Community Challenge, be creative - Design your own Perk

If you could Design your own perk to be in the game what would it be?

When we get new chapters we may not always be into the perks, this doesn't mean they're bad but they probably wasn't what you're looking for in your build. So be creative, think of the perk you would like to be added into the game. this could help the devs see what sort of perks the community are wanting and maybe share some creative ideas.

Note: This is just for fun, there are no winners or losers. just join in and have fun, maybe the devs will see what they like! (Do try think about balance, synergies and existing perks)

Tagged: ModTrusted

Comments

  • Kicking a generator now calls upon the entity to block it for 2/3/4seconds every 50/45/40seconds. Blocked generators now also regress at x/x/x%

    This perk i create for gen defense and could combo with other perks such as pop,overcharge or even thrilling tremors.

  • NOT THIS ONE: After fully fixing one generator you can now block a specific pallet from being dropped for 30, 50, 60 seconds. "You've grown tired of having people who complicate things for your team, it's time for you to now have a word about it".

    This would prevent safe pallet dropping by randoms or noobs in early game. You can also use this to troll your SWF in a chase, it's either a usefull perk or a troll perk. YOU'RE WELCOME

  • @Carlosylu said:

    NOT THIS ONE: After fully fixing one generator you can now block a specific pallet ffrom being dropped for 30, 50, 60 seconds. "You've grown tired of having people who complicate things for your team, it's time for you to now have a word about it".

    This would prevent safe pallet dropping by randoms or noobs in early game. ou can also use this to troll your SWF, it's either a usefull perk or a troll perk. YOU'RE WELCOME

    Might drop that killer shack pallet super early now haha ;)

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1567885#Comment_1567885

    Might drop that killer shack pallet super early now haha ;)

    No, bad survivor, sit!

    Untitled Image


  • It Begins

    The thrill of hunting your prey fills you with determination. See the Aura of All Survivors for 3/5/7 seconds at the beginning of the trial.

    You can run, but you can't hide.

  • 2 perks because I can

    Survivor perk: King of nothing, if you don't have an item held for 140/130/120 seconds gain a brown toolbox/medkit at random, depleting the charges on a item consumes the item and decreases the time needed to not have a held item by 20 seconds per rarity tier of the item depleted

    Killer Perk: Cursed treasure, Spawn 1 addition chest at the start of the trial, whenever survivors complete a chest search expose all survivors for 35/40/45 seconds and reveal the auras of all chests to survivors for 5 seconds.

  • I did a killer concept a long time ago, link: https://forum.deadbydaylight.com/en/discussion/153994/killer-concept-the-hazard , but one of my fav perks was this:

    gassed.png

    (Name is relevant to the killer concept) Gassed: You know how to blind them with their own light.

     Every time a generator is finished, all survivors who repaired it to completion suffer from a 30/45/60 second Oblivious status effect.

    I just really love the art my friend (@jayjester) made for it lol, I also have no idea why it makes it so huge sorry :(

  • Tactical misplacement

    After t-bagging, the survivor gets marked for X seconds. If the killer manages to hook the marked survivor, instead of hooking in the back, the killed ends up hooking a little far below. After being unhooked, the survivor gets the Hemorrhoid Status Effect for Y seconds.

    While Hemorrhoid Status Effect is active, survivor can only walk crouched and can't run.

  • For Survivors

    “Oh no you don’t!”: Launch yourself off a hook by using your teammates face as a launch pad when they try to rescue you in front of the Killers face.

    “I don’t think so!”: Perform a somersault over your teammate when they try to block your path, tripping them into the ground for 3 or4 seconds.

    For Killers

    Tee hee: Allows you to pallet stun survivors for up to 3 times only after you’ve been stunned for the same amount of times.

    Not a perk, but I want Saminations voice work introduced for Trapper and Claudette.

  • Get Outplayed

    If you have not hit a survivor in 60/50/40 seconds, gain 3% movement speed. Lose this bonus on a successful hit. Cooldown of 30 seconds.


    Double Tap

    Any time you are stunned or blinded, gain a token. At 4/3/2 tokens, your next sucessssful basic attack has 50% faster cooldown and consumes all tokens.

  • Survivor perk:

    Sell sword: Through your pact with the entity it empowers you and the killer this trial.

