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Could Unique or Role based passives Work in Dead by Daylight? I made both to see which is better.
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Chapters
0:00 What Are Survivor Passives?
2:57 Unique Survivor Passives Breakdown.
8:31 Issues With Unique Passives.
10:10 What Are Role Passives?
10:44 Role Passives Breakdown
14:00 Which Passive System Is Best?
source
good bid dustrOCK preytty basde. erlpodie is sooo hot hahahahaha love elodig hahahahahaha
Killers would prejudice and abuse the classes. Ignore the distraction survivors bully the goal oriented. Instead the original idea but with multiple boosts and each should maybe have as close as possible to a mini boosted counter to there respective killer (haddie can make exiting a locked locker an extra second longer for the dredge/leon and jill get an extra 1 second speed boost from zombie attacks) making each survivor more entising if theres a specific killer you dont like and want a slight edge agaisnst. And there mini passibe boosts dont have to be limited to jsut a single boost for example Claudette could have 5% speed boost for healign others and 10% for healing herself with medkits she brought to the trial with her and/or by medkits obtained through a perk. This would allow for alot more creative possibilites and variations for survivors still to come where tis not limited to one boost per survivor but two so two survivors could both have 5% heal boost but one could also heal themselves faster while one may reduce mend time a bit faster then ontop of those two have a mini buff agaisnt there respective killer
I agree that unique passives for each survivor are unsustainable even if you could pull it off now
role passives though are completely possible. It would add more of a mind-game in the lobby and in the game. both survivors and the killer could sus out the build of the team at a glance and act accordingly. Not to mention SWFs would be able to bamboozle killers by running a build against the role
It would take a huge re-balance and shakeup, but I think it would add a lot to the game!
In the interest of doing something like this, I'd frankly go with something that increases the survivors' unique perks, perhaps treating one of their equipped perks function at a higher level than they currently are. IE Claudette getting to use Self Care, Botany Knowledge, or Empathy as if they were basekit tier 2-4. (I'd treat the first perk when equipping as noted for boosting.) This also gives Killers a note as to what perks to look for on each survivor, because while it wouldn't be necessary to equip a particular perk it would improve your efficacy with certain perks to each survivor.
In the interest of fairness I'd probably look to implement something similar for Killers too, just to further enhance their unique flavors to something a bit more consistent.
I think a class system seems like the best route. The problem is stat increases have to be mild by nature, and are almost always boring additions. I think a a better way to solve this is to have perks be exclusive to classes. This would let a killer know what they're getting into when they see certain surviors. I think it should also be simplified to four classes the encompass survior playstyles.
Altruists: Team-oriented surviors who are not afraid to help their fellow man even if it puts them into harm's way.
– Slightly faster healing
– Slightly faster unhook speeds
– Much faster speed after taking a protection hit
– Faster coperative actions
Surviors: Dwight, Claudette, David, Kate, Adam, Jane, Steve, Zarina, Rebecca, Thalita
Perks: Bond, Borrowed Time, Reassurance, For the People, etc.
Evaders: Headstrong surviors who are not afraid of confrontation with the killer.
– Pallet Stuns are more effective
– Fast Window vaults are better (like in last patch)
– Faster Exhaustion recovery
– Guaranteed to start as the Obsession
Surviors: Meg, Nea, Laurie, Ash, Yui, Cheryl, Jill, Vittorio, Ellen
Perks: Most Exhaustion perks, Windows of Oppritunity, Object of Obsession, Any Means Necessary, Hope, etc.
Suvivalists: Experts at objectives, stealth, and self-preservation. These are surviors hell bent on their fast and seemless escape.
– Slightly faster generator speed
– Slightly faster exit gate speed
– Quieter grunts of pain/footsteps
– Longer Endurance off hook
Surviors: Bill, Ace, Feng, Tapp, Nancy, Yun-Jin, Jonah, Haddie, Renato
Perks: Self-Care, Off the Record, Unbreakable, Hyperfocus, Urban Evasion, etc.
Specialists: Creative surviors with outside knowledge. They are more competent at side objectives as well as using rescources and tricks to live another day.
