Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Sorry 3 years late on this one. If you want to be featured in the next, feel free to share your ideas in the comment section here.
http://www.twitch.tv/ScottJund
0:00 Intro
1:20 The A.I
10:50 The Old Man
27:00 The Viking
40:08 The Anomaly
56:40 The Fearmaker
1:09:40 The Pirate
1:16:37 The Caretaker
1:24:03 The Baba Yaga
1:34:49 The Mutant
1:39:40 The Scourge
1:48:32 The Phantom
source
New Killer: The Scarecrow
Power: The Darkest Night
Crows reappear 100% faster. Whenever a crow is scared by anyone, gain 1 token (max. 30). The Scarecrow can open a wheel (Similar to Vecna’s) to spend tokens and activate the following:
– 3 Tokens – Nevermore: Within a 15m range, spawn a Crow that dashes towards the Killer in a straight line. It damages any Survivor it comes into contact with while dashing. To place a Crow, take 0.75s to charge and slow down to 4m/s while charging and holding. Movement penalty after TP: Slow down to 4m/s for 0.75s. CD: 5s.
– 5 Tokens – Nighting Gale: Send one Crow up in the air (Can be aimed diagonally). The killer’s camera shifts to that Crow (imagine Singularity’s), and it can then choose a point that is on sight. A murder teleports the Scarecrow to that position. Time to TP: 2s. Movement penalty after TP: Slow down to 4m/s for 0.75s. CD: 12s.
-7 Tokens – Dark Persona: Place a Scarecrow on your current position (max. 5 uses). If a Survivor enters within an 8m range, they will scream and reveal their position to the Killer. After being scared, Survivors can take 12s to destroy a Scarecrow. Failing to do so will spawn one extra Egg (read below) on the most progressed Gen, and instantly get the same hatch rate as the original Egg on that Gen. Takes 3s to place, slower movement speed.
SPECIAL – 5 Tokens – Murder: Quickly kill a downed survivor that is on death hook.
Slowdown Ability: Raise Crows
One Egg will spawn on each Gen. As the repair progress increases, so does the Egg’s hatch rate. Once the Gen gets to 70%, the Egg will hatch and a Crow will continuously peck one nearby survivor. While being pecked, Survivors become Oblivious and their Skillchecks become harder. Once an Egg hatches, it spawns a Birdcage on a far away part of the map. Survivors can interact with them to trap and remove their Crows. If a Survivor interacts with anything other than the Birdcage, their Crow’s aura will be revealed to the Killer.
-The Crows will choose the closest Survivor available (priority for the ones non-pecked).
-If the only Survivors nearby are already being pecked, the Crow will peck one at random. That Survivor will take damage and suffer from the Broken status effect, in addition to the previous effects.
-If a Scarecrow is to spawn an Egg, it will show up on the gen with a 1s animation, giving Survivors time to let go if needed.
PERKS:
Disturbing Lullaby:
The song drives them crazy.
You hear crows caw louder when they’re scared by a Survivor. Every time a Survivor scares a crow, they gain 1 madness token. When they have 7 Tokens, fake Skillchecks will appear when healing and repairing Gens. These Skillchecks look exactly like the normal ones and can appear at any time. Missing a fake SC does nothing, succeeding makes the Gen/healing fail and reduce 5% total progress, and greatly succeeding makes them fail and reduce 10% total progress. Survivors can remove all tokens by entering a quiet place (locker) for 10s.
Scourge Hook: They Remember You
They will not let you forget the pain.
Every time you hook a Survivor on a SH, a number will show up revealing the number of crows that have been scared by anyone this Trial. The next time you kick a Gen, a murder of crows will fly over that Gen. While the murder is on, that Gen will regress at 1XX% speed, where XX is the number the Survivor showed when hooked. (If more than 99, it’ll become 200%+ and so on). The crows stay even if the Gen is being worked on, and if it is left, they will reapply the regression instantly. Survivors can gradually disperse the crows by running around the Gen. The bigger the regression, the longer they have to run (multiple Survivors disperse the crows faster).
Invocation: Vigilante
Quite the beast, shall I reckon.
Spend 30s in the Invocation circle to activate. Summon a giant crow that flies around the map at 4m/s. Whenever the giant crow comes into contact with a Gen that’s progressed and no survivors are within 5m of that Gen, it damages it for 10% and the Gen starts regressing. Whenever the giant crow comes into contact with a Gen that has a survivor within 5m, it stops flying, damages it for 5% and blocks the Gen for 15s. Then it continues flying. Survivors within a 3m radius of the giant crow will be revealed by Killer Instinct. When there are only 3 gens left, the giant crow will disappear after 7 minutes. The giant crow has no collision.
The fly path would be similar to Dog’s Search, going from Gen to Gen with the shortest path possible. (I know it’s AI and we all know the drill, but I think it’d be really fcking cool).
RANGED AND MOBILITY KILLER HYBRID WITH SLOWDOWN 😀
The Dancer of Damnation (Original)
Terror Radius: 32 Meters (40 when using power)
Power: Hellfire Chain Ribbons
Hellfire Chain Ribbons have a range of 20 meters (the ribbon's speed will cover full distance in 0.75s) ,and has 6 tokens each token having a 2s cooldown (1s if The Dancer does not injure anyone during Hellfire Slide), the power does not begin to recharge tokens while in use, and the dancer must wait till all tokens are recharged to use the power again even if less than 6 were used. When holding the power button, the power will being to charge and the special abilities will be usable after 1s, during this, The Dancer will let out a hellish scream and summon the Hellfire Chain Ribbons from the palms of his charred hands. (scream not global, but heard inside terror radius, and repeats with every token used)
Special Ability: Hellfire Slide
While continuing to hold the power button, and then pressing and holding M1, The Dancer, with the use of the Hellfire Chain Ribbons, can latch onto any form of collision and can slide on his feet to points he latches onto, as well as curving around them by strafing away from the point of contact (think a boots on the ground spiderman) as he slides across the ground he moves at 13m per second. If the Dancer lets go of the power button he will keep his momentum for 3s, during this, the dancer has very limited movement from left to right but can look 360 degrees, the dancer may alternate to the ribbon in his other hand and latch onto another object by letting go of M1 and pressing it again while still holding the power button. This will continue his momentum, consuming a token, and regain control to redirect his path. If the Dancer manages to connect Hellfire Slide with a survivor he will forcefully kick them with a sickening thwack and deal one health state to the survivor, the survivor hit will be sent flying backwards, if the survivor makes contact with an object or survivor they will be dealt an extra health state and be put into the dying state. If a survivor is hit by another survivor they will be dealt a health state and can be put into the dying state if previously injured as well. If the kick connects with an already injured survivor the Dancer will stomp the them into the ground and proceed to pick them up.
Special Ability 2: Hellfire Snag
When holding the power button, and pressing M1, The Dancer, using Hellfire Chain Ribbons, may latch directly onto a survivor stabbing both ribbons into them catching them with Hellfire Snag, this cannot be crouched. When Hellfire Snag is used all tokens are consumed, and The Dancer remains completely still. While the Dancer has a survivor in Hellfire Snag he has 2 options. The Dancer may press the left or right movement keys to swing the survivor in either direction, survivors who make contact with an object or survivor during hellfire snag will slam into it dealing a health state to them and the possible other survivor slammed into (failing to deal a survivor a health state during Hellfire Snag will not reduce the power cooldown). The second option is that The Dancer may also yank the survivors towards him causing them to stumble in his direction, stumbling survivors will be unable to move for 1 full second, if the survivor stumbles into a pallet they will break through it (this does not deal a health state), if a survivor stumbles into The Dancer he will automatically perform a kick/stomp. Survivors do have a defensive option to help combat Hellfire Snag, while The Dancer is sending his ribbon, press the interact button just when the ribbons flames briefly briefly stop blazing to execute a parry, grab them and throw them back at The Dancer, stunning him for 2s.
Special Ability 3: Hellfire Mixup
While the dancer is performing a Hellfire Slide, he may cancel it into a Hellfire Snag by choosing to aim directly at a survivor by holding the power button and pressing M1. This gives him a way more accurate option to injure survivors, but it comes with the cost, Hellfire Snag still will stop momentum, consume all tokens, and can still be parried
Special Ability 4: Hellfire Inferno
If a survivor is hit during Hellfire Snag or Hellfire Slide they will suffer from Hellfire Inferno, and will be burned from the inside out inflicting them with the broken status effect when they are fully burned from within. To quell the flames survivors must find a Soothing Flask found in Idol Statues (4 spawn in the map), and drink from them to rid themselves of Hellfire Inferno, curing their buildup or broken status, but do not heal the survivor to healthy if injured. Flasks take 5s to drink and do not alert the killer to your location when consumed, they have 1 charge and can be refilled at idol statues. Survivors can use flasks on each other, items cannot be held simultaneously with the flask in hand.
