be physically demanding and time consuming, but might not always be. Luck is average because there is nothing to indicate it swings one way or the other. Readiness is low because she is heavily implied to be autistic. Routine is key to many autistics, and while trials are routine in their nature, they are a major deviation to her routine. [And according to current lore, memories are reset upon death. She can’t make this her new routine.] She laments and detests the pain and suffering of a trial, but her strong desire to help and apply her skills pushes her Readiness from a 1 to a 2. Deftness is low to keep her total in check, as is readiness to a degree.
Jake - Strength is high because he did live out in the wilderness on his own, hunting and such. We see him hanging that hog in his tome lore, so that should be self explanatory. His readiness is high because he had adapted to the wilderness well enough, all the way from a pampered life of a wealthy family enough to survive, but there is nothing else to indicate it should be higher like Dwight. [And Dwight has to stand out somehow.] Stamina and deftness are average because of his time in the wild, but only average because he really didn’t seem totally like an expert at it. Temperament is low because he doesn’t seem to get along with anyone. He even isolated himself from his family. Luck is low to keep his total in check and he honestly doesn’t seem all that lucky,
Meg - As an avid and talented runner, it’s obvious that she has good stamina and deftness. Nothing in her lore to indicate a poor or good temperament. Strength is low because she is just a runner, not a swimmer or weightlifter. She has some muscle, but definitely not a lot. Luck and readiness are low to keep her total in check. [Sorry i didn't write more for her, Meg fans. Mind blank for her.]
Nea - her low strength is clear as we can see from her physique. Almost all skin and bone despite being very active. Urban Evasion and her active lifestyle running around tagging and evading capture are reflected in her high stamina and deftness. Her evasion of capture must also involve some degree of luck, which is why it’s also high. Her temperament is low because she is selfish and seems to lack empathy. Many will not like her because of that. Readiness is low to keep her total in check. [With three stats ranking high, the others had to take a hit.] Overall, she’s ready for a chase and if things go south or needs a little boost with a good item, she has her luck. Her luck would also pair well with Streetwise
David - His high strength, Stamina, and Deftness are the result of his years playing Rugby and and his active lifestyle. And much like Nea, his other stats will suffer to keep his total in check. Temperament’s very low score is the most reasonable of his low scores. While altruistic, he’s irritable, quick to chose violence, and terrible with his emotions. Officially described as an #########, and his personality certainly won’t be everyone’s cup of tea. While Tristan and his friendship with Rik indicates he can be agreeable, loveable even, such a side of his is a rare one to see. Luck can be reasoned to be low because his life kinda sucks, and luck could play a role in that. Readiness is at a 2 because, like Claudette, while he his smart, he detests the nature of trials. He is altruistic. He wants to help save people, not sit on a generator. He wants to be in a chase and make the killer become filled with annoyance and rage since he cannot beat them up. “Distraught and broken. Maybe not by body, but by mind.” Being largely powerless to prevent the suffering of the other survivors takes a toll on him more than he will show, or perhaps even know.
Laurie - The OG Final Girl. A well rounded, high stat line is befitting of her. She deserves it. Strength is low because she is a teenage girl, and there isn’t anything to indicate she works out or anything. Temperament is higher because she has a solid friend group, indicating she’s sociable, if perhaps awkward or more straight-laced than the average teen, and was a trusted local babysitter. Seemed to be liked by the kids also. Luck is also higher, because how else are you gonna survive Michael Myers?
Ace - Probably the only Survivor who will have a luck stat of 5. At least he’ll always have a niche. I don’t need to explain why that’s a 5. Strength and stamina are a reflection of that time he fought an MMA Lightweight champion and lasted 5 minutes with her. That probably wasn’t all luck, but by god did it require all his luck. Temperament is average because he seems to be pretty charismatic, but its probably hit or miss. It’s easy to imagine some people not liking him. Perhaps too cocky, to annoying. Deftness is low because he evidently sucks at fighting, which would require some deftness. It and readiness are low to keep his total in check.
Well, that's that from me. I'd love to hear what other people think, so don't be shy! And remember, this was made in good fun, nothing to be taken so seriously.
Comments
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After the perk rework it might honestly not be a bad idea. Unfortunately this may lead to some survivors being picked more frequently over others, as the "luck" stat is really only good for item hoarders. The sweaty players would all pick the surv with the best Temperament and Readiness to get games done faster. And even worse still, BHVR could make survivors in Licenses with outright better stats then freely available characters if they felt like it. Still +1 for effort though.
