Killer Idea Reviews – Episode I – Dead by Daylight



Read more Dead by Daylight ➜ https://deadbydaylight.mgn.gg

Thanks for all of the ideas so far. This is going to take way longer than I thought!
http://www.twitch.tv/ScottJund

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27 thoughts on “Killer Idea Reviews – Episode I – Dead by Daylight”

  1. I really like the pirate idea. Potential changes and ideas: instead of headache effect just move the aura reading to the duration of stay, perhaps add mirages as well like Doctor. I think the blunderbass is probably a projectile like Deathslinger but cannonball shaped, maybe breaks pallets on impact since it is consuming charges. As for how to get charges, maybe he plunders them by either hitting them in his zones/hitting people with items or from hook states. I don't think the wind up needs to be so long either since there has to be a reload
    Edit: he could also plunder chests for tokens instead which would allow counterplay in either locking the chests or opening them yourself. Could also add RNG element of token or bottle of rum which gives some sort of buff

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  2. I've always wished there was more to breakable walls.

    On the killer side, I thought it would be cool to have Freddy's fake pallets apply to breakable walls too. This would mean that a survivor in the dream realm would see a breakable wall still intact, while in reality, Freddy already broke this wall down, providing a shortcut not obvious to the survivor. The main use that comes to mind would be the breakable wall at shack on dead dog saloon. A sleeping survivor might take the long way around while a big brain Freddy can catch the survivor easily at shack window. This wouldn't be overpowered as you can see the opening when you're awake, but when you're asleep, it could make for some interesting mind games at certain loops. This same idea could also be applied to Doctor while survivors are inflicted with madness.

    On the survivor side, I wish there was a perk to destroy unbroken breakable walls. This ability alone seems extremely niche and because of this, I thought it would make for a nice addition to the perk any means necessary. The main reason for this idea, is the staircase on Midwich that is blocked by breakable walls. This staircase could be extremely useful for survivors and because of this, killers never break down both walls! I would love to have the ability to take these walls out as a survivor and actually see if the extra staircase becomes useful. I also think it would be funny to watch a killer only break one of the walls and expect to trap a survivor in the staircase, only to realize I had opened the other wall and the survivor can continue looping. This could also be useful on the main building of dead dog saloon where there are several breakable walls that can open up new loops for survivors. Since map offerings exist, I could see this becoming it's own perk as combining with any means necessary may prove to be too strong. On the other hand, if this was it's own perk, you would be required to use a map offering to guarantee value, as many maps don't have useful breakable walls (if any).

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  3. I like the idea of a Druid. They should have 3 animals they are able to transform into as tools.
    A standard wolf that moves at normal killer speed. They have a lunge and when they hit hemorrhage is applied.
    A bear that is very slow (Like Michael T1 speed) that can insta down with a charged attack. This attack also breaks pallets and walls quicker.
    An owl that allows the killer to move quickly, but not do any damage. Imagine it similar to Wraith's cloaked movement speed.
    There wouldn't be an actual "Killer" form, they would have to balance the options of animal.

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  4. A killer that buffs itself with loud noise notifications seems really unique, I love the idea
    Also Sprint Burst users would mald so much about the exhaustion hex perk lol

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  5. I still think chunky from child’s play would make an excellent killer. For his power there’s two parts to it. The first part is a Lange that latches him onto a survivor and stabs them the first time. The second stab summons a skill check that if they hit throws chunky off off them and stuns him for 4 seconds. If chunky lands this stab (no skill check for him just a wiggle bar that is at the bottom of the screen to indicate progress) he slashes their back and begins to drag them by their hair, his carry animation. Upon downing a survivor with this power he placed a stack of deceit on the survivor. Deceit is a new status effect that randomizes the killer’s terror radius if he is near. The way to remove deceit stacks is by burning one of the many chunky dolls scattered across the map in a furnace either in the main building of each unique map or the killer shack. By picking one of these dolls up chunky can actively teleport to the doll without the survivor knowing. Essentially being a Trojan horse. Upon activating this ability, chunky stubs the survivor holding him and lunges straight ahead if another survivor is in front or around that survivor within a 3 meter radius. His three teachable perks include:
    playmate- when downing a survivor you become attached to them wanting to spare them of their pain of living. The entity progresses 8% faster for this survivor and stacks by 2% the next time you down another survivor and also applies to them
    Child’s play- when the killer strikes a survivor he gains a stack of child’s play up to a maximum of 3 stacks. To use these stacks a killer walks over to a generator and kicks it. The amount of stacks the killer had when kicking the generator is how many skill checks the entity will negate entirely regardless of a great or good skill check.
    Now the jokes on you!- while chasing a survivor for more than 30 seconds, the next pallet they drop or the next window they vault is immediately broken or blocked by the entity. This effect can happen once every 50 seconds and comes off cooldown once the killer has downed the survivor or on a 70 second cooldown if the killer drops chase.
    This is something I came up with on the spot so please critique it however or even revise it thanks!

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  6. My dream killer is probably around what the illusionist concept was, except way trickier to play

    I'd love to have my M2 or secondary power button place a totem, kinda like dredge, except when you press the button again, a clone spawns where you left the totem, walking forward.

