Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Slow news cycle for DBD until Wesker, so I thought this would be fun.
http://www.twitch.tv/ScottJund
source
Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg
Slow news cycle for DBD until Wesker, so I thought this would be fun.
http://www.twitch.tv/ScottJund
source
I'd like to see some type of summoner killer, but since the "Summoner" idea doesn't really fly in DBD, here's my theory:
Some type of puppeteer killer, who uses their power to issue basic commands to their puppet such as 'Harass this Survivor' or 'Guard this generator'. Maybe give the puppet some sort of buff for being far away from the Killer, like increased movement speed or something. Addons could give the puppet the ability to debuff nearby Survivors with Blindness or Oblivious, or maybe give it unique interactions with more props.
The Animatronic: springtrap is a master roboticist, whose lust for blood carries on in every machine hes built.
Springtrap spawns alongside 6 animatronics, who at first stand motionless around the map. Springtrap can stand close to them to activate them, causing them to begin to move, animatronics follow the exact path of the animatronic in reverse, moving animatronics have a red stain, but no terror radius. When a survivor stands close to a moving animatronic, it jumps at them and causes them to scream, before crumbling to the ground again. If they are blocked by a fallen pallet, they will block it for a while before crumbling.
Secondary ability – misdirection: Springtrap can press the secondary ability button to stand still, mimicking a deactivated animatronic, losing their terror radius and gaining a speed buff for a few seconds after moving again, if the ability is pressed next to a locker the springtrap will enter and exit wearing a different animatronic body.
Addons:
-rotten servos: leaping animatronics apply hindered
-barbed servos: leaping animatronics apply deep wound
-hardened servos: leaping animatronics damage healthy survivors (or inflict exposed for a short duration if damage is too strong)
-teeth-lined servos: leaping animatronics inflict mangled and hemorrage
-explosive servos: leaping animatronics inflict blind and oblivious
-electrified servos: leaping animatronics cause generators close to it to regress 10%
-Spare parts: all animatronics wear the same costume
(Normally each of the three cosmetic slots corresponds to one animatronic)
Imagine having 6 motherfuckers patrolling the map, yet you can't use it to camp because for every second you want an animatronic to stay close to a place, you have to stay close to that place beforehand.
https://youtu.be/l1mRq1gxFiU made this a few month ago
An idea I had years ago was the Killer can leap up in the air and with the initial leap he can move forward, and/or left/right a pretty sizable amount, and then he can come down with a punch and leave like a shockwave. Both parts of the animation are pretty quick as well (similar to New Castle ULT, if you've played Apex the last 2 seasons). Landing directly on a Survivor would insta-down, landing near that they get caught in the shockwave would injure, and unless he hit them directly the killer would be animation locked and slowed for a few seconds.
So basically, my idea was Wesker, but if Wesker jumped in the air instead of dashed lol. Obviously the glaring issue is that jumping would probably be buggier. For instance, how would it work on indoor maps, or maps with structures? Either he's jumping through the ceiling and will have 0 idea where he's landing (on top of Survivors also not knowing where he's gonna land), or his jump will get massively neutered by the ceiling, and stop him from going up high.
And by far the hugest issue, is he'd literally ignore all game mechanics even harder than Nurse lol. How tf do you pallet stun something that lands on top of the pallet? And even if you stunned him, he leaves a shockwave!? It'd probably have a mechanic like Nemesis Whip or Legions frenzy where it can't down easy with the shockwave, cuz otherwise he'd be insanely broken. But yeah looping doesn't work because he just jumps over the entire loop, and could land ON THE LOOP!? Windows would be pointless, unless they're like Ironworks building, where he can't jump over the window. Pallets would also be largely pointless. So what do you do against this killer lol.
But yeah he's cool as shit in concept, broken as fuck in practice lmao. Figured I'd share since he's shockingly similar to Wesker, and I'm not original enough to ever have another idea.
I want a viking that used a ghost/snowmade wolf that could track survivor blood, hunt and down them, then drag their body towards the viking
I've sent this like three times at this point but youtube mobile apparently just doesn't work anymore. Anyway, you can find a bunch of killer concepts of mine on Reddit under the name Vonbagel, but I'll post the short version of my three favorite ideas here:
The first is the Milkweed, an eldritch parasite clinging to the Entity and feeding off its hard work like a tapeworm. It can pin one survivor a trial and turn them into Patient Zero, and then by channeling for a few seconds it can root itself in place and send its senses into PZ, seeing as if it were standing in their spot. The infection can spread to other survivors from PZ, but it can be temporarily halted via a few means (like healing others). Milkweed can channel to see through infected survivors as well, and while seeing through their eyes it has a special menu that lets it muck with them in small ways, like forcing a skill check, forcing them to t-bag, or forcing them to walk towards it, but each compulsion is on a separate cooldown.
