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Sabrewing

Sabrewing

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Sabrewing
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  • I'm a simple man. I see support for Eternal Darkness content in DBD, I join in.

  • I was actually thinking about a mechanic like this last night. The way I brainstormed it, it went like so:

    The game would introduce a new offering type -- an animal's leash -- which I had tied to a new survivor I'd come up with to introduce the mechanic (I named him Cecil Stevens, he was a dog walker before being whisked to the Entity's Realm) who was dragged in along with his Pembroke corgi Mishka. The Entity knows that the survivors would derive endless hope to feed on by the chance to "save" Mishka, so she's allowed into a trial with the offering.

    Once Mishka was found on a map, enclosed in what could be reasonably called an "Entity-derived pet carrier", the survivor finding her would have to pick her up and haul her around, suffering a movement penalty while doing so; if someone escaped with her, then the next time the campfire was witnessed in the main menu for all four involved players, she'd be happily sitting/playing with the group until the next trial was begun. I thought about making her a bloodpoints multiplier, but I feel like this shouldn't effect the meta TOO much. Because all four players can submit the same offering, multiple instances would be reflected as follows:

    ○ One offering: Mishka spawns 30 seconds into the trial, and only the last survivor on the map can carry her out; everyone else must have escaped or died, and the exit is blocked if the game detects two or more alive, which includes hooked players.

    ○ Two offerings: She spawns one minute into the trial, letting survivors focus on gens a bit longer, and she can be carried out if there's only two survivors remaining.

    ○ Three offerings: she spawns 1:30 into the trial, and she can be carried out if there's three survivors remaining.

    ○ Four offerings: she spawns two minutes into the trial, and she can be carried out as soon as gens are complete and the doors are open.

    Why are longer spawn times a good thing here? Because she'd whine and whimper if left alone for too long, which survivors would have to remedy with a progress bar to calm her down, effectively making them babysit her or tuck her somewhere very obscure if they don't want the Killer to find her. And if the Killer DOES find her? Obviously hurting a critter is a big no-no, so they would just thump the dropped carrier as if they were snuffing out a blessed totem, and it would be whisked over to some other random part of the map. Anyone holding her carrier would also be forced to drop it if attacked as if Franklin's Demise was in effect.

    Finally, using the "go there" and "come here" gestures when close to her enclosure would cause her to yip and react happily as an easter egg; DBD Overdose needs its cute and funny moments fuel for further videos. :P

    EDIT: I totally forgot to mention what Cecil would bring to the table. His perks would be all about making Mishka easier to transport and using her as a source of intel. This way, if a player didn't want to bother with the mechanic and not have the perks cluttering their bloodweb, they could just not prestige him at all.

    ○ Cynophilist: Reduces the movement penalty for carrying Mishka by 60/80/100%.

    ○ Between the Ears: When the Killer is within 16 meters of Mishka, their aura is exposed; the effect persists for 4/5/6 seconds. Named for the folklore of how looking between a dog's ears will allow you to see ghosts or paranormal activity.

    ○ Good Girl: Mishka can be left alone longer without having to be calmed down, increasing her meter by 45/60/75%.

  • When Behaviour first announced the Switch port of DBD, I was praying that they would sweeten the deal, or at least make up for the weaker graphics, with an Eternal Darkness-based killer and survivor for the platform. Given how Nintendo has been allowing their more niche IPs on multiple platforms lately (Wonderful 101 Remastered, and they own a stake in Fatal Frame since the 4th installment), I still think it would behoove them to pursue an agreement.