csandman1977
csandman1977
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If you have 4 people, play kill your friends for a few matches. Let the high ranked player play killer so the newbie players learn the basics. You can get on coms and actually help them grow by giving them pointers and teaching them to loop and run.
Its a whole lot more beneficial to the low ranks that way then just having them do gens while the rank 1 loops the killer all game.
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My submission
Chapter name - Blind Fear
Name - The Fear
Standard killer stats. Tall. 32m. 115% Weapon black tendril whip like thingy.
Backstory - A hunter from another world. It feeds on fear. It is of a parasitic race, that has spread through the cosmos for food. Ever hungry and capable of taking the shape of whatever it's prey fears most. It's race has been known throughout the centuries by many names: ghost, vampire, monster. Whatever elicits the most of a victims precious fear is what it becomes.
Though never subservient, the offer of an endless supply of food in service of the Entity was a deal it couldn't pass up.
Now both the Fear and the Entity are gorged.
Powers - Fear of the Dark
1) A being of shadow. You are susceptible to light. It takes half the time to flashlight stun you. The tradeoff is you can see very well in the dark. And tapping your power button allows you to channel pure darkness throughout your terror radius. While channeling you can not attack but can see outlines of objects and people. This lasts up to 10 seconds, but tapping the power button again ends the power early. Survivors can not see more than 4 meter away from them. Also, inflicts the deafness status effect. A flashlight will illuminate what it points at but doesn't remove the darkness completely. Has a 30 second cooldown. If power ends early the remaining time is removed from the cooldown.
2) Survivors inside your terror radius suffer from aura blindness status effect.
3) You can interact with an object, generator, hook, chest, totem. That object gains a terror radius equal 16 meters. Can be cleansed by survivors. This has 2 uses and both can be active at the same time. Effects persist until cleansed. When cleansed you can use this again. Takes 5 seconds to apply. When Fear of The Dark is active these additional terror radius' also become darkness for any player inside of it.
Add ons
Brown
1(horrible at naming things) slightly increases terror radius by 2 meters
2 slightly decrease time it takes to give an object a terror radius by .25 seconds
3 slightly increase visable outlines of survivors while fear of the dark is active
4 increases survivor sounds by 10% in darkness
5 Fear of The Dark no longer defend, instead gain 100 extra bloodpoints in deviousness for every second a survivor is inside the darkness
6 you can see your terror radius
Yellow
7 replace your terrior radius with a semi circle that extends an entra 8 meters infront of you. Doesnt stack with other terror radius perks or add ons
8 slightly reduces cool down of Fear of the Dark by 2 seconds
9 moderately decreases time to apply terror radius to objects by .50 seconds
10 gain a temporary speed burst when ending fear of the dark. 2% bonus
11 add a 3rd terror radius to objects while decreasing that tr by 4 meters
12 moderately increase terror radius by 4 meters, slightly increase survivor action speed by 5% while inside a terror radius while fear of the dark is active
13 increase terror radius by 4 meters
14 increase survivor sounds by 15%
Green
15 reduce fear of the dark cooldown by 6 seconds
16 gain a notification if someone in your terror radius enters a locker
Purple
17 gain 3rd terror radius on objects and increase their range by 4 meters
18 gain the ability to interrupt survivor actions while Fear of the Dark is active
Pink
19 survivor auras are revealed to you while in darkness. Your movement speed is decreased by 5% while fear of the dark is active.
20 your terror radius encompases the entire map. You can no longer apply a terror radius to objects. Fear of the Dark power time is reduced to 8 seconds. Power cooldown is increased to 45 seconds
21 when you activate fear of the dark, all survivors caught in the dark are stunned and unable to move for half a second.
Perks
Hex- Light to Dark- All active hex totems except for this one appear dull until this is cleansed.
Focused Fear - You are one scary killer and illicit new levels of fear in your prey. You become obsessed with a survivor and can only be obsessed with one survivor at a time. Every time you hit your obsession this perk gains a token up to 2 tokens.
For each token, skill check success areas decrease by 10/15/20% for every survivor except your obsession
If your obsession is killed you become obsessed with another survivor.
If your obsession changes, you lose all tokens.