Second is the Beldam. An awful old woman so consumed with hatred that she became hate incarnate. Like a reverse Myers, she stares at survivors to build up their Malice, which gives them minor slowdown but more importantly prevents them from working together, and eventually causes them to attack each other. Survivors can find special Nazars by rummaging through chests, one per chest per trial, which absorbs Malice and protects them from further infection, but once a Nazar breaks it's gone for good. Indirect buff to scratched and broken coin, as the less chests in the trial, the harder it is for survivors to cleanse their Malice.
Last is the Briarking. An evil druid type that begins the trial with three charges of his power that allows him to infest props with thorny brambles that have different effects based on the prop. Lockers are held shut, pallets are slowly destroyed (even if raised), gens regress even as they're worked on, windows damage survivors that vault through them, etc. The Briarking's power can't recharge unless he hooks survivors, and even then he gets only half a charge unless he uses the special Letting-Stone prop that spawns at the center of the map and acts as a fifth scourge hook.
New killer "The Big One". This killer would be a license killer from the jurassic park franchises. The killer would be a velociraptor from the first film of the series. Holding down the ability 1 button will cause you to charge a pounce attack. This would act like a attack Shred that the demogorgon has but if you look up it will give verticality allowing you to jump over pallets through windows over obstacles and up to second floors of buildings. If the survivor is already injured they will be put into the deep wound state if hit by this attack and put into the dyeing state if hit again.
At the start of the game another raptor will spawn. Its aura will glow white to you. It will roam around the map. If you get close to the raptor. You can interact with it. Doing so will open a wheel of commands you can give to it. The cammands are follow (which will have it follow you around the map) Protect (which will make it stay in a area of 15 meters of were you gave the command) and last is roam ( which will have it wonder around). When the raptor detects a survivor its aura will glow yellow and will begin to chace them. They move slightly slower then a survivor but they can still injure them if they get close enough. If a survivor stuns them the raptor will be knock out for 30 seconds. When the duration ends they will get back up and start to roam the map.
Literally any of this dudes concepts for license killers, https://www.youtube.com/c/Rarithlynx/videos mans made a demo perks and game renders its cool to watch
What if there was a killer that could call some form of mini airstrike or something like that. They would mark a small circle and something falls from the sky damaging everyone in the circle. Of course it wouldn't be to large or anything, maybe twice the diameter of a surviver, but it would force survivers to look into the sky to watch out for incoming attacks, and force survivers to avoid them.
Alternatively you could have a killer that calls an AC130 for an indiscriminate air-raid and everyone fucking dies
While not necessarily a new killer, Freddy is in dire need of a rework, and I think the best way to do that would make Freddy work in tiers and as survivors get more tired, he’s to become more powerful. But rather than Freddy operating in tiers, the survivors would be the ones in tiers which will help Freddy as Freddy can focus on survivors who still need to get to more powerful tiers.
In tier 1, Freddy basically operates like a standard killer, however he is able to teleport to gens and set ho dream snares while they are awake. To cause survivors to progress into further tiers, you must chase them and attack them to boost the passive rate.
In tier 2: Dream snares start to activate, and in addition to Freddy’s terror radius, a faint lullaby always plays in the background. In addition, Dream Freddys will sometimes be shown running up to you before leaving the last second in not always on your toes. Lastly, every so often, you’ll get strange illusions such as a lit dill totem, or a normal gen that looks like it’s regressing.
Lastly in tier 3, you finally enter the Dream World, the lullaby from before replaces the terror radius, Freddy has less of a cooldown for teleporting (if all survivors are in this phase). Freddy’s illusions are also upped to 11, making the dream world look very strange. In addition, Freddy can banish survivors to a dream realm (which is basically Pyramid Head’s cage, but it teleports every 60 seconds rather than Freddy getting to the cage unlike Pyramid Head. In addition, if on two hook states, Freddy can send the survivor to his Dreamworld ala Pinhead.
While similar to the Freddy we have now, the bit of Pyramid Head snd Doctor he has in his kit will help him in the long run.