Perks
Hex: Abandon all hope
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When the hex is active and a survivor is hooked this perk activates
all survivors are hindered by 10%
killer gains undetectable and basic attack hit cooldown is reduced by 25%
These effects remain active for 30/35/40s
Scourge Hook: Paved with good intentions
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When a survivor is unhooked from a Scourge hook this perk activates
The unhooked survivor is given two endurance hits, and can see other survivor auras within 12 meters, but is inflicted with deep wound that cannot be mended until 20/25/30s. Once mended, the survivor will no longer have endurance or aura reading.
For 20/25/30s, if the unhooked survivor stays within 6 meters of another survivor for 3 seconds, the other survivor will be come injured and suffer from deepwound as well, but can mend immediately
Devilish Tricks
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Every time you down a unique survivor for the first time gain a token
Stand over a downed survivor and press E to consume a token and bend down without picking the survivor up
The Extractor
Appearance : Average in height The Extractor looks like a normal man, brown medium length hair that is parted on the right side, his hair is straight but is wavy at the ends. His appearance is of a dentist but splattered in blood, when his mask his knocked down the player will notice multiple things, his lips are chewed almost completely off showing white teeth at all times showing self mutilation across his face.
(Occupation of a homicidal Dentist)
Power
SHADOWS OF GRANDIOSE
Throughout His life, he’s learned to adapt to the shadows needs & it’s now malicious needs.
PASSIVE ABILITY: Shadows calling
In the ear of the killer at times he’ll be directed vaguely on where survivors are by commands, stop, forward, behind you, go left, go right. Are all hints to bring the chase even quicker too The Extractor.
SPECIAL ABILITY: Drill
Whenever The Extractor is in chase he gains the ability to switch his weapon
drill removing his terror radius & red stein. In a five second cooldown afterwards his base speed would be increased to 4.7 & his wipe cooldown is halved, when downing a survivor The Extractor can maim his victim making their recovery & crawl speed 50% slower.
SPECIAL ABILITY: Shadow Scalpel
ln Anytime in the trial the killer will have his base weapon, but It will become imbued with shadows once enough blood & damage to generators are collected. Once full for 45 seconds (Active only when pressed) all successful attacks will have shadows linger distorting
survivors view & distance. Survivors inflicted with shadows cannot interact with other survivors in this time, to remove shadows the killer must be stunned/blinded.
PERKS
ENTITIES INFLUENCE
Her Influence cannot be understated.
When the killer is stunned three times, they’ll gain the ability to call upon the entity to corrupt them, slowly losing health states until they are in the dying state unless helped by another survivor. (Corruption speeds 45/35/25
“You will be perfect~!- Damian Soma
PERFECT KILLER
Perfection is your goal.
Hooking survivors gives the killer tokens (up to three) which gives the killer the ability to have an aura around them to that reveals survivors to them (10m/15m/20m)
“Stop running! i’m trying to help!.” – Damian Samoa
HEX: PAINFUL IMPLICATIONS
Pain is a drug that awakes even the most seasoned.
Whenever the killer lands a strike on a survivor they’ll be marked, when the chase is left the survivor that is the closest to them will be injured as well.
I have a whole concept for a Longlegs killer and perks, but if you're not doing licensed I totally get it 👍
Made a pretty simple concept that I think has some depth, and uses mechanics already in the game (captured haunts)
Licensed killer: The Salaryman (Kira Yoshikage)
Kira Yoshikage revolves around tagging interactable objects (excluding gens) or survivors to later blow them up, damaging them.
Kira can charge up his special ability to either tap anything in front of him with the same distance as an m1, or shoot out a spirit (same mechanics as the captured haunt).
Anything touched is "tagged", with a max of 3 tags before they begin recycling. These will sparkle so that survivors are aware.
Kira can press the secondary ability button to activate his tags, blowing up anybody tagged, or interacting with a tagged object
The mind games come with the fact that there is a short delay between the activation of the bomb tags, and the explosion. With a fast vault being just quicker than an activation
A survivor could fake a vault into a tagged window, causing Kira to preemptively blow it up, removing the tag and slowing him down.
Kira could potentially "oneshot" somebody, by tagging them with his spirit, and then blowing them up as they interact with a tagged object, dealing two health states.
and before anybody comments, yes this spirit is killer queen, just wanted to make it less confusing for people not familiar with jojo
Killer idea: The Ripper
Based on Jack the Ripper. The idea behind The Ripper is to prey upon survivors who are isolated; alternatively, it forces survivors to play riskier and/or less efficiently to counter the killer's power (e.g., grouping up or forcing survivors to bodyguard each other in chase rather than blasting gens while one person keeps the killer busy). EDIT: I had typed this while watching the video, and literally as I was ready to click "post" I got to "The Phantom" and saw that there was a fog-based killer already in this video. But I think that this idea is distinct enough from The Phantom idea that they don't overlap.
Killer Power: Prowler of the Fog
The Ripper does not have a heartbeat terror radius. Rather, a Silent Hill-like fog effect will appear on a survivor's screen once they've come within 32 meters of The Ripper. Survivors within The Ripper's fog suffer from the deafened status effect, with survivors' footsteps and The Ripper's footsteps being the only audible sounds (The Ripper's distance can be discerned by the volume of his footsteps). Survivors within The Ripper's fog face occasional skill checks. Failing a skill check produces a loud sound notification and reveals the survivor's aura to The Ripper for 5 seconds. Survivors in an active chase with the Ripper do not face skill checks.
Fog Hunt: When initiating a chase with a survivor while there are no other survivors within 16 meters, press the active ability button to initiate a Fog Hunt for 20 seconds. The Ripper and a hunted survivor cannot see, be seen by, or interact with other survivors until Fog Step expires (similar to spirit while phasing). The Ripper becomes the fog itself, allowing him walk through dropped pallets and windows at 50% of normal walking speed. A survivor trapped in the Fog Hunt is inflicted with the Blindness and Exhausted status effects. The Fog Hunt ends immediately if survivors stun The Ripper by any means, if the survivor is put into the dying state by any means, or if the survivor escapes The Ripper's fog (i.e., gets more than 32 meters away). Once per Fog Hunt, press the active ability button to use Fog Step. Activating Fog Step allows The Ripper to instantly teleport to the location nearest the hunted survivor that is outside of a survivor's line of sight (e.g., behind a tree or wall). The Ripper gains the undetectable status effect, a 25% increase to lunge distance, and suppressed footstep sounds for 7 seconds after teleporting with Fog Step.
Perks:
Paranoid Isolation – You thrive on the fear of those who are isolated and the vulnerable. Once every 30/25/20 seconds, reveal the aura of a random survivor who is at least 32/24/16 meters from any other survivor. The survivor's aura is revealed for 3/4/5 seconds.
Evisceration – Your practiced hand knows how to inflict wounds that will not heal. This perk activates upon hooking a survivor on a scourge hook. When the survivor is unhooked, they they will produce pools of blood and grunts of pain for 40/50/60 seconds, even if they are healed into the healthy state. Injuring the survivor by any means during this time will inflict the deep wounds status effect.
Scourge Hook: Paralyzing Fear – Displaying the bodies of your victims strikes mortal fear into your soon-to-be prey. At the start of a trial, 4 hooks become scourge hooks. So long as any survivor is hooked on a scourge hook, all other survivors suffer from the Exhausted status effect.
(Original Killer Idea)
The Star Child
An entity from beyond the stars, drawn and born in the entity’s care, fostered to sacrifice to its owner.
Speed- 110% (4.4m/s) 115% (4.6m/s)
Terror Radius- 12m, 24m, 40m
Height- 4’ 4’5 5’5 6’5”
Special Ability- Rising Eclipse
At the start of the trial both the sun and the moon will loom over head, progressing through four phases as The Star Child evolves until it becomes an eclipse at phase 4, And 5 Star Blooms will spawn. The star child consumes Cosmic Instability by downing survivors or draining Star Blooms to progress through its solar phases.
Phase 1- The Star Child is a 110% (4.4m/s) with a 12m terror radius, standing at 4’ tall. The Star Child can Place a Astral tear out to 8m, and dashes for 6m from its tear.