Silent Demise (or No One Can Hear You Scream)- Survivors don't get an audio notification when someone is hooked and the hook aura isn't shown for 10/15/20 seconds to survivors more than 24 meters away.
"Cat got your tongue?"
Mori - The Fear grabs the survivor and black tendrils of darkness envelop them. With the face being the last to be enclosed. The survivor releases a terrified scream that can be heard map wide like the demogorgon growl. The Fear drops the survivor and moves on.
How to play. I wanted another killer with jumpscare potential. Imagine playing survivor and the lights go out and when they come back the killer is staring at you in your face. Or lights come back on and nothing is there. You think you are safe until you turn the corner.
Basically confuse people with multiple trs, mind game the heck out of them. Shut the lights out and laugh as people jump.
Also because of the form changing ability, it unlocks a cosmetic based on any killer that is level 50p3. Similar to leatherfaces masks.
Survivor
Johnny Winger
A professional trick bike racer. He spends more time in the air than the ground it seems. His career derailed when injury after injury became life threatening. He got used to the pain meds, which led to harder drug use. He lost his friends, his family and all desire to live. He decided 1 last ride to end it all. He found a highway on a steep incline and sped off the side.
He woke up in a dark realm, without the need for drugs. Through the lens of sobriety he realized he wanted to live and is fighting now to hopefully regain what he lost.
Perks
Just a Flesh Wound
Injuries are no big deal. Wipe it off and keep going. You bleed 50/75/100% less when injured and ignore the mangled status effect completely.
Crossfoot
You have always loves the spotlight. While running your scratch marks are more visable and emanate in a 6 meter area around you. They will have the appearance of going through doorways or on the other side of vaults.
Fearless
You've lived on the edge for your whole life. As such, situations that would scare most people don't faze you a bit.
Ignore killer terror radius PERK effects by 50/75/100% (anti-unnerving presence and coulrophobia)
Map- Derelict Space Cruiser the Annointed
The vessel the Entity pulled the Fear from. Contains multiple levels suited for the Fear's powers. The atmosphere is dark as lights flicker due to power losses. Each floor is different with one being a farm like area that food was grown, to another being crew quarters and mess hall. The 3rd is the cargo bay. Each floor having a unique feel.
Will try to come up with names for add ons but like i said im horrible at naming things.
Also will try to add a picture when i feel artsy enough
*edit power slightly based on suggestions and reworked some add ons and Silent Demise perk. Added purple rarity which i forgot about
*edit 2 added chapter name
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I like all of this. My one suggestion, that since it's a ventriloquist, she should have the ability to throw her voice (terror radius) 4-8 meters away, thus causing her to not be at the center of the radius and giving her huge mindgame potential.
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@will_i_am_14_85 said:
https://forum.deadbydaylight.com/en/discussion/comment/708633#Comment_708633
You can play a game for hundreds of hours and still be ######### at it.
This is true, but I still think it's a better benchmark than rank
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@Spooky13 said:
How about
Hex: Debilitating Destruction: Spawns a Hex Totem on the map, when this totem is destroyed, Survivors suffer from a 25%/25%/50% reduction to generator repair speed. This effect lasts for 60/90/120/ seconds.
To slow the game down, just a lil bit.
That would be great actually. 2 minutes means a whole lot to slower killers.
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As for mew matchmaking, i got matched with a rank 1 and 2 rank 4s against a rank 12 spirit. I was rank 12 as well. We got zero gens completed and everyone died rather quickly. Not sure if they were trying to de rank but they had med kits and toolboxes. I got out cause of lucky hatch spawn. Pretty sure spirit wasnt a new or usual green ranked killer.
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In my opinion matchmaking shouldnt be based on rank at all. Instead it should be based on hours spent playing. We have all heard that rank means nothing. Especially during rank reset. Its nothing to be able to get to green ranks. And really a couple of lucky games and you are at purple. But a green rank with 700 hours is most likely going to be better than a purple rank with 250 hours.
Sure there would be outliers but i think the match making would be better evened out.
As for rank, make incentives to rank up.
Ending the stetch at yellow ranks gives you 5000 bp, with 100 bp given for every day you are at yellow ranks
Green would get 10k bp and 200bp for every day at green.
Purple would give 1000 shards and 100 for every day at purple.
