http://dbd.game/killswitch
The Survivor's Equality: A Proposal to Merge Inventories in Dead by Daylight
In the vibrant and terrifying world of Dead by Daylight, where ingenuity and survival are key, we often encounter a fundamental paradox: while in terms of gameplay all survivors are essentially identical in their base abilities and performance, their inventories of items and add-ons remain painfully separate. Beyond their appearance (their "skin"), the experience of playing with Dwight, Meg, Claudette, or Jake is, from a mechanical perspective, the same. This reality sharply contrasts with the burden of managing individual resources for each character, creating unnecessary friction that discourages player diversity and freedom of choice.
Gameplay Homogeneity and Role Diversity
It's crucial to understand that a survivor's true identity and differentiation in Dead by Daylight don't lie in their hidden attributes (because there are none), but in the perks they equip, the items they carry, and the add-ons they use. A "healer" is such because of the med-kit and healing perks they bring, not because they are Claudette. A "repairer" depends on their toolbox and repair perks, not on being Dwight. This distinction is vital: the role is defined by the loadout, not by the base character.
Given that all survivors operate under the same base stats (movement speed, repair speed, etc.), character choice is purely aesthetic. We want to play with Jane because we like her design or personality, or with Ace for his charisma. However, this aesthetic preference often clashes with the harsh reality of an empty inventory for our favorite character, forcing us to "grind" Bloodpoints to obtain the desired items for that specific survivor.
Arguments in Favor of Inventory Merging
- Player Freedom and Flexibility of Choice:
- Play as anyone, anytime: Unifying the inventory would allow players to select their favorite survivor in each match without worrying about item availability. Do you feel like playing Élodie but know Dwight has more flashlights? With a shared inventory, the flashlight would be available to anyone.
- Encourages aesthetic diversity: Players would be more inclined to try different skins and characters if they knew they weren't limited by a lack of resources. This would visually enrich the game and allow players to express themselves more freely.
- Time Optimization and Reduced Grinding:
- Less unnecessary grinding: The need to accumulate Bloodpoints for each survivor individually solely for the purpose of having items would be drastically reduced. Grinding would focus on leveling up characters to obtain perks (which is already a significant grind), not on restocking inventories.
- Greater resource efficiency: Items and add-ons obtained from the Bloodweb wouldn't be "wasted" on a character you don't typically play. Everything acquired would be universally useful.
- Improved Gameplay Experience and Logical Consistency:
- Smoother flow between matches: Currently, a player might feel the frustration of wanting to use a specific item but finding it's only on a character they don't want to play at that moment, or their favorite character doesn't have the item they need. A common inventory would eliminate this obstacle.
- Greater consistency: If the only difference between survivors is visual, why aren't their consumable resources? A unified inventory would better align game mechanics with the actual gameplay experience.
- Minimal Impact on Game Balance:
- Does not affect the meta: Items and add-ons would still have the same effects and rarities. The difficulty or dynamics of matches wouldn't change, only the ease with which players can access those items with their chosen character. This is a quality-of-life improvement, not a balance re-adjustment.
- Preserves perk progression: The Bloodweb system and Bloodpoint grinding would remain relevant for perk progression, ensuring the game maintains a sense of long-term progression.
Implementation and Considerations
The transition could involve the automatic merging of all existing items and add-ons into a centralized inventory for the survivor role. From that point on, any item obtained from the Bloodweb or via codes would go directly into this common inventory.
In a game that values personal expression through cosmetics and has already simplified other progression systems, merging survivor inventories is the next logical step. It would allow the Dead by Daylight community to fully enjoy the diversity of characters without the punitive burden of excessive and redundant grinding, significantly improving player quality of life and allowing them to focus on what truly matters: the thrill of the chase and the tension of survival.
Comments
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Hey, thats great! Lets come up with a way for killers to share (or transfer/trade between killers) addons as well for the same reasons as well. Keeping up with addons can be a major BP sponge if you do not play often, yet wish to try to keep up with the meta across up to 40 characters (and growing of course.) As you posited earlier, it would improve multiple aspects like build diversity, less grinding, better game flow, and wouldn't have any more effect on gameplay.
For the record, this isnt whataboutism, this is a change I've wanted for both sides for years. Reworking perk acquisition was step 1, now the rest of the node types need some type of attention too.
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What would prevent us from bringing the best in slot to each match?
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I disagree. I think killers should share offerings, but addons should be killer dependent.
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you trying to do oni with Billy turning addons or something?
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The only thing I think of for Killer add-ons being shared is to code each one like a number. Example Trapper has 5 and 10 for his Iri add-ons and Wraith has 7 and 8. All of the first Iri add-ons would be something like A1 and A2 for the second. So the game would tally all of the Killer add-ons up. For this example there would be 5+7=12 of the A1 and 10+8=18 of the A2.
So if all of the 40 Killers each have 10 of their first Iri then they would have 400 A1
Each addon could continue as A3, A4, ...A20.
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Of course not, thats why i mentioned trading or exchanging. If there are redundant addons on one killer that you will never use, but an equal rarity one on another killer that is vital to certain builds, you world be able to exchange the one for the other. It could even come with conversion rates to prevent abuse.
Thats fine that you disagree, but I don't see a reason. Some killers have addons that are so bad you sabotage yourself while taking them, while another killer might have an addon that entire builds are structured around. I think thats similar QoL to not having to bring out the Jeff you never use because he got a bunch of items while getting his unlocks. Again, I think both sides having the issue addressed should come together.
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Each match would just be of the best items and add-ons which could already be a thing if you just go from character to character.
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That's a fair point
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Yep, was thinking similarly with regards to conversion. You could do it based on rarity, have a "ratio system" where addons are given point values in exchanging, etc. Could also put in something like cost inflation based on the addon, so it might cost 2 yellow addons to get 1 yellow, 4 iri for one iri, etc. That could then even have modifiers based on the strength of the killer (to prevent something like farming webs on clown to turn them into the best on top tiers.)
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The Pig with Billy's turn Addons would be dope.
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Until BHVR notices and nerfs Pig
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Not to mention with the intentional huge nerf in cake spawns in the Bloodweb we wouldn't need to farm them like crazy.
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oh okay thanks for clarifying I was really confused on where your head was at on that one.
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blight with Billy’s turning addons
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it already is and maybe this would rise the pickrates enough for devs to acknowledge how stupidly broken some things are in current dbd.
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Its fine, clutter is a player issue and not a role one so my approach is focused on that. Apparently many people only find it an issue when they have to break out Bill to use some firecrackers from an old event or something. I'm just coming from the perspective of someone who got mostly caught up with the perk grind (thanks to the changes!) but still has a hard time keeping up stuff like shadow dances on wraith or apples on plague. And so even though I mostly play survivor when I do, I have been dumping almost all of my points into killer for ages trying to stay caught up and have at least a few of each addon for trying certain builds.
If you only play a few killers or if you play a lot its not as much of an issue, but for casual long time players or newer players who are experimenting with different killers, its still a very rough slope. I just think its something that should be improved for all players, not just some.
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Ngl that would be kinda cool.
@topic I think this would be a great idea. I would say also allow killers to share offerings as well though as that only seems fair.
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I agree, but also offerings on killer side should be merged as well. Addons being separate makes sense and is fine.
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