I would like to see a killer that is stronger than survivors at the start of the game, but as the game goes on the killer gets weaker and weaker. Not sure about powers but just a proof of concept where survivors open a box to find a "weapon" ie moltov etc. where throwing it at the killer makes the killer weaker/slower. The killers shell/armour/horde of monsters ie. phalanx from demon souls get peeled off until eventually the killer is left as a basic m1 killer with nothing left. Just ballpark and say the killer is about 50% more powerful than nurse but as the game goes on eventually they have no power and just an m1 around the time 1 gen is left.
Sometimes it is really frustrating as killer when gens are popping left and right at the start of the game. I know the general concept is killers get stronger as the game goes on, but that is what made me think about this idea of flipping that on it's head. Now I do understand that this killer would be hard to balance, as stacking early game perks could be broken. I could also see a lot of survivors dc before even trying to play the game out being a problem so it would be hard to balance.
Basically I think Freddy needs another rework. Basically it’s old Freddy but survivors are teleported into a separate map after they fall asleep. It’s pretty complicated but I got most of it figured out.
New Killer: Scott Jund
"It's Junding time…"
Scott Jund appears as would any other survivor, typically adorning the garb of Dwight Fairfield.
Permanent Undetectable Status Effect
0m Terror Radius
100% Movement Speed
Primary Power: Harsh Criticism
Forged by the hatred of intellectual DBD debate and fierce statistical analysis, Scott Jund has developed many argumentative traps and harsh phrases which he can use to injure or down survivors.
-Start the trial with 0 stacks of Harsh Criticism.
-Whenever a survivor performs a 'Disagreeable action' gain 1 stack.
-A stack can be used to instantly kill a survivor.
A disagreeable action is defined as any interaction which fails to progress the game advantageously to the survivors. This includes 360'ing the killer whilst uninjured, failing to split up at the start of a game or sandbagging and farming teammates.
Additional Power: Seething Hatred
Whenever a 'Meg', defined as any survivor who lacks a phallus, performs any action. Gain 1 stack of Harsh Criticism.
The Arachnoid
115% Movement Speed
32 Meter Terror Radius
Power: Eternal Grasp
Press the power button to charge up a Shadow Web.
Once fully charged, tap the Attack button to spew a Shadow Web that sticks to any flat surface it impacts.
The web can also be attached to Generators.
Shadow Web
The Arachnoid can have up to 4 Webs built at any given time.
When a Web is placed, it will become Fully Woven after a short delay. (5 seconds)
Tap the ability button to cause all nearby Webs to explode. (16 meters)
All Survivors in range of a Web (4 meters and requires line of sight) will be Ensnared in Webs and become afflicted with the Hindered Status Effect for 4 seconds, and any interactions they were performing are interrupted if the Web was Fully Woven.
Ensnared
Ensnared Survivors will be automatically picked up after being Downed by a Basic Attack.
The Aura of Survivors who are currently Ensnared in Webs is revealed when performing Conspicuous Actions within 16 meters of The Arachnoid and not currently in a Chase.
Survivors can perform the Tear action while Ensnared to remove the Web after a short delay.
Perks:
Gathering Flies
They flock to what brings them to ruin.
You can Trap opened Chests. Upon a Survivor opening a Trapped Chest, they Scream and become Exposed for 30/45/60 seconds. The Chest is then destroyed.
Paranoiac
Fear of what might be blinds them to what is.
Upon a Survivor being injured by a Basic Attack, all uninjured Survivors become Blinded for 10/15/20 seconds. This perk can only be activated once every 30 seconds.
Trembling Web
None escape the predator's web.
During the Endgame Collapse, all downed Survivors crawl 50% slower, and if a downed Survivor is healed, they become Hindered for 5/10/15 seconds. If a survivor is unhooked during the Endgame Collapse, that survivor becomes Broken for 5/10/15 seconds.
Iridescent addons:
Iridescent Mirror:
The shattered remains of the cursed mirror that showed them far too much, glinting in the fog. The shimmering shards fuel its rage.
Survivors become Ensnared when hit directly by Shadow Webs.
Shadow Webs will bounce up to 3 times off surfaces.
If a Survivor that is currently Ensnared is Ensnared, any interactions they were performing are interrupted.
Webs can no longer attach to surfaces.
Envenomed Dagger:
The cursed blade that made the beast what it is now. It still drips with bloody venom.
Your Terror Radius is decreased by 8 Meters.
Survivors become Broken while Ensnared.
You cannot detonate webs that are not Fully Woven.
Ok so she’s from the book series “The shadow game”
Note I made this a year ago so some mechanics may no longer work
New Killer: The Bargener
Power: Talented Collection
Years of making deals and trades left you with bits and pieces that add up to you being an unbeatable foe.