Red would get 100 cells at the end plus 10 for every day they were at red ranks.
These are just numbers off the top of my head. Obviously the game rewards those who play more and why shouldnt it?
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Also make your choice is fun with certain other killers
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Also i think thrill of the hunt should show dull totem auras also
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Bumping this to the top because i missed it and others may have also
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Awesome!
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Honestly, ive always felt that this is how legion should work. Be able to switch to any of them at any time. Take a bit to position at problem areas. Give add ons to give idle members redstains and terror radius'
I like the professional visual to this. Good work
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I agree
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To everyone who says camping is not a strategy, the definition of strategy is;
a plan of action or policy designed to achieve a major or overall aim:
Whether it's a good strategy or not is the debate. Yes being camped sucks so the devs made the bloodpoint loss as an incentive to not do it. However like the op stated there is a time and place where camping is the best 'strategic' decision.
In a game like call of duty if a sniper lays on the ground headshotting anyone he sees, do people call for him to be banned, if its not in a spot that was never intended for people to get to? No the other team changes strategies and the sniper usually ends up dead.
Different game completely i get it but same result. If other team decides to throw themselves at the sniper head on, they die. If they change up they live. Killer leaves hook, get the unhook. Killer camping, try to draw him away or do gens. Dont farm and you live.
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@Killigma said:
https://forum.deadbydaylight.com/en/discussion/comment/703333#Comment_703333
Well from an ex huntress main, freddy work the purchase?
Yes he is. I still like the old freddy better thematically, but new freddy is strong. The higher level players like his snares but the pallets are much more fun in my opinion. Worth the 5 bucks to me.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/89251/perk-ideas-suggestions
Slow & Steady: Good perk for new players.
Homophobia: Like the idea of actually trying to use the luck mechanic since it's pretty useless right now. Might be a bit too strong mate especially with good mobility killers.
Maybe check spelling lol
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Camping is a strategy, you just dont like it. Much the same as borrowed time, into a locker for ds stun, into an insta heal is a strategy. Difference is, both those strategies are (mostly) bad for the killer. If killer is camping, dont go for rescue right away. Waste killers time.
Camping is usually done by low ranked killers and reinforced by survivors farming each other. People have 2 minutes or more now on a hook, use the time wisely.
Survivor lobbies are so quick now even if i doe on hook, im back in a game in less than 2 minutes. I for one dont care to waste a killers time on hook if my team escapes
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Never been to red, maybe to purple once. But getting tbagged and pointed at and instaheals at yellow ranks just makes me think it would be much worse at red. So i just float around playing stupid builds and not really caring. This is supposed to be fun, but the higher up you go the least likely this game will be fun so i stick around green rank. Fast lobby times and less headache all around.
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Glad you decided to give this game a go. I myself absolutely hated it when my daughter first introduced me to it. But now i have my own copy so i don't have to share.
To answer your questions;
1 - Design decision to show off how strong a killer is?
2 - Nurse is strongest killer in the game. Especially the higher up the ranks you go. The proper way to counter her is stealth and breaking line of sight. The way most people counter her is by disconnecting. I strongly advise against that method though. It sucks for everyone involved.
3 - As a killer you will eventually go up against a sabo group. You will end up asking why it doesn't take longer to break the hooks.
4 - Camping is not reportable and in 'certain' situations actually the proper play. That being said, the killer's idea of camping and the survivor's ideas are completely different. As a killer be prepared to get insulted in post game chat. Either ignore it, or take it with honor. Games get intense and some people take things rediculously serious. Brush it off. Or make a lot and when you run into that player again, bring a mori and really piss him off!
Good hunting!
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/692644#Comment_692644
Jack Frost's mori could be pretty eyebrow raising...
It would have to involve kate and a carrot
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Jack Frost - (not michael keaton or the animated one, but the psychotic serial killer one from) As much fun as i think a killer snowman would be, it just doesnt fit. Except maybe a winter themed event limited time free killer. That might actually be cool.
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I love overgrowth. I think perks that screw with skill checks are awesome and make holding m1 to repair gens slightly more interesting. Im just completely biased against hex perks and would like to see them all reworked to remove the hex portion.
