Part 2 make a power for the hunter

Similar to the last one be as creative as you want

If you want to make lore go ahead just separate it from the power.

Have fun

Comments

  • Get em boy

    Press your activate ability button to use your iridescent whistle. While looking at survivor while you do a short channel, you mark the survivor, a Fog Hound will materialize and chase after the marked survivor. When the hound strikes at a survivor they become pinned.

    Pinned survivors need pry the hound off of them to be free. The Hunter can pick up a pinned survivor. Survivors who stun the Fog Hound causes it to dematerialize and allows the Hunter to have the haste status effect for 5 seconds. The Hunter's Fog Hound ability takes 30 to recharge.

    When the Hound chases an injured survivor blood stains become highlighted and last longer, but the Hound cannot down an injured survivor.

    Marking multi survivors allows will remove five seconds from the recharge ability when the hound dematerializes. When you pick up a marked survivor, the hound will immediately begin chasing after someone else.

  • @DwarvenTavern said:

    Get em boy

    Press your activate ability button to use your iridescent whistle. While looking at survivor while you do a short channel, you mark the survivor, a Fog Hound will materialize and chase after the marked survivor. When the hound strikes at a survivor they become pinned.

    Pinned survivors need pry the hound off of them to be free. The Hunter can pick up a pinned survivor. Survivors who stun the Fog Hound causes it to dematerialize and allows the Hunter to have the haste status effect for 5 seconds. The Hunter's Fog Hound ability takes 30 to recharge.

    When the Hound chases an injured survivor blood stains become highlighted and last longer, but the Hound cannot down an injured survivor.

    Marking multi survivors allows will remove five seconds from the recharge ability when the hound dematerializes. When you pick up a marked survivor, the hound will immediately begin chasing after someone else.

    I like it I always wanted a killer with a pet's an ability

  • @onemind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367019#Comment_2367019

    I like it I always wanted a killer with a pet's an ability

    I also had the idea of addons being used to transform the hound so they can be different types. The red turns it into a hell hound.

    Oh, as a heads up, I'm drawing The Photographer so.. gimme awhile haha

  • The rifted:


    DEATH RIFT:


    while moving around, you passively create a rift trail, closing in an area with the rift trail’s create’s a death rift, survivor standing in a death rift area passively gain 10% rift mark’s every second, if a survivor reaches 100% the mark is consumed and the survivor is injured by one health state. Survivor’s inside a death rift area upon it being spawned gains an instant 20% rift mark’s. Rift trails disappear after 10 seconds, trail’s that created a death rift area have the duration reset back to 10 seconds. Survivor lose rift marks at 5% per second after not getting rift marks for 6 seconds. Survivor’s damaged in any way cannot gain any rift marks for 20 seconds


    SPECIAL ATTACK: RIFT STRIKE:

    holding the power button aim’s a strike that will reach further up to a certain point max depending on how long it’s aimed, this strike leaves behind a rift trail’s on its travel. The strike stops at wall or survivor, survivor’s hit by the strike gain 50% rift marks. The place where the trail stops will have a mini rift spawn at the location for a short duration


    SPECIAL ABILITY: RIFT RETURN:

    Pressing the secondary ability button while within 16 meters of a mini rift, the rift will return to you leaving a trail behind its path. The mini rift can travel through walls


    EXTRA FACT: When within 24 meters of a hooked survivor: rift marks gained from ability’s are halved.


    PERKS:


    Eye of time:

    your eyes transcend to a different time, survivor’s within 12/14/16 meters of you automatically enter a chase despite a chase not having being started and have their aura revealed to you, upon a ending a chase with a survivor their aura is revealed for 3 seconds and goes on cooldown for 40/35/30 seconds.

    this perk is deactivated while undetectable.


    Time gap:

    they speed it up, you slow it down, when a generator is complete, all survivor’s are hindered by 7% for 12/14/16 or until they go within 16/14/12 meters of you.


    Hex: Time freeze:

    The clock’s ticking ends, the endgame collapse automatically begins when any exit gets to 90/85/80%, Hex: time freeze will hex a random dull totem when the endgame collapse starts making its effect’s starts until cleansed and will also reveal all survivor aura’s for 5 seconds

    all survivor’s become hindered by 4%, downing a survivor in the exit gate will block it off for 15 seconds.