– Reduced item consumption
– Greater item charges
– Cleansing totems speed is increased
– Flashlight and pallet saves stun the killer for a bit longer
Surviors: Jake, Quinten, Jeff, Felix, Elodie, Leon, Mikhela, Yoichi, Ada, Gabriel, Cage
Perks: Boon perks, chest perks, Flashbang, Blastmine, Wire Tap, Diversion, Built to Last, etc.
Ok so now I'm a Leon main xD
I love this idea, sadly I can already see the Dwight SWFs with BNP+Deja Vu. Maybe if they implemented the same mechanic as in TCM (one character per match) this would be very good.
This man has the same idea as me
Well if you increase gen times by 100s or more then i see no problem with it
I think that roles would be neat, but also perks kinda already are that. like, I've seen roles such as Goal Oriented, Healer, Runner and Lone Wolf thrown around…that's just the original survivors' descriptions LOL. I personally think it's very silly to have these on top of perks, specially when these I assume would be attached to a character and one wouldn't be able to choose whatever passive role on whichever survivor you like aesthetically. It'd just complicate things, limit aesthetic options and make X or Y unpopular or saturated due to being the very good role or the very bad role (I doubt BHVR would be good about role balance lmao)
So like, good idea on paper, but the moment you go to execute it, it starts piling on reasons for not being worth the hassle.
I'd instead add more BP bonuses like, idk, Healing particularly often in a match, giving you the Support Bonus, for Chasing a lot, you'd get a Runner Bonus, a Lifesaver Bonus for going the most flashy saves out of all the survivors, stuff like that. have the "role" you have in the team be a bonus to the rewards for filling the role better than everyone else. Maybe even have like, a medal system per match for recognizing whoever got the most Heals off, the most Gen progress, most time in Chase, the most time Bleeding, etc. and make those the BP role bonuses
What about Steve and Nancy 😭
This really isn’t as nice as it sounds. The passives are either so small that they’re meaningless, or they lock characters to a certain role or meta play style.
As the game is now, it’s funny to see 4 Dwights in a lobby because you have no idea what kinda meme stuff they’re up to. Conversely, it’s lame if you see 4 Dwights in a lobby knowing that they’re all going to try to gen rush you with some shared ability.
Also, if the killer knows your survivor’s abilities and limitations for a character, it makes it so much easier for them to pick your team apart. Why would a killer chase a survivor who’s good at getting away when they could just find your “heal” or “repair” person and just tunnel them out of the match?
I think a cool idea could be killer power like abilities. I have no clue how these would be balanced but I came up with 3 ideas I found interesting.
Watchful gaze: Start the trial with one token. You may look at a wall and press the active ability button to spend that token and place a security camera. Security cameras can be accessed by getting in a locker and pressing the ability button 1. The auras of all players are revealed to you within a 10 meter distance if the camera while you are accessing it. The killer can destroy the camera with a basic attack. You can get a token back by repairing a generator after your camera has been destroyed.
Mirage: While in the injured state you can press the active ability button 1 in order to go invisible for 1 second and summon a mirage. The mirage is an identical copy of the player that runs in a straight line. It leaves scratch marks for 2 seconds at which point it will simply continue running. The mirage naturally disappears after 6 seconds.
Pent up anger: Release your rage and throw a punch that will do different things depending on what it hits. The punch can break pallets and breakable doors. It can also stun the killer for 2 seconds. However, if you hit an object (even a wall) your aura will be revealed to the killer for 5 seconds. Additionally, you will also suffer from deep wound.
Those are my shitty ideas. Feel free to criticize them however you like.
I preffer the "Roles" instead of the individual passives, that sounds fun, and the Roles passives get nerfed the more of the same role it presents, so people dont run 4 supports or 4 meat shields
Dude you need to listen to this Idea
Adept perks: If any survivor have characters adept perks (like dead hard wglf and no mither)they get an iridescent perk what those do are mostly lore accurate way of buffing the 3 perks and sometimes adding a new function (Meg doesn't have an exhaustion perk so she gets an exhaustion perk) this would make characters more interesting to say the least
I hope this makes sense to all of you and makes to a video bc I like this Idea so much
For Mikaela I would add instead an ability to read auras on occasion. Perhaps being able to see the aura of a survivor for under a second when the killer starts chasing them, providing a bit of information without it being too much. It would also play a little more with her psychic abilities which are implied with Clairvoyance.