    :Empower the Killer's attacks with mangled for 60 seconds if their attacks already inflict mangled from their own loadout or another Sell Sword their attacks now also inflict blindness for 40 seconds.

    While you have a status effect other then broken or madness you will gain a stacking 20% altruistic healing speed increase for each status effect. You ignore negative healing rate modifiers while under a status(Including self inflicted ones).

  • Release the Hounds:. Killer can whistle and call upon 2 Bloodhounds to hunt and down a injured survivor. This can only be used once per trial. The bloodhounds then staves off other survivors at a 15m range from picking up a downed survivor. And if a survivor jukes and manages to get close enough to touch the downed survivor. The Bloodhounds can injure the would be savior. This ability lasts until downed survivor(s) is picked up by the killer or ?/?/?s pass (tier wise).

    Replaces Deerstalker perk. Bloodhounds howl in order for killer to track downed survivor location.

    (Ironically I lost track of thoughts in the end explaining, but the concept is there) 🤷‍♂️

  • STUBBORN WOOD:

    Some wood just refuses to break!

    Receive a token every time you cleanse a totem for a max up to 5 tokens.

    When in a chase, use the active ability button to throw down a pallet and activate Stubborn Wood on that pallet. Pallets dropped using Stubborn Wood perk are rendered unbreakable for a duration of 10/15/20 seconds or until the Killer attempts to break the pallet. Killers attempting to break the pallet are stunned for a duration of 3 seconds.

    Getting hit by a Killer’s basic attack causes you to lose a token.

  • Fake Out:

    Activate-able Perk.

    You use unexpected tactics to evade and mess with the Killer. When Vaulting, quickly turn around and go back to avoid danger.

    • Press the Active Ability button while Vaulting a Pallet or Window to turn around halfway through.

    • After the turn the proceeding Vault will be a Fast Vault on Pallets or a Medium Vault on Windows.

    Fake Out has a cooldown of 90/75/60 seconds.


    Ambush & Strike:

    You surprise your target and take advantage of them being unprepared.

    Successful Basic Attacks on Survivors not in or during the first 5 seconds of a chase reduces their On-hit Sprint movement speed increase by 50%.

    Ambush & Strike goes on cooldown after 5 seconds of a chase beginning, a successful Basic Attack, or a missed Basic Attack.

    Ambush & Strike has a cooldown of 60/45/30 seconds.

    Nothing like looking up 10 different perks to make sure I got the wording good enough for these.

  • @IIITweedleIII said:

    Release the Hounds:. Killer can whistle and call upon 2 Bloodhounds to hunt and down a injured survivor. This can only be used once per trial. The bloodhounds then staves off other survivors at a 15m range from picking up a downed survivor. And if a survivor jukes and manages to get close enough to touch the downed survivor. The Bloodhounds can injure the would be savior. This ability lasts until downed survivor(s) is picked up by the killer or ?/?/?s pass (tier wise).

    Replaces Deerstalker perk. Bloodhounds howl in order for killer to track downed survivor location.

    (Ironically I lost track of thoughts in the end explaining, but the concept is there) 🤷‍♂️

    This sounds like it could be a potential killers power if it was based on like a token and cooldown system or something had some other use like tracking. Maybe a hunter using them to track his quarry like The Most Dangerous Game?

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1568108#Comment_1568108

    This sounds like it could be a potential killers power if it was based on like a token and cooldown system or something had some other use like tracking. Maybe a hunter using them to track his quarry like The Most Dangerous Game?

    Yea, my first idea in mind was a Huntress perk. I was gonna go with " Call of the Wild" and instead of bloodhounds I was gonna say wolves. But the concept was there. I just lost track of what I wanted to say. It happens lmao.

  • I love this Challenge, I'll pin the post if you don't mind...looking forward to see what everyone comes up with!

  • @Warcrafter4 said:

    Survivor perk:

    Sell sword: Through your pact with the entity it empowers you and the killer this trial.

    :Empower the Killer's attacks with mangled for 60 seconds if their attacks already inflict mangled from their own loadout or another Sell Sword their attacks now also inflict blindness for 40 seconds.

    While you have a status effect other then broken or madness you will gain a stacking 20% altruistic healing speed increase for each status effect. You ignore negative healing rate modifiers while under a status(Including self inflicted ones).

    Sounds like a killer perk to me XD

  • It's just what I'd change predator to

    You become obsessed with one survivor

    Any movement by the obsession leaves scratch marks

  • I know that this idea could be broken but here goes.

