Create a perk for DBD contest!

So we all know the perks recently have been recycled from previous ones and its been super stale. So lets give the devs a helping hand.... If you could create a perk for killer or survivor what would It be? Think outside the box some of the most original cool perks we have ever gotten are For The People, Boons, Scourge Hooks, and that one Freddy perk that blocks the exit super terrifying right... What would you add to the game? I think a survivor bamboozle would be super fun!!!

Comments

  • On a different forum, I had participated in a topic that involved designing perks that you think you would have in the Fog if you were taken by the Entity. I was one of the few who offered some ideas that both seemed interesting and based off of quirks that I have in real life, partly due to my autism. I will post two of them, along with a third that I thought would be cool.

    First perk - Delusion

    Your ability to seal yourself in your imagination is so powerful, you can ignore what is right in front of you, albeit temporarily.

    Upon repairing 90/80/70% of a generator, Delusion activates. When you enter the dying state by any means, press the Activate Ability button to immediately recover from the dying state with a 3 second Deep Wound timer (or perhaps a timer similar to old Borrowed Time where you go down after a certain amount of time).


    Second perk - Repetition

    You are somewhat out of shape and struggle with athletics in the Fog... but you know how to work around that, and that reveals itself in the Fog.

    Start the trial with -10% vaulting speed. Gain a token for every time you successfully fast vault in a chase and do not lose a health state via any means. Every token increases your vault speed by 5%, up to a maximum of 10%/15%/20%.


    Third perk - Boon: Vengeance

    The suffering around you makes you anger grow. The further it grows, the further you will go to make the Killer suffer accordingly.

    Press and hold the Active Ability button to bless a Dull Totem and create a Boon Totem.

    Soft chimes ring out within a radius of 18 metres, however the Boon's radius is 24 metres.

    When a Survivor loses a health state as a direct result of a Killer's actions or Killer power within the radius of the Boon, this perk gains a token. Tokens will grant the following benefits:

    1 token: 10% increase to pallet dropping speed

    2 tokens: 10% Haste within the radius of the Boon

    3 tokens: 20% increase to pallet stun time.

    4 tokens: 10% speed increase to all actions.

    5 tokens: Press the Activate Ability button while standing still in the radius of the Boon to consume all tokens and perform a quick, short range melee attack by putting your hands together and swinging them as if you were swinging a sword. If this attack connects, the Killer is briefly stunned. You do not possess invulnerability frames and can still be attacked during this animation.

    If the Killer snuffs this Boon, this Boon will lose 4/3/2 tokens every time it is snuffed, and the effects from the tokens will disappear until the Boon is relit.



    Other ideas:

    Sound of Silence

    All sounds created from your footsteps are reduced by 5%/10%/15%.

  • Dark Wound

    • Whenever Survivor will lose a health state they suffer from Oblivious and Blidness for 30 / 35 / 40 seconds.
    • Survivors who take protection hit will suffer these effects for 70 / 80 / 90 seconds.
  • Biomedical Analysis: 


    Years of toying with the science of medicine and anatomy has taught you a new way to 

    approach those about to endure your care. 


    Unhooking or rescuing a survivor from the ground instantly fills their health bar by 

    15/20/25%.


    Affected survivors also gain the ability to self-heal at 50% speed for the next 30 seconds. 


    “Do you feel the strength running through your veins?” - Mira


    Biotic Drainage: 


    You’ll let those who interfere be a test subject to your new innovations. 


    After stunning the killer by any means, your health bar is instantly healed by 30%. 


    Doing so also grants a token up to a maximum of 3/4/5. Each token in your possession 

    reduces your maximum health bar capacity by 2%. 


    If affected by the hemorrhaged status effect, health depletion will be halted for 30 

    seconds upon receiving health. This grace period resets whenever health is received.


    “So this is what it feels like. How intriguing.” - Mira


    Enigma:


    You’ll demonstrate the true potential of your work. 


    After healing others for a total of one health state, press the 

    ACTIVATE ABILITY BUTTON while repairing a generator to transfuse the generator 

    into a bio-engineered medical station for 35/40/45 seconds. 