As for getting ready. 2 Survivors bring super toolbox. No bnp. They each do a tendon opposite sides of map. What is time there like 65 seconds? Then they go onto next gen, no toolbox and bam 65 seconds later 4 gens are done. That's 2 minutes and 10 seconds and game is over if 3rd survivor does 1 gen at normal speed and 4th survivor runs killer around.
This isn't even best case scenario. Leaving out bnp, great skill checks, add ons to give toolboxes more charges. Killer wouldnt have a chance. Theres no amount of pressure a killer could apply to deal with 5 gens getting worked on at 1 time.
I like all the other perks but this one scares me as a leatherface player lol
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I really like locker mania. Combine that with the healing perk that heals in a licker and it could be nice.
I have to put the ixnay on get ready. The beginning of the game is too important for killers and would make slower killers even more useless. Gens go too quick at first as is. Way to easy to pop 3 gens in 2 minites now.
My only problem with the hex perk is that it's a hex. Totems arent going to last anymore with this new chapters release. I love the interactiin with ruin and lullaby. Evil if you could protect the totems. Spirit would so abuse this.
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Survivor character and perks
Avery Stewert - Avery found his dream job. Acting. Not that he was very good at it. But he had the face and the drive for it. He was also a talker and managed to charm his way into random appearances and support roles.
When Avery answered an ad for a low budget sci-fi show little did he know it would become a cult classic and thrust him into fame.
He played the Captain of a star vessel, transporting various movie monsters such as vampires and werewolves to a new home at the far reaches of the galaxy. A place where there was almost no sunlight.
It was campy and fun and full of satire. It ran 16 episodes before being canceled. Immediately picked up for syndication, it became more and more popular. As the Captain, Avery was the face of the show.
Conventions and talk shows and a book deal kept Avery's name fresh on peoples minds. He made enough money that he didn't have to work. But he did, sticking to cameos and short lived support roles, only this time Avery could make real money for them.
Then the phone call came. A reboot was in the works. Big budget and with big name writers. All he had to do was get to LA. So Avery packed a bag and hit the road. He didn't like flying, ironic in that he was famous for flying through space.
A blizzard hit while he was crossing the mountains. And while his car was found, it slid off the highway and crashed down the side of the mountain, Avery's body was never discovered.
Perks
Stagehand - After healing a survivor for a full health state, your aura can not be read by the killer outside of a 32/24/16 meter range, and you leave no scratch marks. This effect persists until you interact with an object, perform a fast action or enter a chase with the killer.
Captain's Orders - You are the Captain and you demand the entity respect that. Once per trial when you are put into the dying state you are presented with a difficult skill check. If you succeed you pick yourself up immediately and are immune to damage for 10/15/20 seconds. For your arrogance, the entity will automatically skip the first stage of the hook.
Boom Operator - When you perform a fast vault, the sound echos through the map. The killer detects multiple notifications in a 24 meter range. Has a 60/50/40 second cooldown. (Or whatever quick and quiet is)
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Snares may be better but pallets are sooooo much more fun!
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Killer perks
Keelhauled - The unclean hook takes it's toll on the health of it's victims
When a survivor is rescued from a hook and the killer is outside of 64 meters away, that survivor is inflicted with the broken status for 40/50/60 seconds.
"Drag that mutineer under the ship!"
Cannons and Rum - A pirate's staples
When a survivor would fail a skill check, they are inflicted with the intoxicated status effect (clown gas) for 10/15/20 seconds
Mutiny - You become obsessed with one survivor and can only be obssesses with one survivor at a time.
Your obsession has a 30/40/50% penalty while performing co-op actions. Otherwise has a 10% bonus when performing solo actions.
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I do appreciate the feedback. I was wanting to discuss this!
The 360 may need a cooldown but that would be determined in testing? The range is just like a quick attack so may be easy to dodge. The normal attacks range isnt long enough to be compared to huntress. Its just like a lunge attack range.
As for the skeletons, originally i thought about having to activate the piles of bones and having them patrol a certain area around them. But more i thought about it the more the power became reliant on rng of bone placement. RNG sucks. Then i thought, well maybe he can place them like traps. But then its just another hag, freddy, trapper reskin. Not sure how hard it would be to program but i wasnt really thinking about it. Just wanted something unique.
