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prestige buffs surviver and killer
becouse the only thing you have when prestiging is a skin part, I head an idea for survivers and killers when prestiging.
so for survivers
every surviver gets a very little buff on something like claudete gets a little buff in healing (0,5/1/2%)
or a little resistance from the killer like quinten gets a more charge time for sleeping (0,5/1/2%)
- Dwight Fairfield: together repair speed (1/2/4%)
- Meg Thomas: sprint exaustion cooldown
(10/20/30%)(1/3/5%) - Claudette Morel: healing others (1/2/4%)
- Jake Park: hook ressucection cooldown (+15/+30/+60 seconds )
- Nea Karlsson: item useage (2/4/8%)
- Laurie Strode: stalking protection (2/4/8%)
- Ace Visconti: luck (1/2/4%)
- Bill Overbeck: alown repair speed (1/2/4%)
- Feng Min: madness protection (1/2/4%)
- David King: intant down protection (1/2/3x once per hook) ( you get injurd instead ) (doesnt work when exposted)
- Quentin Smith: sleep protection (1/2/4%)
- David Tapp: pig Trap time increase (2/4/8%)
- Kate Denson: better visual effects (clearer nurce blink location, cloaked wraith and spirit phace)
- Adam Francis: totem cleance speed (1/2/4%)
- Jeff Johansen: Trap escape chanse increase (2/4/8%)
- Jane Romero: wiggle power (2/4/8%)
- Ash Williams: longer blind duration
(5/10/20%)(1/3/5%)
numbers and buffs variable
and for killers little buffs in there power
like cloak time wraith (1/2/4%)
and fatigue recovery nurce (2/4/8%)
Comments
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Would like to hear your reaction on it
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I’m not against it, but some of those examples are a little too much. Meg, Claudette and Ash would be too powerful and unbalanced in your examples, once they were P3. I would be ok with 1/2/4 or 2/4/6 examples.
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Some of these seem altogether too specific or too powerful.
Jake, David, and Kate fall in as too powerful, while Laurie, Feng, Quentin, David, and Jeff seem too specific.
I like the idea of everyone having passives, but I'd honestly just give everyone T1 of their least* meta perk, i.e.:
- Ace gets T1 Ace in the Hole
- Adam gets T1 Diversion
- Ash gets T1 Buckle Up
- Bill gets T1 Left Behind
- Claudette gets T1 Botany Knowledge
- David gets T1 We're Gonna Live Forever
- Dwight gets T1 Bond
- Feng gets T1 Technician
- Jake gets T1 Saboteur
- Jane gets T1 Poised
- Jeff gets T1 Distortion
- Kate gets T1 Windows of Opportunity
- Laurie gets T1 Sole Survivor
- Meg gets T1 Quick and Quiet
- Nea gets T1 Streetwise
- Quentin gets T1 Vigil
- Tapp gets T1 Detective's Hunch
- Cannibal gets T1 Franklin's Demise
- Clown gets T1 Coulrophobia
- Doctor gets T1 Overwhelming Presence
- Ghost Face gets T1 I'm All Ears
- Hag gets T1 Hex: The Third Seal
- Hillbilly gets T1 Lightborn
- Huntress gets T1 Territorial Imperative
- Legion gets T1 Iron Maiden
- Nightmare gets T1 Fire Up
- Nurse gets T1 Stridor
- Pig gets T1 Hangman's Trick
- Plague gets T1 Dark Devotion
- Shape gets T1 Play With Your Food
- Spirit gets T1 Rancor
- Trapper gets T1 Unnerving Presence
- Wraith gets T1 Shadowborn
And if someone equips a T2 or higher version of the same perk to the relevant character, their passive is nullified in exchange for using the higher functionality version of that ability. I'd hope that this would encourage more variety in which characters are played, and increase the chances of altering the playstyles of groups of people so the meta on both sides would overall get more muddied.
We could also tie the tier of the passive to prestige, having P2 get T2, etc.
*some of these are obviously more powerful than others, but that's on BHVR for not bothering with actual balance when designing. I'm also just basing my selection on my experience of what shows up at mid/high rank games I play in, if there's a less meta choice overall that may not be reflected by my experience, okay
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Im not sure if you know, but as well as the prestiged clothing you get a very small % increase for rarer offerings / addons to spawn in the bloodweb. It's only like a percent increase though so its really not noticeable, i think that just needs to be increased or something
Your idea of personal changes to each survivor is interesting though, seems kinda cool tbh
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I know some are powerful and some are weak the reason of the passive is more like that you get a little protection from powers you hate playing against. The reason there are also other passives is that there are not enouth powers to work against.
Also the powers and numbers are variables and examples and can be changed to become balanced. Maybe if you only pick look at the very specific killer related passives and spread those around the survivers that not all have a unique passive it is desent fors ome people.
And the idea to give the passive of there tier 1 meta perk gives them an direct extra perk and sounds for me like you have 5 perks sounds nice but makes it to powerful or even to weak becouse of some perks.
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@Dr_Trauts I'm not sure if you know, but the increased chance of rarer offerings for prestige has been disproven through multiple studies of many hundreds of bloodwebs.
@FGDandude if you're just making up your own, there's no reason to make some too powerful or some too specific. Not everything has to be an action, there's auras, audio, and other interactions that can be made.
As a compromise between your idea and my own (which I admit is just a casual concept rather than one overly focused on balance), perhaps each passive could be an extremely weak version of the perk I listed, a theoretical T0.
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@ElusivePukka that I can see in the game. I like it. I think than that there is a 0.1T, 0.2T and a 0.3T perk for every prestige rank and that the stronger perks are going to be evenly balenced to the what weaker perks.
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Well, from the studies that ive looked at there is a very slight increase in rarer items. But as ive said, its barely noticeable
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@FGDandude I totes agree with this. I think it would be neat that the characters get a slight buff to their perks! Like you said, Claudette gets extra speed in healing (with botany knowlege & self care getting an extra 1% per Prestige and maybe empathy getting an extra meter per prestige).
Exhaustion perks needing 1/2/3 seconds less to recover.
Aura reading getting 1/2/3 extra meters(for Object of Obsession for example) or extra seconds (in the case of Alert or Breakdown).
Bloodpoint perks get extra 1%/2%/3%.
As for killers, the same thing: more seconds or meters for aura reading perks.
Less time for Perk reactivation like Ghostface's "Im all ears" and Plague's "Dark Devotion", etc.
But that's just me. Idk what other people might think.
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