Maniacal_Matro
Maniacal_Matro
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@Breadz said:
Killer sounds too complex and too overtuned. He has so many abilities and certain perks would be broken on him like enduring, spirit fury, brutal strength, pain resonance, and many others. I like the idea of a power where it's entirely based on slugging but the more and more your teammates feed him the more you're punished and eventually there becomes no counterplay to him. It sounds like my idea to rework Myers. I think Myers should be able to stalk while in T3 to make it last longer but there's an extent to how long it can last and the cooldown last longer the more power he has
That’s the idea. Survivors nowadays like to camp near the hooks, constantly body blocking the Killer, which might as well be considered taking the game hostage. This is a solution. Your best bet is to stay from him until he is out of range of the hook. Survivor mains tend to complain about balanced killers to have a better chance of getting an easy win on a broken killer.
Also, of course there are going to be some perks that don’t fit well for the build, but that’s normal for any killer build. This is to ensure that you either make a build that works best for you or you don’t have one that works at all.
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@FanOfDBD101 said:
Love the idea and concept!
Thanks. I know people don’t like Creepypasta concepts, but it’s not for them to decide. I’m also truly thankful for you being mature about it.
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Finally done reworking the concept. Also, if anyone has any negative feedback, please keep it to yourselves.
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@ILEECHIPS said:
Ignoring the hater i think the concept is cool i like the idea of mixing the game alomh with the movies to make a good concept
As for the power i wish there was something more just because a chase bazed power seems a bit lacking makes a great passive but i would like to see a power
Or maybe a build instead of jason needing to rely on a chase maybe make it the more you hit or get stun or break pallets things such as thst
But otherwise than that 8.7/10
Thanks, bro.
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@BenZ0 said:
Map: The haunted excavation side
Its basicly a open map in a open desert at a excavation side. You can see the Pyramid outside of the map as a "background". Alot of tents, searching tools and computers and a communication station. It will be mostly a open map with some Egyptian structures and as a "big building" you will have a tomb where you can go underneath it at the inner chambers with some extra loops and a gen, about the size as the Ironworks building.
The Killer: The Mummy
Movementspeed: 4.4 M/s / 110%
Size: Tall
Terror Radius: 24 Meters
Weapon: Pharaoh Scepter
Power: Right hand of Anubis
Special Attack: Bandages of the dead
The mummy throws a single bandage from his wrist infront at a straight line, it should behave as the Deathslinger shot, very straight forward but at a slow speed. The range is 12 Meters, once the mummy hits a survivor with it, it will attach to the survivor and link the Killer with them. The survivor suffers from the incapacitated and hindered status effect. Once the survivor manages to be further than 24 Meters away from the Killer the link will be cut again and they are free from the grasp.
When you are linked with the bandage you will get wrapped around it as survivor slowly by time (60 seconds) and the more you move or the bandage gets blocked by an obstacle the faster you will get wrapped around. You can imagine you have a timer just like Plague with the infection or a Pig with he helmet and the timer moves faster at these actions.
Once they are fully wrapped around the survivor is immobilized and is vulnerable to his special ability.
Special Ability: Coffin of the Pharaoh
You can lock the survivor in a Pharaoh's coffin immidiatly from any distance. The survivor will now transfer to the realm of the dead. Just like Freddy's Dreamworld you will be at the same map but it looks different, very dark and gloomy. Souls are wandering around like the nemesis zombies (Same NPC type), around 20 on the entire map. They can move through obstacles too. The survivor is seperated from all Teammates and the Killer too and is alone with the Souls there. The survivor now has to find 3 symbols on walls or grounds around the map to free himself from that realm. There are no generators or pallets, just vaults. The survivor cant get damaged by the souls but the souls hold them in place and the survivor has to struggle out with a 5 second animation once a soul touches him. Once the survivor has found the 3 symbols he will immidiatly spawn in the "real" realm back and can keep helping his teammates.
Where the survivor got locked in, the coffin is still there physicly and other survivors can interact with them. They can free the teammate out from the realm of the dead by openeing it with a long 10 second animation.
Special Ability (Only available while a survivor is in the realm of the dead): The bringer of death
While a survivor is in the realm of the dead the Killer will enter a rage. His bandages will disappear and his rotted and half bony body is revealed. The mummy begins to moan loudly and creepy, you will hear those very deep and scary moans across the map. The mummy is now able to move through obstacles with a lower rate of movementspeed (You will get slowed down to 4.0 M/s, 100% movementspeed while you are in a obstacle).
His Special Attack is beeing replaced by touch of the dead. He casts a cone of shadow infront of him with his right hand and sucks every survivor (Basicly like Deathslinger with his reeling but without a chain just pure shadow magic) to him. This wont work behind obstacles though.
As soon as the survivor is free from the realm of the dead the power will end immidiatly and the bandages will appear again on his body along with his loud creepy moans.
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To put it into simple words. The Killer takes 1 player out and becomes with that way stronger, the way to play him is to wrap a survivor as fast as possible around your bandages by forcing him to have obstacles between you and the survivor. Since the survivor is hindered he cant fast vault during that time, you can also kinda run away from the survivor behind cover to force the bandage to go faster and the survivor can kinda run behind you but you can ofc still injure and even down the survivor if you like.
