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Dontyodelsohard

Dontyodelsohard

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Dontyodelsohard
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  • I would much rather you have to earn a free DC by actually staying in a match...

    I understand sometimes you either need to (something outside the game happens) or it is best that you should be able to (everyone is slugged but the killer won't hook)... But just three free DCs for everyone every day? No.

    Besides what others have said about the numbers here. That's a lot of DCs... If you want that many, maybe what you need is to pick a different game.

  • @wimpy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654046#Comment_3654046

    I would like to know what the reason is for converting o to 0 ... I guess that will be revealed in a few hours at the PTB... Does it represent the lore that it failed?

    What I was trying to explain was that I believe that it is not supposed to be "Projector 01" is is supposed to be "Project 0r01" as in a project with the ID 0r01. Then, to throw in a bit of a red herring, they show the theater.

    (Although, I do still think this is the new map... I just also think they are at the lore as well)

  • @wimpy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654046#Comment_3654046

    I would like to know what the reason is for converting o to 0 ... I guess that will be revealed in a few hours at the PTB... Does it represent the lore that it failed?

    What I was trying to explain was that I believe that it is not supposed to be "Projector 01" is is supposed to be "Project 0r01" as in a project with the ID 0r01. Then, to throw in a bit of a red herring, they show the theater.

    (Although, I do still think this is the new map... I just also think they are at the lore as well)

  • @wimpy said:

    Why is the title project0r01 and not projector01?

    My assumption was because the lore of this new killer will be that this was a failed government or scientific project... It's a pretty common horror trope of "Experiment Gone Horribly Wrong! Monster on The Loose!"

    And then it shows a projector to obfuscate this and sow some doubt.

    So that's what I'm going with.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653997#Comment_3653997

    Nothing happened. I was actually scared watching cause of that creature they teased

    What do you think? If nothing apparent happens... Could this be the new map? I mean, it's a bit strange that we would go from a monster lurking in the woods to a disheveled theater, but it is all 3d modeled.

  • I have no idea... But I seem to have tuned in in the last 30 seconds of the 5-minute run.

    Did I miss something or was it just an empty theater?

  • It's a decent idea... Although, you will have to forgive me for, from what I have seen, I am far more critical of ideas than many others in this community.

    The concept of the power I find interesting, although a bit thematically confusing. The tracking portion is alright, if perhaps not a bit... I don't know, it could either be very weak or very strong depending on a few unaddressed factors. For instance, could you just leave a trail indefinitely while simply patrolling gens at a slower pace? And since these trails are invisible if not in chase, I could see it being rather annoying to avoid trails. But then again, on the killer's side, half a second could be quite a while to even get some benefit out of the trail, depending on how wide the trail is, I suppose. Although, I could see this as a useful in-chase tool where... Which I suspect is why the trail is only visible in chase?

    It's not bad, but perhaps lacking a bit in counterplay.

    Now, for the thematic confusion: why is a Deer-Man (or a Germanic Poet?) crawling around on walls? I suppose it would be creepy, but I just don't understand where this is coming from... But on its balance, it is either going to be useless in most cases or rather powerful depending on a few things: Can you crawl around corners? Can you crawl over the top of walls? Do windows impede your movement? It just feels like too much would get in the way of this being a chase tool which leaves it as an extremely niche mobility too... Some maps do not have a two-story building where climbing up to enter through a hole provides that much mechanical advantage: Out of the nearly 50 maps, I can think of Coal Tower, Thompson House, Disturbed Ward, Father Campbell's, Haddonfield, maybe Mother's Dwelling, Ormand, Dead Dawg, Midwich, Garden of Joy, Shattered Square, Toba Landing, Nostromo, and if you can crawl through windows you can count all of the Badham Maps... That leaves: 34 (29 with Badham) maps where you are essentially a slightly faster tracking killer. And even then, it is only on the main buildings.

    Things are a bit different if you can crawl around corners or over the top of maze tiles... Then that only leaves most indoor maps as maps where your power is limited.

    I will, however, concede that jumping down from a wall and hitting a survivor you landed next to (assuming that is possible with this power concept) would be rather fun, even if it is no more viable than chasing them normally.

    ...

    I think the perks are all pretty balanced, except for the thing the other commenter brought up about not having rarity tiers. They all provide a relatively unique benefit that I could easily see being added to the game... And Since I am a sucker for vault builds, I do like the simple yet effective ability to gain haste after vaulting a window. However, now that I look at it again, that might get annoying if on a Vault Myers or Xeno... So maybe either shorten it to 3 seconds or add either a cooldown or some other requirement.

    ...

    The most glaring issue I see is the Perfect Deor. That just isn't a fun effect. You are running around trying to dodge invisible lines that if you fail too often, you just instantly die... That does not sound like a good time. And I agree with the previous comment's suggestion of making it an exposed add-on instead.

  • I sure as hell hope not... That sounds terrible to play.

    The Huntress tweak baffles me for I really don't see Huntress needing changes. Her basekit is great, high skill ceiling, pretty good add-on selection. I fear it may be a Billy situation oncoming... Worst case scenario, that is.

  • @Zokenay said:

    So based on matches as him and against him, i think Scamper is the one big issue with the killer, more specifically the fact that he can use it repetitively with no drawbacks at all.

    I dont think making it slower would fix it without making it useless, but the one thing that comes to mind is that using scamper should drain his power, like using an M1 does.