Then thought about the atmosphere. And having these roving ghosts wandering around seemed scarier to me then a fixed location that could be avoided.
As far as perks and survivor i have ideas just wanted thoughts on the killer.
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Space and steampunk
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Brady bunch skins, with nurse and wraith as the parents.
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Only reason i said permanent is the abuse killers would go through with 4 swfs running this. Downside needs to be ridiculous. Maybe broken for rest of trial? Or just 1 time use
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He's not. I just like him. And to be fair, this game is very rarely scary
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I thought i heard about a husk system, where the killer can still hook the body of a DC'd player.
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Myers with chainsaw is amazing lol!
Really though just make terror radius and movement speed part of the killer power not the killer model.
Making the killers just skins shouldn't be a problem, as every time someone wants to add individual powers to survivors to make each more unique, everyone is completely opposed to it. And actually i would love to use santa clown skin on any other killer. The ww1 nurse skin is my favorite but i don't use nurse so im not going to buy it. If i could be nurse with any power i would without a doubt buy that skin.
Moris would be the hardest, but really all they would have to do is stick chainsaws on the other killers. That and demogorgon. Though imagine Myers mask splitting open to eat someone's face?
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As survivor when killer closes hatch or gates are powered, open the gate for 3 seconds. No lights will shine, no noise will be made, but it cuts down the time to open the door by 3 seconds.
Wait for killer to patrol, he wont know anything is going on unless they are running whispers.
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I created a killer in the fan section that actually uses the obsession system in his core power kit. Not sure it's viable but would make a survivor running an obs perk 2nd thoughts
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Add ons - have some ideas but want feed back on base powers before editing this to include them.
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Perks (3rd time trying to type these. On mobile and have fat fingers.) Had cool flavor text on all these but im tired of hitting the wrong button and losing all progress.
I'll Be Watching You - An obsession that is between 48 and 128 meters gives a noise notification. Can only activate every 120/90/60 seconds
Silent Approach - Obsession(s) hear the killers terror radius as if the killer were 8 meters further away. Basically resuced terror radius for obsessions only.
Old School - Equipping this perk permanently disables all activated killer powers and add ons in exchange for a 30% action speed boost and 10% movement speed boost. It also gives the blindness status effect to the killer. (Hard mode!)
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I think removing exhaustion is strong enough without also healing. In fact, if this was used i would think that it would need the drawback of doubling the cools down after the next use of an exhaustion perk.
Even then i see this being so abused. Like balanced landing into a lithe with quick and quiet and dance with me and then urban evasion for good measure?
The survivor in me says hell yes! The killer in me says please don't buff exhaustion lol.
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Og freddy and bubba for me. Even though I've never done basement Bubba (but did do basement freddy) and regularly get spanked with him, he's still just a lot of fun. Im starting to play doc now cause i like the screams of my prey lol.
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In any case, it'd largely be a behind-the-scenes event. Doing so where the Survivors could know about it would be showing fallibility of both the Killers and the Entity, neither of which the Entity wants to do.
It would happen after the survivors escaped or killed in egc. Survivors would never see it. Just the killer.
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Punishing them so the killers will do better next trial?
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@Dreamnomad said:
Seems like a waste of resources and time.
Not denying it. Just thought it would be cool
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I seriously doubt they would make an entire chapter off fan suggestions. But maybe a perk contest?
Either would he pretty cool though
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As it is, the game is "balanced" for killer to mid rank solo players not coordinated 4 man swf teams. MOM got needed BECAUSE of the complete unfairness it gave. 1 proc of MOM by one survivor was fine. 2 procs was annoying. 3 or 4? Just about ruined the game.
The game was designed for limited communication except through perk choice. So many perks that are considered near useless are only like that because outside coms have made them useless.
Would anyone care about object of obsession if the obsession couldn't constantly report where the killer was basically making that one perk a party wide gps tracker? Doubt it.
What needs to happen is the game needs complete rebalancing around outside coms. Starting with a built in com system. Then a rework of perks that take that communication into account.
With dedicated servers by region, ethe chances of playing solo amd getting people who speak different languages is lowered. Yes you can mute and go solo but it's a distinct disadvantage.