    This he’s gets automatically cleansed after hooking 2 survivor’s during endgame collapse (will be shown with tokens).

  • I saw an opportunity and took it this is now a Deathgarden chapter. This was written across my pc and my phone over like 3 different sessions so forgive me if there's any grammatical issues.

    New Killer: The hunter

    Available in the Deathgarden: BLOODHARVEST DLC.

    The Hunter is a brutal killer, able to defend an area and incapacitate survivors. Using his perks, So Close, Speed Demon, and Predatory, he is rewarded for hooking and hitting survivors with additional prowess in a chase and further control of generators.

    Speed: 4.4m/s

    Terror Radius: 24m

    Height: Tall

    Bio:

    "In the wake of the war, the world stood still. Society had reached it's peak. Defending the Enclaves- cities filled with resources that were symbols of despair for the losing side- the Hunters and Scavangers would collide. Tomás Guerra was one such hunter, dubbed The Inquisitor during his occupation, and would often bring brutal victories for their side. Anyone he considered a threat was hunted down and forced to enter the Bloodharvest, collecting the masks of anyone unfortunate enough to cross his path in the Gardens.

    That was, until one day, the Gardens were empty. There were no Scavangers, nobody responding from the Collective, not even any of his fellow hunters. Only a thick, dark fog that rolled in across the frozen landscape of the Fire in the Sky, which promised more blood to hunt, more Scavangers to hunt, and no end to this bloodlust.

    Welcome to the eternal game of life and death; the Hunter has entered the Arena."

    Weapon: Biotechnical arm

    Once the pride of Guerra and a symbol of his identity, the once-deformed arm now serves as a replacement for his guns.

    Power: The Hunt

    Press and hold the Power Button to activate The Hunt. While The Hunt is active:

    • Hold the Active Ability Button to place down an Idle Drone at your current location. Press and hold the Active Ability Button while standing over an Idle Drone to activate it. Any Active Drones will fly into the sky and cast a cone-beam across a 40m area for 75 seconds, after which they return to the ground in an Idle State. Any survivors caught within this beam have their auras revealed. Survivors can disable Active Drones and Idle Drones by completing a short action while standing directly next to or beneath these drones.
    • Hold the Active Ability Button over a chest to hack it. Any hacked chests will take 5 seconds longer to search, and upon completing a search will injure a healthy survivor.
    • Press the Active Ability Button to activate Super Charge, increasing your movement speed for a short time.

    Special Ability: Anti-Personnel Turret

    Press and hold the Active Ability Button while The Hunt is not active to place down an Anti-Personnel Turret. These will remain hidden unless a survivor walks or runs nearby, at which point it will release a barrage of shots towards the survivor until it runs out of ammo or deactivates. Any survivor who recieves enough damage will be damaged for one health state. Crouching at any point during the barrage will deactivate the Anti-Personnel Turret. The Hunter can place up to 3 Anti-Personnel Turrets at any one time.

    Power Trivia:

    • It takes 4 seconds to place an Idle Drone and 2 seconds to activate it.
    • Active Drones will not fly through ceilings, limiting their range if they get stuck, however will reveal through walls.
    • The cone-beam is red in colour and any revealed survivor is notified through a red VFX on their screen.
    • Disabling an Active Drone to an Idle Drone takes 10 seconds. Disabling, and thus destroying, an Idle Drone takes 15 seconds.
    • Hacking a chest takes 3 seconds and lasts for 75 seconds.
    • Super Charge increases movement speed to 5.2m/s for 10 seconds, and The Hunter retains full movement during this time. The Hunter is able to attack during this time, too.
    • Once Super Charge runs out of duration, The Hunter suffers a cooldown period of 3 seconds.
    • Super Charge takes 60 seconds to recharge.
    • Anti-Personnel Turrets take 2 seconds to arm and 1.5 seconds to disarm. Crouching during the arming period will cause the Anti-Personnel Turret to enter the disarming period, and a survivor standing up during this time causes it to re-enter the arming period.
    • Anti-Personnel Turrets can be manually disabled by survivors while disarmed while directly next to one. This action takes 13 seconds.
    • Survivors go down after being shot 10 times.
    • There is a 0.2s delay between shots.
    • Anti-Personnel Turrets will automatically be destroyed 130 seconds after initially fully completing the arming process. Alternatively after they have shot 100 bullets.
    • Anti-Personnel Turrets use a laser sight to show where they are aiming. They can be juked by survivors by moving erwtixally- they are projectiles and the AI controlling them should not be pinpoint accurate (but not to the point of being useless).