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I admire all the effort put into this. Sadly, it will end up like the META perks we have at the moment. You may only see the same exact survivors over and over based on their stats, so i don't think it's a good idea.
The game isn't designed with your idea in mind and if you add these stats, they would just break the game entirely and you would have to redesign it from zero.
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Honestly, that's a very real possibility. My intention was to incentivice people to play survivors the normally wouldn't play, but a decent amount of people probably would just play the one they find the strongest. Then again, if we look towards the killer side, we still have people who play Myers, Sadako, and Clown despite there being "stronger" killers. So, there will be people will likely still play their favorite survivor.
To counter the powercreep that could happen, stat totals could be capped at 18 like they are here, kept in the 16-18 range, or all survivors could have a total of 18. And again, they just supposed to be small bonuses or penalties that reflect their character. The specifics of a problematic stat can be nerfed to be so that the bonuses and penalties are much smaller, making the difference between survivors smaller.
Also, someone like Dwight, with high temperament and readiness, has a very poor chase. A smart killer will target him. Even if there are 4 Dwights, chases should be more easier. 10% vaulting speed penalty is not to be underestimated. Survivors run vault speed builds for a reason. With his low strength, his pallet stuns won't last long and he'll make less distance with one. But hey, thanks for your point of view!
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Honestly that would have been neat had it been implemented since the beginning. I can't imagine this being implemented now, too many survivor mains would be unhappy about the survivor they've spent their money on not getting the best stats, and too many killer mains would be unhappy about facing the same op survivor all the time. Also kind of unimportant but the lesser used survivors would probably never get an outfit ever again lol.
Pretty cool concept tho. And happy to know i'd still be maining Jake if the examples you've given were implemented haha.
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That's true, and very possible, but perhaps only at higher mmr. I'm sure people will still play their faves. I think you'll still have your bunny fengs, mikaelas, and whatnot. We still have people who play David and Jeff despite their larger hotboxes and play Jane despite her loudness. People will play who they want. But at the same time, a lot of people play ace for his quietness and Feng for her smaller hitbox. So, you are right, but it isn't like people don't pick the same survivors already. Stats will affect survivor pick rates but to what degree cannot be seen, I think.
Though, you are right. It isn't designed with this in mind. Vault build speed with David or Nea could be broken, and they will recover uber quick with unbreakable. Dwight with prove thyself and a single other person will make gens fly like never before if left unimpeded. Let's also remember 4 of the same survivor can be in a matched and abused by swfs. But, this is just a concept. The numbers and effects can be altered and so can perks. I agree that it could break the game, but I don't think it would break it entirely.
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Oh yeah, this is something that if implemented, should have been done towards the beginning. I could see it be something they have on the ptb or on the love servers for a week to get player input on it though. Survivor needs something new to spice it up, but this does have the potential to be rather controversial among the community.
It wasn't my intent to make any select few survivors OP, just to encourage certain play styles with certain survivors and encourage survivor diversity, but those sorts of things tend to happen. Fostering survivor diversity isn't an easy goal to reach though, I suppose, lol. And even if stuff could be nerfed, many people will take anything that shows to be more advantageous.
In an ideal environment, this results in more survivor diversity, making it so the killer can develop a knowledge of survivor stats and play styles as opposed to just knowing perks. People will still pick their faves, or get a new fave after playing them in the play style their stats encourage. So, all in all, it would be a benefit to the game. However, this ideal environment is probably unlikely to happen with the way stats are in their current iteration at least.
But all that said, I still like the concept too. I tried to be objective with my two mains David and Dwight. I'd still play them both despite preferring a balanced play style.
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Some edits to the concept:
Temperament - Survivors with Very Poor Temperament suffer a 5% Penalty to any cooperative actions they perform, and skill check success zones are reduced by 25% while cooperating with others. Survivors with Poor Temperament suffer a 2.5% Penalty to any cooperative actions they perform. Skill check success zones are reduced by 17.5% while cooperating with others. Survivors with Good Temperament receive a 2.5% bonus to any cooperative actions they perform. Skill check success zones are increased by 17.5% while cooperating with others. Survivors with Very Good Temperament receive a 5% bonus to any cooperative actions they perform. Skill check success zones are increased by 25% while cooperating with others.
