A new, more casual game mode.

I've been thinking I miss the fear of installing the game and spawning alone in the middle of nowhere and suddenly hearing a terrifying heartbeat as the killer approaches me, so my head kinda made up some ideas for a more casual game mode, more oriented to the original fear I had when I started the game.

Main idea:

This game mode will have survivors completing multiple tasks scattered throughout the map, all of them giving points. Most of them will be things that have already appeared on events or the archives, like gathering glyphs or memories. Some of them will have some changes, like Masquerade invitations requiring you to hand them out to another survivor so you both get BP. Some could be new - I'm particularly interested in making summoning circles a thing in DBD, where a player can start chanting and a big circle starts drawing on the floor. The summoning circle completes faster the more players join the process. We'll come back to what it does later.

On the killer side, the game play is roughly the same, but chases are made significantly easier and the initial tracking of survivors is made significantly harder. Around the map there would be some glyphs that would give Killers a random special ability if they pick them up, like the ability to see a red bubble in the distance giving the general location of the furthest survivor, a shock shot that paralyzes survivors hit by it or the ability to glimmer like the Wraith and hide their red stain, among others.

  • This game mode will not increase your monthly ranking.
  • 6 survivors per match (to make it easier for the killer to stumble upon someone)
  • Ideally on bigger maps, but that's open for debate.
  • All maps will be substantially darker, making hiding easier.
  • All survivors have 2 health states, but no hook states. The survivors can't permanently die, and the match will end after a certain amount of time has passed.
  • If a survivor gets to the dying state, they get automatically picked up by an entity tendril and they instantly die.
  • If a survivor dies, one of the lockers furthest away from the killer will start spewing fog and making shaking noises like when a Dredge teleports. After 20 seconds, the survivor will burst out of the locker in a rush, but this won't be notified to the killer. Another survivor can force the survivor out and get a small amount of BP if they interact with the locker. They'll hear the noise and see the fog when they are within a certain range.
  • If a summoning circle is active, dead survivors will instantly respawn within the summoning circle's range and survivors who participated in the circle summoning will get extra BP.
  • Scratch marks are gone, and healthy survivors on lockers no longer make any sound.
  • If a survivor gets healed twice before dying once, their aura will be revealed intermitently to the killer, like when carrying Object Of Obsession.
  • All aura reading perks and add-ons are disabled.
  • The activation of exhaustion perks will create scratch marks for that survivor for the next 5 seconds.
  • All generators will be completed and survivors will be busy completing other tasks in the meantime. Every X amount of time, one generator will break and all players will be notified. The killer won't get notified about which generator is broken. While the generator is being repaired, all survivors get extra BP from any source. If the killer successfully finds the generator, they can kick it to permanently disable it, get extra BP according to progress remaining on the generator and immediately ending the survivor BP bonus.
  • Killers can build up bloodlust up to level 4 at 10/20/30/40 seconds. Breaking a pallet does not decrease Bloodlust. At Bloodlust 4, killers get +30% movement speed, +30% vault speed and they can instantly break pallets just walking through them with no penalty. Bloodlust does not get disabled until a survivor gets downed.
  • If the killer gets blinded, they get 15 seconds of blind immunity.
  • The longer the killer spends without getting at least a kill, the more likely glyphs will drop them tracking or insta-down skills. If they stand too long without getting a single kill, a loud groan will be heard throughout the map like when the Oni activates his power, all survivors will scream, the edges of their screens will have entity tendrils wiggling and they will permanently reveal their location to the killer until killed. Additionally, survivors killed this way will automatically activate the killer's mori and the killer will get extra BP.
  • On the last 60 seconds of the match, the gates will automatically open and 6 Mysterious Entity Fragments will spawn far away from the gates. Survivors have the option of leaving for a tiny amount of extra BP or going deeper into the map to pick up the fragments and leave the match with them for a large sum of BP. During this time, killers will have their terror radius and red stain supressed and survivors will be exposed. A survivor killed during this time will not respawn and will instead be kicked out to the result screen. Killing a survivor like this will trigger the mori animation and Bloodlust 3 for the remainder of the match. Survivors killed during this time give the killer a large amount of BP.

The idea is for the game mode to be less about skill expression and more about being a party game of sorts, while still retaining some semblance of horror.

Survivors won't see neither their allies nor the killer, and each one of them will be doing their own thing until the generator phase starts and everyone starts grouping together. The only thing you'll hear is the screams of people dying in the distance, and ocasionally you'll come across another survivor doing a different task.

Hiding within the killer's terror radius will net you more points than getting chased, especially because if you get chased it's highly unlikely you're gonna come out alive or last too long.

Generators don't have enough spots for 6 players, so all survivors will get BP multipliers for getting chased, cleansing totems, making the summoning circle or doing their other tasks.

Killers will have it harder to find survivors, but this is countered by having more players running around doing their thing. If the killer has a hard time finding people, there's some comeback mechanics so they never end the game in some ridiculous amount of BP like 8k or something.

Ideally, BP distribution would be made in a way that it's impossible to end a match with less than 20k. A full survivor or killer match with the Entity Fragment or an end game kill should easily put you at around 42k. The game is meant to be fairly lucrative BP wise, but with the downside of not counting for the montly reset.

What are your thoughts? Would this alternative game mode be something you'd be willing to play? What changes would you make for it to be scarier or more fun?

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