    Perks:

    So Close: Injuring a survivor provides a 10%/12%/14% bonus to Successful Attack and Missed Attack recovery speed. This effect lasts for 20 seconds and doesn't stack with itself.

    "Everyone likes a good story, like a Scavenger getting just within reach of a Blood Bank before being downed. It's dramatic, and I've been told it's popular."

    Speed Demon: Increases movement speed by 5%/5.5%/6% for 30 seconds after hooking a survivor. Stacks.

    "Enhanced bearing and more powerful actuators in all your suit's joints will mean that you can sprint more quickly."

    Predatory: A true hunter at heart.

    After hooking a survivor, Predatory activates. Any generators damaged over the next 45/50/55 seconds are blocked by The Entity for 30 seconds.

  • The Gardener

    Killer with plant power - Killer type: Trap

    Realm: Red forest

    Speed: 110%


    Power: Seed

    Killer can carry 10 seeds at a time. Able to switch ability before laying seed under the ground. Depend on each ability, the seed on the ground give a different effect.

    image.png


    Ability 1: Spike trap

    If you're 16m near the seed, you can pull up Spike trap to damage Survivors.

    image.png


    Ability 2: Flower gas trap

    After 15sec, the seed grows and become a Flower, it release gas (like Clown Afterpiece tonic) in 4m radius, slow down Survivors. Survivors can remove the flower in 8sec (like they do with Demo's portal)

    image.png


    Ability 3: Plant blocker

    After 60sec, the seed grows and become a Plant block the path, Survivors can remove the plant in 16sec(like they do with Demo's portal)

    image.png


    Survivor cant see and remove seeds until it become Flower gas trap or Plant blocker.


    Add-on:

    Increase Maximum seed

    Increase Flower gas trap radius

    Decrease Flower gas trap growing time

    Increase Plant block removing time

    Decrease Plant block growing time

    Iri seed: Remove Flower gas trap ability, Spike trap now also release gas in the same radius when trigger.

    Iri seed 2: Remove Flower gas trap ability, Plant blocker now also release gas.


  • @C3Tooth said:

    The Gardener

    Killer with plant power - Killer type: Trap

    Realm: Red forest

    Speed: 110%

    Power: Seed

    Killer can carry 10 seeds at a time. Able to switch ability before laying seed under the ground. Depend on each ability, the seed on the ground give a different effect.

    https://us.v-cdn.net/6030815/uploads/3EIWF79WMRDG/image.png

    Ability 1: Spike trap

    If you're 16m near the seed, you can pull up Spike trap to damage Survivors.

    https://us.v-cdn.net/6030815/uploads/LUCQUQPIIZYR/image.png

    Ability 2: Flower gas trap

    After 15sec, the seed grows and become a Flower, it release gas (like Clown Afterpiece tonic) in 4m radius, slow down Survivors. Survivors can remove the flower in 8sec (like they do with Demo's portal)

    https://us.v-cdn.net/6030815/uploads/ICWS9WIQ1XCU/image.png

    Ability 3: Plant blocker

    After 60sec, the seed grows and become a Plant block the path, Survivors can remove the plant in 16sec(like they do with Demo's portal)

    https://us.v-cdn.net/6030815/uploads/6J0EJ7RRBQZI/image.png

    Survivor cant see and remove seeds until it become Flower gas trap or Plant blocker.

    Add-on:

    Increase Maximum seed

    Increase Flower gas trap radius

    Decrease Flower gas trap growing time

    Increase Plant block removing time

    Decrease Plant block growing time

    Iri seed: Remove Flower gas trap ability, Spike trap now also release gas in the same radius when trigger.