Once you are in your bringer of death you are simiular like in Blood Fury as oni at a very powerfull stage and can go on the hunt and put alot of pressure onto the survivors. The survivors however can either concentrate to survive and meanwhile the person in the realm tries to get out of himself OR they can go find that coffin and help him out instead, both ways work and that can add a very interesting dynamic in the game. The coffin's aura is revealed once a survivor is close (24 M).
I find this concept of mine very cool and would love to see that ingame, what do you guys think? I would like to put in perks too but I feel the post would be way too big then so ye! Thanks for reading and let me know your opinion! I am open for any feedback!
Also, I would recommend putting your explanation for the mechanics of the killer in the comments section, that way you have room for the perks
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@BenZ0 said:
Map: The haunted excavation side
Its basicly a open map in a open desert at a excavation side. You can see the Pyramid outside of the map as a "background". Alot of tents, searching tools and computers and a communication station. It will be mostly a open map with some Egyptian structures and as a "big building" you will have a tomb where you can go underneath it at the inner chambers with some extra loops and a gen, about the size as the Ironworks building.
The Killer: The Mummy
Movementspeed: 4.4 M/s / 110%
Size: Tall
Terror Radius: 24 Meters
Weapon: Pharaoh Scepter
Power: Right hand of Anubis
Special Attack: Bandages of the dead
The mummy throws a single bandage from his wrist infront at a straight line, it should behave as the Deathslinger shot, very straight forward but at a slow speed. The range is 12 Meters, once the mummy hits a survivor with it, it will attach to the survivor and link the Killer with them. The survivor suffers from the incapacitated and hindered status effect. Once the survivor manages to be further than 24 Meters away from the Killer the link will be cut again and they are free from the grasp.
When you are linked with the bandage you will get wrapped around it as survivor slowly by time (60 seconds) and the more you move or the bandage gets blocked by an obstacle the faster you will get wrapped around. You can imagine you have a timer just like Plague with the infection or a Pig with he helmet and the timer moves faster at these actions.
Once they are fully wrapped around the survivor is immobilized and is vulnerable to his special ability.
Special Ability: Coffin of the Pharaoh
You can lock the survivor in a Pharaoh's coffin immidiatly from any distance. The survivor will now transfer to the realm of the dead. Just like Freddy's Dreamworld you will be at the same map but it looks different, very dark and gloomy. Souls are wandering around like the nemesis zombies (Same NPC type), around 20 on the entire map. They can move through obstacles too. The survivor is seperated from all Teammates and the Killer too and is alone with the Souls there. The survivor now has to find 3 symbols on walls or grounds around the map to free himself from that realm. There are no generators or pallets, just vaults. The survivor cant get damaged by the souls but the souls hold them in place and the survivor has to struggle out with a 5 second animation once a soul touches him. Once the survivor has found the 3 symbols he will immidiatly spawn in the "real" realm back and can keep helping his teammates.
Where the survivor got locked in, the coffin is still there physicly and other survivors can interact with them. They can free the teammate out from the realm of the dead by openeing it with a long 10 second animation.
Special Ability (Only available while a survivor is in the realm of the dead): The bringer of death
While a survivor is in the realm of the dead the Killer will enter a rage. His bandages will disappear and his rotted and half bony body is revealed. The mummy begins to moan loudly and creepy, you will hear those very deep and scary moans across the map. The mummy is now able to move through obstacles with a lower rate of movementspeed (You will get slowed down to 4.0 M/s, 100% movementspeed while you are in a obstacle).
His Special Attack is beeing replaced by touch of the dead. He casts a cone of shadow infront of him with his right hand and sucks every survivor (Basicly like Deathslinger with his reeling but without a chain just pure shadow magic) to him. This wont work behind obstacles though.
As soon as the survivor is free from the realm of the dead the power will end immidiatly and the bandages will appear again on his body along with his loud creepy moans.
--------------------------------------------------------------------------------------------------------------------------------------------------
To put it into simple words. The Killer takes 1 player out and becomes with that way stronger, the way to play him is to wrap a survivor as fast as possible around your bandages by forcing him to have obstacles between you and the survivor. Since the survivor is hindered he cant fast vault during that time, you can also kinda run away from the survivor behind cover to force the bandage to go faster and the survivor can kinda run behind you but you can ofc still injure and even down the survivor if you like.
Once you are in your bringer of death you are simiular like in Blood Fury as oni at a very powerfull stage and can go on the hunt and put alot of pressure onto the survivors. The survivors however can either concentrate to survive and meanwhile the person in the realm tries to get out of himself OR they can go find that coffin and help him out instead, both ways work and that can add a very interesting dynamic in the game. The coffin's aura is revealed once a survivor is close (24 M).
I find this concept of mine very cool and would love to see that ingame, what do you guys think? I would like to put in perks too but I feel the post would be way too big then so ye! Thanks for reading and let me know your opinion! I am open for any feedback!
This is an awesome concept, bro. Any ideas regarding perks?
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@Ivory_Partnaite said:
This is never happening, if you want to play as Jason go play Friday the 13th The Game.
Shut up. I know that. Besides, the lawsuit is over. Not everyone makes a killer concept to suggest a new killer. Also, I have the game, but either way, who gives a #########?