Phase 2- It takes 3 stacks of Cosmic Instability to reach Phase 2.The Star child becomes faster 115% (4.6m/s) and grows taller(4’5”) has its terror radius expands (24m). It can cast Astral Tear out to 10m and dashes for 8m from its tear. Its dash can now break pallets.
Phase 3- It takes 15 stacks of Cosmic Instability to reach Phase 3. The Star Child grows taller (5’5”) and becomes a fearsome force, terror radius expanding (40m). The Star Childs Astral tear can be cast out to 12m and can dash up to 10m from its tear. If it injures a survivor with astral tear, apply an additional stack of Cosmic Instability.
Phase 4- It takes 40 stacks of Cosmic Instability. An eclipse begins over the trial granting The Star Child its full power and bring them to their full height (6’5”). Astral Tears Cooldown is reduced to 9 seconds. It can cast Astral Tear out to 15m and can dash 12m at an increased speed 9.0m/s.
Special Ability- Astral Tear
The Star Child rends through reality on its pursuit. The Star Child picks a point within range based on their Phase and rends it open, aiming through it before leaping from it .75 seconds later chomping on anything for its distance traveled, traveling at 8.6 m/s. The Star Child has limited control while pouncing from its Tear, becoming slowed (2.2m/s) after hit or miss for 2.5 seconds. If this attack injures a survivor, it applies a stack of Cosmic Instability. Cooldown of 12 seconds after its used.
Special Condition- Cosmic Instability
A side effect for being close to an entity beyond understanding.
As the trial progresses, survivors will gain Cosmic instability, gaining a stack of it every 30 seconds up to a max of 10 stacks. For every stack a survivors acquires they become more recognized by the hungering void. At 5 stacks, killer instinct activates for 5 seconds, alerting the Star Child to their location. At 7 stacks survivors heal, repair gens, and cleanse totems 15% slower. At 10 stacks, their aura is revealed for 5 seconds every 15 seconds and can be mori’d. To cleanse stacks, Survivors can offer them to a Star Bloom, storing their stacks in the bloom until drained. Survivors can’t gain Cosmic Instability stacks if in the dying state or on hook.
Special Interaction- Star Bloom
A flower from beyond the known universe able to drink up cosmic instability.
A Star Bloom can hold 15 stacks of Cosmic instability. Withering and becoming drained at 16 stacks and beyond for 30 seconds before blossoming again at 0 stacks of cosmic instability. It takes 8 seconds for survivors to cleanse, and 2 seconds for The Star Child to drain. 5 spawn around the map, focusing one for each corner, and one in the center of the map, notably near gens/main building.
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Perks:
Prowling Darkness
The night watches those it seems to maim and hides those who seek to do its bidding.
Once a survivor is injured this perk activates. The injured survivor will be inflicted with killer instinct for 2/3/5 seconds every 25/20/15 seconds until they leave the injured state.
The killer will also have their noises reduced by 10/18/25% while active.
Destructive Arrival
As you enter, you herald their ends, destined by the stars
At the start of the trial This perk activates. For 30/45/60 seconds, All survivors start broken, and leave behind additional pools of blood. After The time ends the perk deactivates.
Cosmic Hunter
From beyond the stars, your tracking is beyond those of standard means.
When a survivor runs through a pool of blood, you can see their footprints for 2/2/2 seconds out to 6/9/12m. These footprints are perceivable through walls and floors out to the radius. When this perk activates it goes on cooldown for 10/7/5 seconds.
Hey Scott, thanks for reviewing my killer! You made some good points and I’ve decided to tweak him based on the feedback you said:
The Viking (Original Killer)
Terror Radius: 40m
Power: Cold Front
Special Ability: Ice Breath
You have the ability to use Ice Breath to hinder survivors’ progress. Using Ice Breath shoots out a cloudy jet of ice from your mouth that hinders survivors as well as fills up their Frostbite Meter. When their Frostbite Meter is filled all of the way, they suffer from the Exposed status effect for 6 seconds and are Hindered by 6% until the Frostbitten status is gone. Downed survivors lose their Frostbite over a span of up to 30 seconds depending on how full their meter was, and Frostbite is completely removed after a survivor is hooked. Survivors who are Frostbitten can remove their Frostbite by standing near Fire Pits found around each trial. There are 2 permanent fire pits that glow with a blue flame around the trial that cannot be stomped on. Survivors can create a fire pit by collecting scraps from broken pallets and lighting them with matches found in boxes that take 2 seconds to open across the map. These crafted fire pits can be stomped on, breaking them, taking 2.5 seconds. Additionally, The Viking can use Ice Breath to extinguish pits, but not destroy them.
Special Ability: Wind Chill
For each Frostbitten survivor, the air around the trial gets colder, both increasing the effectiveness of your Ice Breath and hindering progress for the survivors. You gain a tier in your Power for each survivor Frostbitten:
Tier 0: This occurs when no survivors are Frostbitten. You start the trial in Tier 0. No effects on either side.
Tier I: This occurs when one survivor is Frostbitten. The range of your Ice Breath is increased by 20%. All survivors feel a chill in the air, causing them to cough loudly intermittently, more if they are injured.
Tier II: This occurs when two survivors are Frostbitten. The effectiveness of your Ice Breath is increased by 15%. All survivors begin to feel a cold wind, causing all survivors who are not Frostbitten already to slowly gain full Frostbite over 120 seconds.
Tier III: This occurs when three survivors are Frostbitten. Survivors who become fully Frostbitten suffer from Exposed 6 seconds longer once their Frostbite meter is full. All survivors begin to shiver, making their skill checks for healing and repairs faster. Your terror radius is reduced from 40m to 28m.
Tier IV: This occurs when four or all survivors in the trial are Frostbitten, regardless of how many remain. Your terror radius is reduced from 40m to 12m. Survivors become Exhausted and take 100% longer to remove their Frostbite at a Fire Pit.
For each tier, the map fills with a cold fog depending on how high the tier is. At tier IV, it blocks survivor vision outside of a certain range.
Whenever a survivor is on their final hook State and is fully Frostbitten, they can be killed by your own hand once in the dying state.
Perks:
* Tactical Warrior
– You are a deceitful warrior, always having a winning strategy in mind. Every 80/70/60 seconds, you become Undetectable for 15 seconds.
* Immovable Object
– Your great size and stature ensure that nothing gets in your way. Gain the ability to kick pallets while carrying a survivor. Breaking a pallet in this way breaks up to 1/2/3 other dropped pallets. The survivor’s wiggle meter is paused for the time you break a pallet.
* Chilling Presence
– Your presence chills the air, causing survivors to be increasingly clumsy and careless. Injured survivors in your terror radius are Hemorrhaged and their conspicuous action sounds (generator repairing, totem cleansing, chest opening, etc.) are 0/25/50% louder.