    Iri seed 2: Remove Flower gas trap ability, Plant blocker now also release gas.

    Brilliant. This is actually really cool! My personal favorite is the gas flower

  • @DwarvenTavern said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367151#Comment_2367151

    Brilliant. This is actually really cool! My personal favorite is the gas flower

    I always want Killers having power that have rich number of abilities to use. Rather than a single direction.

    This is an old topic of my Clown rework, for example

    https://forum.deadbydaylight.com/en/discussion/208171/my-clown-rework-idea#latest

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367192#Comment_2367192

    I always want Killers having power that have rich number of abilities to use. Rather than a single direction.

    This is an old topic of my Clown rework, for example

    https://forum.deadbydaylight.com/en/discussion/208171/my-clown-rework-idea#latest

    Yeah. I agree! There should be more mini abilities to assist the killer

  • @GoodBoyKaru said:

    I saw an opportunity and took it this is now a Deathgarden chapter. This was written across my pc and my phone over like 3 different sessions so forgive me if there's any grammatical issues.

    New Killer: The hunter

    Available in the Deathgarden: BLOODHARVEST DLC.

    The Hunter is a brutal killer, able to defend an area and incapacitate survivors. Using his perks, So Close, Speed Demon, and Predatory, he is rewarded for hooking and hitting survivors with additional prowess in a chase and further control of generators.

    Speed: 4.4m/s

    Terror Radius: 24m

    Height: Tall

    Bio:

    "In the wake of the war, the world stood still. Society had reached it's peak. Defending the Enclaves- cities filled with resources that were symbols of despair for the losing side- the Hunters and Scavangers would collide. Tomás Guerra was one such hunter, dubbed The Inquisitor during his occupation, and would often bring brutal victories for their side. Anyone he considered a threat was hunted down and forced to enter the Bloodharvest, collecting the masks of anyone unfortunate enough to cross his path in the Gardens.

    That was, until one day, the Gardens were empty. There were no Scavangers, nobody responding from the Collective, not even any of his fellow hunters. Only a thick, dark fog that rolled in across the frozen landscape of the Fire in the Sky, which promised more blood to hunt, more Scavangers to hunt, and no end to this bloodlust.

    Welcome to the eternal game of life and death; the Hunter has entered the Arena."

    Weapon: Biotechnical arm

    Once the pride of Guerra and a symbol of his identity, the once-deformed arm now serves as a replacement for his guns.

    Power: The Hunt

    Press and hold the Power Button to activate The Hunt. While The Hunt is active:

    • Hold the Active Ability Button to place down an Idle Drone at your current location. Press and hold the Active Ability Button while standing over an Idle Drone to activate it. Any Active Drones will fly into the sky and cast a cone-beam across a 40m area for 75 seconds, after which they return to the ground in an Idle State. Any survivors caught within this beam have their auras revealed. Survivors can disable Active Drones and Idle Drones by completing a short action while standing directly next to or beneath these drones.
    • Hold the Active Ability Button over a chest to hack it. Any hacked chests will take 5 seconds longer to search, and upon completing a search will injure a healthy survivor.
    • Press the Active Ability Button to activate Super Charge, increasing your movement speed for a short time.

    Special Ability: Anti-Personnel Turret

    Press and hold the Active Ability Button while The Hunt is not active to place down an Anti-Personnel Turret. These will remain hidden unless a survivor walks or runs nearby, at which point it will release a barrage of shots towards the survivor until it runs out of ammo or deactivates. Any survivor who recieves enough damage will be damaged for one health state. Crouching at any point during the barrage will deactivate the Anti-Personnel Turret. The Hunter can place up to 3 Anti-Personnel Turrets at any one time.