    All For You:

    You'll do anything to keep the person you care about safe, even at a great personal risk, which has caught the Entity's interest.

    You become Obsessed with one survivor.

    If the Obsession is placed on a hook that will sacrifice them, the Entity will place you on the hook while teleporting the Obsession to your last location.

    Being hooked for the first time deactivates this perk.

    The killer is notified if the Obsession is protected by All For You by an icon on the Obsession's HUD on the bottom left.

  • Survivor perk

    Catch Me If You Can-

    After stunning the killer or performing a rushed vault, Catch Me If You Can activates.

    For the next 3 seconds, all scratch marks, loud noise notifications, and pools of blood will appear in the opposite direction as to your location, reletive to the activation spot of Catch Me If You Can.

    Catch Me If You Can has a cooldown of 80/70/60 seconds.

    "Come on #########; catch me if you can."


    Killer Perk

    Preparation-

    It's always best to prepare for a hunt.

    For the first 90/110/130 seconds of the trial, gain the ability to weaken standing pallets.

    Weakened pallets will break immidiately upon being dropped, however will still stun the killer.

  • Legion's Folly - For every sacrificed survivor, a member of legion enters the trial and repairs generators.

    When the exit gates are opened all Legions stand in place and tbag until the entity consumes them.

    And the killer equivalent;

    Enti-nea - The entity reveals itself to the killer, any survivor within 8 meters of Nea have there auras revealed. If a survivor would unhook or complete a healing action on a Nea, they are marked for 20,25,30 seconds.

    A marked survivor is oblivious and exposed.

  • So basically

    Survivor surviving-

    After vaulting a window or pallet while in a chase, this perk activates. If the killer facecamps you, Kobe with BT l, DS, and Unbreakable for an unlimited period.

  • Or we could, you know, buff the 100 or so useless perks that are already in the game?

    New feature: activate-able killer perks, similar to dead hard or diversion

    Beast of Prey V2 - After chasing any survivors for a total of 30 seconds, press E 'active ability' button while in a chase to become undetectable for 6 seconds.

  • Its part of a "Warlock" survivor aka a Traitor survivor idea.

    Its intended to be a trade off since your immune to mangled effectively and with 3 debuff on you your bonus healing is nearly double that of botany plus selfcare no longer has a 50% self healing speed downside while you have a debuff.

    Also part of it is just giving a survivor a trade off perk that isn't as detrimental as No Mither so it could be played even if its just a meme.

  • MAGICIAN’S ASSISTANT:

    Every good magician needs a worthy assistant!


    Press the active ability button while repairing a generator to make a clone assistant of yourself appear beside you in a poof of smoke! Clone does not progress generator while repairing. Upon being grabbed and carried off generator clone struggles. Once hooked, dropped, or successfully wiggling out of killer’s grasp the clone vanishes in a poof of smoke, stunning the killer for 5 seconds, and the generator that was being worked on receives a progression bonus of 10%/15%/20%.


    This is the 3rd perk for a magician survivor I dreamt up that was part of Clown’s traveling circus.

    Could coincide with the new husks being implemented.

  • NOW YOU SEE ME:

    You’ve mastered the magic of making a grand exit!


    After being chased by the killer for a total of 60 seconds, Now You See Me activates. While in a chase press the active ability button to create a bright flash and a poof of smoke, stunning and blinding the killer for 3/4/5 seconds.

    Causes the exposed status effect for 20 seconds.

    2nd Perk I concocted for a magician survivor I hoped would accompany Clown to his very own circus realm map.

  • Haze - All players are illuminated by a faint Dreamworld aura.

    Alternative name - Screw Blendettes.

  • Perk: Cross Country

    You are a long distance runner. Unlike Meg, who is a sprinter, you train for endurance and controlled bursts of speed. Pushing the Action Trigger while running will increase speed to 115% for up to 3/5/7 seconds (based on the level of the Perk). The Exhaustion status will trigger afterwards and last for 60/45/30 seconds after (based on the level of the Perk).

  • Corrupt Intervention for hex totems

    lasts 4-5 minutes

    that's about the whole game for most gen bots so they wouldn't be touching totems anyways

  • hyperfocus.png

    Hyperfocus:

    Your focus is all-consuming.