New ability: Shademaker
Use the power button to place a shade on the ground. The Shade uses what talent is currently selected. Placed shades of aura will always be revealed to you. Survivors can destroy a shade to remove the effects. Destroyed shades makes a loud noise sound effect. There can only be two shades at once, when placing a shade while two already are in place the oldest placed shade gets automatically destroyed.
New ability: Malison
Use the active ability button to cycle through different talents at the bottom of the screen. Each has its own terror radius size independent of your own. Each has a different effect and more can be added with add-ons. When a talent it turned into a shade it won’t be available until it’s destroyed
Talents:
Speed:
Increases your speed by 0.1 m/s.
Terror radius is 16 meters
Pain:
After getting stunned 3 times this talent activates. All survivors become exposed when activated. In addition, activation will reveal the aura of the shade to all players.
Terror radius before activated: 16 meters
Terror radius after activated: 30 meters
Chainer:
While placing this shade will reveal all survivors in a 30 meter radius. Viewing a survivor when placed will chain that survivor to the shade. If no survivor is chained, the shade will be automatically destroyed. Chained survivors cannot leave 30 meters from the shade. If The Bargener engaches with a chase or gets within 4 meters with a chained survivor the shade gets destroyed.
Terror radius for the chained: 4 meters
Terror radius for all others: 16 meters
Omerta:
When placed a random survivor will be become Incapacitated. The aura of the shade will be revealed to them.
Terror radius: 16 meters
Aura:
Survivors 45 meters outside of The Bargenor will have their aura revealed to her.
Terror radius: 16 meters
“Do you believe in the devil?”…”Well strictly according to fate, they exist whether you believe in it or not.”
Add on ideas: the character in the book had the ability to place the shades inside her own skin. So maybe you loose one slot but you have ti be stunned to loose it. Also there should be ones that replace the ones above like making you exposed when cleansed like haunted grounds
TLDR: you have passive abilities tied to objects that you place down. Survivors can find and destroy them preventing you gaining effects like extra base speed. It’s like hex perks that you place wherever mid match.
Old idea, but, here's a killer concept I wrote out in a Google doc!
https://docs.google.com/document/d/1nmybs0VPCjF–mp7r7UlOMhQr5RBJvKl0DNX-g6B3Qs/edit?usp=drivesdk
We need the predator. Could have invisibility cloak, a pounce attack with his claw gauntlet , projectiles (discs or plasma canon) I think it would be cool if he could choose to look through infrared could be nice bush camping stealth counter. He could also be a trap character could either reveal auras, injure or hinder. They could do a lot with him his animations could be better than any others. I feel like invisibility and pounce would be the basekit ones and the add ons could add projectiles or traps idk if that would be too strong but nurse better anyways
I ALMOST gave my build away HAH lol
New Killer From the movie Dark City
"The Stranger."
The main villain in that movie is Mr. Hand. His tone, presence, look, and abilities would fit right into DBD. Mr. Hand has the ability of "tuning," which basically means he's psychic and can do many things like telekinesis, levitate, and put people to sleep by literally telling them "sleep now," among other things. He also walks around with a knife and uses it to kill people throughout the film.
The knife could be for the basic M1 attack, but then can use "tuning" as his special power to do things around the map and possibly put survivors to sleep somehow. Levitation and the ability to create doorways or entrances are possible options he can have at his disposal (which in the film doorways are possible to be created to move through a wall, this could possibly be implemented for breakable doorways, allowing him to walk through a breakable door and not actually needing to break it down). This could be a very unique thing to only him, where many other killers punish window vaults or pallet drops, he can punish breakable doorways or use them to his advantage. His levitation could also be used in such a way to essentially allow him to float up to the 2nd level of any floor. Imagine a survivor camping on 2nd level of a Haddonfield building where they can see you and you would normally have to walk all the way around through the staircase to get up top. Instead he can levitate to the balcony and continue the chase. These are just some ideas I've came up with, but there's a lot of potential for a character like this.
Dark City could potentially make an interesting and unique DBD map as well, and then John Murdock (the protagonist of the film) could be a potential survivor with his unique abilities and traits. This is something that would be unexpected and fit right into the universe of dead by daylight.
"The Lovers" Two Killers in one. They behave as normal M1 killers when apart, however, when one approaches the other and activates their power they begin "The Dance" after a short bowing animation. During which…
1. The camera moves to a 3rd person view.
2. The Killer is deafened hearing only the waltz of the dance (TR music would change based on if they are dancing too)
3. They gain a significant speed boost.
4. Ending "The Dance" flings out their partner who damages any survivors in their path and blocks any pallets or windows in the area they come to rest. There would be recovery as the camera returned to 1st person control preventing a second immediate m1.