Just play TCM
I always thought if they wanted to do a ranked mode they could just make it so in the ranked mode whichever character you pick you'd have to use their 3 teachable with the 4th being whatever you want. Yes it would nerf some killers but it would make survivors more interesting than skins. Obviously cap it so only one survivor per match so no duplicates.
I think role passives are a much better idea and makes gameplay march there archetypes but i think to add some more personality it would be cool if survivors had custom addons. kinda like killer addons but maybe each survivor gets only 2 but they have different ways to use times. maybe for jake he would have fingerless gloves he could add to toolboxes which makes it while out of the killers terror radius if he sabos a hook it would be sabo for 30 seconds longer. just some super specific and niche stuff so killers can try to guess what suvivors might have before the game starts
identity V (DBD rip off on mobile) have different survivor ability and that pretty fun
I love this, the low numbers are a great idea and I would probably swap a lot… But a few survivors would definitely be chosen almost all the time
"Goal oriented" and opening up chests should never go together lmao (great video aside from that)
Though passives sound pretty cool, I think giving each survivor their own unique item would be more interesting. Here is my basic idea for it.
For starters, there would be two types of unique items.
Permanent Items: These items could not be lost and would be unlocked for the survivor after you reach P10 with them. They would almost act like a 5th perk slot, with it replacing your ability to have a normal item in exchange.
Limited Items: These items would appear on the bloodweb. They would be extremely rare and sometimes would cost a hefty amount of bloodpoints, with the item probably being classified as a "legendary item." Also, white wards would only have a 50/50 chance of saving the item, even more increasing their rarity.
Some item ideas I've come up with is an inhaler for Meg that would allow her to get rid of her exhaustion, a key for Dwight that would allow him to open exit gates faster and even Molotov Cocktail for Bill that would allow him to burn pallets to prevent the killer from breaking it for a few seconds. I have a few more ideas and these are just the basic gist of the items I mentioned.
Texas Chainsaw Massacre is balanced by the fact that you can’t run 4 of the same survivor.
If DbD had a unique survivor rule, then I can see these survivor passives being more impactful and potentially more creative as you can make them a lot stronger.
New or returning players will have a lot more to learn but I can see it one day being a thing.
Nice. An idea I had was that survivors teachable perks should work better for them than others using them. One way would be to rig the numbers so anyone NOT X does things lil slower, longer exhaustion, etc. The other way was that as you prestige survivor up, every so many lvl's (20 or so), they get better w/ their perks. Not a crazy amount, but by making the survivor matter more. You COULD use others perks and likely will, but the kit you came in works best with you. So you could be more inclined to fit some of your own in your build.
Jeff's passive does not fit him at all
I feel like they should gain a 10-20% buff to their own perks.. so if something is 10% normally on a perk it's increased to 11-12%
Zarina is a journalist. Her power should use a mic or recorder. Maybe she can put a camera down on the map, so she can view it at any time, or until the killer destroys it.
Or maybe she can put a recorder down that plays Zarina injured noises? Or a missed skill check interaction. To distract the killer.
the role system could be fun….buuuut the lone wolf would atleast with these passives be really really strong
lightweight boom, your marks are about half less time visible so buffing that even more combined with the inconsistency would be reeeeeeeally mean to casual killers
the less blood combined with deception and quick (if you know you know) straight up Broken good for disappearing Especially on indoor maps or the new corn maps with the middle field lockers
Biggest issue is that it gives killers a direct insight into what each survivor is going to be doing and is very likely to lead to a couple of the survivors the killer community decides are OP and who get tunneled out ASAP
James Sunderland passive: approaching an object and then pressing second active ability button will have a popup text dialogue writing out how James feels about the object. (it's not a gameplay buff it's just like interacting with random objects for fun)
Healing skill checks are 3%, not 1%.
Here are my thoughts: I think it could be easy to say that the survivors personal perks are meant to represent their personalities already so adding personal buffs to each one to make them more unique might not be necessary. Sure, you can slot any perk to any survivor but it's still shows how those perks were made with that particular character's personality in mind. I honestly think the class/role based survivor system is great! It's obviously not new but it is very easy to comprehend. So what my idea is, and this could be great or terrible so just bear with me, is this:
Picking a survivor's personal perks acts as a percentage buff to their passive roll traits. For example Mikaela, as a support, would get all her passive buffs she gets for being a support character but if a player assigns "Boon: Shadow Step" to her loadout, all of those support buffs would get a 1% buff per personal perk slotted to her.