    Pressing the Activate Ability button while on a generator activates Hyperfocus. While Hyperfocus is active, your repair speed is increased by x/x/x %. You lose the ability to change your camera angle. Letting go of the generator has a delay of 3 seconds.

    (I originally created this for one of those 'what would your perks be if you were a survivor' threads but never got around to posting it.)

  • Perk Swift Vengeance

    Those who cross you will be punished swiftly.

    Whenever a survivor stuns you, for the next 20,25,30 seconds, your next basic attack will have its cooldown reduced by 50%

    Perk Aura of the Guilty

    You pass on the weight of your guilt onto your victims who pass it onto those near them.

    You are obsessed with a survivor, whenever you basic attack your obsession, for the next 40,50,60 ((Maybe 60,70,80)) seconds, anyone near the obsession takes a 20% decrease in repair/healing/sabotage speed

    Only the Obsession can be affected by Aura of Guilt, if an obsession change occurs before the duration ends, it will end prematurely.

    Just two cool little perks i thought on the top of my head.

  • Mind Over Matter

    You start the trial with 1/2/3 tokens. If you would be put into the dying state from the healthy state, a token is consumed and you become injured instead.

    Slightly increases walking speed while Injured.


    Cruel Encore

    Once per trial, before the exit gates are powered, you may damage a completed generator. This generator will regress to 50/25/0% progress, it cannot regress or be damaged for the rest of the trial and all survivors will see it's aura.

  • Fog Machine:

    When a generator is completed a special kind of fog surrounds that gen within 20 meters and lasts for the rest of the match, this fog is extremely thick for survivors but not for killers

    While survivors are in this fog their entire hud is blocked, they can't see the killer's red stain, and they can't fast valt windows, pallets, lockers

    While killers are in this fog they see survivors aura's within 20 meters of a complete gen, they hear sounds made by survivors 100% louder, and their attack cool-down is reduced by 50%

  • Channeled Power

    Dull totems emit your terror radius within 8/12/16 meters. Any perks or abilities that affect the size of your terror radius, or that affect survivors within your terror radius, also apply to the terror radius created by Channeled Power.

    Any time a dull totem is cleansed, the terror radius of the remaining totems increases by 4 meters.

  • Killer Perk - Hex: Cursed Containment

    When there is one generator remaining, two dull totems, atleast “x” meters away from each other, turn into hex totems. The last generator will not activate until atleast 1 of the 2 totems are destroyed.

  • Survivor: Defiance- The sight of your killer fills you with the will to live. While the killer is within 16m of you while you are on a hook, entity progression rate is slowed by 10/15/20%

    Killer: You’ll Regret That- You relish in turning your victims hopes against them. For every 33% that an exit gate is powered gain 1/1.5/2% movement speed.

  • Oh god, do I dare do this?

    For survivors:

    Ambush - When you're in the terror radius of the killer and not in a chase for more than 5 seconds, run up to the killer and press the action key to stun the killer for 5 seconds. This exhaust you. (Cannot be used to free a survivor being carried to a hook. It's meant to be like a horror movie thing where the person evading the killer blindsides the killer and runs off.)

    Off the Record: My version. For a minute after getting off the hook, the survivor found reward score and chases do not trigger for the survivor using the perk. This means no entity blocker for windows, no bloodlust etc etc. Just a chase...off the record.

    For Killer:

    Hangman's Trick: My version. Time to unhook survivors is slowed by 2 or 3 seconds. Red progress bar for unhooks.

    Killer Head On: Enter a locker and trigger the insidious effect. Reveals survivor auras within 8 meters of you. If you successfully rush out of a locker while a survivor is front of you they are instantly downed. 10 second cooldown so you don't enter a locker trying to pick up the survivor that just browned their shorts.

  • Survivor perk:

    Charred Hex: Acceleration. Twist the entity's power to your advantage.

    Create an extra totem as a charred totem totem in the trail(Works like a totem but with a green aura/flame and doesn't count as a totem for killer perks). If you have a charred hex perk its aura revealed to you within 8 meters.

    While the Charred totem stands all generator progression is reduced by 15%.

    When any survivor cleanses this totem they gain 10% movement speed buff for 20 seconds.

    Once the Charred totem is cleansed all survivors who have worked on a generator for 10 seconds will gain a 5% movement speed buff and for 5 seconds afterwards. The duration is doubled for survivors who have this perk.


