http://dbd.game/killswitch
guys i have an idea and it might be good for the future of dbd hear me out..
each survivor comes with their own power just like the killers.
this is how i would put it
survivior | bill overbeck | perks: | power: |
|---|---|---|---|
unbreckable | does something | ||
left behind | does somthing | ||
borrowed time | does something |
what do you think?
Best Answer
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Yeah, beside the fact it would lead to only seeing the same survs, a lot of people would be salty af if their favorite surv(s) got the short end of the stick.
And as has already been said, it would just create the same problem we see with the killer roster.
But it does seem like it would have been a fun idea had it been part of the core game, provided you think BHVR could have balanced these powers out to make them equally appealing.0
Answers
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This idea has been floated around before, and while I do see where you're coming from, it'd just create the same problem that Killers already have, where the most powerful effects are the only ones you'll ever see.
Survivors should just stay as skins, adding more effects onto a already bloated system would not end well
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true
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It would just create an even bigger disparity between survivors, as well as make a lot of people feel cheated because their favorite survivor got a terrible power. It would feel as if the money they spent on the chapter, skins, etc. was all for nothing, while feeling pressured to play a character they don't even like.
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I'd be pretty unhappy if my main got shafted with a crap ability yet I know I'd still play as them and just be mad all the time. This would have needed to be implemented when the game began.
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The entire game has been balanced around survivors not having those abilities, so the abilities would need to be very weak passives, or else the survivor base kit would need to get moderately nerfed in order to compensate.
Option 1: Dwight gives all nearby survivors (including himself) 1% bonus action speed for all actions, Jake gets a 5% action speed bonus to unhook and sabotage actions, etc
Option 2: Claudette can pick up herbs, which periodically spawn in common totem spawn areas. Herbs can be used while healing to instantly gain 25% heal progress. While walking, Meg can use "Deep Breath" to instantly remove 5 seconds of exhaustion. 15 second cooldown. Gens increased to 120 seconds, heal time increased to 24 seconds base kit
IMO the first of these feels incredibly boring and pointless and the second one feels too drastic, difficult to design and balance, adds too many knowledge checks to an already hard game, difficult to find enough worthwhile powers, and is prone to forcing people to choose specific characters based on their playstyle when the community has already largely formed affinities for characters based on their personalities
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It worked out in TCM, with victims having different abilities (though no perks, iirc), but this roster is so big it would be even harder to keep balanced. Coordinatied teams would be synergizing perks and characters and the complaints about SWF would be even worse.
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Yeah, with this many survivors it'd have to be more class based than on an individual basis. For one, creating balanced individual powers for 50 survs would be too much.
For another, the amount of game knowledge you'd need to manage it all would be another huge obstacle for new players.Also it's probably not fair to say anything in TCM really worked long term, lol
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