    Affected generators will be revealed in a yellow aura to all survivors and heal injured 

    survivors by 1% for every second they continue to work on it. 


    The effect will wear off if the generator is kicked by the killer.


    “Tell me how this feels!” - Mira

  • I'd like to see a perk based around the *Deafened status effect.

    As of now it only activates as an addon from Hag's Disfigured Ear.

    Could see some potential.

  • These Perks aren't exactly "general Perks", as all of them are part of Killer concepts I've made in the past, but I'll show them off anyway.


    Hex: Feed Upon Fear

    A Hex that roots its power on the fear of the Survivors.

    • Survivors don't lose the Exhausted Status Effect when hooked
    • The Exhaustion Status Effect recovers 25%/30%/35% slower


    Adaptability

    Your uncanny ability to easily adapt to your environment intrigues The Entity.

    • Gain the Undetectable Status Effect at the start of The Trial for 40/45/50 seconds


    Scourge Hook: Biomechanical Threat

    Your special biology confuses and scares the Survivors, creating a special bond with The Entity

    • 4 random Hooks will be turned into Scourge Hooks, and their Aura will be revealed to you in white
    • Hooking a Survivor on a Scourge Hook will activate Scourge Hook: Biomechanical Threat
    • While Scourge Hook: Biomechanical Threat is active, all Survivors will be afflicted by the Oblivious Status Effect
    • The Oblivious Status Effect will persist for 10/20/30 seconds after a Survivor is unhooked from a Scourge Hook


    Monstrosity

    Your monstrous state allows you to hinder Survivors and impede their escape.

    • Start The Trial with 2/3/4 Tokens
    • To use a Token, you'll have to break 4/3/2 Pallets
    • Once all requirements have been met, vaulting a Window will destroy the Window, rendering it useless for the remainder of The Trial
    • Destroying a Window will use up a Token


    Evolution

    Evolution is what kept you alive. The more you evolved, the deadlier you became.

    • Start The Trial with 5 Tokens
    • Each time a Generator is completed, lose a Token
    • All bonuses from a Token are lost when you lose it
    • At 5 Tokens, all interactions (breaking Pallets and Breakable Walls, vaulting, picking up etc.) are sped by 5%/7%/9%
    • At 4 Tokens, get a movement speed boost of 3%/4%/5%
    • At 3 Tokens, the successful Attack cooldown is reduced by 10%/15%/20%
    • At 2 Tokens, every 80/70/60 seconds, your next Basic Attack will put the Survivor into the Dying State
    • At 1 Token, all Survivors will be suffering from the Oblivious Status Effect for 25/35/45 seconds and the Exhausted Status Effect for 40/50/60 seconds every 80/70/60 seconds
    • At 0 Tokens, Evolution deactivates
  • Killer perk

    Shared suffering:

    Each time the Obsession loses a healthy state, Shared Suffering activates for 45 seconds:

    • Any survivor within 24m of the Obsession will have a 15/20/25% penalty of Healing, Repairing, Sabotaging, and Cleansing speed.

    When the Obsession is fully healed by any means, this perk will deactivate immediately and the the aura of all survivors within 5m of the Obsession will be revealed for 5 seconds.

    Untitled Image

    sURVIVOR perk

    evasion:

    After being chased by the killer for 13 seconds, Evasion gains a token:

    • 1 Token: Gain a 2/2.5/3% Haste.
    • 2 Tokens: Gain a 9/10/11% Vaulting speed.
    • 3 Tokens: Increase the killer's stun duration by 40/45/50%
    • 4 Tokens: Break into a sprint at 30/35/40% of your normal Running Movement speed for 5 seconds.

    When the chase ends and the killer is more than 12m from your location this perk will deactivate, losing all tokens in the process.

  • Killer perk:

    Internal Bleeding

    Your attacks inflict damage which can't be recovered by normal means

    • Each health state lost by a survivor increases the charges required to heal that survivor by 0.5
    • Survivors in the dying state can only recover to 80/70/60% without the assistance of another survivor or perk
    • Survivors who break this limit with a perk (not from being healed) will be inflicted with Deep Wounds upon recovering

    Survivor perk:

    Backdoor Exit

    • When the exit gates are powered, the hatch will spawn and you can see its aura for 4/5/6 seconds
    • You can open the hatch without a key, but this action takes 30 seconds
  • Survivor Perk: Catch Me If You Can

    After stunning the Killer by any means, Catch Me If You Can activates. For the next 3 seconds, all scratch marks, pools of blood, and grunts of pain will spawn in the opposite direction to where you ran, relative to the location of the stun.