    Power Trivia:

    • It takes 4 seconds to place an Idle Drone and 2 seconds to activate it.
    • Active Drones will not fly through ceilings, limiting their range if they get stuck, however will reveal through walls.
    • The cone-beam is red in colour and any revealed survivor is notified through a red VFX on their screen.
    • Disabling an Active Drone to an Idle Drone takes 10 seconds. Disabling, and thus destroying, an Idle Drone takes 15 seconds.
    • Hacking a chest takes 3 seconds and lasts for 75 seconds.
    • Super Charge increases movement speed to 5.2m/s for 10 seconds, and The Hunter retains full movement during this time. The Hunter is able to attack during this time, too.
    • Once Super Charge runs out of duration, The Hunter suffers a cooldown period of 3 seconds.
    • Super Charge takes 60 seconds to recharge.
    • Anti-Personnel Turrets take 2 seconds to arm and 1.5 seconds to disarm. Crouching during the arming period will cause the Anti-Personnel Turret to enter the disarming period, and a survivor standing up during this time causes it to re-enter the arming period.
    • Anti-Personnel Turrets can be manually disabled by survivors while disarmed while directly next to one. This action takes 13 seconds.
    • Survivors go down after being shot 10 times.
    • There is a 0.2s delay between shots.
    • Anti-Personnel Turrets will automatically be destroyed 130 seconds after initially fully completing the arming process. Alternatively after they have shot 100 bullets.
    • Anti-Personnel Turrets use a laser sight to show where they are aiming. They can be juked by survivors by moving erwtixally- they are projectiles and the AI controlling them should not be pinpoint accurate (but not to the point of being useless).

    Perks:

    So Close: Injuring a survivor provides a 10%/12%/14% bonus to Successful Attack and Missed Attack recovery speed. This effect lasts for 20 seconds and doesn't stack with itself.

    "Everyone likes a good story, like a Scavenger getting just within reach of a Blood Bank before being downed. It's dramatic, and I've been told it's popular."

    Speed Demon: Increases movement speed by 5%/5.5%/6% for 30 seconds after hooking a survivor. Stacks.

    "Enhanced bearing and more powerful actuators in all your suit's joints will mean that you can sprint more quickly."

    Predatory: A true hunter at heart.

    After hooking a survivor, Predatory activates. Any generators damaged over the next 45/50/55 seconds are blocked by The Entity for 30 seconds.

    Bro this sounds amazing Iand now i want to see a death garden cross over in dbd

  • @C3Tooth said:

    The Gardener

    Killer with plant power - Killer type: Trap

    Realm: Red forest

    Speed: 110%

    Power: Seed

    Killer can carry 10 seeds at a time. Able to switch ability before laying seed under the ground. Depend on each ability, the seed on the ground give a different effect.

    https://us.v-cdn.net/6030815/uploads/3EIWF79WMRDG/image.png

    Ability 1: Spike trap

    If you're 16m near the seed, you can pull up Spike trap to damage Survivors.

    https://us.v-cdn.net/6030815/uploads/LUCQUQPIIZYR/image.png

    Ability 2: Flower gas trap

    After 15sec, the seed grows and become a Flower, it release gas (like Clown Afterpiece tonic) in 4m radius, slow down Survivors. Survivors can remove the flower in 8sec (like they do with Demo's portal)

    https://us.v-cdn.net/6030815/uploads/ICWS9WIQ1XCU/image.png

    Ability 3: Plant blocker

    After 60sec, the seed grows and become a Plant block the path, Survivors can remove the plant in 16sec(like they do with Demo's portal)

    https://us.v-cdn.net/6030815/uploads/6J0EJ7RRBQZI/image.png

    Survivor cant see and remove seeds until it become Flower gas trap or Plant blocker.

    Add-on:

    Increase Maximum seed

    Increase Flower gas trap radius

    Decrease Flower gas trap growing time

    Increase Plant block removing time

    Decrease Plant block growing time

    Iri seed: Remove Flower gas trap ability, Spike trap now also release gas in the same radius when trigger.

    Iri seed 2: Remove Flower gas trap ability, Plant blocker now also release gas.

    While I dont see the connection to a hunter another brilliant idea

  • @DwarvenTavern said:

    Get em boy

    Press your activate ability button to use your iridescent whistle. While looking at survivor while you do a short channel, you mark the survivor, a Fog Hound will materialize and chase after the marked survivor. When the hound strikes at a survivor they become pinned.