    Another thing i noticed is that he seems immune to stuns in the middle of his charge attack animation, which yeah, needs to be fixed.

    The last thing is that pallets hit him from FAR away, i guess he has the same hit detection as other killers, but it makes it really rough to know when youre safe from a stun or not, cause you have to be surprisingly far

    I highly disagree with a lot of what these people are saying... Probably because I am a killer main.

    But, I was watching the Orzdarva video that released today and I came up with the same idea. In my opinion it shouldn't be as drastic as the attack which practically cuts the timer in half, but a little bit being eaten every time you scamper would help survivors burn through his power.

  • @codebibi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596759#Comment_3596759

    i've been hit by slice and dice by people running around a entire loop multiple times so i'm not the only one thinking it is not normal. i've seen videos of the ptb and he can barely curve like billy. the fact the hug tech work and chucky is a problem and need to be address. this glitch as been in the game for way to long and make blight and chucky ability nearly impossible to avoid it is a guaranteed hit no mater what.

    Hug tech isn't really a thing on Chucky... Blight's hug tech is to circumvent his bump logic which is a part of his power. Chucky has no such bump logic. He isn't like Billy, Bubba, or Blight, he is more like Oni. Oni can run into a wall for as long as he likes, so can Chucky.

  • Here is my ideal as someone who dumped Sadako after the rework:

    1. Keep global condemned; however, reduce the stack to 0.5 but if a survivor is within 16m of a TV, increase the condemned gained by 0.5.

    2. Untether the teleport from the CD, the CD is now just for global condemn (still get half a stack if in the radius... A strong maybe here).

    3. Differentiate the HUD flash from global and local condemn gain so it can be used as tracking.

    4. And basically the other stuff you said... Especially Reiko's Watch... I just started picking it up when the rework was announced. Also, I hate that it is exactly the same as the brown add-on.

    But that's just me... I want a bit of old and new, just the better portions of each.

  • I hate new Onryo but not on a power level... In fact, I feel she is undeniably better now than before.

    My problem is a lot of skill expression was lost in the killer.

    Before, you had to corral survivors into TVs to get Condemned stacks or use your game sense to guess where survivors are... Now you just teleport as long as the cooldown is up. Additionally, now the condemn indicator can't be used as tracking.

    A further thing, the cooldown takes managing TVs out of your hands. I suppose it does make it more punishing if you teleport to the wrong TV... But isn't losing an extra TV punishment enough?

    Then they nerfed her Passive Phasing add-on which was a unique chase power... And I guess replaced it with the lackluster power to not get stunned while Demanifested.

    Finally, on the survivor's side: taking a tape is now objectively the better choice. No longer is it a risk/reward scenario... It is just her counter. The cursed tape counters her curse... Not spreading her message through TVs, holding on to it.

    I was nearly a full-blown Onryo main before the rework... But I can't bring myself to play her now outside of daily rituals.

  • Okay, this is an older post... But I just like to shill for my own ideas whenever possible: so here.

    The synopsis (because it is long and I even add "comment errata") is a killer that can charge up a lantern whose beam reveals survivors' auras (probably should instead be a Killer Instinct or just highlights them making them appear brighter) and allows the killer to either summon a blizzard that slowly freezes objects in its area or alternatively unleash a cone of cold to freeze objects within its limited range.

    Frozen objects need to be cleared of ice and basically all props can be frozen; there are multiple stages of frozen each stage taking longer for survivors to clear the ice from while killers only ever need to take an extra second to interact with an object.

    As an additional benefit, survivors are a bit louder if caught in either the Blizzard or Cone attack.

  • @Sharby said:

    The fact that you didn't even name a perk means the problem is your lack of game sense, not the perks.

    The only dumb endurance combo currently is FTP/Buckle Up. The other ones have very obvious tells and counterplay associated with them.

    I ran into that the other day... I forget what killer, maybe Demogorgon.

    But it was a flashlight/sabo squad with FTP / Buckle Up... And one other guy that I think might have been a random that did generators while I was dealing with the other 3. But you can't ignore the 3 or they do gens 3x as fast as the (potential) random...

    I missed out on most of the broken combos because I play very infrequently so I have to say that that was one of the most annoying things I have experienced in this game as killer.

  • @UndeddJester said:

    I do agree with trying to mitigate the power difference between SWF and SoloQ.... I have pretty strong opinions on SWF, however to keep on track, I want to slow people down a bit, as I for one really like soloQ.

    There's a creeping dread, intensity and nervous uncertainty I dont feel in SWF... the fact my opponent is human intelligent makes this game really intimidating sometimes (and frustrating ofc).

    While I do want to buff solo players... I dont want to flood them with basekit buffs to bring them to SWF comms level, because that imperfect knowledge for your decisions is part of the skill expression for solo Q and is one of the reasons the atmosphere is so good. If my whole screen is illuminated with aura reading all the time, the game loses something.... and the value of acquiring that information requires taking perks that protect me more directly out of my build.

    Ideas I've liked thus far are:

    • Allow survivors to share their perks in lobby.
    • More gestures for survivors to help non verbal comms in game.

    A lot of people suggest Kindred basekit, and this I'm not so sure. Pure information perks can be quite powerful, and Kindred is no exception. That's why a lot of Solo players and casual SWFs run it. My issue with it is as stated above, it removes the element of sacrifice in your build for that information... and encourages everyone to take more selfish, self preservation perks, and samey builds.

    I personally want to incentivise people to play Solo Q more, imo Solo is how the game is supposed to feel.... so I'd be very wary of buffing aura reading into survivor kits.

