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Mothy

Mothy

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Mothy
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  • The map should probably be related to Horzine, maybe Biotics Lab, Biolapse, or Containment Station. We could also get something different like Farmhouse, Volter Manor, or Prison. I think a prison map in DBD would be cool. I apologize for only mentioning KF2 maps, but that is the only one I've played (I saw some KF videos before tho).

  • I like the idea. Would the killer be the Fleshpound? I think that is the most recognized enemy from Killing Floor.

  • I recommend getting Deathslinger or Pig. Pig has two good perks (Surveillance and Make Your Choice), playing her as a stealth killer is enjoyable. Deathslinger has interesting perks (Gearhead and Hex: Retribution), I recommend him because he is fun to play (Huntress style). Good choice with Plague.

  • I am so excited for Pyramid Head and more Silent Hill content. Being the first horror video game killer will open the door for other video game horror franchises to join the fun. Still waiting for a new Silent Hill game Konami.

  • I like the idea of Tooth Fairy Hag but looking at the teeth coming out of her skin... ugh. It gives me that unpleasant feeling that Trypophobia gives me. Wraith and Nurse look great.

  • @Zarr0ch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1300381#Comment_1300381

    I was thinking it could be in the area as the word "Classic" might very well be older than Alien/Jason/IT. Wasnt there a quote about the start of horror or something? The mummy, dracula, van helsing etc etc predate Jason/Freddy/IT/Pinhead etc. Depends when "classic" is referring to

    At one point I thought it would be cool to have a Swamp Monster that could throw some algae and drag survivors, like Deathslinger today. Another idea was to have it slow down survivors but that is too similar to Clown and Freddy. Having a 'B' movie killer would be cool too, like the Blob. Haha

  • I don't know much about Pinhead but I do think that he/it looks cool and creepy. I would like to see Pyramid Head, Jason, Candyman, Alien, or Jaws over Pennywise.

  • Lately I've been enjoying Trapper in purple ranks. I don't remember trapper being that good, but the option to open a trap instead of placing and opening is a time saver. I do think that Trapper needs to be able to carry two traps in his base kit.

  • I think it would be a cool idea to have an old school horror killer like the mummy, vampire, swamp monster, etc. The Egyptian theme would be great for a killer.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1299290#Comment_1299290

    No, only the doll the killer possesses can move and attack, but can be transfixed/stopped in their tracks by a survivor looking at them within 24 meters. The others don't move at all otherwise, and just sit in place waiting to become possessed. However, whenever you transfer to a different doll, the doll you left behind retains a TR and red stain for 6 seconds, and if it was transfixed by a survivor when you left it, the transifxing survivors aura is revealed to you until they break line of sight with it, or get far enough away (more than 24 meters). On top of this, they move wicked fast at 6m/s, but the reason I gave them this advantage is to compensate for the fact that they can't move when someone looks at them, and can't hit unless they are basically touching the survivor, so it balances out. Another way to think about the possession mechanic is to view all of the dolls on the map as static camera's you can jump to at any time (kinda like five nights at freddy's) and once you see a survivor, you move in for the kill and start planning your ambushes.

    The whole Red Light, Green Light mechanic in this is to make survivors paranoid as at any moment a doll could suddenly start moving to attack while the survivor looks away (ala "Weeping Angels from Doctor Who), on top of that, the possession mechanic helps you setup for some really nasty ambushes (e.g. You are chasing a survivor but they transfix you by looking behind them, so While they are focused on that doll, you possess a doll immediately ahead of them and spring out for an attack).

    I hope this clarified things for you, but if you have any further questions, don't hesitate to ask! ๐Ÿ˜

    Thanks for the clarification. Very cool idea and I can tell that you thought this out quite well. This would make the game very intense because survivors wouldn't know where the killer is coming from (aka which doll will the killer use next). Hopefully the developers see your post ;)

  • Wow, a very good and in depth killer concept. I like the porcelain doll idea because they are creepy and have soul less eyes. I am having a hard time understanding the passive ability. So the 10-16 dolls will be constantly moving around the map unless a survivor looks at them? The dolls that are not possessed can attack the survivors?

  • @TWiXT said:

    This is kinda surreal for me, From the OP's described mechanics I get this weirdly nostalgic feeling Like they read my OC Chucky alternative killer concept, and are rehashing it here. I put a lot of effort into it, and it addresses many of the problems a doll sized killer would have while giving them a plausible way to work in game:

    https://forum.deadbydaylight.com/en/discussion/72152/killer-concept-the-dolls-updated-survivor-map-perks-back-story-mori-and-tl-dr-version-below

    I came up with this concept 2 years ago, but updated it Last June 2019 (as seen above), By all means, give it a read (it's long, but the TL;DR version sums things up nicely) and I'd love to read any comments/criticisms/ideas you might have about it.

    I haven't read it but I will definitely check it out. I overlooked some things in the concept so maybe you have a better solution to the height issue.

  • @TheButcher said:

    I had an idea for Chucky. When he put's survivors on hooks he uses voodoo to levitate them onto the hook. His special power is there are 3-4 inactive dolls randomly generated around the map. Chucky can activate them which then they basically are a proxy alarm for if a survivor passes infront of them. He can then transfer his soul to an inactive doll across the map, leaving the previous doll sitting and facing the direction it was in when he left it. As far as his character goes, his design is shorter than other killers, same height as a crouched ghostface/pig. So he can't see over objects/prefabs, but at the same time survivors have a hard time seeing him over objects/prefabs.

    My concern with survivors having to pass in front of the dolls is that they could easily dodge them. I agree with the suggestion of making Chucky taller, maybe they could make an excuse that he created a bigger doll and transfer his soul into it.

  • @Ashwitherton said:

    How about his size is his power eh? Because we already know that in a map like coldwin hes gonna be fckin impossible to see and if he has a power then holy sht that will just make it worse so why not let him have the size but keep it as his power so its balanced plus movement speed could be a problem and if its Charles Lee ray then boring I want that classic little nightmare I loved watching

    The power is meant to help him see the survivors because of his size. Someone mentioned that his speed could be increased because of his size.

  • @Rydog said:

    I would think the height issue is as much a problem with survivors seeing him, as it is for him seeing survivors.

    If they ever added Chucky as a killer, I imagine it would have to involve him in his human form for most of the match, and perhaps he transfers his soul into a Chucky doll as some sort of limited-time power after he builds up a meter or whatever.

    Yea, height is the biggest obstacle. Another solution I thought about was having Tiffany in human form caring him on her back. Chucky would do the killing and Tiffany would do the hooking, etc.