    Catch Me If You Can has a cooldown of 60/55/50 seconds.


    Killer Perk: Brutality

    You've never been known for judging your strength well.

    Basic Attacks upon healthy survivors will inflict the Deep Wounds Status Effect. The survivor is able to mend themselves in 4/3/2 fewer seconds.

  • Killer Perk

    Fear

    While in the killers terror radius for 15/12/10 seconds, survivors gain one stack of fear. The next stack of fear generates after 15/12/10 seconds and the final stack of fear generates after another 10/7/5 seconds.

    Survivors with one stack of fear suffer from minor debuff to mending, healing, generator repair and item usage of 1/2/3%.

    Survivors with two stacks of fear have their debuffs become stronger at 4/5/6%.

    Survivors with 3 stacks of fear scream, revealing their location and become inhibited for 2 seconds. Debuffs then revert back to one stack of fear.


    Could probably use some tweaking. I'm just tired of killers not being scary in the game. There should be ramifications for being near the killer.

  • A hex perk that supposed to go with a certain killer from a certain IP that involves animatronics

    CCTV

    Spawn 2 additional totems at the beginning of the match. All totems are hexed. All totems will be assigned a 45 degree cone that extends 12 meters visible to survivors. Any survivors within the cone will have their auras revealed.

  • Made something simular to this before but it's fun

    triskaidekaphobia (fear of number 13)

    Everytime you injure a survivor get a token, when you get 13 tokens the following happens

    All generators explode and lose 13% progress

    All survivors suffer from Blindness Exhaustion, Exposed and Incapacitated effect and have their aura's revealed for 13 seconds

    Killer kicks pallets, generators and breakable walls 13% faster , moves 13% faster and recovers 13% faster from basic attacks for 13 seconds

    All windows and pallets get blocked for 13 seconds

    Then triskaidekaphobia deactivates

  • Killer perk - Let The Bodies Hit The Floor

    You can drop survivors 75% faster than normal. If you drop a survivor within 3 meters of a breakable prop (gen, wall, totem) the prop is automatically broken as if you had interacted with it. Dropped survivors suffer a 40/50/60% speed penalty to healing until they are no longer in the dying state. If a survivor is within 3 meters of you when you drop a survivor they are injured as if hit by a basic attack.

  • New exhaustion perk:

    Every time you pickup a item you get a 150% speed boost for 4 seconds, it can only be triggered one time by item, you dont make the pickup animation when picking a item.

  • Vitality

    Finding yourself an escape in a desperate situation fills you with vitality

    After being in a chase with the killer while injured, for a total of 30/45/60 seconds, Vitality will activate. While Vitality is active, the next time you stun the killer by any means, you instantly recover 35% of your health state. Vitality will then reset. If you are healed to healthy state by this perk a total of 3 times, Vitality deactivates for the remainder of the trial.

  • Boon: Time Dilation

    Survivors inside the Boon Totem's range benefit from the following effects:

    Any survivor hooked within a 24m radius of the boon will have their hook progression slowed by 30/40/50% as long as the boon is active. The killer can see the blessed totem when within 4m of it.

  • 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.


    These are the killer perks in my Killer concept from a few years ago:

    @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 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. Often locked in the cellar 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 while 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 her 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 to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave with her to rot. 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 effort. All the blood made her slippery and hard to hold down, but after enough bleeding and eventual slip 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, polished and lacquered them to a pristine shine, and with that Lucy finally had the eyes she always wanted.