    Now this here I agree with... I have read the word basekit so many times in this thread alone it is meaningless now.

    I get people like to rally behind the notion that "DBD isn't a horror game anymore" but why throw every element of horror out the window just because YOU aren't scared anymore? What about that guy who just bought the game?

    And I get the feeling some people here just want a minimap with the killer's location, pallet count, each generators progress... Etc. That's just not DBD anymore...

  • @BlueMoonBRUHMOMENT said:

    Bump, the amount of work you put into this is actually insane. You have an amazing amount of creativity.

    Thank you, you flatter me. But if you will excuse the self-deprecation, this idea—at least this iteration of it—feels far from perfect to me.

    So first of all is sort of a thematic issue that I never came up with a satisfying solution for: So, I want the Lantern Beam to be ever present in the storm... That is sort of the point to provide that image of a light piercing through the Blizzard... But if it is ever present it couldn't just passively reveal aura or it would be a power that is active while carrying a survivor, seemingly a big no-no in the DBD design philosophy. I guess the lantern could simply go away when you pick someone up... But, yeah, that is just an idea I never figured out a good solution to.

    Another issue isn't really an issue with the power, per se, but just more of how I represented it in this post... I never really listed the radius of the Blizzard, likely because I never decided on either 24 or 32 meters for the maximum radius but it then leaves out an important idea that I will not illustrate with an MS Paint image:

    RoughDiagram.png

    Which is, as you can see, that the storm is supposed to grow as it moves out. I don't know, maybe that makes people like the idea less... I am not sure, but I think it adds an extra layer of macro play to the whole Blizzard thing instead of just walking into a 3 Gen and just plopping it down and knowing that it should be large enough to freeze everything.

    And, oh boy... Did I forget to say the Blizzard moves? I don't know how I managed to be so careless.

    And then there is the whole Frozen thing... I never listed how many stages, how long exactly a stage takes, or what a survivor animation might look like; I imagine that it would be, a little like the killer animation, tacked onto the start of the intended action... Not sure why I then made it a "Break the Ice" Action instead of stating it makes all animations longer.

  • Wow, I saw when this was first posted... And to be honest I wasn't so keen on it.

    However, the follow-ups really turn it around for me. It cannot be understated how much a well-made image can really grab somebodies attention... Which is also a shame because it makes one wonder about all the genuinely good ideas that get passed over just because whoever made it was unaware of the value of visual aids.

    Anyways: One problem here is that there is no way they would ever let a mannequin body block... At least not forever. Think like the Twins: Charlotte eventually loses her Hitbox if you leave her dormant for too long. Although I could be overlooking the Knockdown mechanic. I suppose if the Hitboxes are lost upon them being thrown down then that works perfectly fine because Survivors have a way of bypassing them.

    And I am a sucker for a killer that revolves more around a "scene" or intended experience than raw mechanics... And I am pretty sure this qualifies because it would almost be like having illusory doctors scattered around the map or something.

  • @UniSans said:

    WOW!! This is super cool! I love the idea, the power, the perks are pretty cool (maybe a little strong but thats fine), I really enjoy the map idea thats an aesthetic that the game lacks.

    This is just super cool!!

    Thank you, as I said, this idea has been brewing for a while now.

    On the perks front, I would like to address a few things:

    1. The Entomb idea I had was originally that it blocked whatever generator you kicked (while also applying the normal small bump of regression applied with the regular kick), but all further regression is blocked—as it goes with blocked generators. The result being it replaces regression with entity blockers for an interesting change of pace... But then I thought that maybe it should be a Hex... But if it was a Hex then it might be too weak. So I eventually ended up with that. I think a part of me still likes the original idea, but I put down what I put down.
    2. Again, with Entomb, I actually intended to lower the time to 15 seconds... But I kept forgetting even though I had edited it to replace Deep Snow with Scourge Hook: Deep Snow and all that.
    3. On the topic of Deep Snow... Originally it was "After you hit a survivor, the next time they stopped running they kept leaving scratch marks for a few seconds" But a few obvious problems: they already leave blood trails when injured, Bloodhound then does the same thing (but somehow almost better) and nobody uses Bloodhound that I have seen... And the survivors could counter this by walking for a fraction of a second and then running again. It was really bad.
    4. And finally, the wording on Scourge Hook: Deep Snow... Well for some reason I struggled to make it clear. I think that, yes, it is a strong perk... But it isn't that strong of a perk. Here are some reasons why I believe so (geez, lots of lists, here):
      1. It is a Scourge Hook perk which, while not as bad as some say, is still subject to RNG. In some games, it will be a struggle to even get one proc off.
      2. It can only activate 5 times. To add on to this, unless you just sacrificed a survivor, it ends prematurely if someone gets injured or down (unless in the final activation upon a sacrifice)
      3. While this doesn't affect the strength of the perk too much... It is a perk that encourages spreading Hook states. In fact, you are almost punished for tunneling someone out of the game because—something I forgot to include—after a sacrifice, the perk isn't supposed to be able to activate again, and if you tunneled someone, you only get 2% and 2.5% slowdown... Maybe that last bit should be able to prematurely end, too... I am not too sure.

    But also, I am just not the best with Perk balance... And it doesn't help that this is theoretical.

    But again, thank you so much for reading my idea and the compliments... I hate to say it but I actually worked pretty hard on it so it is nice to get some amount of recognition for it.