5. Like the twins you may switch between them when apart (with a cooldown) however one does not return to the other, nor is there survivor detection or TR for the inert partner. This makes it a question of whether you want to spend the time to pick up your partner to dance, leave them out to swap to, or use to block off an area to chase survivors into.
The story and theme would be based loosely on 17th century Hungarian Elizabeth Báthory having them be a count and countess. I won't write out all the details but at the end they dance as angry peasants break into their manor finding only a receding mist and notes of music fading away. In appearance they are attired for a Masquerade ball with masks, her in an elaborate dress, him in an officer's uniform. They would appear to glow slightly giving them a ghost like presence. A small trickle of blood would issue from the side of her mouth and from him where one of his eyes would be under his mask. Neither would seem to have eyes but black voids. Their M1 attacking animations would be a gloved backhanded strike for him which he would pull down and adjust in recovery. For her she would use downward strike with an ornamental hairpin. She would pull this out as she is flung away at the end of the dance (thus their hands would be free during the dance but you'd still have a weapon for skins).
Addons could modify area blocking size, speed of actions related to the Dance, add a TR to your inert partner, add a bounce to flinging them out, or inflict survivors with oblivious on hitting them with the Dance making them hear only the Waltz for a time.
Perk ideas would be centered around a "Nobility" theme but I haven't worked out all the details…
"Noblesse Oblige" Bloodpoint reward for hooking survivors with less than, or an equal number, of hooks. Promotes hooks over kills.
"Order of Succession" Makes all gens but the one with the most progress, and the two nearest to it, 10% slower. Basically it makes three gens easier to achieve but does nothing once down to one gen. Yes the "most progressed" gen could change while a survivor is on it thus I am uncertain about the amount of gen speed penalty.
"Know Your Place" Survivors double tapping crouch while in chase instantly puts them in a dying state. One may have to adjust the penalty but I'm serious about this perk. It's only too bad you can't make it block the exit gate as well but that would shaft other players.
"Blue Blood", "Right of Kings", "Aristocracy", "Ruler", "Crown Jewels", "Heir Apparent", "Royal Edict/Decree" too many good perk names go with the theme.
An older historian survivor and indoor manor map with a ballroom set piece would tie in with the theme.
My two best ideas for killers I've had for years but this one is long enough already so I will only list it. Please note I've had these ideas long before the Killers they are closest to, Twins and Dredge, existed. I humbly think the Lovers are better than the Twins as there is reason to have them together as well as apart giving players more choices, thus gameplay styles, than just camping (also they are less goopy :p ).
"no one is really ranting about anything"
Everyone on reddit is complaining about Nurse lol
Very fun, I love doing these! Have a few in my pocket but the best one I came up with is this:
The Mirage
Power: Ashes in the Wind
Press and hold the Power button to Dissolve into ash and sand. While Dissolved, the mirage moves at a quicker rate, but can not attack and it slowly drains the power meter. As it moves while Dissolved, it releases an ash cloud around itself that expands and lasts for a few seconds after it reforms. Survivors in the cloud have their vision heavily obscured, as well as being Blinded and Oblivious and seeing fake images of the Mirage on the edge of their vision standing still or walking towards them. Upon release of the power button or expending the meter, the Mirage must take a short time to reform.
Additionally, while Dissolved, the mirage can press the attack button to blink forward a short distance, passing through terrain. This costs a decent portion of the power meter but will leave the ash cloud in its wake.
Some sample low tier add ons could be anything from meter recharge to dissolve and reform timer, meter usage reduction, and movement speed while dissolved. Some higher tier add ons could play with the cloud or blink mechanics. An iridescent could be instantly reforming after a blink is used, or hindering/exhausting/showing the auras of survivors who remain inside the cloud for extended periods of time. Blink range and cost reduction of the blink could also be an option for more map traversal.
I just loved the idea of filling up a loop with a cloud that lets you approach from anywhere, while the survivor inside can’t figure out which one of you is real. In practice it probably wouldn’t be very good but I liked the fantasy!
Might as well chip in here
THE CREATOR (Herobrine)
Power: beyond limitation
Ability: survival mode
In survival mode, you are a standard m1 killer. however, you have some tricks up your sleeve.
Ability: crafting
Crafting tables are strewn around the map. Interacting with them upgrades your sword, increasing it's lunge.