Original concept, Killer: The Victim (Edit, I changed a description slightly and I forgot the perks)
Short lore: A medivil woman who was tortured then executed by a iron maiden for accusations of witchcraft. But she was one of the first worshipers of the Entity back when The Entity was first prayed for. though for being suspected of witchcraft she was tortured for a confession and executed by a iron maiden. But as the doors closed dark smoke engulfing the maiden, taking the woman and maiden away and never to be found
Killer power: Tortured existence
Being tortured with many tools, taught The Victim many ways to inflict as much pain as possible on others, and to please the goddess she uses these tools to please the Entity
Iron maiden: Across the map, half of the hooks in the trial will be replaced with Iron maidens. If The Victim downs a survivors, she will be able to carry them into a iron maiden like any other hook. But when a survivor is trapped inside a iron maiden they will lose all stacks of Ritual blood they are currently suffering
These Iron maidens can be sabotaging causing their doors to fall off, and will be automatically repaired moments later (aka like a normal hook sabo)
If you stand in front of a Iron maiden with at least 5 stacks of Ritual blood, after casing a small animation The Victim will step inside of the iron maiden and be able to teleport to any other Iron maiden on the map, the only acception is if a survivor was saved from a different Iron maiden in which the Iron maiden they were rescued from will be blocked for 5 seconds
Ritual blood: If the Victim hits a survivors through a basic attack The Victim will gain 1 stack of Ritual blood, the survivors can carry up to a maximum of 5 stacks
To remove these stacks a survivor must be healed which will remove 1 stack of Ritual blood
The Victim can hold up to 10 stacks of Ritual blood and starts with 5 Ritual blood at the beginning of the trial and is represented by a large vile of blood on the hud of the screen and a number beside ability icon
(I not 100% sure on the Ritual blood and iron maiden to be honest. I love the idea of resorce management killer like this, but I can see it just being completely unnecessary)
Tools of torture: Holding the secondary ability button opens up a menu (like Dracula's swapping) and allows you select 3 different wepons. A spiked flail, a Meat hook on a chain and a pitchfork
In order to swap wepons it costs The Victim 1 stack of Ritual blood and when swapping a global sound of The Victim laughing will play. And along with the wepons respective noise which can only be heard if your within 20 Meters of The Victim and a small animation will play of her putting away her wepon while taking out the other with a small slow down
Spiked flail:
When a survivor is hit with the flail they become deafened. For the next 60 seconds the edges of the survivors screen will be slightly blurred with a soft hum playing until the affect is gone and the killer terror radius will be replaced with a lullaby radius of 50 meters
(Reworked) Deafened: When deafened the survivor is incapable of hearing The killer terror radius. Instead they get a lullaby radius when within the killers terror radius. And survivors can no longer hear noise from other survivors or killers. Meaning they can't hear killer's breathing, walking or survivor runs, walks and breathing
Flail swing: Pressing the ability button will consume 1 stack of Ritual Blood as The Victim will begin swinging her flail above her head for 10 seconds. If a survivors is hit with a basic attack while Flail swing is active. They will gain 4 additional stacks of Ritual Blood (so 5 in total if hit) and be hindered by 15% (or 25%) for 2 seconds
When swapping to this wepon The Victim will make a loud metal crash within 20 meters of herself, then a global laughing sound
Meat hook:
When you down a survivor with the meet hook, you will automatically pick up the survivor onto your sholder via the meat hook (Like downing a survivor with Wesker dash)
Chain throw: While holding the active ability button, The Victim start spinning the chain above her head, the longer you charge it the longer the chain will be. Maximum charge is after 3 seconds of holding the ability, the minimum throw distance being 4 meters and maximum of 20 meters. Preparing the chain to throw costs 2 charges of Ritual blood
If the meat hook connects with a survivor when thrown The Victim will be able to pull the survivor closer as the survivor tries to struggle out of the meat hook (think death slinger lite) If the chain is broken the survivor is leaves the hook with no harm done to them while The Victim suffers a half second (to full second) stun
The meat hook also has a ark to it, being able to be lobbed over obstacles (think of the hook like a uncharged huntress hatchet only a bit more heavy) and if The Victim downs a survivor with chain throw the survivor will be automatically picked up
When switching to this wepon the sounds of metal chains rattling together will play 30 meters away from The Victim along with the global laugh
Pitchfork: Switching to the pitchfork requires 1 Ritual blood
When the pitchfork is active all avalable iron maidens will be highlighted within 20 meters of you
Impale: While holding the active ability button, The Victim will prepare to lunge with her next Basic attack, dashing forward and stabbing her pitchfork forward and giving The Victim slight turning capability (think like a blight dash curve)
The attack range of The Victim is increased and
But more narrow then a basic attack
If the survivor is hit by the impale while injured The Victim will begin dragging the survivor as they struggle (or wiggle) for 8 seconds. If The Victim stands infront of a Iron maiden or hook she is able to throw the survivor inside of it, applying a additional 7 stacks of Ritual blood (8 in total) on the survivor only if they are hooked or placed inside a Iron maiden, if The Victim fails to place a survivor into the hook or into a iron maiden and the survivor escapes, she will be stunned for 5 seconds
There's additional information on killer design and mori concept in the replies, but it's nothing directly related to killer power functionality
Perks:
Suffer as I have: Watching someones suffering makes people fear for their own life, screaming at the sight of such brutality
When hooking a survivor all survivors scream reveiling their location and suffer from exahstion for 10 seconds and ingured survivors are afflicted with hemorrhage untill healed
Wails of pain: The piercing screams of watching loved ones grief hurts the ears of everyone around them
Every time a survivors screams, any survivors within 10 meters around the around them are inflicted with 20 seconds of oblivious
Scorge hook Victim mentally:
Helping thoes who suffer often makes someone feel they are also in pain often needing to express their suffering to others
When a survivor is place on a scorge hook, the unhooker will scream every 10 seconds for the next 60 seconds and become exposed for 3 seconds after screaming (not immediately after unhook, only 10 seconds after the unhook and the exposed only happens with this specific scream, not other methods)
In the replies of this I added some additional information about desine, concept and lastly my person thoughts on what I wanted to do, compared to what I think should happen
The Traveler (Original)
115%, 32m terror radius, thematically someone stuck in time with glitchy old VCR special effects. Screams about looping over and over and things happening again and again. Survivor counterpart is them before they're stuck.
Special 1 – Rewind: Hold the special attack button between 1 – 15 seconds. For each one second held, killer will teleport to where they were 4 seconds before release, between 4 – 60 seconds. Killer can quickly attack from this state, similar to hag. (Programming wise, probably just drop an invisible node to teleport to every 4 seconds and cycle them.)
Special 2 – Fast Forward: Press the secondary power button to gain 3% movespeed every 2 seconds until ability button is pressed again up to 90% movespeed bonus, then become stunned for 5 seconds. During ability, killer cannot attack or interact in anyway.
Perks:
Break Timeline: 15/30/45 seconds after kicking a generator, it will act as if you kicked it again. If any survivors are working on the generator during this second kick, they become injured if healthy or deep wounds if injured.
Fragmenting Future: Attack cooldown is 20/30/40% faster and movespeed is increased by 5%. Every generator completed or hook state, decrease this bonus by 5% and 1%, down to -30%/-20%/-10% and -5% movespeed bonus.
Scourge Hook – Lose Past: All actions, such as generators, mending, healing, pig boxes, etc will regress at 20%/40%/60% normal regression rate when not being worked for 30/90/150 seconds. Regression will start 5 seconds after being paused in this state.
My licenced killer idea is Rambo: first blood
Akira Yamaoka – The Yaksha
“Kazan… his rage haunts these trials, I can smell the scent of blood. Let me end his reign.”
Height: Short
Speed: 4.6m/s
Terror Radius: 32m
Power: Debt of Karmic Binds
“A cursed sense of power that robs the wielder of weakness and desire.”
Special Ability: Spiritual Blitz
At the start of the trial, the Power Gauge is filled. Holding the Special Ability Button transitions The Yaksha into the Jade Blaze state and begins consuming the Power Gauge. In this state, he can perform Cyclone Leap and Yokai’s Spine. Jade Blaze can be maintained for a maximum of 60s, when leaving the Jade Blaze state, The Yaksha is stunned for 3s and the recovery time of the Power Gauge will be equal to 200% of the consumed duration.
Special Ability: Cyclone Leap
Debt of Karmic Binds has 3 charges, independent of the Power Gauge. In the Jade Blaze state, pressing the Secondary Power Button will cause The Yaksha to instantly dash forward 9 meters in the direction he faces, consuming a charge. This ability can move in all directions including upwards. Each charge takes 6 seconds to regenerate. After dashing forward, The Yaksha will linger at the position assumed at the end of the dash for 2.5 seconds, during this time he cannot move but can use another dash or a Special Attack. If a Survivor passes through The Yaksha while he is lingering or during a dash, they receive 30% Haste for 1.5 seconds.
Special Attack: Yokai’s Spine
In the Jade Blaze state, The Yaksha replaces his weapon with an ornate Guandao. This weapon can perform Basic Attacks as usual. If the Basic Attack is charged for at least 2 seconds, he will perform a sweeping attack that can hit multiple survivors in front, instantly putting them into the Dying state. This is considered a Special Attack.
If the Attack Button is pressed in the lingering position after a Cyclone Leap, The Yaksha will lunge forward and perform a precise strike ahead with his Guandao, instantly putting an attacked Survivor into the Dying state. This causes him to leave the lingering position and is considered a Special Attack.
Perks:
Scourge Hook: Repenting Woe
The Entity recognises your plea for efficiency and exacts punishment when some impede it.
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.
When a Survivor triggers the Protection Hit Score Event, this Perk gains 1 token.
If another Survivor is put into the Dying state while a Survivor is hooked on a Scourge Hook, 10/15/20% of their maximum Sacrificing time is instantly consumed. This consumes a token.
A maximum of 4 tokens can be gained and the latter effect can only trigger once per Survivor.
Bones to Blood
A sense of dread fills the air corrupting the nearby constructs and leaving their mark on this world.
For every Totem active in the trial, increase your Terror Radius by 8 meters.
When a Totem is cleansed, the Aura of that Survivor is revealed to you for 4/6/8 seconds and their Cleansing and Blessing speed is decreased by 35% for the remainder of the trial.
Reprisal
You have one duty, and you intend to see it through. Unrelated lives no longer matter to this cause.