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Just to be clear, Jeff the Killer is not edgy or emo. He’s a psychotic killing machine who wants nothing less than to inflict as much pain on others as he can. Just because a teenager has black hair, pale skin, and a knife, that’s not what makes someone edgy. Besides, he never chose for his skin and hair to look the way it does, so yeah. When someone is edgy, that person is nervous and tries to act tough just to be cool. If anyone is edgy and emo, it’s Jane “the Killer” Richardson since acts and looks like a goth girl just because Jeff killed her parents. Despite her only hating Jeff, she believes that her Liquid Hate, which is where is got her regenerative powers, makes her invincible. In conclusion, I’m not going to stop making killer concepts for Creepypasta characters just because Critical_Fish doesn’t think they belong here. Speaking of them, I couldn’t care less about them being offended by the concept of psychopathy. They can be petty, but they will do it somewhere else. Anyways, enjoy!
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What killer concepts do you want? I have no intention to make concept about ghosts or demons, as if the game can continue to add the same type of killers (ghosts) and come up with appropriate names.
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I don't give a #########.
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Jason Voorhees. It's because he's impossible to kill is why he can't fit in the game, and putting him to where he can isn't fair to not only the person playing as the killer, but also Jason as a character.
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This is my final rework for this concept. This is for me. If you like the concept, thanks. If not, you can 𝗚𝗘𝗧 𝗧𝗛𝗘 𝗙𝗨𝗖𝗞 𝗢𝗨𝗧!
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Alright, guys. This is the last rework for this concept. Hope you guys enjoy it!
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This is actually really good. Nice work!
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2860236#Comment_2860236
This is why mmr so great, if you let survivors escape you will get nicer survivors to play against.
If you 4k all the time or most of the time you will get serious survivors who will do anything to escape, so everyone can find the company they want. Want to take the game very seriously sure, want to just chill and have fun in a party game, again great
That’s only if you want to be friends with them, which is not what everyone wants to do. It’s called playing the game. There’s no easy way to play the game by being nice to Survivors.
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@DangerScouse said:
This is the problem with this game. Nicey nice killers giving free escapes.
Play the game with grace and respect, sure. But just giving free escapes is feeding the entitled survivor mindset even more, and setting expectations on all killers.
It's "Dead By Daylight" not "Kumbaya Simulator".
Facts
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No. They don’t deserve it. Survivors are trolls cuz they think that they are invincible when they can troll the Killer. They’ll make any little excuse for the gamedevs to nerf the Killer. You wanna know why? It’s because they do it in hopes of a rework where they have an advantage over the Killer all the time. Survivors need to learn that they are not invincible, nor are they worth throwing a trial for. They’re like those people that think the victims in a horror movie are the only character worth a crap.
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@StarLost said:
This is something that I often wonder.
When I play killer, unless the enemy team is really cocky and BM, I generally feel bad 4king - especially if it's been a good game and they just got unlucky with a potato, a DCer or a single misplay that turns into 3 downs (seriously people, stop trying to sabo so much! It tends to lose you the game).
I'll often let the last survivor go, or sometimes even a duo. This has become even more common since I've started playing survivor more regularly.
Anyone else think like this?
Yes. People who play Survivors most of the time always want an excuse for the gamedevs to nerf the Killers, just enough to use perks against them, not really to win but to troll the Killer. Nothing is wrong with thinking this way because Survivors need to learn that they are not invincible.
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@sizzlingmario4 said:
First, self-mending is meant to be 12 seconds; I’ve never seen anyone finish it in 4 but if that actually happened to you in game then that’s a bug and you should report it. There isn’t anything that makes it faster (there are some legion and deathslinger addons that make it take longer though).
Second, it would be broken if it didn’t pause while running. It actually doesn’t pause in chase vs. not in chase, you just need to be running. Is it truly realistic the way it is now? Perhaps not. Would it be better for the game if it was? Not really.
Outside of a specific addon combo on legion, Deep Wound isn’t really meant to be something you die to, it’s just meant to slow the game down.
1) I've watched the timers every time to make sure. I used to think that it was bug, but it kept happening.
2) I know that. Why do you think I said not running should slow the timer down so it doesn't run out as fast? Also, this has nothing to do with a Survivor being within the Killer's Terror Radius. You need to mend before you do anything, even if the Killer finds you. So, yes it still does sound as realistic, if not more. For Survivors, it wouldn't, but who cares? At least the status effect would not be as useless as it is now.
3) Yeah, and the only way to do that is to make Survivors walk instead of running.
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This is a problem because it does this with every killer that can inflict a Survivor with the status effect.
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What I am asking is why not make it to where the timer is not as short as it usually is when walking and make to where the timer at least slightly increases when a Survivor is sprinting.
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@sizzlingmario4 said:
First, self-mending is meant to be 12 seconds; I’ve never seen anyone finish it in 4 but if that actually happened to you in game then that’s a bug and you should report it. There isn’t anything that makes it faster (there are some legion and deathslinger addons that make it take longer though).
Second, it would be broken if it didn’t pause while running. It actually doesn’t pause in chase vs. not in chase, you just need to be running. Is it truly realistic the way it is now? Perhaps not. Would it be better for the game if it was? Not really.
Outside of a specific addon combo on legion, Deep Wound isn’t really meant to be something you die to, it’s just meant to slow the game down.
It happened to me in several games
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@AhoyWolf said:
Well, I guess you weren't present here when the old Deep Wounds / Old Legion were a thing, right? It was extremely unfair before the current version.