When we can properly balance around the way people want to play instead of how the game waa intended to be played when created, then we can make things more 'fair' for both sides
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@JohnCrow said:
Great concept!
I would love to see The Ripper in that style. Removing parts - perks, destroying healing kit would be hardcore! Let's upvote your post so devs might see it!
Thanks. Personally I'd like a perk that made keys never spawn in chests but damaged items is more fair I think
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Love the art. I actually came up with a ripper concept. The powers relate to the surgical precision of Jack's kills and the mind games I imagine he would play.
The Ripper excels at mind games. Tapping the power button creates a husk of himself the mirrors his movements. While active, both Ripper and his husk have a red stain, a terror radius and move at normal speed. The husk has colision. The husk disappears with an attack. (Kind of like spirit but maybe not as oppressive, although with practice i can see it being really powerful, for at least pushing survivors off loops as they wouldnt know which is the real Jack.)
The Ripper knows how both the mind and the body work. When a survivor is downed, the Ripper can interact with that person to permanently disable 1 random perk from the victim. The Ripper can do this once per survivor. (Many people think that jack was a doctor for the surgical knowledge. Since we can't remove body parts, i figure the next best thing would be to renove a perk. Rng could still screw you disabling deliverance on a first hook, but could hit balanced landing. Still scary for survivor)
Perks
Night Walker - You belong to the night. Survivors glow with a faint outline when hiding in darkness that can be seen 2/5/8 meters away (stupid blendettes)
Silent Demise - When you attack with a basic attack, the survivor is deafened until fully healed. Has a cooldown of 60/50/40 seconds (under utilized and really creepy effect)
Mimicry - Items from chests are found broken. Starting values are decreased by 10/20/30 percent. (Imagine being injured and finding a Brown medkit. Oops it wont heal you all the way)
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/670791#Comment_670791
Actually he does, literally lore based the entity can enter any realm, and time, any dimension to get whom ever it wants
And really if you look at the big main shadow thing in stranger things, it kinda resembles what we see with the entity. A bit anyway
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Palette breaking on demolisher should just be base kit. But generator break is cool.
During rage palette breaking should be instantaneous. He already cant see scratches and vision is blurred.
I like it
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Survivor
Name - Anika Gupta
Growing up in Delhi India is hard. The city boasts the highest crime percentage in the country. So when Anika's parents were killed in a robbery when she was 12, she learned to adapt.
Life was hard at first, foster homes turned out to be almost as bad as the streets. At her third home, where the foster father had an eye for the younger girls, Anoka ran away and got lost in the streets.
She managed to fall in with a powerful street gang, using them for protection as they used her for not-so legal jobs.
All the while she was learning and by the time she was 17, Anika had her own followers, bodyguards and friends, though she never let her guard down.
She gathered enough power to live a comfortable lifestyle, if not glamorous. Until one of her own flipped and brought the police down. Her bodyguards were trained to fight, but not think and in the ensuing shoot out, Anika lost her family again. In the chaos though she managed to flee from a hidden exit she had prepared just for such an occasion.
Despondant, Anika roamed the streets casing her safe houses to see if they were indeed safe. Unfortunately for her, a rival gang spotted her and gave chase.
Anika ran them to a highway. A driver saw her as she dashed in front of his car. Swerving to miss her, he collided with truck and the ensuing pile up ended in tragedy as seven people were killed. Anika's body was not among the dead.
Perks
Situational Awareness - Years on the run has trained you to be acutely aware of the dangers surrounding you. Unlocks the ability to see hidden threats. While active, you can see an outline of invisible threats within an 8 meter aura. Has a cool down of 40/30/20 seconds.
Get Out Of My Face - If a killer is within 16 meters of the hook you are on and no other survivors are within 32 metres for 30 seconds, you gain the ability to unhook yourself. If the Killer would hit you within 10/15/20 seconds, the killer gets stunned instead.
Survival Instinct - You know how to survive, while in the dying state, you leave no blood trails and recover 10/15/20 percent faster. Stacks with similar effects.
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Camping is sometimes a very viable strategy. Its just learning when to do it is the key. Same can be said for slugging.
However i do think the guy on the hook should get some compensation for being face camped first thing
I dont see a reason to nerf killers camping as they are already losing if they do it wrong.