Readiness- Action speeds include Repairing, Cleansing, Healing, and killer related actions such as searching Jigsaw boxes and destroying Demogorgon portals. Survivors with Very Poor Readiness have their action speeds reduced by 10%, and survivors with Poor Readiness have it reduced by 5%. Survivors with Good Readiness have their action speeds increased by 5%, and Survivors with Very Good Readiness have it increased by 10%.
Overall, the bonuses and penalties to action speeds have been lowered. It should be less of a bane to have a low score in those stats, and less of a boon to have a higher score in those stats. This is most aimed to prevent gen rushing and prevent people from only choosing survivors with high readiness and temperament. Temperament's affects to successful skill check zones have also been lessened to prevent skill check from being too small among survivors with poor temperament and luck.
David and Nea's stats have been slightly adjusted. 1 point of Nea's Stamina has been reallocated to her Temperament. Streetwise affects both herself and other survivors, implying a degree of sociability and willingness to help others and show them how to properly use their items. As such, Temperament has been bumped up to 2, and Stamina has been bumped down to 4. I chose stamina because her points in Deftness are to befitting to reallocate elsewhere
For David, the values of Stamina and Deftness have been switched. No mither implies a really great stamina, and while likely very deft, David is not a small man. He isn't lithe, and it's harder to be more agile or graceful when you aren't. Overall, its just a small change to make his stats slightly more befitting of him.
Lastly, some more examples!
Bill - Like Laurie, well balanced. [I don’t know much about his character from his games, so most of this will be conjecture.] His stamina is higher because Unbreakable implies that. While he recovers faster than David’s No Mither, Unbreakable is one time use as opposed to No Mither’s infinite self-pick-ups. Strength is a 4 because he’s a former Vietnam vet, and he seems to have taken care of himself since and kept his strength up. For the same reasons, his other stats sans Deftness and Luck don’t fall below three. Temperament is solid 3 because he got along well with his group in his game, but isn’t higher because its easy to imagine the more rebellious types to not like him. Readiness is also higher because he survived a war, and then survived for a good amount of time in a zombie apocalypse. The little base dbd lore we got for him also suggest he was very ready for The Fog and what awaited it. Luck and Deftness are low to keep his stat total from surpassing 18, and are the only stats that don’t have a particularly notable reason to be higher like the other stats.
Feng - Deftness is high because she has Lithe as one of her perks. Readiness is also high because she’s a gamer. The trials are perhaps basically another game to play, if with greater stakes. But as a gamer, she’s probably been desensitized to violence. For the same reason, because she’s a gamer, strength and stamina are low. She certainly doesn’t work out or work to gain muscle in any capacity. Stamina is a 2 because, as a gamer, she’s certainly pulled all nighters and streamed for hours upon hours nonstop and that at least requires some mental and physical stamina. Temperament is at a 3 because she was a pro at team based video games, and was a popular streamer, but kinda fell off, as we can see in her base lore.
Quentin - He has a readiness of 5, only matched by Dwight. Dude’s dealt with freddy, stole drugs from a hospital, helped figure out what happened with him and the others at badham, which happened years and years ago. You think he’s scared of The Legion? Pig? You get my point. He’s a chad. However, stamina is low due to his insomnia, and strength is low because he doesn’t look particularly strong, but doesn’t strike me as utterly and pathetically physically weak. All his other stats are balanced, average, but could be modified to better suit his character since i don’t remember his movie all too well. I just know he’s a chad.
Tapp - Poor temperament because he was too obsessed with Jigsaw, which led to a failed marriage and the loss of a job and most of his social life. But past all that, he doesn’t seem too bad. Stamina is his standout stat because he does survive a slash to his throat and Tenacity giving faster crawl speed while allowing to recover and crawl at the same time supports that he has good stamina. [More rather, a strong will, but he needs a good stat, so stamina it is.]
Kate - Despite her stature, I give her strength a 3 because she has boil over, which implies a degree of strength. Temperament is a solid 5 because she just gets along with people and puts them at ease. She’s basically a ray of sunshine, a bolt of lightning, as described by Benedict Baker most likely. For that same reason, she takes poorly to trials and has a readiness of 1. She’s a shred of fleeting light in an infinite abyss of darkness that reveals nothing and bright light that drowns out all else and blinds like the sun. Just a singer, and while also a country girl, I don’t think she got the skills to do well with a trials objectives. Deftness is a 4 to reflect Dance With Me, which temporarily eliminates scratch marks after performing any fast action. Stamina is a 3 because that seems about right given her background, and luck is a 1 because she didn’t have many points left to allocate around.