During a Chase, this perk charges overtime for a maximum of 80 seconds. When the perk is fully charged, for the next 20 seconds, all Action speed and Movement speed is increased by 8/9/10%.
When a chase is initiated, the duration of the latter effect is paused for 5s. This perk cannot be charged while the latter effect is active.
(Original) The Hoodlum
Concept is from the intro chase scene from S2 E9 of On My Block.
Aesthetic is akin to the zany look of the gangs in The Warriors
Power (3 parts): We Run This
Start the trial with 3 charges of “Lookouts”. Using “Post Up” will consume a charge, with no cooldown between uses. A charge will regenerate over 15 seconds. When all Lookouts are “Posted Up” then charges will not regenerate. Lookouts in Chase are no longer “Posted Up”. Scared off Lookouts do not have a monitor radius. Lookouts can be scared off with Flashlights, Flashbangs, other light items. 3 “Stashes” will spawn in the trial. Stashes are stockpiles that can be rummaged through to find a random light emitting item. Each time a Stash is rummaged through the next rummage will take longer. After a Stash has been rummaged through it will be empty for 16 seconds, taking longer to restock after every rummage.
Part 1: Post Up
– Press the ability button to activate. A summoning icon (much like Pinhead’s chain summoning portal) will appear. Pressing M1 will summon a Lookout to monitor a radius (24m), coming from the closest edge of the map. If the icon is moved to a generic tile (the structure will highlight if it matches criteria) then the monitor radius will extend from the entirety of the tile plus 8m. While Lookouts are moving they have a monitor radius of 16m. When a survivor is within the monitor radius of a Lookout and not crouching then the lookout will whistle (highlighting the survivor with Killer Instinct).
Part 2: Scatter!
– Pressing the secondary ability button will cause all Posted Up Lookouts to run to the farthest map edge from their post in the straightest line possible and leave the trial. Scatter! can be activated as long as there is a Lookout in the trial.
Part 3: Get ‘Em!
– When a survivor is marked by a Lookout with Killer Instinct the ability button can be pressed again while looking at the marked survivor (they will be highlighted) to whistle and activate “Get ‘Em!”. All Lookouts Posted Up will converge on the survivor at a speed of 105% after a 3 second delay upon activation of Get ‘Em! and begin a Chase. When a Lookout touches a survivor during the Chase they will slow them (like a Pinhead chain). The survivor can break free by holding down the interact button. If another Lookout touches the survivor while held it will reset the progress bar and slow its completion rate. If a third Lookout touches the survivor while held the survivor will lose a health state. If a survivor breaks free from a Lookout then that lookout and Lookouts with 8m are slowed to 90% for 3 seconds. After a survivor has lost a health state in any way or after 25 seconds the Chase will end. Lookouts will still have a monitor radius during any part of the Chase and can mark other survivors with Killer Instinct. Get ‘Em! can be activated during a Chase. If Get ‘Em! is activated again then the Chase timer is reset. Lookouts can be scared off by a pallet stun, and can vault windows and pallets at 90% survivor speed. If a Lookout is vaulting then other Lookouts within 8m will re-path to continue the Chase.
The Hoodlum’s game plan:
– The same idea as Legion where you are “spreading the love” with your power. In Post Up you have information on survivor locations, and Get ‘Em! can help chase a survivor down like The Knight, but the main idea is to Scatter! or activate Get ‘Em! again before the chase ends so they’re bothering someone else. You want to chain activations to keep the Chase up as long as possible. And while Lookouts are in Chase they don’t count as Posted Up so you get your charges back and can Post Up more Lookouts. Basically, the longer you keep the Chase active the more Lookouts you can have on the map.
Perks
Hex: Our Turf
– Uncompleted generators and active hex totems have a radius of 8m. While in this radius and Hex: Our Turf is active: successful basic attack recovery speed cooldown is reduced by 16%.
You Think You’re Slick?
– You Think You’re Slick? is active when a survivor’s aura is visible. Increase basic attack lunge distance by 30%
Street Smarts
– After a successful basic attack Street Smarts activates. The aura of the hit survivor is shown to you. This effect ends after 8 seconds or if the survivor is further than 16m away.
imagine having old ruin and merciless storm KEKW
Killer idea:
Soldier Team Fortress Two (serious)
You have a rocket launcher with four shots, you gain one shot back every 2.5 seconds.
The rockets have a large amount of knockback.
Examples of how this could be used: Shooting in front of a survivor going for a vault to knock them away from the vault and back to you, shooting an obstacle next to you to launch yourself forward. When you are being knocked back you have limited control over your own movement for both killer and survivor, also as killer you cannot lunge while being knocked back and for a brief period afterwards but you can do a short swing (similar to when carrying a survivor), if you chain multiple rocket shots in a similar direction you can build up momentum. Survivors suffer from increased knockback if crouching when hit by explosion.
Meme idea: if the survivor is facing the rocket and gesturing when it hits them (directly only) they can "airblast it back".
you forgot to edit this part out of the video
I've been Working and been wanting criticism on my self-wanted Midchapter that Includes "A New Killer", "Changes to a Multitude of Different Perks, Specifically a good amount of General Perks", "QOL & Ingame Mechanics" and a little more – My Ones linked with a DOCS page and im open to anyone's feedback = https://docs.google.com/document/d/1EZk-meF20bJ1ApN1IAUfKVtLYeb4jhL4q0NY_Wj55kU/edit?usp=sharing
The Toy Maker
Movement: 4.6m/s
Height: Medium
—————————
Power
The Toy Maker carries 3 Clockwork Crows at the start of the match.
Interpretation: The Toy Maker can set to clockwork bird; Interpret mode (Winds up in 1.5 seconds at 4.2m/s) send it to the sky in an 8 meter radius and will appear in a white aura for The Toy Maker. The bird will hover over and when a survivor enters the radius of the bird, it will alert the killer with a crows cry and turn into a Yellow Aura until the survivor leaves the radius. When the survivor leaves the radius the survivor will suffer from the hindered (7%) status effect for 3 seconds and the bird will take 3 seconds to fly back to The Toy Maker. The Toy Maker can recall birds with a 5 second fly cooldown.
Dive: The Toy Make can set to clockwork bird; Dive mode (Winds up in 1.5 seconds at 4.2m/s) send it to the sky in an 8 meter radius and will appear in a white aura to the Toy Maker. When the survivor enters the radius of the bird, The Toy Maker will see its aura in red and will have 5 seconds to choose to take the Birds Eye view. When in Birds Eye view, the bird can dive down in attempt to attack a survivor. A survivor hit by a diving clockwork bird will be injured and will be inflicted with the Broken status effect for 25 seconds. Diving birds cannot put survivors into the dying state. The Clockwork bird will take 3 seconds to return to The Toyer Maker.
Clock Time: The Toy Maker can set to Clock mode. While in clock mode, The Toy Maker can wind up a Jack Box (Winds up in 1.5 seconds at 4.4m/s) and throw it at an area on the map. The Jack Box will tick for 2 seconds and set off an explosion of confetti in a 3 meter radius damaging survivors for 1 health state.
Perks
Pick Pocket
When hitting a survivor with a basic attack, render 1 perk from that survivor useless for 20/25/30 seconds.
CD: 80/70/60 seconds.
Hex: Last Wish
When the last generator is complete, this hex activated (it is on the map from the start of the trial though). All survivors perform all actions 30%/40%/50% slower (opening gates, healing, cleansing, etc.)
Scourge Hook: Demonic Blood
4 random hooks are turned into scourge hooks. When you hook a survivor on this scourge hook for the first time, gain a token. For each token, you cannot be stunned by any means (pallet stuns, flashlights, flash bangs, etc. (Does not work with spirit furry and does not counter decisive strike.)
Killer: The Beast (Kind of a blend of wendigo and goatman, call it whatever you want)
I started writing this at the start of the video, and then you got to "The Mutant" suggestion and I realized this is extremely similar. Hopefully this expands on the idea in a meaningful way, but I recognize that the originality here is probably a bit lacking. I'm shooting for a design that is eminently achievable with the current code base without too many far-reaching balance implications but still adds something unique to the game.
Classic pop wendigo/goatman lore, we've all heard the creepypastas. Unfortunately the "impostor" trope is a pretty big part of goatman lore, so the impostor mechanic is unavoidable. Hopefully I did the idea justice.