I think this is simple enough to understand and could be fun to play with, I just don't know how balanced it would end up being if Claudette could heal others 13% faster, get 8% more healing progression from SC's, unhook 13% faster, and be healed 8% faster because someone decided to a pick a pure Claudette build. I still like my idea but balance is the only issue, maybe 0.5% or 0.8% buff per personal perk or 1% per perk to only SOME of the class traits is better but it's just impossible to know without testing.
I've had an idea for survivor passive abilities based on size categories split into Small/Medium/Big.
Differing mend effects: Small bleeds out faster but can mend faster. Medium as normal. Big have extra bleedout time but slower mend time. Say five seconds either way but numbers obviously can change.
Exhaustion effects: Small can recover slightly faster while crouching or performing actions but walking has a small penalty. Medium as normal but has a slight recovery time when running say 200 seconds. Big has slightly lower recovery time base but recovers slower when performing actions.
Vaults: Normal vauts are unchanged but two new vault types are added. Tall vaults and low vaults. Low vaults are floor level gaps like the wall gap in shack on Dead Dawg Saloon. Small survivors can fast slide under them at the same speed as a fast vault. Medium crouches at medium vault speed. Big crawls at a slow speed always and always gives a loud noise notification in a 20 metre radius.Tall vaults are chest to head height gaps in walls like a missing AC unit would be. Small climbs over at slow vault always with a 20m noise notification. Medium at medium vault speed. Big can jump/kick climb at fast vault speed.
With the vault idea each such location is blocked after a single use for 40 seconds and auses a 5 second exhaustion for survivors. Like in TCM killers can break these locations or block them with the entity at will with a small two second animation.
To balance out the small and tall killers can follow through a small or tall vault depending on the killer type but cannot do so for the opposite type. Small can do an attack lunge through Tall vaults and Tall through Small vaults like Bubba can in gaps in TCM. Medium can go through all with no penalty but cannot hit through them.
Obviously plenty of weak ideas and faults that will need a real gameplay expert to figure out or replace but a cool concept regardless.
I just wanted to highlight 2 OP passives :
Ace (luck can be really OP with a full luck build, it could grant 97% odds of escaping yourself from the hook with up the ante, slippery meat and Vigo salty lippers, and yes, almost a guaranted delivrance, is OP, because delivrance can only be used by 2 people in the match in mean, so you use 2 times more perks but for 2 times more escapes. And 3 survivors just gen rushing while the only survivor you hook after a minute is self unhooking, this is so much pressure less, and you can do that 4 times.) So I think that 5% is too much, maybe 2%?
Feng : 5% regression is really OP too, and it makes perks like Huntress Lullaby almost useless, cause it only adds 2% to 5%,and it's still under the 10% basekit. I think that here too 2% is enough, cause otherwise, the time you lose by missing a skill check is nothing (4.5 seconds instead of 9). Ok, maybe not nothing, but there are really few perks that gave 4.5s so easily, so I think it maybe too much OP
Otherwise, great video! Hope you continue like that !
Steve and nancy, cmon!!!!! Pretty cool video tho
I would be happy to see survivor perks being divided between teachibles and unique. Survs would have 3 slots to put teachable perks them, and one stlot for unique. Unique perk would be a perk that cannot be used on other character than the owner. Like "Prove thyselve" would be unique for Dwight, but "Leader" and "Bond" would be teacheable.
I really like the role idea! Though some of those seem a bit strong. Killers would need to be buffed and or the passives slightly nerfed
i know you cant get Steve and Nancy anymore but it wouldve been nice if they were still in rhe video.
Also, the Plot Twist potential with the Meat Shield class is insane.
laurie's ability should be able to stun killers longer or run faster while in the injured state
I would actually love survivors to have passive abilities so that people can actually shut up about survivors being skins god damn.
people keep giving Jake sabotage related things and have that image of him being the hook destroyer of the group, but he's supposed to be the stealth character out of the original 4 (Dwight objectives, Meg chasse, Claudette healing, Jake stealth). I'd give him 10% smaller footstep/breathing/grunt radius.
Leave your ideas for Steve and Nancy here 🙂