Ability: creative mode
Press the POWER button to switch to creative mode. Crafting tables are disabled in creative mode.
Ability: building
In creative mode, press the ABILITY button to summon a wall to block the survivors path. You can choose where to place this wall, but it will disappear after 20 seconds.
PERKS
Hex: spark of creativity
Hungry for blood
YOU DIED!
I had an idea for a grotesque killer like dredge but much more deformed and monstrous that would apply a "cursed" effect to survivors when he hits them, the cursed effect is more or less an invisible timer that would last around 10 to 15 seconds which could change depending on add ons. This timer doesn't countdown naturally. When the survivor interacts with something like healing another survivor or doing a gen or totem etc. The timer will start until it reaches 0. When the timer activates they are afflicted with blindness effect, oblivious and exposed. When the timer hits 0 the survivor loses the exposed effect but the killer can see their aura at all times for 80 seconds and any survivor near the effected survivor also has their aura revealed and if they are working on a gen will cause the gen to explode for 15% however this will not occur again until a new survivor is afflicted comes close to that gen. However the biggest part of the power is that the killer can at any point teleport to an afflicted survivor, jumpscaring them by jumping out off there back and causing them to lose a health state if they are healthy. This immediately causes the curse affliction to disappear and doing this doesn't give the survivor a speed boost like they usually get when injured. I am stuck for a name but I came up with a few such as "The Reaper", "The Devourer" or "The Monster". I imagine this killer being more of an ancient entity that is gaining something from causing torment to survivors for the entity. Something like a pact between two different extremely powerful ancient creatures. To clarify the survivor doesn't get a speed boost when teleporting but the killer has a stun or slowed effect in length similar to that of hitting a survivor and having to wait like one second before being able to move at full speed again.
Miasma – A vanilla M1 Killer in early game, Miasma has a power that needs to be built up and unleashed.
To build up the power, a certain number of charges are needed to get to each stage.
Charges are gained from the following events:
– Killer is blinded (when not holding a survivor)
– Killer is stunned
– A survivor ducks more than once inside your terror radius within 3 seconds.
– A survivor activates their flashlight more than once inside your terror radius
– A survivor vaulting more than twice in 5 seconds anywhere on the map.
– A survivor standing in the Exit Gate area will generate a charge every 3 seconds.
Charges are lost from the following events:
– The Killer stays too close to a hooked survivor for 5 consecutive seconds.
– The Killer downs the most recently unhooked survivor without first hooking another survivor.
It's my belief that you could make their power as punishing as you wanted. And that even with survivors KNOWING the triggers, they won't be able to stop themselves.
Whether it's a special Rancor + Mori situation, a special bloodwarden that lasts 30 seconds and activates the first time a survivor tries to leave, lowering the times it takes to gain bloodlust, it wouldn't matter. You could increment in power in stages like Myers.
And it honestly wouldn't matter how OP the final form was, because it was in the hands of the survivors. The more toxic the match, the stronger Miasma becomes.
One I get really excited every time I think about it:
Basically, the shark from Jaws. It would swim around the map at below-survivor speeds like nurse, but its terror radius would come with a thick "mist" that would slow survivors movement speed (and maybe action speed slightly) until the killer was eventually faster than the survivor again.
It would also gain a tracking ability on injured survivors, similar to Oni's ability to track blood orbs. Maybe exclusively within terror radius, or just weaker outside of it.
I also imagine it with some M2 mechanic that would lodge it's teeth into survivors for a cooldown on attacking, as though it were regrowing them rapidly. Perhaps this comes with a lunge as well
In my head the addons would do things like apply hemorrhage and/or mangled.
Hope you liked it, thanks for reading!
adolf hitler
heres a killer I think would be cool.
The janitor:
His power: filthy disguise
every object on the map now gives different modifiers for dirtiness . some objects will make you more dirty than others such as gens. the only object in a map that will clean you is totems even if it is a hex cleansing a totem will completely clean you. Blessing totems will not clean you, you must cleanse the totem to be cleaned. Also totems that have been recreated do count if cleansed.