Visually: A large emaciated humanoid with large claws, dark grey/brown matted fur, an awful hunch, and a skeletal deer head. (should definitely have non-antlered/fleshy skin to more accurately fit the OG wendigo lore. A goat head skin would bring it closer to goatman lore)
Audio: Very loud footsteps and heavy breathing
Speed: 4.6m/s
Terror Radius: 32m
Passive Power: One With the Forest
You see the aura of all crows within your terror radius and when a survivor begins to cleanse or bless a totem, they scare all crows within 16m of that totem and you see the auras of those crows as well. While survivors are outside of the Beast's terror radius, they occasionally hear distant noises reminiscent of the the Beast's Bloodthirsty Rush scream.
(Probably an addon to let you see the auras of ALL birds or something but it probably comes with some meme side effect)
Power: Shapeshifter
You switch between Beast form and Survivor form. When in Survivor form, you take on the form of a survivor. You become undetectable and you appear to each survivor as a copy of another survivor in the trial (same visuals and audio), but with randomized charms and no items. You do not scare crows in Survivor form. (camera should also probably become 3rd person) Your speed becomes 4m/s and you can mime survivor actions such as crouching and emoting as well as healing and gen repair, however you do not contribute to their progression. While near survivors, you study them, building your knowledge of each survivor individually. You study survivors faster the closer they are to you. Once studied enough, a survivor becomes exposed for 30 seconds at the end of which, their knowledge resets to zero.(I'm thinking it should take ~30 seconds to study from within 16m and ~7.5 seconds from within 4m)
(Could probably have addons that affect study time, maybe addons that make you hinder instead of help when miming "co-op" actions, and probably addons to give survivors exhausted/hindered/etc. when fully studied)
Power: Bloodthirsty Rush
While in Beast form you can perform a Bloodthirsty Rush. You let out a heart-stopping screech and begin charging forward at 5% increased speed and this speed accelerates over the duration of the rush to a maximum of a 50% increase after 4 seconds of rushing. The rush injures the first survivor it hits, and ends after hitting a survivor or after 6 seconds have passed. While rushing your turn radius is greatly reduced and when you collide with a wall/object, you immediately change directions to follow the wall/object(There is no pause upon collision, and the direction is affected by the direction you are aiming your mouse at the time of the collision). Upon colliding with a vault, the rush ends and the Beast begins a 3 second chomping/grasping animation. (basically the hitbox through vaults extends significantly further, but triggers a bubba-like tantrum). An injured survivor hit by this special animation is grabbed. Additionally, if a survivor is hit by the Bloodthirsty Rush and there are no other survivors within 24 meters, the survivor suffers the mangled and hemorrhage status effects. Bloodthirsty Rush has a 8 second CD.
(Probably addons that affect the "tantrum", addons that affect the rush duration/turn radius/speed/cooldown
General explanation/intention: The goal is to have a killer with a fun/interesting stealth power that makes survivors paranoid while near other survivors. The few differences (charms/no crow scaring/not helping with progress on co-op actions/no items) should allow attentive survivors to figure it out, but the study speed gives them a relatively limited window to do so. Shapeshifting shouldn't slow down the Beast and should happen relatively quickly (0.5 second animation). This stealth should be pretty comparable in power to killers like ghostface who "mark" survivors to expose them, but hopefully meaningfully different in terms of fun/vibes. Additionally, it would be much harder to "pre-stalk" survivors and save them for later like ghostface can. The rush is most comparable to blight rush with less flexibility, but a little bit of an edge on the cooldown/vault interaction. Using it for mobility is doable but would certainly undermine the stealth ability. The stealth ability will encourage survivors to split up and avoid each other (although you're only really encouraged to distrust survivors you haven't seen recently). The rush ability should encourage survivors to stay nearby to avoid the hemorrhage/mangled. Ultimately this is going to feel like a blight/ghostface combo with a little bit of crow info for spice, but hopefully not better than either in their own niche and hopefully thematically and mechanically distinct enough not to crowd their own design spaces.
Perks:
Hex: Lair of the Scornful
Survivors within 32m of a hex totem suffer a 10/12/15% speed penalty to healing and repairing actions.
Autophobia
Survivors gain a 3/4/5% speed penalty to all actions (repairing/self-healing/vaulting/searching/etc.) when further than 36/32/28m from other survivors. This perk deactivates once a survivor is killed or sacrificed.
Overt Paranoia
Survivors performing co-op actions outside of your terror radius occasionally scream (once every ~30 seconds). Skill checks triggered while performing co-op actions are slightly more difficult and slightly more frequent.
Perk explanation/intention: I like the idea of boons for killer, so I wanted a hex perk that affected an AoE around totems. The AoE nature of it would help survivors find the totems, which can be a downside, but it also encourages players to find them and cleanse them, since it is a much less daunting prospect when you already have an idea of where they are, which helps with general slowdown. Hopefully the effect is strong enough to make up for the fact that it draws attention to all your hexes. Autophobia is a perk that hopefully would encourage survivors to work together, to counteract the incentive to split up that The Beast would bring. Overt Paranoia would act like a distortion but with less consistent information but a broader application and a visible/slightly annoying queue to survivors.
Overall I think the survivor form could bring a lot of interesting interactions and, admittedly, endless meme potential and unavoidable T-bag potential. The rush should be strong/fun enough to allow for interesting chases, and the perks should hopefully help patch up a few of the weaknesses of the killer. Hopefully fun to play and to play against.
Concept art more like skibidi art 🤣🤣😂
Killer: The Parasites
A human body overrun by parasitic creatures resembling worms and centipedes, burrowing under the flesh and taking control of their host.
Speed: 4.6 m/s
Difficulty: High
Height: Normal
New Status: Infestated
– Survivors' auras are revealed when they are farther than 40 meters away from The Parasites.
– Auras revealed by any means linger for an additional 4 seconds.
– Basic attacks apply Infestated for 10 seconds.
Special Mechanic: Hosts
– At the start of the trial, 2 bot-controlled survivors spawn alongside the real survivors. These bot-controlled survivors are one hook state away from death.
– The Parasites can perform a Special Mori on Infestated survivors who are on their death hook, turning them into Hosts.
– While not being controlled by The Parasites, Hosts will remain still and block any windows within a 2-meter radius.
– Hosts move erratically, with uneven and unnatural pacing.
Special Mori: Parasitic Overrun
– When near a dying Infestated survivor on death hook, The Parasites can take over the survivor by overrunning their body with parasites, turning them into a Host.
Special Ability: Control Host
– While looking at an available Host, The Parasites can cast this ability for 4 seconds to switch control of the Host.
Special Attack: Burrow Into Flesh
– This power cannot be used when there are no other available Hosts to control.
– The Parasites send out a scout parasite in a straight line. The parasite can burrow under pallets but cannot pass through windows.
– If the parasite connects with a survivor, it sends a massive wave of parasites into their body over 4 seconds.
– During this effect, The Parasites move at 2 m/s.
– At the end of the effect, the survivor loses a health state and becomes Infestated for 60 seconds.
– After using this ability, The Parasites are forced to switch control to another Host, rendering the current Host unavailable for 20 seconds.
– During this time, the unavailable Host can be heard pleading for help or begging for release in a broken, tortured voice.
Perks:
Opportunist
When putting a survivor into the dying state see the aura of survivors within 16-meters for 3 seconds. 20 seconds cooldown.
Infestation
Every time a survivor loses a health state gain a tokens. Up to 10 tokens.
After kicking a generator consume all your tokens to block it by 3 second per token.
30 seconds cooldown.
Hex: Zoonosis
Survivors who disturb crows reveal their aura for 2 seconds.
Once survivors disturbs 30 crows, the aura of this Hex Totem becomes visible within an 8-meter radius.
Each time the Hex Totem is deactivated, it can be reactivated on another totem after survivors disturb 15 additional crows.
Add-ons (for flavor):
[Ultra Rare] The Hive Hungers:
When performing a Parasitic Overrun you no longer make a Host but instead consume the survivor's body.
Burrow Into Flesh can be used always and doesn't make your current host unavailable.
For each body consumed the movement speed while sending the wave is increased by 1[m/s].
Once three bodies have been consumed a host spawns in the trial.
[Very Rare] Dormant Gene – Wings:
The scout parasite flies allowing it to go over pallets and windows, but can be squashed by dropping a pallet.
[Rare] Agressive Mimicry:
Non-controlled Hosts no longer block windows but can fake opening chests, repairing generators or staying inside of lockers.
When survivors come within 1-meter of a faking host, they are Infestated for 10 seconds.
[Uncommon] UV flashlight:
You can't move while sending out the massive wave of parasites but it's done in 2.2 seconds
[Common] Dormant Gene – Pheromones:
Infestated survivors leave a path of pheromones behind them that lasts 10 seconds.