  • I did end up fixing one of the perks... And I altered the formatting to make everything more legible.

  • I should've worked on my terrified killer instead of leaving it to rot on my computer's harddrive... Now everyone is doing the "Bag of Tricks" power. I have no proof of this other than unfounded anecdote but I came up with the idea after watching the first movie and got as far as:

    "Primary weapon, a whip made with scalpels, scissors and other sharp objects.

    Killer Power: Bag of Tricks

    Carrying a black garbage bag, the Art can make use of many impliments to brutalize his prey.

    Horn: Honking this horn causes survivors to scream within a certain radius of Art

    Syringe: Maybe applying something to a downed survivor

    Plastic Wrap: Idfk, dude.

    Hacksaw: Weapon

    Cleaver: Weapon

    Hammer: Weapon"

    Then I struggled to think of abilities and just moved on... Now, this is the second one I have seen with that power. Oh well, at least the idea I want is still out there... And technically I could still make my own... But I don't think I will.

  • I like the revision.

    It is a lot... But it is a fan concept so it is not like you need to make them as concise as the in-game killers... Not that some of those killers are concise. I hope you get what I mean, not intended to be an insult.

    But this is the closest I have seen to how I envision Art the Clown, as I said last time. I am a fan. Good work.

  • @The_Scarlet_Witch said:

    i was also tempted to add his little bicycle to his kit but i couldnt think of any stats.

    It could be as simple as him pulling it out and making a charge-type attack with the drawback of not being able to attack, unlike most other charges. Even have it ramp up in speed the more he travels in a straight line slowing down if he turns (allowing him to turn quite freely, again unlike some charge attacks). Maybe even allowing him to spring off of the bike and make an attack but with a long stun penalty on a miss so it is risky... The issue is limiting the number of abilities he has, really. He has so many zany weapons, tools, and tricks from even just the first movie (haven't seen the second one yet) that he could just keep cycling for ages—that is if you use how I envision the bag where the Ctrl key cycles and the Power button (right click) uses the current item. Or your version where I imagine you would run out of buttons to choose your items, eventually.

  • I mean, I have two, if I am allowed to post 'em.

    The first one I made I am not so proud of it anymore, but I have ideas of how to change it.

    @Dontyodelsohard said:

    The killer I propose is called "The Explorer." He is dressed in a hooded fur coat, fur pants, and heavy winter boots, all looking like they're from the late 1800's (because they are), his face is covered by mirrored goggles with leather frame, and fur face wraps. This description is very loosely based on "The Compleat Explorer" :https://www.flickr.com/photos/nlscotland/6820897856/in/photostream. He wields an ice axe and a directional lantern. This lantern's light burns blue. Normally his lantern is unlit, but when he lights it the fog around him is transformed into vortex of wind and snow.

    For a cool image and what I am going for here, just imagine this... You're lost in a blizzard, under dressed for this weather. It's dark out and you can only see a few feet in front of you. From the storm you see something, a beam of blue light. It pierces through the storm and inside you feel a warm spark of hope ignite. As the source approaches a humanoid figure begins to form, you think someone has come to rescue you. As it comes into full view that spark is extinguished. A man dressed in fur winter wear emerges from the storm, his face covered, and his eyes behind mirrored class. The light is emanating from a lantern in his left hand, in his right he holds an ice axe, it drips with a deep crimson. He continues a steady advance towards you, your only choice is to turn and run deeper into the storm, farther from the light.

    Lore:

    On a cold night in November, 1852, a man named Nathan Smith began a voyage attempting to discover the northwest passage. for the past years he had been hiring a crew and buying supplies for this voyage. In total he had hired sixteen other men to help with this trip and had supplies enough for one month and an extra week. On that night he kissed his wife goodbye and prayed for his success or at least return. After an uneventful exploration they prepared to go home, packing supplies onto the ship. Mid-way through their evacuation effort they were struck by a storm. A blizzard had quickly formed and along with colder weather. Their ship was quickly frozen in place. The crew, or at least those not suffering from frostbite already, tried to free the ship to no avail for the first few days but soon the weather became too dangerous to even try that. With supplies running low and no way to leave, they were running out of options. Starving and cold, Herman quickly became desperate. As the last of the food was eaten and the raging outside he brought up the radical idea of eating the others. At first they were disgusted, but with time and hunger they turned on their own killing first Paul Vark while he was lying in bed due to frost bite. They were all disgusted but they were happy to eat. Soon the storm stopped, still they were stranded, and soon they all knew they must eat again. Slowly they killed each other off and with each kill they lost the remorse they felt after. then only five remained. A new storm rolled in, by now they had gotten their ship free from the ice and they had become desperate but Herman no longer wished to leave. As the others readied the ship Herman watched. When they were ready they could not find Herman so they started to leave. Herman was still aboard the ship, using the storm as cover and a lantern to see he went to each crew member and stabbed them in the back with his ice axe. Many years later their abandoned camp and ship were discovered along with frozen corpses all but three partially eaten. The body of the seventeenth crew member Nathan Smith, was never discovered.

    Weapon:

    He wields the ice axe he once used on his first expedition and then later for his first kill.

    It has a relatively short range.

    When he hits a survivor he wipes the blood off on his pants, this gives survivors a chance to run around without being spotted.

    For hit Mori he does basically three stabs two in the back and then one to the head.