    Pinned survivors need pry the hound off of them to be free. The Hunter can pick up a pinned survivor. Survivors who stun the Fog Hound causes it to dematerialize and allows the Hunter to have the haste status effect for 5 seconds. The Hunter's Fog Hound ability takes 30 to recharge.

    When the Hound chases an injured survivor blood stains become highlighted and last longer, but the Hound cannot down an injured survivor.

    Marking multi survivors allows will remove five seconds from the recharge ability when the hound dematerializes. When you pick up a marked survivor, the hound will immediately begin chasing after someone else.

    Would love this for trapper since he desperately needs a rework or something to make him the star of DBD.

  • @C3Tooth said:

    The Gardener

    Killer with plant power - Killer type: Trap

    Realm: Red forest

    Speed: 110%

    Power: Seed

    Killer can carry 10 seeds at a time. Able to switch ability before laying seed under the ground. Depend on each ability, the seed on the ground give a different effect.

    https://us.v-cdn.net/6030815/uploads/3EIWF79WMRDG/image.png

    Ability 1: Spike trap

    If you're 16m near the seed, you can pull up Spike trap to damage Survivors.

    https://us.v-cdn.net/6030815/uploads/LUCQUQPIIZYR/image.png

    Ability 2: Flower gas trap

    After 15sec, the seed grows and become a Flower, it release gas (like Clown Afterpiece tonic) in 4m radius, slow down Survivors. Survivors can remove the flower in 8sec (like they do with Demo's portal)

    https://us.v-cdn.net/6030815/uploads/ICWS9WIQ1XCU/image.png

    Ability 3: Plant blocker

    After 60sec, the seed grows and become a Plant block the path, Survivors can remove the plant in 16sec(like they do with Demo's portal)

    https://us.v-cdn.net/6030815/uploads/6J0EJ7RRBQZI/image.png

    Survivor cant see and remove seeds until it become Flower gas trap or Plant blocker.

    Add-on:

    Increase Maximum seed

    Increase Flower gas trap radius

    Decrease Flower gas trap growing time

    Increase Plant block removing time

    Decrease Plant block growing time

    Iri seed: Remove Flower gas trap ability, Spike trap now also release gas in the same radius when trigger.

    Iri seed 2: Remove Flower gas trap ability, Plant blocker now also release gas.

    I had a Similar Power before but i like your One so much more. My Personal Favourite is the Spike Trap. Its kinda similar to the Hag but without being able to be right on Topp of Survivors in an Instant. Kinda like a Mixup of Doctor and Hag.


    But one more Question ... Can his Weapon pls be a Scythe ? I just want a Killer with that Weapon already

  • @TurboTOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367151#Comment_2367151

    I had a Similar Power before but i like your One so much more. My Personal Favourite is the Spike Trap. Its kinda similar to the Hag but without being able to be right on Topp of Survivors in an Instant. Kinda like a Mixup of Doctor and Hag.

    But one more Question ... Can his Weapon pls be a Scythe ? I just want a Killer with that Weapon already

    That weapon fits him too. But isnt Blight using similar thing?

    Unlike power that straight forward like Wraith, Spirit, Nurse. I find killers who use tools have so much potential to make their basekit rich is ability. Give so many strategies for Killer to use.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367895#Comment_2367895

    That weapon fits him too. But isnt Blight using similar thing?

    Unlike power that straight forward like Wraith, Spirit, Nurse. I find killers who use tools have so much potential to make their basekit rich is ability. Give so many strategies for Killer to use.

    Naw Blight has an Old Man Stick.


    Also yes i totally agree. Having multiple Abilitys makes a Killer more Interesting and harder to learn. (I like that) Also it gives Different Players Multiple Options on how to play them.

  • @TurboTOne said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367966#Comment_2367966

    Naw Blight has an Old Man Stick.

    Also yes i totally agree. Having multiple Abilitys makes a Killer more Interesting and harder to learn. (I like that) Also it gives Different Players Multiple Options on how to play them.

    Yes, you can either put a Flower Gas at gym for stronger effect but easy to remove, or a Plant block that weaker but buy you more time. (should Flower Gas can not be placed near pallets, but Plant block can).