What a cool idea for a video, hopefully it doesn't get dropped for 2 years
I've been looking for content creators who might do something like this, because I've been making some Killer/Survivor mechanics for The Blorbos From My Shows, and have some rather complex ideas- is sharing those okay, or do they have to be original concepts?
wanna build off that guys pirate concept cause seems really cool but some tweaks are needed:
scrap the duel concept. really fun idea but high risk low reward for the survivor & the idea of skill checks mid chase seems odd to me.
Make it so a number of treasure chests spawn on the map. Survivors can loot them and have like a 75% chance to get a rusty sword and a 25% chance to get a treasure map.
treasure map would be used to find a randomly generated x on the ground (maybe recycle the glowing pillar map add on animation?) and a short dig animation would give the survivor a new sword (probably with a cooler name)
survivors can hold m2 to block either of the killers special attacks (not m1s). when blocking they bring it up and stand still (think of a standard parry). A rusty sword would break after a successful block and the new sword would be infinite. a successful block would stun the killer for a short time and give the survivor a chance to run away. maybe the new sword stuns the killer for longer.
keeps the idea of the survivor and killer “dueling” while having it be more of a standard chase interaction and providing direct counterplay to the killers antiloop (makes sense since he has 2 lethal chase abilities)
plus the idea of the new sword being much stronger in denying the special abilities encourages interaction with the secondary objective
For the Old Man I would change the door room to be that if you pick the right door you come out exposed away from the killer with a short aura reveal or Killer Instinct, if you pick the wrong door or take too long, say you have like 5 seconds, to pick you come out in the dying state instead but the rest would be the same. Would mean it's not overly powerful since the killer would still have to trek over to pick them up, but not so weak as to do less than a regular M1.
An idea I thought of a while back for the fnaf collab was to make the killer the remnant possessing the different animatronics around the map all with different powers like foxy having somewhere between and wesker and chucky dash, chica using her cupcake as a projectile that locks on like twins, Bonnie being a stealth/stalking killer (kind of like ghost face but instead of exposing do something else like incapacitate the survivors), and Freddy having traps that slow survivors (like Freddy Krueger). Switching between the animatronics leave them idle(like twins with no killer instinct) and gaining “remnant”from survivors by using the killer powers, temporarily powers springtrap who is a basic m1 killer except for his ability to force the other idol animatronics into a frenzy, wildly lashing out breaking pallets and injuring survivors nearby. He can also activate and aimtheir powers remotely.
Perks
One perk idea had is one that messes with the gates. Something along the lines of doing a chest after the perk activates to make a exit gate able to be progressed(also the perk makes it to where even when progressed it can regress if no survivors are in a certain radius. In reference to the iconic ending scene of the pizzeria sim game.
Another perk is a hex that doesn’t have a totem like pentimento. For every totem that was broken survivors are hindered by 1%. The hex totem spawns in upon gaining 3 stacks and doesn’t take up a dull totem rather making a new one that has its aura exposed to everyone in the match.
The final perk makes gens regress map wide while carrying a survivor even if someone is on a gen though it can be cancelled out if there are multiple on a gen.
praying someone's buys out behavior to be honest they hold this game back so much
Killer: Corrupt Angel. 110 movement speed.
Slightly above Average height. 32 meter terror radius.
Observing the folly of man for many millenniums has caused your heart to darken. Your wings once a pure snow white is now black as the void itself. You can't stand for this any longer. That's when the entity appears with an offer before you beckoned by the hate you carry. You accept.
Power:The evil inside-A survivor hit with darkness will cause their corruption meter to begin increasing. Continuous darkness exposure increases the meter faster. Becoming fully corrupted Causes a decrease to survivor repair and healing actions by 10% and skill checks meters become smaller and sporadic.
Survivors can purge the darkness from their hearts by bathing in 1 of 3 pools of light around the map for 5 seconds.While survivors are in a pool of light they are immune to waves of darkness only.
Ability:Waves of Darkness- Hold the secondary action button to raise and imbue your scythe with darkness. Has 3 levels of charge that can all be free aimed. You are slightly slowed while charging. Continue holding the action button to increase power and range.The cooldown increases with each level of charge.
Level 1 will fire a singular vertical slice of darkness that travels 10 meters
Level 2 will fire 2 horizontal waves with increased speed with a range of 20 meters.
Level 3 will fire 3 diagonal waves with a range of 40 meters. And will injure survivors.
Perks
Fuel my Hate: When you are stunned or blinded you gain haste 2/3/5% and your basic attack cool down is reduced by 15% for 10 seconds. Afterwards this perk goes on cooldown for 70 seconds.
Scourge Hook- No More Heroes: When a survivor is rescued from a scourge hook while you are 10 or more meters away the rescuer becomes exposed and has their aura revealed for 6/8/10 seconds. The rescuee suffers the mangled status effect until healed.
Hex-Embrace the Dark: Hitting a survivor with a basic attack lights a dull totem.That survivor become oblivious and blind for intervals of 10/11/12 seconds with a 5 second cooldown before the next interval starts again. Hex embrace the dark can only effect a survivor once per trial.
Feedback is much appreciated. This was fun to make.
The Vessel
Tall
32m TR
4.6m/s
A madman touched by a cosmic being that wishes to observe and unite all life, willing or otherwise. Only really relevant appearance detail is that instead of a head, the killer has a long neck stump that ends in a massive glowing eye (sort of like Bongo Bongo from OoT). Main inspiration for how the killer would look/move is how a Milkweed Rune + Kos Parasite hunter moves in Bloodborne- a floppy, alien freak.
POWA
The Vessel can place eye sentries (Maybe 6 or so? Add-on adjustable), which can be quickly plopped onto a ground surface near the killer, which serve two main functions-
The first is that you can point at one and look through it. However, when this happens, you will have a "picture in picture" view through the sentry- whatever the sentry is seeing will occupy the center of your screen, while the periphery will still show the killer's view. You are not slowed when doing this and still have full movement control of the killer, including the ability to attack, vault, and perform break actions, with simultaneous camera control of the killer and the sentry. This shift would be obvious to survivors because the killer's glowing eye will turn dim, but the eye of the sentry will light up, but it also comes with the killer's full terror radius being moved to the eye he's looking through. Eyes can't be broken/disabled in their default state (more on that later) by survivors, but since they are your eyes, they can be flashlight blinded while looking through one.
The second function is that the killer can M2 while looking at an eye to try to "reunite" with it. Spamming this 3 times in a quick succession will cause the eye to become unrooted, flying back to you and returning one eye charge to be placed elsewhere. More importantly, each time you try to "unite" with an eye, you are pulled towards it in a straight line- this works as a lunge/speed boost in the direction of they eye, with no wall crashing and you can attack/lunge during it. However, the force of the pull is determined by how far away the eye is. Placing an eye at your current loop mid-chase would provide almost no benefit. An eye 1 tile away would be a much stronger dash, and 2+ tiles away would be even faster. In addition, the dash is in a fairly rigid straight line towards the eye, so while you don't bonk into walls, you can lose momentum being dragged into them. Otherwise, the only real restriction on spamming it is that if you do it 3 times in a row the eye will unroot, which can be avoided by simply pausing briefly between every second dash if you want to use it for map traversal. With the proper speed and angle, if you hit space during your dash you can perform an accelerated break/vault on a pallet/wall/window in your way, with the speed being boosted by how aligned you are with the eye you're boosting towards. So if its a straight line between you, window, and eye, a much faster break/vault, the further your angle strays from that it becomes less noticeable, sort of like a variable fast-vault for your dash.
When an eye has been pulled upon to unite within the last few seconds to use your dash, it will yank in the direction of The Vessel and will be "loose" for a few seconds before it re-roots itself. During this period, a survivor can interact to struggle for a few seconds and pluck it out of the ground, at which point it will attach to the survivor's head. The Vessel looking through the eye in this state will give you a first person version of the survivor's view, you will not be able to see the eye's aura as if it were on the ground, but they will get a loud noise notification when it's plucked. The survivor will be oblivious with the eye attached, however their vision will have a blue cosmic haze to it and they can see ethereal tethers connecting their eye to both the killer and the other eyes on the map that pulse every few seconds. The eye will be removed and returned to The Vessel by either attacking the survivor, if they enter the dying state through other means (plot twist, deep wounds), or if you try to unite with the attached eye via your power, which will only allow one dash but it will be a dash that both moves you towards the survivor and the survivor towards you. The survivor can also perform a 15s "snap out of it"-style action to remove the eye from their head with skill checks, requiring them to stand still for the duration.
