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Giving Each Survivor a Small Passive Buff for Individuality

I think it would really help to differentiate survivors to give them each a small individual special buff. Right now, survivors are just skins. You only choose on over the other because you like how they look. But, if we gave them all a small passive buff, you would actually have reason to select one survivor over another. Pretty much every other asym horror game I've seen has done this, but not DBD.

Here's me brainstorming a buff for each survivor because I like doing this, I just like throwing out ideas. I probably spent more time than I should have doing this. Some of these were easy, some of them weren't. Really feel free to suggest your own.

  • Dwight: All survivors see your aura when within 20 meters.
  • Meg: You recover from Exhaustion 10% faster.
  • Claudette: You heal 10% faster.
  • Jake: When injured or in the dying state, your grunts of pain are 25% quieter.
  • Nea: Your crouch speed is 10% faster.
  • Laurie: You can see the aura of the exit gates when within 20 meters, and the hatch when within 10 meters. You will additionally see the progress of the exit gates by the intensity of their aura.
  • Ace: You gain a 5% increase to your luck.
  • Bill: The endurance effect you receive after being unhooked is 10% longer .
  • Feng: Your repair speed is 25% quieter.
  • David: When injured, your bleeding frequency is reduced by 75%.
  • Quentin: Your action speed for interacting with objects is increased by 5% after all generators are completed.
  • Detective Tapp: While in the dying state, you crawl 5% faster and your grunts of pain are reduced by 50%.
  • Kate: Your timer for struggling out of a killer's grasp is 5% faster.
  • Adam: The duration of your all your aura reading abilities are increased by 1 second.
  • Jeff: You get a notification whenever your aura is revealed to the killer, or when killer instinct is active on you.
  • Jane: When you are working on a gen, that gen will be revealed to all other survivors in the trial.
  • Ashley: When you stun the killer, you will see their aura for 5 seconds.
  • Nancy: Your walking speed is 5% faster.
  • Steve: When you unhook a survivor, their endurance and haste effects durations are increased by 5%.
  • Yui: You can see the auras of survivors being carried by the killer and your aura will be shown to other survivors when being carried by the killer. You can also see how close a survivor is to wiggling out by the intensity of their auras.
  • Zarina: The killer's aura is revealed to all other survivors when the killer is within 10 meters of you while you are either on the hook or on the ground in the dying state.
  • Cheryl: Whenever something is blocked by the entity, you will see the aura of the blocked item for as long as it is blocked.
  • Felix: You see the aura of generators within 10 meters. Whenever a gen's aura is revealed to you, you will also see the gen's progress by the intensity of its aura.
  • Elodie: You can see the aura of items on the ground. You search and rummage through chests 5% faster.
  • Yun-jin: When you are injured by the killer or a survivor within 10 meters of you is injured, the killer's weapon cooldown animation is 5% longer.
  • Jill: When you would stun the killer, the stun lasts 5% longer. This can only activate once every 30 seconds.
  • Leon: When you blind the killer, the blind will last 10% longer. This can only activate once every 30 seconds.
  • Mikaela: You bless totems 10% faster and cleanse totems 5% faster.
  • Jonah: When you get a haste effect from being injured or unhooked, that haste effect is increased by 5%.
  • Yoichi: When within the killer's terror radius for 30 seconds, you will see their aura for 2 seconds.
  • Haddie: When the killer's aura is revealed to you, you will additionally see the auras of any survivors and gens within 10 meters of the killer.
  • Ada: Your footsteps are 50% quieter and your breathing is 10% quieter.
  • Rebecca: The speed for you to unhook survivors and to be unhooked yourself is 10% faster.
  • Vittorio: You can see all scratch marks left behind by survivors.
  • Thalita: Whenever you finish a co-op action with another survivor(s), the killer's aura is revealed to the both of you for 2 seconds.
  • Renato: Whenever you finish a co-op action with another survivor(s), the auras of all gens and chests within 20 meters are revealed to the both of you for 5 seconds.
  • Gabriel: The efficiency of your item usage is increased by 10%.
  • Nicolas: Exposed lasts 10% shorter on you.
  • Ellen: When the killer is within 10 meters of you, you get a notification. Your action speed for interacting with objects is increased by 5% when this notification is active.