Iirc, the first version of Deep Wounds used to go down outside of a chase, the issue was that you could exploit it by moonwalking to a Survivor to avoid triggering a chase and they wouldn't be able to do anything about it.
Then there was the second version that only went down while outside of the Killer's terror radius, this made it more bearable, until one interesting Perk came out with a interesting brand new status effect called Oblivious, this basically meant that after stunning the Killer while being in Deep Wounds, you were going down no matter what, no skill involved from the Killer's side.
And now we have possibly the healthiest version of Deep Wounds, there aren't currently any exploits I can think of, which is a good thing. The only issue with Deep Wounds now is that it is just uninteresting time waster, but it's still much better than guaranteed down with no skill involved.
Also Deep Wounds takes 12 seconds to mend, I don't know how could you count 4 seconds...
1) I was here before The Legion DLC
2) Duh, of course the first version was hard and couldn’t trigger a chase. I said that in the post. That’s the point. You should not do anything until you mend. It’s not supposed to be fair. Irl, one would’ve been on the ground laying on a pile of their own guts. Wanna know why? Cuz shaking your guts when running with an open ### wound is a bad idea.
3) You wouldn’t know how long the mend for the one Survivor’s mend, so hush.
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I’ve seen you reply to my comments 3 times now.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2833374#Comment_2833374
Than make a new discussion on the subject.
Why are you following me?
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@DrVeloxcity said:
As of now, no one considers Deep Wounds or Mending to be very risky. The timers do not deplete while in a chase or within the terror radius, and perks such as Sloppy Butcher, aura reading perks such as A Nurse's Calling and radius proximity perks such as Coulrophobia do not affect mending.
My idea is simple.
It doesn't break the power, but it makes mending slightly more risky and it incorporates the new status effect: Oblivious.
My idea is: Whenever a survivor begins to mend, the survivor suffers from the Oblivious status effect for the duration of the mend. The oblivious status effect remains active for 2 seconds after finishing mending or cancelling the mending action.
What do you guys think? Something like this could potentially be helpful to Legion and/or make Borrowed Time more risky.
I know this discussion is old, but you’re right. The game has made mending too easy for Survivors, especially self-mending. It’s like when you put Survivors in the Deep Wound effect, it takes 5 seconds for them to mend. I know cuz I even kept count one time to make sure.
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I know that this is an old discussion, but I don’t care. It’s pretty stupid to think that people should have an easier way to Mend from the Deep Wound status effect. If you look at the name, “Deep Wound,” you should know that you cannot sprint while under the Deep Wound status effect. That’s so unrealistic. If you have broken ribs that caused you to have damaged internal organs, if you run, you’re either causing more bleeding or damage vital points (heart, lungs, major arteries, nerves that allow your brain to function. Even of you were going to treat such a serious injury, you cannot expect that to be as easy as you want it to be, unless you at least a straight A student in medical school. You can say that it will make whatever applies the Deep Wound status effect to be OP as much as you want, but it doesn’t matter. It’s just what’s logically possible. Just sayin’.
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Wait, so this just works on any Survivor you’re chasing for 20 seconds every time the perk is activated?
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802839#Comment_2802839
If your in a chase for more than 20 sec without injuring them then you become obsessed with whatever surv your chasing. If a survivor is injured while in chase then the perk wont activate.
Wait, so this just works on any Survivor you’re chasing for 20 seconds every time the perk is activated?
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802839#Comment_2802839
If your in a chase for more than 20 sec without injuring them then you become obsessed with whatever surv your chasing. If a survivor is injured while in chase then the perk wont activate.
Oh ok.
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@Breadz said:
Killer sounds too complex and too overtuned. He has so many abilities and certain perks would be broken on him like enduring, spirit fury, brutal strength, pain resonance, and many others. I like the idea of a power where it's entirely based on slugging but the more and more your teammates feed him the more you're punished and eventually there becomes no counterplay to him. It sounds like my idea to rework Myers. I think Myers should be able to stalk while in T3 to make it last longer but there's an extent to how long it can last and the cooldown last longer the more power he has
1) The counterplay is to be aware of the Killer’s presence and avoid being injured.
2) I don’t know why you would make a concept for Michael Myers’s “Evil Within” Tier III by allowing him to stalk Survivors to extend the power’s duration. As soon as all remaining Survivors run out of power for Michael to feed “Evil Within,” you’ll just be stuck in Tier II for the rest of the trial. Besides, why do that when Michael has 5 add-ons to do that?
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Ignore this since forum timed out on my for a few minutes. Here is the link to the original:
@Maniacal_Matro said:
KILLER CONCEPT: THE PSYCHOPATH
Real Name: Jeffrey Woods
Killer Name: The Psychopath
Appearance:
Jeff the Killer: a psychopathic serial killer with singed, black hair, burnt-out eyelids, and a twisted smile that he had carved into his face.
Bloodstained Hoodie: A white hoodie and a pair of black, dress pants, both stained with the dried and fresh blood of his victims.
Stainless Kitchen Knife: A large, kitchen knife that he had used to slaughter hundreds of victims, used to cut into flesh until one would beg for the death to relieve them of the pain.
Terror Radius: 12 meters
Base movement speed: 4.6 m/s
___________________________________________________________________________________________
OVERVIEW:
A persistent Killer, able to use his ability, "Night Terror," to use sneak up on Survivors and ambush them out of nowhere.