    Power:

    Blizzard Light Lantern- When activated he opens a hatch in the back of his lantern and lights it, the fire is blue. Within a short frame of time (.25-1 seconds) it summons a vortex of snow and wind in his terror radius (though this can be expanded/shrunk through items) that blocks vision and sounds. He is slowed, his heart beat is replaced by the howling of the wind (so basically they suffer from oblivious without "The Survivor is not affected by any effects that are conditional to being inside of a Terror Radius") though he can hear the wind as well, and his stain is replaced by the blue light of the lantern. Survivors inside here are slowed as well, and start to freeze. When a survivor enters the blizzard's radius they slowly gain stages of the Frozen status and do not begin to recover from stage 1 of the Frozen status effect. Can be deactivated.

    Frozen has three stages: 

    Stage 1- they shiver and make sounds as if they were cold, this will go away with time or they can go to a fire, once removed the status effect is removed. 

    Stage 2- the same as stage one but now a frost decal borders their screen, this will not go away unless they go to a fire, once removed you enter Stage 1. 

    Stage 3- the same as stage two but now actions (except warming up) and movement are slowed, this will not go away unless they go to a fire, once removed you enter Stage 1.

    His perks are:

    Chilling-

    An unnatural cold surrounds you.

    You can see the breath of survivors up to 16/32/48 feet away.

    "What a cold night to die."

    Cold Snap-

    You are as attuned with the entity as you are to the cold. Your weapon is imbued with the an unending cold.

    Players hit with your basic attack gain a stage of the Frozen status effect (described above), if a player is already at Stage 3 of the Frozen status effect they suffer from the Exposed status effect.

    Blood Cold as Ice-

    Your mere presence is enough to make survivors blood feel as cold as ice, just imagine what happens when you hit them.

    When you hit a survivor with your basic attack their blood stays for 2/4/5 seconds longer and they will leave scratches for 1/2/3 seconds after they stop running for the first time after they are hit.

    "Do you feel that? I think he's getting closer."

    Items:

    Faded Memento (common)- A photograph faded with age. He feels nothing for the faces within. Increases the radius of Blizzard Light Lantern by 5 ft. Moderately increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Lost Page (common)- A page torn from a log of his adventures. Reading it gives him memories of his expedition. You get a sound notification whenever a survivor exits the Blizzard Light Lantern radius

    Polluted Lantern Oil (common)- A bottle of lantern oil, it is full of filth. Slightly increases the thickness of the blizzard.

    Thin Lantern Oil (common)- A bottle of diluted lantern oil, the diluter is unknown. Slightly decreases the thickness of the blizzard.

    Torn Memento (uncommon)- A photograph that has been torn in half. He cannot remember the lost faces. Increases the radius of Blizzard Light Lantern by 7 ft. Moderately increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Unsent Letter (uncommon)- A letter he wrote in the arctic circle. Reading it reminds him of the life he left behind. You receive a sound notification whenever a survivor enters the Blizzard Light Lantern radius.

    Dirty Lens (uncommon)- A lens covered in scratches and dirt, it partially blocks the light. Moderately increases the thickness of the blizzard.

    Polished Lens (uncommon)- A lens that has been well maintained over the years, it amplifies the light. Moderately decreases the thickness of the blizzard.

    Shredded Jacket (uncommon)- A jacket filled with holes and tears. The damages matches his weapon. It takes slightly longer to remove Frozen.

    Marked Memento (rare)- A photograph with all but one of the faces X'd out. He has no regrets for defacing the picture. Increases the radius of Blizzard Light Lantern by 5 ft. Slightly increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Bloodstained Apology (rare)- An apology stained with blood. Reading it reminds him of his first kill. Upon activation of Blizzard light lantern you receive a notification of all survivors with your radius.

    Cracked Goggles (rare)- It is difficult to see through the cracked lenses of these goggles. Considerably increases the thickness of the blizzard.

    Custom Goggles (rare)- These goggles were fitted to work perfectly for you. Considerably decreases the thickness of the blizzard.

    Ruined Glove (rare)- A glove stained with blood and missing its match does little to stop the cold. It takes moderately longer to remove Frozen.

    Sickening Memento (very rare)- A photo of a dead body lying in blood covered snow. He took it himself. Increases the radius of Blizzard Light Lantern by 7 ft.Slightly increases the time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Adventure Log (very rare)- A book containing the full log of his adventure. it's missing a page. Upon activation of Blizzard Light Lantern you receive a notification of all survivors within 25 ft. of its radius.

    Frozen Scarf (very rare)- It is stiff from the blood it absorbed freezing. It takes considerably longer to remove Frozen.

    Frozen Memento (ultra rare)- A photo of a man standing in front of a ship. It is covered in a layer of frost. Increases the radius of blizzard light lantern by 15 ft. Considerably increases time for Frozen to apply to survivors within the Blizzard Light Lantern radius.

    Realm:

    His home realm is "Abandon Expedition Camp" it is covered and snow and the obstacles are mostly wooden slates, like the rest of the walls, but with sheets covering draped over them. There is also barrels with fire in them but quite a few other places have these as well.

    Since this was a temporary camp there are not going to be much for permanent structures but there could be tents and "semi-permanent" structures such as wooden buildings and even the ship that they sailed in on, frozen in place of course. For the basement I don't know what to do about that, but I mean, the killers gotta live somewhere, so that's why the killer's shack exists.

    Plant life should be scarce but just because this is a tundra-y place doesn't mean there is not grass at all, it's just more spare, the same goes for trees.