Comments

  • UndeddJester
    UndeddJester Member Posts: 3,491

    It's a cool idea, I enjoyed reading, though it does come with consequences.

    The big question is do you want a meta around survivors? We sacrifice the ability to play any survivor we like at any time, to having a best choice for a particular build.... that's not an insignificant feature loss.

    However to give the suggestion a fair shake... I liked the passives that generally offered rather benign effects that for the most part you won't notice, such as Jill, Rebecca, Feng. These are nice cause you dont really gain much more on what you have already so they are more a "flavour" that a build feature.

    Ones like Meg, Mikaela and Claudette might be fine, but may need dialing back a tad. Ones like David, Vittorio and Cheryl are interesting... not too strong but situationally advantageous... though trying to give other survivors equivalent value is difficult to assess. There are some in there that are pretty damned strong though... Jeff, Jane, Jonathan and Zarina are pretty darned good effects...

    We do already have the issue of just balancing the perks in the game... how confident would we be accounting for passives too? 😏

  • Steakdabait
    Steakdabait Member Posts: 1,294

    I actually like this idea to make survivors more than skins better.

    "I've always liked the idea that characters get to use a fourth tier of their own perks, so mikhaila would have a better COH, pinheads deadlock a little better would make sense that the character who was gifted the ability would be better than people who learned it from them thematically, i like that it can give both players a bit more information too, being like oh bird lady is probably playing pain res cos its a better version etc"

    Found in scotts related video about this topic.

  • Seraphor
    Seraphor Member Posts: 9,429
    edited August 2023

    I've always liked this idea, but these suggestions are nowhere near 'small' enough to work.

    Right away, you have a Meg Ada meta.

    Values need to be in the 1-3% range for this to work. Not 5-10%.

  • Feneroe
    Feneroe Member Posts: 279

    No thanks. I want to see variety in survivors, not only the same one or two every single game.

  • Gandor
    Gandor Member Posts: 4,268

    While I generally agree, there's a huge difference between 3% movement speed bonus and 10% crouching speed bonus. But yes, I would cut the bonuses by approximately 50% on average given OP's suggestion

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Yeah, survivor character meta is definitely what we need...

    It's always lovely to play against 4x same character.

    Looking forward for more lobby dodging on both sides.

  • thisislastyearsmodel
    thisislastyearsmodel Unconfirmed, Member Posts: 636

    Survivors don't need individuality in this game. This would lead to very much the same issue that's happening in TCSM right now, where everybody will lobby-dodge until they can play the character they want and/or others will dodge because they see somebody playing a character they like with an ability that sucks. It opens up a massive can of worms that would do more harm than good imo.

  • Emeal
    Emeal Member Posts: 5,275

    Disagree, give them a small active ability that they can do. a Tiny Secondary Objective.

  • Snowball777
    Snowball777 Member Posts: 143

    Survivors do not need buffs tyvm

  • Daespyrial
    Daespyrial Member Posts: 10

    If the bonuses are cut back a lot so it doesn't cause the "only one survivor per match" issue and the bonuses being insignificant enough that it doesn't cause a survivor Meta. This idea could work. I saw another idea about giving survivors a 4th tier of their own perks which would also be a good idea but could lead to a survivor meta of running the same characters.