    As Agnes grew better at doll making and more astute with the finer details, the Doll Shop became much more successful, as 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 in her mind, 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 to convert 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 she could spare 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 initially 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 dodged it, but her 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 murdering 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 Clay the eyes he always wanted. Agnes held a memorial for Lucy, burying her remains 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, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and by Clays persuasion, 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 their bodies in the woods. However, after a week long storm had caused mudslides, a few of her victims bodies were 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 desiccated bodies in her cellar and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes drew her shears and attacked the constable, taking a shot in the lower abdomen from his revolver, 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, she could hear all of her friends cry out begging to go with her, but she could only pack up a few with promises to return for the rest later.

    Tears freely 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 hour. 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: 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: 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 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.

    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 they are repairing experience a 15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek – At Max, When within 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 – 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 long, but give it a read if you have the time.

  • Hex: Dismay

    Any time a generator is finished, Hex: Dismay gains a token. For each token, call uppon the Entity to block a random, unrepaired generator remaining in the trial. Blocked generators may regress at 15/25/50% regression rate. Once Hex: Dismay reaches 4 tokens, it's effect changes to be the following: any generator or exit gate that is not currently being worked on will regress at 100/150/200% regression rate. The Entity will also block the Hex Totem for the remainder of the trial.

    The Hex effect persists until Hex: Dismay's associated Hex Totem is cleansed.


    Insidious

    (rework idea, but this could also easily be its own standalone Perk)

    Any time a Survivor tries to read your aura, gain the Undetectable status effect for 15/20/30 seconds and reveal their aura to you instead. After activating, this Perk goes on a 60/45/30 second cooldown.

  • Sharing is Caring:

    You always did like to share your belongings with those who needed it.

    Any item you have used all charges up on and dropped will have 20/25/30 percent of its total charges restored should another survivor pick it up.


    Hex: Extinguish the Light

    Your determination to eradicate all the vermin in your presence drives you to crush any advantage they may hold.

    When a boon totem is snuffed, all dull totems left can not be booned for 50/60/70 seconds.

  • Hex: Afterlife

    Your body is broken but through pain it will be rebuilt

    After being stunned by any means you gain a token up to 2/3/4 tokens. Each token grants 10% pallet stun reduction and 5% action speed bonus

    All tokens are removed once the hex is destroyed

  • @Phasmamain said:

    Hex: Afterlife

    Your body is broken but through pain it will be rebuilt

    After being stunned by any means you gain a token up to 2/3/4 tokens. Each token grants 10% pallet stun reduction and 5% action speed bonus

    All tokens are removed once the hex is destroyed

    cool hex

  • I have been thinking about some perks for the killer of one of my dream liscences.

    • Vicious game

    Your acts have no rhyme or reason, causing your victims to become extremely confused. In reality, it's all just a game to you...

    Each time you injure a survivor, the aura of the healthy survivor furthest from you is revealed for 8/9/10 seconds. Leaving the survivor you are currently chasing will grant you the undetectable status effect for 15 seconds. The effects of this perk will not activate if the survivor is instantly put in the dying state by any means.

    Once per match, if all survivors are injured, they will be afflicted by 2 of the following status effects at random for 60 seconds.

    • Broken
    • Oblivious
    • Hindered (-5%)
    • Exposed
    • Incapacitated
    • Haemorrage
    • Mangled

    "I did that stuff 'cause I could, and it got interesting, so I watched" - The Jester

    • Feeble facade

    They don't realize your true intentions until it's way too late

    Each time a survivor loses a health state, gain a token, up to a maximum of 14/16/18. Once the exit gates are powered, this perk activates.

    • All dropped pallets are instantly destroyed.
    • For each token gained, all pallets become blocked for 5 extra seconds up to a maximum of 90.

    "Wow! Very optimistic! Is your brain rotting or something?" - The Jester

    • Hex: Anathemical refutation (I couldn't think of a better name, it would sound cool for a medieval character tho)

    A hex that roots it's power on the hatred for the success and talent of your rivals.

    If no survivors have come within the effect range of a recently placed boon totem for 40/35/30 seconds, the boon deactivates and becomes an uncleansable hex totem. Survivors within a 32 meter radius of that hex have the effects of all their perks nullified.

    "Those who actually succeed in life... They happen to be born with a magical ticket called 'talent', if you don't have it you can either accept or deny that fact until you die. That's your only choice." - The jester