His perks, "Happy Thoughts," "Scourge Hook: Counting Sheep," and "Bloodied Smile," allow him to maim Survivors while in a chase and intimidate cooperative Survivors.
_______________________________________________________________________________________
POWER: NIGHT TERROR
The Psychopath’s mind had snapped years ago, making his desire to kill so pure that even the bravest of his prey see him as the monster of their nightmares, and soon they will not be awake much longer.
- The Psychopath's stun duration is decreased by 40%.
- Hitting Survivors with feed The Psychopath's active ability, "Go To Sleep."
- Terror Radius is decreased by 80%.
GO TO SLEEP:
The Psychopath enters crazed frenzy for 30 seconds. During this time:
- The Psychopath’s Terror Radius is increased by 80%.
- Survivors can hear The Psychopath's faint, hysterical laughter.
- Movement speed and action speed is increased by 30%.
- Red stain is removed.
- Killer Instinct reveals a Survivor's location when they are within 6 meters of a downed Survivor.
- When a Survivor is hit, they are Broken and Incapacitated until "Go to Sleep" is on cooldown.
- Blood trails are more visible to The Psychopath.
- Dying Survivors' movement speed is decreased by 60%.
Special ABILITY: LURK IN THE DARKNESS
- Hold the Secondary Active Ability Button to teleport between chests, generators, and lockers. During this time, Survivors can hear The Psychopath's faint, hysterical laughter in the background. After a successful teleportation, The Psychopath is Undetectable for 10 seconds.
- Has a cooldown for 60 seconds.
- Cooldown is reduced by 25% for every injured Survivor.
“Go to sleep.” -Jeff the Killer
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PERKS
Perk #1: Happy Thoughts
Pain merely fuels your desire to slaughter your prey.
When a Survivor stuns you in any way:
- The Survivor’s aura is revealed for 6 seconds.
- Movement speed is increased by 8% until you hit one Survivor for 30 seconds.
- Hitting any remaining Survivor grants them with the Mangled and Exhausted for 5/10/20 seconds.
- Has a cooldown for 30 seconds.
(Survivors’ perks do not affect Happy Thoughts).
"I'm not going anywhere." -Jeff the Killer
______________________________________________________________________________________
Perk #2: Scourge Hook: Counting Sheep
Your prey are nothing but lambs to the slaughter.
- At the start of the trial, 4 random hooks are chosen to be scourge hooks, which are revealed by a white aura.
- When a Survivor is unhooked from a scourge hook for the first time, gain a token (maximum of 2/3/4 tokens).
- For each token, movement speed is increased by 2/4/6% until the rescuer is hooked.
"How ignorant of you! You are unaware of my demonic presence in your life. I will destroy everything you stand for, worthless coward!" -Jeff the Killer
————————–——–——————————————————–——–——————————
Perk #3: Bloodied Smile
The smile permanently carved into your face shows how focused you are to harm your victims.
- When healing another Survivor, a Survivor's aura is revealed for 6 seconds.
- During this time, that Survivor is Oblivious and Exhausted for 30 seconds until they are down by one heath state.
- Once a Survivor is hit, Bloodied Smile goes on cooldown for 60 seconds.
(Survivors' perks do not affect Bloodied Smile)
"If I don't get you, I'll get those you love and care about." -Jeff the Killer
_________________________________________________________________________________________
MORI
The Psychopath knocks the Survivor to the ground and begins slashing and stabbing through the Survivor's body, laughing hysterically as he enjoys the violence. When he is done, he watches the Survivor choke to death on their own blood. He pulls them in and stabs them in the throat, ripping out the knife as blood gushes from the open wound. The Psychopath then stands up from their dead body, chuckling as he licks the blood off of his knife.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2806152#Comment_2806152
Its definitely in a better spot now.
Ok, good 👍🏼
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2804155#Comment_2804155That sounds a lot more reasonable. That puts him at faster than the legion in feral frenzy, but since he can't do quick vaults like the legion can it could still be balanced.
Well ofc it makes him faster than The Legion since no other human has natural stamina higher than his. Anyways, what do you think about the power?
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@Chordyceps said:
Overall, this is in a much better spot now. 80% boost to movement speed is still way too high though. For comparison, Tier 3 Play WIth Your Food with 3 stacks gives you a 15% boost to movement speed, and that's immediately noticeable.
Ok. How does 30% movement speed sound? Sorry, I thought that I had changed that.
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@Maniacal_Matro said:
KILLER CONCEPT: THE PSYCHOPATH
Real Name: Jeffrey Woods
Killer Name: The Psychopath
Weapon: Stainless, Steel Kitchen Knife
Appearance: Long black hair and burnt skin, which was bleached white, a white hoodie drenched in blood, burnt off eyelids, and a smile carved into his face.
Terror Radius: 12 meters
Base movement speed: 4.6 m/s
___________________________________________________________________________________________
OVERVIEW:
A persistent Killer, able to use his ability, "Night Terror," to use sneak up on Survivors and ambush them out of nowhere.
His perks, "Happy Thoughts," "Scourge Hook: Counting Sheep," and "Bloodied Smile," allow him to maim Survivors while in a chase and intimidate cooperative Survivors.
_______________________________________________________________________________________
POWER: NIGHT TERROR
The Psychopath’s mind had snapped years ago, making his desire to kill so pure that even the bravest of his prey see him as the monster of their nightmares, and soon they will not be awake much longer.