Generators will give 1c/ second of dirtiness while chest give 0.5 c/ second of dirtiness. each object gives different amount of dirtiness. there is a 60 charge meter called the dirty meter. so if a survivor does a gen for 60 seconds the timer will be compete and they will be considered dirty. there are four stages of being dirty and each timer is the same 60 charges of dirtiness
Stage 1: Clean, the survivor is clean and suffers from nothing since they are clean. they also smell nice that's a bonus
De-buffs: None
Stage 2: (Dirty) , these survivors played outside for too long so the dirtiness makes every action they perform decreased by 5 %
Also for each stage of dirtiness the survivor movement speed gets decreased by 1%
De-buffs: 5% action plenty for all actions expect haste
A 1% haste reduction for this stage
slightly dirty screen
Stage 3: (Filthy) , these survivors stink so bad the killer may think they haven't showered in a month and played in the mud. the survivor gains blindness and occasionally will suffer a new kind of skill check called "double" what double is, is that just like a very difficult skill check there will be two of them on the skill-check, they are spaced a inch or two if you have to hit both to succeed. this happens only on generators since the dirt from there hands clogs the machine. Also in this stage skill check success are reduced by 40% for normal skill checks and 20% for great skill checks. (Note: any add-on/perks wont stack with this and the reduction modifiers from stage two trump any perks that might reduce success zones.)
De-buffs: Will face a double very difficult skill check randomly while on gen two times per a gen.
Success zones for normal skill checks are reduced by 40
and success zone for great skill checks are reduced by 20%
Suffers from blindness
1% haste reduction
very dirty screen
Stage 4: (Foully) , these survivors look like a homeless man who haven't bathed for 10 years please take a shower the killer may beg. These survivors suffer from the broken status and suffer from a new screen affect called dirtiness for each stage there will be dirt on your screen kinda like the mending state but instead of blood it's dirt. stage one there's little dirt on the edges of your screen but as you pass through the stages more and more dirt gets on screen. in this stage the dirt is super bad and your screen is darkened a bit just the mend state does.
De-buffs: Suffers from the broken status until cleaned
1% haste reduction
SUPER DUPER dirty screen
Ability one: The janitor can make objects more dirty, base kit makes his mop give the object a dirtiness of 0.5, but if he spend a 1 second animation he can dip his mop in his dirty water and add a 1.25 charge which stack with the base 0.5 charge this last for the next 3 object he chooses to dirty up. so if he does that it would be 2.2 charges of dirtiness for each object, my math might be wrong here let me know.
Ps: the janitor can not dirty up totem's but he can dirty up rekindled totems. Dirty rekindled totems will not clean survivors. also if the janitor sees a blessed totem he can snuff it or he can dirty the blessed totem. if he chooses to dirty the blessed totem the extra dirty charges will be applied for anyone within the area of the blessed totem.
Ability two: His weapon the mop can be used to make puddles around the map depending on what kind surface it had a different affect. (ps kinda like Freddy pools of blood but it's dirty water instead)
So for example if he makes a puddle on mothers dwelling on the wet dirt it will slow the survivor down by 10% but if he makes a puddle in the main building on a wooden floor the survivor will trip and has to take a 1 second animation to get back up. for any surface that is dirt or ground it will slow the survivor but for any surface that is man made such as wood concrete etc… will make the survivor trip and fall. when the survivor trips they need a 1.5 second animation to get up again.
Ability three: the janitor can take the dirty water and hold it in the air. the water is in the shape of a ball which he controls it levitates slightly above his hand. he can throw the ball of dirty water to a survivor which will do the following.
Increases dirtiness timer by half, and will inflict a new status affect called ( soggy ) this status affect will make the survivor slow on grounds such as dirt but will go slightly faster on man-made materials such as wooden floors or concrete. the soggy status affects also makes vaulting slower by 3% and the survivor will make a eww sound when afflicted by the soggy status affect.
The water ball he controls is stable enough to throw and is similar to huntress hatchet but since this is water it goes in a down ward linear was.kinda like throwing clowns bottle but at more of a straight angle to the ground.
How about the game darkwood?
Killer name: the stranger/the scarecrow
Terror radius 40 meters
115% movement speed
he uses an axe or a shovel depending The the cosmetic you pick.
Power: rare breed
He can use a couple varying ability’s that i think would make his games unpredictable
scream: reveals all survivors within his terror radius and also causes generators to explode.
runner: makes him run at 125% movement speed for 30 or 60 seconds
camouflage: which just makes him invisible for like 30 seconds to a minute.
moth: a passive ability that recharges his power every time a generator is completed
He can recharge these abilities by collecting and injecting the odd poisonous and glowing mushrooms he finds around the map which just passively regenerate, which survivors can step on to destroy but they take damage if they do so. they’d use a weapon wheel for the abilities, or maybe even do an add on thing like Freddy and use active ability and next ability buttons or something
Upon breaking pallets and generators he can pick up boards or metal parts, (causes 20% extra damage to gens as you take a part of it out, but the survivors can put it back and restore 10%) and he can use the boards to barricade windows which survivors could tear down and the metal parts for maybe like chain traps(traps that do no damage but they’re like pin heads chains but you can’t get out as easy, you’re locked in for a moment and breaking the chain should take at least a couple seconds as it’s pretty heavy setup.)
i figured the entity would just say "infinite mushrooms" and he'd just give in to his hunger, not that he'd have a choice anyway.