    As for "Why are there walls and gates there if it's a temporary camp?" well it's in the entity's domain so you're just going to have to deal with it.

    Survivor:

    Sully Adams- A thrill seeker and frequent mountain climber a custom to the cold and acutely aware of the risks of slowing down or stopping in the face of danger.

    Lore:

    Sully Adams was born a thrill seeker. When he was young he sought out danger any way possible, this often landed him in trouble. As he got older his love for thrill did not fade, now with more freedom he could do even more then when he lived under the ruling of his parents. He began to spend money on things like skydiving and his trips to go mountain climbing, his favorite activity. One day on one of these excursions a storm his group during the night while he was lying in his tent the arms of the entity emerged from the sky. They lowered down and grabbed Sully and carried him up through clouds into his domain. The others could not hear him yelling through the howling of the wind.

    Perks:

    [Don't Slow Down- After many encounters with injury and disease, he is used to pushing through the worst of it, status effects, powers, and items that slow movement and actions slow by 15/25/35% less then normal "I've been through it all before, if you're slow it just takes that much longer to get help." - Sully Adams] realized this is a way too situational...

    Keep Going- After many encounters with injury and disease, he is used to pushing through the worst of it. When injured you are 3/5/7% faster. the speed boost after being hit lasts 10/15/20% longer. status effects, powers, and items that slow movement and actions slow by 15/25/35% less then normal "I've been through it all before, if you're slow it just takes that much longer to get help." - Sully Adams... Does this fix it?

    Bird's Eye View- From the increased height of the hook you can see the killer. After you are unhooked by a survivor or unhook yourself, you and the survivor who unhooked you (if any) see the aura of the killer for the duration of 2/4/6 seconds. "You would not believe what you can see if you just get a little higher." - Sully Adams

    Thrilling Encounter- Past encounters with perilous situations have acclimatized you to danger, you excel when it lurks right around the corner. When within the killers terror radius all actions are 6/10/14% faster than normal. During chases your vaulting speed is 3/5/7% faster.

    P.S.

    I am aware there was an idea like this called the mountaineer, I was not aware when I first thought of it though.

    Like you probably have guessed I don't know what would be balanced, and often I didn't even try to balance them, and that should be considered when judging the viability of the powers perks and other aspects of this idea.

    And last of all, thank you for reading it. I know I went a little overboard but I wanted to be thorough.

    Basically, it is a blizzard-themed killer mostly based on artic explorers... Originally, well you can read it, it had an aura that slowed you but also slowed the survivors; looking back that was rather bad. How I might do it now is to have him summon a blizzard not tied to his location that moves slowly in one direction. Inside the blizzard, he has the same benefits he would in the original but with diminished penalties and can now change the direction of the blizzard. Outside he can summon a new blizzard dismissing the old one. It might be better to have a way to increase the frozen status outside of the blizzard... But I am still hesitant to add another beam effect to Dead by Daylight—even if it is in a theoretical concept that won't be added anyways. I also changed a feat but I still don't really like what I made it... So I won't bother sharing it.

    The next one, now this one I do actually like.

    @Dontyodelsohard said:

    As a foreword, credit where credit is due, I got the idea of a Camera killer from Otzdarva's FAQ. He said he would like to see "a Killer that can set up camera-like props around the map that power him up in some way if they detect survivors in their sight." as one of the two ideas he gives in there... I built on that. Additionally, I added some art for hopefully a broader appeal and an easier way to find the power and perks. It was all either reused assets or images I made using a mouse so be forgiving.

    The Creep:

    Growing up, Sullivan Macey was socially inept spending most of his days enthralled by the television. In an era of emerging VHS technology, the idea of recording his favorite shows from one medium to another inspired him. And with this growing obsession with television and VCR devices, the more perverse side to these inventions was soon discovered. It wasn't until high school that he discovered his true passion, stalking unwitting peers. As he fed into his sick past time he devised a more effective and far safer method of spying on his victims than lurking outside their windows. Placing camcorders just out of sight and setting them to record he would return later to collect the tapes and rewatch them at his leisure. This activity took up much of his time as he skipped his classes in order to set and collect tapes of an ever-growing string of cameras. After graduating high school, finding victims became marginally more difficult. Soon he pursued a career as an electrician and continued to familiarize himself with the most modern technology as it advanced. He used this job as a way of entering people's homes, setting up cameras in key locations, and when strategically sabotaged wiring once again failed he returned to collect the tapes. His antics earned him a negative view in the public but he freelanced and worked cheap drawing in those low on funds. With the invention of CCTV cameras and an increase in home security measures, he transitioned more towards security installation. Though not many wished to have cameras in their homes, apartment complexes and hotels provided ample opportunity to install cameras where they should not be and with his backdoor into the cameras, a way to leer in on those hidden cameras. He did so unhindered for years, that was until working in a commercial building adjacent to an apartment complex. While drilling through the conjoining wall, a worker interrupted his work. Panic overtook him as the man threatened to call the police, to get him fired, and to throw him off the premises. Acting in without thinking, he lunged at the man pummeling him with a hammer until he lie bleeding on the floor. With this, a new source of exhilaration he had never considered prior. He smiled before turning back to finish installing his personal camera into the adjoining wall. Perhaps there were more ways to enjoy the people he had seen so many times through the cameras he had never considered before. Eventually, over the years, his life started to become indistinguishable from what he saw on the tapes as his senses were eroded away as he indulged in the stalking and murdering of those caught in his cameras. He had hardly noticed when he slipped away one slow night into a realm obscured by the fog but was pleased by the sudden influx of victims.