    • Dwight: having a passive bond is very powerful, I was thinking more of a 1-2% bonus speed to specifically co-op actions.
    • Meg: recovering that quickly from exhaustion is also powerful with perks like vigil. I was thinking more of When using a perk that causes exhaustion perk you get 1-2% more value out of it
    • Claudette: The healing passive is nice, I like the idea, the % should be less maybe 2% OR remove the efficiency penalty on med-kits.
    • Jake: being quieter while injured makes sense, maybe 5-10% instead of 1/3 of a iron will.
    • Nea: 1/10 basekit urban doesn't seem too powerful, I like the idea.
    • Laurie: coming in with 3 effects very powerful. maybe something less complex, like can use DS twice per match instead of once (same perk restriction apply).
    • Ace: Luck is pretty much meaningless unless you build around it, maybe something a little better would be, This character keeps add-ons attached to items. (The little known effect of Ace in the hole)
    • Feng: Basekit 2nd effect of Technician is a little powerful, maybe drop the percentage or make it ranged based like 2 meter sound reduction.
    • David: This effect would directly counter, Oni and Twins. Maybe a 10% reduction but 75% is a lot.
    • Quintin: I like it, 1/5 basekit Wakeup (because realistically this effect would only be used on the gates.)
    • Tapp: Tiny Tenacity (-recovery effect) perfect example.
    • Kate: This would be meta, especially with the already existing hook dead zones. Maybe something more like Kate makes the killer wobble more while carrying.
    • Adam: I like it, its not super broken, 1 second extra aura reading.
    • Jeff: Kinda Meta, maybe instead have a reverse of Adam, Aura reading against you is reduced by 0.5-1 second.
    • Jane: Kinda powerful, maybe make a range or a certain % of progress to it, (maybe 10 meters, OR after 50% progress)
    • Ashley: Too Powerful maybe instead something like Killers take 1% longer to recover after hitting you.
    • Nancy: Basekit tier 1 Self-Aware for a DLC that isn't available anymore. maybe something less like 1-2% speed
    • Steve: Same issue as Nancy, This is just basekit tier 1 guardian for a DLC that isn't purchasable anymore. Maybe something like this character stays on the hook 2% longer
    • Yui: I like this change. would make breakout builds way more fun.
    • Zarina: As a Zarina main, This effect is too powerful, maybe something like recover from broken 2% faster would be a better change.
    • Cheryl: I like the change, its not too powerful.
    • Felix: Seeing gens is too powerful but I like this part >"Whenever a gen's aura is revealed to you, you will also see the gen's progress by the intensity of its aura."
    • Elodie: Perfectly balanced 10/10
    • Yun-jin: I like the change (suggested something similar with Ash). Needs a cooldown if its gonna apply to hitting you or another survivor. maybe once every 30 seconds?
    • Jill: Maybe 3% instead of 5% but I like it.
    • Leon: Maybe 5% instead of 10% but again I like it
    • Mikaela: Perfect change 10/10 balanced.
    • Jonah: Basekit Overcome/Guardian is a little powerful, Maybe something like Boons placed by this character have a 2m wider range. (like a signal booster from his ipad or something)
    • Yoichi: I like it, its not super powerful maybe give it a caveat of the killer also seeing you aura (like a very less powerful version of old OOO.)
    • Haddie: I like it, pretty balanced change.
    • Ada: Could lead to immersive plays that the community already dislike, I'd say maybe something like traps placed by this character last 5% longer (traps being things like wiretap, Blast mine, the new trap pallet perk)
    • Rebecca: Reduce the % to maybe 3%, 10% is basically basekit Desperate measures. but otherwise I like the change
    • Vittorio: I like the idea of seeing the past, but since Vittorio is from the past, maybe flip the roles, other Survivors can see Vittorio's scratch marks.
    • Thalita:I like the co-op effects on the siblings
    • Renato: I like the co-op effects on the siblings again.
    • Gabriel: Maybe 3%, 10% more item value is a lot.
    • Nicolas: I like this, but maybe 5% otherwise it could really hurt perks or add-ons like Dragons Grip or Artist's Garden of rot
    • Ellen: Mini old spine chill, honestly its pretty balanced. 5% isn't a whole lot and the killer has to be decently close to you, could be very powerful on indoor maps so maybe add the "looking in your direction" stipulation.


  • Caiman
    Caiman Member Posts: 2,959

    Balance is already bad enough, we don't need even more messes.

  • MeowMeow93
    MeowMeow93 Unconfirmed, Member Posts: 60
    edited August 2023

    That's a good one ofc crying killers will come saying that balance on survivors side when they have Blight Nurse and Wesker still not being nerfed

  • Worgen
    Worgen Member Posts: 67

    I really like the idea, but I dont want to just stop here, I would like to see like a class System. For Example claudet is like a supporter, along with Rebecca. But rebeca is a saviour kind of supporter, not healing like claud, but if you unlock Claude teachables them you can run Claude heal builds too. And we need a chaser role too...etc and your bonuses Will be a plus to that. This game is the same for years. I want groundbreaking changes.