    Effectively this is a perk that slows down the survivor's own gen speed but also grants their entire team a permanent bonus once its cleanse.

    Edit due to soul guard's existance: Charred hexes do not count as being cursed

    Also if this becomes too much of a liability of not being cleased then it should also have:

    (Optional Failsafe part)After 4 mins of not being cleansed its aura is revealed to all survivors within 12(16?) meters in green.

  • @EntitySpawn

    Is one the limit or can I make more?

    I made a Paragraph with myself as a survivor...

  • @Xyvielia said:

    NOW YOU SEE ME:

    You’ve mastered the magic of making a grand exit!

    After being chased by the killer for a total of 60 seconds, Now You See Me activates. While in a chase press the active ability button to create a bright flash and a poof of smoke, stunning and blinding the killer for 3/4/5 seconds.

    Causes the exposed status effect for 20 seconds.

    2nd Perk I concocted for a magician survivor I hoped would accompany Clown to his very own circus realm map.

    If we're making magician-based perks:

    The Prestige

    You have mastered death itself! Or so you would have them think. The first time you are hooked, you will disappear from the hook and appear visually as though you have been sacrificed.

    You can press the Active Ability button to reappear on a random hook that is at least 32 meters away from the Killer. When you reappear, your hook's aura will be hidden from the Killer for 6/8/10 seconds. You will automatically reappear on a hook when you reach the Struggle Phase.

    While The Prestige is active, your suffer from 25/20/15% faster Entity progression. The Prestige deactivates permanently when you reappear on a hook.

  • Survivor Perk: Intrinsic Compassion

    When unhooking a survivor, instantly recover from all negative status effects and gain the Haste status effect for 5/6/7 seconds.


    Killer Perk: Ancient Craving

    All exit gates will regress when not being worked on at 30/40/50% the opening speed. Survivors opening the gates gain the “Oblivious” status effect for 5 seconds.

  • Live or Let Die:

    Your frustration of dying has given you power

    If you are the first to be sacrificed or killed the other survivors have 10% increased repair speed for 10/15/20 seconds with no skillchecks

    If you are the last survivor left your vaulting speed is increased by 5/6/7% and gain the Haste status effect for the rest of the match

  • Tag Team - After unhooking another survivor while the killer is within 24 meters of the hook, you both break into a sprint at 150% of your normal running speed for a maximum of 3 seconds. Causes the exhaustion status effect for 60/50/40 seconds for both survivors.

  • Throw Your Voice - After being in a chase with the killer for a total of 80/70/60 seconds, while injured, press the active ability button to place your whimpers of pain at your current location for 20 seconds. During this time you do not make any cries of pain.

  • I wrote about this earlier in some form.


    You love to party and even The Entity can't bring you down.

    1\2\3 times a match at anytime you can throw confetti at an injured survivor and bring them up one health state. You can't heal yourself.

    There is also a jazzy animation of you throwing confetti all over the survivoir.

  • Hmm..I'll design 2


    For killer: ritual of the abyss..each negative change in health states on survivors grants this perk a token, upon a total of twelve tokens all survivors become exposed for 60 seconds, tokens are reset after the perk duration ends


    For survivor: heart of gold..every time you take a protection hit, unhook a survivor, or heal a survivor, heart of gold gets a token, at 1 token the perk grants 25 percent healing non stackable bonus speeds to yourself and others around you within 4 meters,this bonus is trumped by other perks

    .. at 2 tokens you restore a health state after taking a protection hit after 60 seconds, at 3 tokens survivors unhooked or healed from dying to injured have 25 percent of their healing bar recovered , heart of gold loses all 3 tokens if a survivor is sacrificed

  • I mean...I've made my own chapter but I'm not typing all that.

  • Locker teleportation for killers that have bad map traversal.

    So if a Killer has the perk they'd be able to teleport to any locker within x meters away and have a cooldown of course or make it a hex instead of giving it a cooldown.

  • Killer:

    Painful Neglect: Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek: Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    These perks come from my best killer concept:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.

    As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: The Entity is swift to punish those who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%

    Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.

    Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    It's a bit of a long read, but I included a TL;DR version for your convenience. If you like the perks and want to know more about where they came from, please feel free to give the concept a read. Any and all creative criticism is welcome, so If you read it and have any feedback, please leave a comment in the linked post.

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