    Weapon: He wields a small hammer... Not because it has anything particularly to do with the killer but because I don't know what else to give him. Perhaps, like, a drill will suit him well, but that doesn't mesh well with the rest of the killer cast's weapons.

    https://us.v-cdn.net/6030815/uploads/98DSJ0RGZKNW/fullicon-constantsurvielance.png

    Power: Constant Surveillance

    "Cameras litter the trial grounds watching the survivors' every move. The feeds of which are transmitted to a creep somewhere else.

    The Creep watches through the screen, studying his next victim, swelling with anticipation."

    Constant Surveillance:

    Press and hold the Active Ability button to pull up a flip phone which displays the camera feed. While the camera feed is displayed, The Creep cannot use his Basic Attack.

    Pressing the Active Ability button again will put the phone away.

    Press the Power Button while it is out to change which camera is selected.

    Survivors within view of the active camera gain stalk progress.

    Completing stalk progress on a survivor will cause them to become Marked making them oblivious for 45 seconds.

    Survivors cannot be stalked while Marked.

    SPECIAL ABILITY: Snap A Picture

    While the flip phone is out, pressing the Attack Button to take a picture causes a camera flash and soft click.

    Snapping a Picture of a survivor without the Marked condition causes their stalk meter to progress by 25%.

    Snapping a Picture of a Marked survivor causes them to gain the hindered status effect for 5 seconds.

    Taking a picture causes a short cooldown after Snapping a Picture of an unmarked survivor or a cooldown equal to the killer hindered duration.

    SPECIAL ABILITY: Cameras

    At the start of the trial, wall-mounted cameras are pre-placed around the map.

    These cameras will periodically pan back and forth.

    Additionally, 3 Camcorders will spawn around the map in the inactive state with an additional 2 starting carried by the Creep.

    Camcorders can be collected with the Interaction Button or reset with the Power Button when near them.

    While the flip phone is not out, pressing and holding the Power Button will place a Camera-Tripod.

    Camcorders do not pan and can be sabotaged by survivors causing them to become inactive.

    Active cameras display a red blinking light.

    Perks:

    https://us.v-cdn.net/6030815/uploads/QDTCB1HSDDPQ/unknownperk.png

    Agonizing Gaze: Those caught in your gaze are frozen with terror.

    For each survivor within 36 meters of the killer gain a token.

    When within 36 meters and any survivor in the direction you are looking has their speed while repairing, sabotaging, healing, unhooking, vaulting, cleansing, opening exit gates, and unlocking slowed by 3% for each token.

    While outside of 16 meters, effects triggered by the killer looking at survivors are suppressed.

    While outside of 8 meters, the effects of this perk are hidden.

    When entering within 8 meters, the effects are revealed and one survivor you are looking at screams.

    After making a survivor scream, that survivor suffers the effects of Agonizing Gaze at the token level it was at when they screamed for 15 seconds.

    Agonizing Gaze has a cooldown of 60 seconds.

    https://us.v-cdn.net/6030815/uploads/KETVAMKAK1XD/mountinganticipation.png

    Scourge Hook: Mounting Anticipation: With each victim, your excitement grows until you can hardly contain yourself.

    You become obsessed with one Survivor.

    At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

    The Auras of Scourge Hooks are revealed to you in white.

    Each time a survivor is hooked on a Scourge Hook gain one Token, up to a maximum of 6 tokens.

    The next time you hit a survivor with a Basic Attack after a lunge they are put into the Dying State, consuming 2 tokens.

    Hitting the obsession consumes one additional token.

    https://us.v-cdn.net/6030815/uploads/UYIG6EHDG1VF/techsavvy.png

    Tech-Savvy: Your knowledge of electronics allows you to sabotage the tools survivors require to escape.

    Every generator you kick becomes marked.

    While carrying a survivor, marked generators trigger rapid difficult skill checks.

    If they miss one or stop repairing the generator is highlighted in yellow.

    After the carried survivor is hooked Tech-Savvy activates for 30 seconds causing all progress on marked generators to be slowed by 50%.

    Dropping a survivor stops the skill checks but does not trigger Tech Savvy.

    While active, generators cannot be marked.

    Tech-Savvy has a cooldown of 30 seconds.

    Add-Ons:

    (Common) Reel of Film- A brand new reel of film, the endless potential excites him.

    Reduces the time to stalk from Camcorders by 5%.

    (Common) Recorded Porn- Warped and distorted video feed from an illegal channel that distracts him from his work.

    Snapping a photo progresses the stalk meter by 20% instead of 25%.

    Stalking through cameras is slowed.

    Grants 100% bonus blood points in the deviousness category.

    (Common) Camera Sling- A sling fashioned to hold a camera and tripod for ease of transport.

    Increases Camcorder set-up speed by 15%.

    Start the match carrying an additional Camcorder.

    (Common) Peeping Tom's Logbook- A book of addresses marking his escapades during Highschool and helping him organize his stalking.

    Changing to a camera will cause you to face in its direction.

    (Uncommon) Tripod Stakes- Simple stakes that can be hammered into the ground in order to stabilize a camera tripod.

    Increases time to sabotage a Camcorder by 30%.

    (Uncommon) Camera Case- A handy case to hold camera equipment.

    Increases camera set-up speed by 30%.

    Start the match carrying an additional Camcorder.