Add ons can change some of the numbers and stuff but the interesting ones would do things like the latter
Musicians corpse (ultra rare): survivor’s within the scream are exposed for 60 seconds however the scream takes more mushrooms to power.
acid blood (very rare): after being stunned you leave a small trail of acid blood for 5 seconds that damages survivors
Wolfman’s present (very rare): anyone infected/poisoned by the mushrooms now moves slower and has reduced vision for 60 seconds
Odd meat (very rare): recover from pallet stuns 15% faster and collect extra boards if you break the pallet within 3 seconds of the stun.
some other add ons could be piece of the talking tree, pliers, broken table leg, the doctors medical bag.
An electricity based killer, defining feature is they are very bright.
Average height, terror radius(maybe slightly below average) and move speed
Power name: Static Charge
Power 1: Passive that causing kicking gens to be more effective (-3-4% progression + increased regress speed) and marks them for 40 second, when a survivor touches a marked gen the mark is consumed and the killer can port to it after a brief delay. The survivor are notified by the gen sparking profusely. Any survivor that is touching a mark gen will build up static passively while working on a gen or if they return to a gen within 10 second. The mark should have a hefty CD so it's not oppressive late game, say around 40 after the mark has been consumed.
Power name: Hyper Conductive
Power 2: The killer unleashes it stored electricity to assume its true form gaining increased move speed and turning its M1 into a short range homing zap. The zap build static rather than removing a health state, after building up sufficient static the killer can reactivate their power to damage any survivor in their terror radius if they are maxxed on static charges. Removing a health state put it on a slightly longer CD. Conspicuous action remove some static over time. Auto activates the "pulse" part of his power when it runs out, you should be able to fit in one extra zap if timed right when the power end and it will register the effect slightly after the animation so to reduce the change of the last attack's static not counting for the down.
Their power should have to charge up at the start of the game and take about 30-40 seconds, last about 15-20 seconds, with 10 seconds being added to the recharge if they damage a survivor. A rough estimate of static build up and decay would be: 3.5% per second for passive effects, 10% per attack (he attacks every 1.5 seconds in his power) and the decay should be around 1.5-2% (maybe starting low but getting removed faster as it decays)
Add-ons will be standard reduce charge time, increase power duration. Some one of higher tier ones that boost the move speed, allow for multiple people to be hit by the static build up and increases the static added per attack in his power(could have two tiers but runs the risk of being too strong if paired). Iridescent ones would be:
Allows from the static effect to stack twice, letting you insta down with the power, but give you a shorter power duration.
and the second one:
You can only activate your power to injure a survivor but will passively generate static on survivors while fully charge and within your terror radius. (Could be a problem with a terror radius build so if it would be too strong cap the radius of the half their terror radius or cap at the two closest people)
Ok so I'm thinking of a cybernetic grandpa with augmentations. This Grandpa would be able to wind up and throw his cane, after words he can use magnets to return his cane to him. If the cane hits a wall it will stay there until the killer summons it back to him, if a survivor is between the killer and the cane they will take a damage state. If the cane hits a survivor directly when it's thrown it will cause a damage state. If a wall doesn't allow the cane to return to it's owner it will stick to whatever wall was in the way instead. I should mention that this cane would be extremely difficult to aim and more so used as setup rather than an offensive option, however if the cane throw proves too powerful it can be modified to work the same as a deathslinger hook or legion frenzy, only inflicted deep would if the survivor is injured.
A third option exists however, after the killer throws his cane he can hold the power button to launch himself towards the cane. This secondary ability would have it's limits however, the sweet spot for this ability would be 16m away. Hitting this sweet spot would fling the killer incredibly quickly, anything less or more will lower the fling speed considerably, and have a range of 24m. This would supply him with some map pressure. Standard projectile killer stats btw. 110, 24m terror radius, and some sort of sound for a lullaby.
not a killer idea but what if nurse couldnt blink through pallet tiles that were dopped in her terror radius? terror radius because otherwise survivors would drop every pallet as ssoon as they know its nurse. maybe she gets burned or something if the pallet is dropped while blinking through the tile