- The Psychopath's stun duration is decreased by 40%.
- Hitting Survivors with feed the active ability, "Go To Sleep."
- Terror Radius is decreased by 80%.
GO TO SLEEP:
The Psychopath enters crazed frenzy for 30 seconds. During this time:
- The Psychopath’s Terror Radius is increased by 80%.
- Survivors can hear The Psychopath's faint, hysterical laughter.
- Movement speed and action speed is increased by 80%.
- Red stain is removed.
- Killer Instinct reveals a Survivor's location when they are within 10 meters of a downed Survivor.
- When a Survivor is hit, they suffer from the Broken and Incapacitated status effects until "Go to Sleep" is on cooldown.
- Blood trails are more visible to The Psychopath.
- Dying Survivors' movement speed is decreased by 60%.
Special ABILITY: LURK IN THE DARKNESS
- Hold the Secondary Active Ability Button to teleport between chests, generators, and lockers. During this time, Survivors will hear The Psychopath's faint, hysterical laughter in the background. After a successful teleportation, The Psychopath is Undetectable for 10 seconds.
- Has a cooldown for 60 seconds.
- Cooldown is reduced by 25% for every injured Survivor.
“Go to sleep.” -Jeff the Killer
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PERKS
Perk #1: Happy Thoughts
Pain merely fuels your desire to slaughter your prey.
When a Survivor stuns you in any way:
- The Survivor’s aura is revealed for 6 seconds.
- Movement speed is increased by 8% until you hit one Survivor for 30 seconds.
- Hitting any remaining Survivor grants them with the Mangled and Exhausted for 5/10/20 seconds.
- Has a cooldown for 30 seconds.
(Survivors’ perks do not affect Happy Thoughts).
"I'm not going anywhere." -Jeff the Killer
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Perk #2: Scourge Hook: Counting Sheep
Your prey are nothing but lambs to the slaughter.
- At the start of the trial, 4 random hooks are chosen to be scourge hooks, which are revealed by a white aura.
- When a Survivor is unhooked from a scourge hook for the first time, gain a token (maximum of 4 tokens).
- For each token, movement speed is increased by 2/4/6% until the rescuer is hooked.
"How ignorant of you! You are unaware of my demonic presence in your life. I will destroy everything you stand for, worthless coward!" -Jeff the Killer
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Perk #3: Bloodied Smile
The smile permanently carved into your face shows how focused you are to harm your victims.
- When healing another Survivor, a Survivor's aura is revealed for 6 seconds.
- During this time, that Survivor is Oblivious and Exhausted for 30 seconds until they are down by one heath state.
- Once a Survivor is hit, Bloodied Smile goes on cooldown for 60 seconds.
(Survivors' perks do not affect Bloodied Smile)
"If I don't get you, I'll get those you love and care about." -Jeff the Killer
_________________________________________________________________________________________
MORI
The Psychopath knocks the Survivor to the ground and begins slashing and stabbing through the Survivor's body, laughing hysterically as he enjoys the violence. When he is done, he watches the Survivor choke to death on their own blood. He pulls them in and stabs them in the throat, ripping out the knife as blood gushes from the open wound. The Psychopath then stands up from their dead body, chuckling as he licks the blood off of his knife.
Here is the new rework of the concept
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2795154#Comment_2795154
I think the movement speed should be moved way down. Typically killers in the game with a smaller terror radius are those with ranged abilities and lower movement speed. Killers with no ranged abilities are typically 4.6m/s and have a 32 meter terror radius. Myers is an obvious exception to this with a small terror radius and 4/6m/s movement speed. Killers base movement speed really shouldn't be any faster than 4.6m/s because a change as small as .2 meters per second can significantly shorten a chase. A movement speed of like, 6 meters per second should really only occur when using an ability of some sort for game balance reasons.
Hold on, Chordceps. I reworked the concept. Should I send you the link, bro?
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2573163#Comment_2573163
I just wanna sum some things up after reading your reply.
1) This is not a brand new killer idea, it is an idea for if they add Candyman, the horror movie classic.
2) I thought about the mirrors more and the mirrors will spawn at each gen making pressure good with other known gen perks like tinkerer. The sound effect will be pretty loud for when he is coming out of a mirror near you so it should give you time to get away if your in that area. Remember it takes him 3 seconds to use the portal so you better move fast.
3) The mirror mechanic is not really absurd because you don't have to break it. It gives survivors an ultimatum to either get rid of killer transportation to the gen and alert him to you or let the mirror sit while the killer is wondering which mirror to go to and you keep doing gens.
4) The Hex STS; sorry for not going into deeper depth of what it specifically does. When you down a survivor you gain a token and that token increases all hooks (except for basement hooks) entity death speed. The max is 5 tokens, and 1 token= 2% 2 token= 4% 3 token= 6% 4 token= 8% and 5 token= 10% increased progress. If someone is already on hook while someone got downed, the progress will not apply to them unless they get put back on a hook. This will put pressure on survivors because the more downs the more they have to find that hex and try not to slip up and get hooked and out of the game quickly.
4) BMV won't really be overshadowed by Fire up because Fire up does nothing for killer movement speed for chases or the stun of pallets. But for the rework I thought of, it would be like Remember Me (Freddy perk) with concept of becoming obsessed with one survivor and not the obsession.