Adam - But a simple high school teacher. As such, he has the people skills to work with with all kinds of people, but his focus is on high schoolers, which most survivors aren’t, so a Temperament of 4. Stamina, and deftness are on the lower side because he is the academic type, and there isn’t anything to really imply those stats should be higher. Strength and luck are average because they seem about right for him, and he needs some points. Readiness is solid because he’s suffered trauma before, and has the intelligence and focus to learn how to do objectives and actually do them decently enough.
Jeff - The only other survivor with a strength of 5 aside from David, and he has a rather different statline, so players who favor that high strength have a different option. Hs strength is 5 because he looks like he’s got a lot of natural strength and has worked out, and has a rowdy background like David. Breakdown, which shows him breaking a metal hook, is also indicative of this. His high temperament is reflective of Aftercare and his easy-going nature. He seems like he’s chill and easy to get along with despite how intimidating he can look, unlike David who is intimidating and not easy to get along with. But like David, his readiness is low. And for a similar reason like him and Claudette, I feel like seeing others suffer can weigh down too much on him. Though, its lower than theirs because none of his perks or his story indicate he can better help with objectives. Deftness is low for the same reason as why I lowered David’s deftness. He’s a big guy, and he has nothing to indicate deftness like David’s Rugby days. Stamina is similarly low because he is an avid drinker a big guy who perhaps only works out for strength, and there isn’t anything to indicate his stamina would be that high. Luck is average because he needs the points.
Jane - Her strength is 4 because of head-on. She literally stuns the killer with the locker doors and her body. Also, she strikes me as the type to do light work out sessions to keep herself healthy. She’s worked to keep those thighs thicc. As such, her stamina is average. Her high temperament is reflective of Solidarity and her job as a successful talk show host. She knows how to connect with people and is charismatic and approachable. Simple enough explanation. Her luck is low not necessarily to reflect that she is unlucky, but to reflect that she didn’t need luck to succeed in the entertainment industry. She could have piggybacked off her mother’s career, use the luck of being born to a parent with useful, relevant connections, but didn’t. She only needed her own skills and determination to succeed. Readiness is low because she’s just a talk show host, and there’s not much to indicate that readiness. Deftness is low for reasons similar to Jeff.
These are pretty fun to do, so I'll pry do one for all survivors, but this is all for now. You got anything to say, don't be afraid! I'd love to hear it.
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That's not going to happen.
They pretty much said so in the past. Perks are one thing, specific characters having bonuses to this and that, no.
I don't remember where/when they said so, but they want to leave survivors as reskins, to prevent people always picking the same survivors and flat out ignoring the other ones.
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I can believe that. It was probably during an old dev stream. I can get why though. Just look at the perk meta, especially for survivor. Lots of people will just pick what's strong. The funny thing is though, lots of people pick the same survivors and ignore others already. Some survivors are always just gonna be more popular than others, and that's unavoidable. But, I do wonder how a concept such as this would affect survivor pick rates. I suppose we'll never know though, lol.
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Yeah but the popular survivors are popular because they're popular.. i.e. they're populars, therefore they get more skins, they get more skins, making them more popular. (notable examples: Meg & Feng)
Also tits. So my main guys Jeff and Adam won't ever get much love aside from the occasional outfit, whereas Meg and Feng get them all the time. Can't blame them though, these characters get them money. It would be nice to see more diverse outfits for other characters though, Jeff only has rock t-shirts or leather jackets.. And Adam only has raincoats and stupid sweaters..
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Yeah, it's like an echo chamber by this point. Why do they get so many cool outfits? Because they're popular. Why are they so popular? Because they get so many cool outfits. It's a never ending cycle that leave little room for any that isn't favored. And yeah. Women sell. Just look at the gender ratio of any gotcha. Money does speak, have to admit.
I will say though, you've got good taste in Adam and Jeff. It is a shame they don't have variety like the others.
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It's the Kardashian Konondrum.. "why are they popular? 'cause they're popular!"
EDIT: Also, thanks ;) I'm a Kate main, but Jeff and Adam are the 2 survivors I maxed out after Kate :) they're good guys
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Imo all survivors should have the same stat total
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Yeah, I was thinking that, to keep things balanced and prevent one survivor from being truly better than another. If I were to do that, I'd maybe bump the score limit up to 7 and have the totals cap at whatever the average would be. 24, since that would be what a survivor now would score with pure Average, all 4s.
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