POIKS
Revelation
Being able to see all things can be overwhelming. Any time you are stunned or blinded, the auras of all things whose auras can be revealed (survivors, hooks, vaults, chests, dropped items, etc.) are revealed for the next 8/9/10 seconds, in random but categorically distinct colors. (All survivors might be blue, all hooks might be orange, etc.)
Imitation
Sometimes a less conspicuous vessel is needed to observe. When you perform a basic attack on a hooked survivor, they do not scream, and Imitation activates. You take on the appearance of the hooked survivor, become undetectable, and your speed is adjusted to 3.6/3.8/4.0m/s. Performing any attack, power usage, vault, break, or other interaction will deactivate Imitation and dispel the illusion.
Obfuscation
Being an impartial observer can mean being blind to petty differences. The map spawns with an additional dull totem. All totems, whether dull, hex, or boon, glow with a green flame that obscures their true nature. Blessing a dull totem takes 80/90/100% longer than normal. You can no longer see the aura of your own hex totems, or broken totems (for no specific perk in particular). When a hex is broken, the map-wide audio can still be heard, but the location of the broken hex is not shown to any player.
So I originally made this in April of 2020 and I figured it would be more fun to post it as is rather than try to update it to what it would look like today. You'll notice that it shares a lot of design space with The Artist. At the time I was disappointed with the lack of set-up/trap Killers which was always the more enjoyable playstyle for me over having yet another Killer with a chase/loop power.
Chapter Name: Gathering Flock
New Killer: The Crowmother
Speed: 4.6m/s
Terror Radius: 32m
Power: The Crowmother starts the trial with 3 power tokens. Use the primary power button (right click) to consume a token and throw seeds at a designated spot on the ground. Crows begin to gather at the seeds and will form a flock after 12 seconds. Primed flocks will caw loudly, alerting survivors within 16 meters to their presence. Once a flock has gathered, the Crowmother can use the secondary power button (ctrl) to activate a flock she is looking towards. A gathered flock will take flight for 4 seconds, forming a living wall of crows that has a length of 10 meters and a width of 1 meter. Survivors cannot pass through walls of crows.
Spent tokens recharge once a gathered flock has been used, regenerating over the course of 8 seconds. (for a total of 20 seconds between gaining a new token and setting up a new flock)
Perks:
Destructive Joy
After damaging a generator or destroying a pallet or obstacle, gain 4 % increased movement speed for 4/5/6 seconds.
“Playtime is over, children.” – Aliyah Garnet
Ornithophobia
When disturbing a crow during a chase, survivors suffer from the Exposed status effect for 1/2/3 seconds.
“Pitchblack birds are the gateway to it's realm. And once you know the intention behind their blank stare you will learn to fear them as much as I do.” – Valerie Thurmond
Hex: Sanguine Mimicry (this one would work much better as a scourge hook these days)
When you hook a survivor 1/2/3 hooks from within your terror radius become occupied with an illusion of the hooked survivor. Injured survivors who rescue an illusion suffer from the broken
status effect for 90 seconds. The Killer can hook a different survivor on an occupied illusion hook, destroying the illusion in the process but keeping the remaining ones intact, as well as adding new illusions to empty hooks within their terror radius. Illusion hooks are highlighted in yellow to the killer.
“This place is mimicking my failures as much as yours.” – Aliyah Garnet
Okay, so I have submitted this at least twice (I think 3 times) to BHVR over the last year and a bit [with some changes here and there], and I'm hoping everyone can discuss the Twins and the prospect of them not sucking balls to go against. I just like obsessing over killers that need help, and I'm trying to make something I enjoy going against; as well as play with.
Okay, so the Twins needs to start with one major change first and foremost-
1. Charolette actively drifts towards Victor- and when she gets within a certain radius she blocks a doorway and watches her brother "play" (Eerily similar to how the snowmen acted this year >3> probably a coincidence)
2. Victor no longer sprints with W super Speed, he is now a normal speed killer. (His pounce stays the same, no M1's for him.)
3. Victor gets a dash meter, when hitting the button he instantly dashes forwards on all 4's, and he gains slippery movement- allowing him to drift around a loop and charge his pounce at the same time. When not using his dash for a couple seconds it begins recharging. (Billy main making a killer go BRRRRR) [Or he can stand still and pounce from a distance as usual]
4. Victor now binds to a survivor when he downs them as well, limiting him to one down per Victor spree, and acting like a bear trap that prevents pickup- but not recovery (WAIT, don't stop reading I know how that sounds, look at the next one!!!)
5. Charolette moves slower when Victor is not in her chest.
Please discuss, I have a few other nit pick points on speeds of stuff but those are the only main changes that I think need addressing.
The Valkyrie
Battlemaiden
While the Valkyrie holds her spear, her attack ranged is increased at the cost of being able to turn after the attack starts.
When the Valkyrie doesn’t have her spear, she attacks with her shield like a normal basic attack.
Special Attack: Spear Toss
While holding the spear the Valkyrie can charge up her attack to throw the spear. The spear will stick itself into the first object hit.
If the spear hits a survivor it becomes embedded. While embedded, fast vaulting a window will only be a medium vault and cannot be healed.
Survivors must do a short interaction to remove the spear where they will drop it.
The Valkyrie can do a small interaction to pick up again. After 30 seconds without her spear, the Valkyrie can summon it back to her hand.
Special Attack: Shield Bash
When the Valkyrie is without her spear, she can hold the secondary attack button to ready a charge. When released she rushes forward, damaging the first survivor hit. Any pallet stun while the Valkyrie is readying or charging with shield bash is reduced by 50%.
Perks
For Honor
The challenge is issued and I shall not back down.
When a survivor blinds you, they become challenged for 60 seconds and their character portrait is marked. While in chase with a challenged survivor, you break pallets and vault windows 15% faster. A challenged survivor is exposed for the duration. If the survivor outlasts the challenge, they gain a 7% haste effect for 60 seconds.
If you down a challenged survivor on death hook, you may mori them within 15 seconds.
Shields Up
After you attack, always be prepared for a counter attack.
After hitting a survivor with a basic attack, being hit by a pallet within the next 5 seconds instantly breaks the pallet. The stun is increased by 1 second. This stun cannot be reduced.
The perk then goes on cooldown for 60 seconds.
Valhalla Awaits
We shall not wait for death to come to us. We shall bring it swiftly to our enemies.
At the beginning of the trial, gain 10% haste for 15 seconds. This effect ends early if you start a chase.
When you start a chase, the survivors' aura is revealed for 3 seconds.
Killer: The Primate
Lore: it's a gorilla that was experimented upon, making him a bit more intelligent, but a lot more agressive, and bizarre looking. Obviously killed the whole research team, then got snatched by the entity.
Primary power: Grab
You can grab things, like dropped pallets, breakable walls, maybe dropped survivor items, and survivors themselves. The survivor grabbed this way does not lose any health states.
The list of grabbable items should be a bit bigger, maybe add killer specific objects. To make it more fun, it could be items from other killers, like bear traps, so the survivors get a bit bamboozled.
Grabbing should have lets say a 1.5 second animation, and while holding anything, maybe have the base carrying speed.
Throw
When you have a grabbed item/survivor in your hand, you can throw them, like a huntress hatchet. Survivors thrown this way work similarly to Wesker throw. You can hit survivors by throwing objects, or survivors at them.
Pallets and breakable walls get destroyed, while killer specific objects remain at impact area.
Note: you can throw carried survivors as well. When doing so, struggle meter fills up twice the amount compared to simply dropping.
After throwing, play a ~1 sec animation of the killer hitting its chest and roaring, like gorillas do.
Secondary power: Jump
It's a fast jump, maybe around 5 meters long depending on curve/height, almost no windup, with lets say 10 sec cooldown. You can jump over obstacles, anything smaller than a Nemesis. This includes pallets and windows, so even on indoor maps this can be of some use. Hitting a survivor with the jump grabs them, even a downed survivor, with a shorter animation.
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Perks:
Perk 1: dominance
When missing an attack (basic OR special attack as well), every survivor within 4 meters of you scream, and are 3% hindered and exhausted for 6/8/10 seconds. 10 sec cooldown maybe to avoid problems.
Perk 2: focused rage
When initiating a chase with more than 2 people (within a 1-2 second window), one of them randomly becomes the obsession. If the obsession is unchanged, the obsession becomes exposed for 30/45/60 seconds. Otherwise, get 10% haste towards the new obsession.
Perk 3: natural/friendly
Gain a token every 30 seconds. For every token, you can spawn a crow, or the map dependent version of a crow at your location. No cap needed IMO.