5) For SMN, I will rework it a bit here, If a survivor is in the killers TR, they will be met with more skill checks and if they miss a skill check that survivor will scream and become exhausted for 5 seconds.
By becoming obsessed with one survivor and not the obsession, what do you mean by that?
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@Breadz said:
Killer sounds too complex and too overtuned. He has so many abilities and certain perks would be broken on him like enduring, spirit fury, brutal strength, pain resonance, and many others. I like the idea of a power where it's entirely based on slugging but the more and more your teammates feed him the more you're punished and eventually there becomes no counterplay to him. It sounds like my idea to rework Myers. I think Myers should be able to stalk while in T3 to make it last longer but there's an extent to how long it can last and the cooldown last longer the more power he has
I don’t think so. Let me show you:
1) HT: The perk deactivates once 1 Survivor is hit. If it had to be the same Survivor, stunning him would make him too powerful for them to escape.
2) CS: You just have to be quick. A survivor can’t expect to be altruistic and easily escape.
3) BS: This is fine. If I added the Undetectable status effect, that would be different, but no. This is the most underpowered perk in this concept.
4) For Night Terror, I just changed it where the TR is increased by 80% over the base TR.
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Why would Critical_Fish do that? I thought that he was trying to help.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2795154#Comment_2795154
I think the movement speed should be moved way down. Typically killers in the game with a smaller terror radius are those with ranged abilities and lower movement speed. Killers with no ranged abilities are typically 4.6m/s and have a 32 meter terror radius. Myers is an obvious exception to this with a small terror radius and 4/6m/s movement speed. Killers base movement speed really shouldn't be any faster than 4.6m/s because a change as small as .2 meters per second can significantly shorten a chase. A movement speed of like, 6 meters per second should really only occur when using an ability of some sort for game balance reasons.
I had moved it down to only 30% increased movement speed.
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@Breadz said:
Killer sounds too complex and too overtuned. He has so many abilities and certain perks would be broken on him like enduring, spirit fury, brutal strength, pain resonance, and many others. I like the idea of a power where it's entirely based on slugging but the more and more your teammates feed him the more you're punished and eventually there becomes no counterplay to him. It sounds like my idea to rework Myers. I think Myers should be able to stalk while in T3 to make it last longer but there's an extent to how long it can last and the cooldown last longer the more power he has
what do you think I should change?
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I'm being dead ass like what killer concepts do you want because someone just made a ####ty concept for Jeff the Killer just to make everyone could laugh at me for making creepypasta concepts. Just make sense eve though I listened to what he wanted me to change, but he only encouraged others to laugh at mine by sending them links to it.
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@Ripley said:
The two Wisconsin girls who tried to kill their best friend? I don't know if BHVR could get away with a killer like that.
No, they can't. Even though their friend is alive and well, it's wrong to make the concept about what they were trying to do to her.
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@Akumakaji said:
At the very least Jeff the Killer would make a good Legion skin. But I only know the lore behind him rudimentary, if even that.
Even if the gamedevs did do that, it's too out of context for their lore. Besides, it's not like want creepypastas to be a part of the game.
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Both of those B-Movies were terrible in my opinion.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/2690188#Comment_2690188
It's definitely a step in the right direction, there definitely doesn't seem to be any more stuff that is contradictory towards other parts of his kit. I also do like how the teleport cooldown is reduced for each survivor that's injured, that's a nice way to reward playing him well. Some of the numbers could use some tweaking though. Enduring already lets you recover from stuns very quickly, and that's a 50% reduction, bringing go to sleeps slam cooldown closer to that will be more balanced, but still very much so powerful. Also a 30% buff to movement speed is kinda insane, that's basically double the speed of The Legion in Feral Frenzy. Much like stunning, any sort of adjustment to the numbers is very noticable, a lot of players are able to recognize a killer has increased their speed by just 5%. I do like the idea of having a killer that's noticably faster for a period of time upon activating their power, both through movement speed and stun recovery, the numbers could just use a little reeling in.
I can't remember if it was there before, but I think I like the addition of him being undetectable while stalking. His small terror radius allows him to get in close before concealing his presence entirely. That and his small stature gives him a leg up over myers in terms of stealth, and the fact that his ability to stalk are not tied to a cooldown give him a leg up over ghostface, making him unique.
The loss of the red stain is something I'm a little conflicted over. Part of me thinks that with how fast he has become, survivors should be able to know when he's near. Another part of me is like "well, his terror radius is increased by 50%, they're gonna know he's coming for a while".
Also could you clear something up for me? In the power it says upon activation, survivors within his terror radius become incapacitated if they were interacting with props. Does that only apply to the initial activation of the power, or does this apply every time someone is in his terror radius for the duration of the power?
Hey, since you are actually trying to help me with this concept, what else do you think I should do to change this concept.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2690162#Comment_2690162
Michael Myers is a fictional character. And not a very good representation of mental illness. He's defined as evil itself, anyone calling any real person with a chronic illness that is the evil one. And are you for ######### real? You think Michael Myers is a good representation of a real mental illness? Really?
I'm not saying just remove things. If anything, I'd say rework the whole damn thing. Cuz nothing works together, nothing is original, nothing is focused.
And sure Chordyceps' suggestions were more balanced. What of it? I was kind of spitballing, I have other stuff I'm working on, etc. Suggestions are suggestions, recommendations are recommendations, take them or leave them.
https://forum.deadbydaylight.com/en/discussion/comment/2690206#Comment_2690206
I don't see anyone telling you to delete the thing or anything.