    (Uncommon) VCR Instruction Manuel- A detailed manual on the set-up and maintenance of a VCR device

    A reminder of his first passion.

    Upon changing to a camera, the last 5 seconds will be replayed.

    (Uncommon) Highlight Reel- A reel of film crudely spliced to only show the most exciting parts.

    Reduces the time to stalk from Camcorders by 5%.

    Increases the time survivors remain marked by +5 seconds.

    (Uncommon) Shattered Glasses- Blood smattered spectacles whose lenses have been cracked.

    Belonging to his first kill, seeing them recalls the thrill he felt.

    Marked survivors are afflicted with the Blinded conditions.

    (Rare) Snuff Film- A form of artistic experimentation.

    Despite its flaws, rewatching the tape fills him with pride.

    Reduces the stalking time by 10% from all sources.

    A fully stalked survivor is revealed by killer instinct for 5 seconds afterward.

    (Rare) SD Card- A storage chip for cellphones, filled with pictures of those he has stalked.

    Snapping a picture of a marked survivor causes their mark timer to decrease by 5 seconds.

    This may only add an additional 15 seconds to one survivor.

    (Rare) Wide Angle Lens- A wide lens to increase the field of view on a camera.

    Increases the field of view on cameras by 15%.

    (Rare) Frayed Wires- A collection of frayed wires from one of his many victims' homes.

    Not the cause of the problem he was hired to fix but added later for an excuse to return.

    The flashing lights on cameras do not turn on for 3 seconds after you remain on the same camera.

    (Rare) External Battery Pack- A device to extend the life of a battery-operated device.

    Sabotaging a camera causes a survivor's stalk meter to progress 33%.

    (Very Rare) First Recording- The first recording of those he stalked, exhilaration flows through him rewatching it.

    Reduces the stalking time from all sources by 10%.

    Gain a 2% haste status effect for 15 seconds after fully stalking a survivor.

    (Very Rare) Deodorant Stick- The used deodorant stick of his first obsession that was taken from her trash can.

    The faint scent that wafts from it rejuvenates his spirit.

    Snapping a Picture of a fully stalked survivor grants the haste status for 2.5 seconds.

    (Very Rare) Twigs and Branches- A rudimentary camouflage used to conceal cameras in foliage.

    While setting up a camera, gain the undetectable status effect.

    this effect persists for 15 seconds afterward.

    (Very Rare) Rogue Broadcast Antennae- An antennae utilized to tap into CCTV cameras without authorization.

    Wall-mounted cameras no longer pan and instead follow survivors within their view.

    (Ultra Rare) Burner Phone- A cellphone linked to all of the home-security systems he had previously set up, allowing him to revisit fond memories.

    Snapping a photo of a marked survivor an additional three times causes them to become exposed.

    (Ultra Rare) Iridescent Video Film- A glass-like camera film molded from the fog itself.

    It whispers its contents to those that listen.

    When resetting a Camcorder that was sabotaged, reveal the aura of any survivor that was within the camera's view within the last 30 seconds for 5 seconds.

    Wrap-Up + Discussion:

    I have a few notes about the killer power but didn't want it to be lost within all the mechanic-heavy ability descriptions so I will put it at the end here. The power's effects may seem slightly lackluster as it just makes one survivor at a time oblivious but I was trying to avoid making just another one-shot down killer, although that seems tempting, I felt something different could work just as well.

    Additionally, there was once a now scraped version of his power where he gained a single use of a charge, a little similar to pigs, whenever he fully stalked a survivor. Although I enjoyed the limited resource feel, I opted to replace that with the Snap a Picture mechanic. There were a lot of considerations with scrapping that feature but one of them was the Button economy in Dead by Daylight as there are a limited number of buttons that actually do something trying to squeeze in setting up, collecting, and resetting cameras while outside of the camera viewer began to feel like an impossible task if I kept a charge as well.

    In a similar vein, originally I had The Creep start will all of his cameras, but I decided maybe have some cameras already set up in the map (if not all of them) so that he actually has some form of power at the start of the game, you know, with the wall-mounted cameras which would start mostly watching generators being deactivated as to not give the killer knowledge of the survivors' location at the very start of the game.

    Please tell me what you think and any comments you would like to make are much appreciated. This is the second killer concept I have created but the previous one, I am afraid, is not quite up to snuff. So thank you for taking your time and reading my killer concept.

    You can just read that one... I have no edits.

  • Yes! You also share the idea that Art the Clown should have a "Bag of Tricks" power. Because I saw before an idea that made him teleport around... I don't really like that all too much. I mean, the idea could be polished a bit more (not that I ever made it too far) but it is still the main idea.

    I wrote: "Primary weapon, a whip made with scalpels, scissors, and other sharp objects.

    Killer Power: Bag of Tricks

    Carrying a black garbage bag, the Art can make use of many implements to brutalize his prey.

    Horn: Honking this horn causes survivors to scream within a certain radius of Art

    Syringe: Maybe applying something to a downed survivor

    Plastic Wrap: Idfk, dude.

    Hacksaw: Weapon

    Cleaver: Weapon

    Hammer: Weapon"

    So I feel like we were on a similar wavelength here. I just wanted to pile onto this idea because say if it ever were to be in Dead by Daylight and he didn't carry a big, black, plastic garbage back of tricks I think that would be a real loss.

  • Aw, you beat me to it... I had a similar idea with basically the same ability but for mine it would have been a scarecrow themed killer, honestly a puppet master type thing probably makes more sense...