Now, onto additional things I noticed with the original post that are... a bit not it. This Killer is just Michael Myers but obnoxiously extra. Getting to "Go To Sleep" is obnoxiously long, but once you do it you just... win?
Movement speed goes up to 175%, 2.5% faster than Cloak during his post-uncloak speed boost. For 60 seconds. In addition to this, it increases your terror radius to 58 meters, effectively covering the entire map, and therefore stalling all Survivor progress for 60 entire seconds due to the Incapacitated status effect.
Hitting a Survivor might as well be an instant down with your absurd movement speed and the Hindering effect, along with effectively removed stuns.
Killer Instinct on Survivors within 10 meters sounds fine on paper, but just getting that for free on all Survivors near you in addition to your movement speed is disgustingly cracked. With STBFL you just shred through people like tissue paper.
This Killer is so all or nothing it's kind of hilarious. Like, the Oni is peak all for nothing in this game at the moment and he isn't even this bad.
For a full rework idea to make the Psychopath (pain) more unique from Michael Myers, and less... iffy, I'm thinking of keeping a stealth aspect. However, this would be something triggered by m2, akin to Ghost Face, without messing with your movement speed. In addition to this, as a replacement to the stalking mechanic, implementing an "assassination" mechanic while Undetectable could be cool depending on how it's done. Lurk In The Darkness is perfectly fine I'd say, but perhaps limiting it to just lockers as to not tread on Freddy's property would be a welcome addition, albeit not an overly necessary one.
To go more in depth on an assassination system, it'd be like a silent instant down triggered by m1 on any Survivor while you're Undetectable. Maybe, in addition to the Undetectable status, also allowing Jeff the Chef to climb over objects while Undetectable could be cool. Not as fast as Legion or anything, but he would also be able to climb over walls and stuff maybe. I'm not sure how you'd balance being able to turn Undetectable at will, but maybe a cooldown like Ghostface's power in addition to losing it upon a non-assassination attack could work.
Yes, I was for real. You act like he's was never even biological human to being with, which is complete ########. Since you wanna complain so much, you might as well realize that it's not because the story was bad, it's because people who can't ignore grammatical errors have a poor imagination but aren't smart enough to even try to make any sense of them on your own. You act like one of those kids who always want to read a book for pictures instead of actually reading the dang book.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2690162#Comment_2690162
Michael Myers is a fictional character. And not a very good representation of mental illness. He's defined as evil itself, anyone calling any real person with a chronic illness that is the evil one. And are you for ######### real? You think Michael Myers is a good representation of a real mental illness? Really?
I'm not saying just remove things. If anything, I'd say rework the whole damn thing. Cuz nothing works together, nothing is original, nothing is focused.
And sure Chordyceps' suggestions were more balanced. What of it? I was kind of spitballing, I have other stuff I'm working on, etc. Suggestions are suggestions, recommendations are recommendations, take them or leave them.
https://forum.deadbydaylight.com/en/discussion/comment/2690206#Comment_2690206
I don't see anyone telling you to delete the thing or anything.
Now, onto additional things I noticed with the original post that are... a bit not it. This Killer is just Michael Myers but obnoxiously extra. Getting to "Go To Sleep" is obnoxiously long, but once you do it you just... win?
Movement speed goes up to 175%, 2.5% faster than Cloak during his post-uncloak speed boost. For 60 seconds. In addition to this, it increases your terror radius to 58 meters, effectively covering the entire map, and therefore stalling all Survivor progress for 60 entire seconds due to the Incapacitated status effect.
Hitting a Survivor might as well be an instant down with your absurd movement speed and the Hindering effect, along with effectively removed stuns.
Killer Instinct on Survivors within 10 meters sounds fine on paper, but just getting that for free on all Survivors near you in addition to your movement speed is disgustingly cracked. With STBFL you just shred through people like tissue paper.
This Killer is so all or nothing it's kind of hilarious. Like, the Oni is peak all for nothing in this game at the moment and he isn't even this bad.
For a full rework idea to make the Psychopath (pain) more unique from Michael Myers, and less... iffy, I'm thinking of keeping a stealth aspect. However, this would be something triggered by m2, akin to Ghost Face, without messing with your movement speed. In addition to this, as a replacement to the stalking mechanic, implementing an "assassination" mechanic while Undetectable could be cool depending on how it's done. Lurk In The Darkness is perfectly fine I'd say, but perhaps limiting it to just lockers as to not tread on Freddy's property would be a welcome addition, albeit not an overly necessary one.
To go more in depth on an assassination system, it'd be like a silent instant down triggered by m1 on any Survivor while you're Undetectable. Maybe, in addition to the Undetectable status, also allowing Jeff the Chef to climb over objects while Undetectable could be cool. Not as fast as Legion or anything, but he would also be able to climb over walls and stuff maybe. I'm not sure how you'd balance being able to turn Undetectable at will, but maybe a cooldown like Ghostface's power in addition to losing it upon a non-assassination attack could work.
I have been wondering this for a while, guys: should I take out the Deep Wound effect and just use the broken status effect? This as my original idea for the Killer, and applying injured Survivors with the Deep Wound effect doesn't sound as cool, so for those who want it changed, let me know in the comments.