    But here's the neat part, if you hold the power button instead, your camera rotation would be locked, but by moving your mouse left or right, the inputs would be transferred to the clone, so you could make the clone turn corners and do loops, all of that while your main camera remains locked. While on this mode, you wouldn't be able to lunge either, so you could walk with two different characters at the same time to catch a survivor off guard.

    I guess what makes this character balanced is the disadvantages:

    When on this mode you CAN'T look around with your main body, you can still walk normally but no camera turning
    And the secondary body has no camera, meaning you're practically blind, so if it's a tall loop you'll have to rely on game knowledge or aura reading perks.

    Lastly, when you swing with your main body the clone will also swing at the same time, hitting anything in front of it (maybe with a more generous hitbox) minus walls, because getting cucked by a wall hit would be extremely annoying.

    Anyway that was way longer than I expected and it was my first idea for when they released the legion teaser of them looking into a mirror. I thought this was a fun concept with a high skill ceiling around loops, maybe it would need a secondary power like many other killers but idk.

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  7. Werebeast one made think of one of the licensed killer I wish they'd add. Warwick from league of legends with his W and ult adapted for DBD.

    He's called 'The Howler' by the people of Zaun, so he already has a fitting nickname. He also has horror undertones in his cinematic trailer, and lore/stories.

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  8. For the looking at the killer thing, I was hoping to get something similar when they announced the ring chick. I thought it'd be cool that if she uses her power and shows her eye to you (maybe similar mechanic of Michael stalking) and if you look at her and see her eye, your body gets all contracted and you drop dead. So it'd be a killer that you have to try to avoid looking at in chase unless you want to risk that happenening.

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  9. And I've always wanted Chucky. He could just drag survivors by their arm to hook and then grab by the neck and throw them up onto the hook with his super human strength. And I think it'd be cool to make Chucky like a jump scare killer. Just give him normal terror radius and normal movement speed but obviously his size would get people. You'd be looking around for a normal killer while on a gen and then out from behind the rock next to you comes this doll jumping onto you. Would be so darn cool and there's so much cool stuff they could do with that killer.

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  10. Got an idea for some potential lore for the vision based eldritch horror killer:
    The Forgotten
    An eldritch being who lives in the mind of its victims, which through a ritual was destroyed and all memory, and with it power, of it was wiped.
    All except one, the survivor of the chapter who oversaw the ritual but only managed to suppress the memory of it since they hesitated in the final moments.
    Now after they were pulled into the entity's realm, the entity revived the being from the survivors mind but the memory is still hazy. So the more it is observed, the more real the horror of it becomes, as it feeds on the imagination of those who attempt to comprehend its form.

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  11. For the killer camera mechanic, it would be cool if it was a killer who got faster the longer you looked at him, but resets when you look away. Something like having aura reading could give this buff even if the survivor isn't looking at him. This could give it synergies with perks that would be unheard of, like Rancor for instance.

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  12. So not sure if we can make suggestions here, but I have an idea for slenderman. This is a very movement based ability so much of this is just a general concept that would obviously have to be labbed to get the overall design down right. But here it goes

    Slenderman's base movement speed is significantly fast. Like 5 or 6m per second fast. He also cannot be observed from outside of his terror radius, which we'll set at 32m, or maybe even 40. His overall movement will look heavily shakey, almost like a spirit passive phase with more static. However, survivors can stare at him and doing so causes two things to occur.

    – His movement speed slows to 3.8 while being observed
    – a meter slowly fills over the course of a couple seconds per segment, sort of like a trickster laceration gauge with the time till full tbd

    When a segment fills the survivor's screen gets filled with static for maybe a second or even half a second, and the killer moves at their normal speed until they are observed again.
    A limited number of times per match a survivor can find a page scattered around the map. This will reduce their meter significantly. However subsequent build up while observing slenderman will also increase.

    If the meter fully charges, slenderman can activate a special ability upon sight of that survivor again. This will cause them to enter a special kind of chase where the survivor is exposed and slender moves at the normal 4.6. What makes the chase special is that slender and the survivor are teleported repeatedly around the map in a mutually chaotic fashion starting at a predetermined distance from one another. Kind of like how in much slenderman content you have the chases that have the static blips happen where they're suddenly in a different place. Essentially you have several mini chases you're force to improvise in. If the survivor avoids being downed, they're teleported a good distance from slenderman. If they're downed they're automatically hooked / killed depending on hook state.

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  13. Bro imagine a killer that is all about mind games and illusions.

    Like he has no chase power But he can become a survivor with a very faint terror radius with shift, that power would have a hefty cool down. His main power is being able to send decoys of himself that either run or stand still based on how many times u press m2 the decoy would have a red stain. And other illusionary effects that the player is in control of. I think that would be cool asf

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  14. My idea for a killer that I thought of like 3 years ago, was Alien from the movie alien.

    basically they could hop into a locker, and lockers would have vents in them, and they could teleport to any other locker (kind of like dredge, but you have to go to a locker and go inside of it to teleport to another) (no cooldown or anything but travel time like demo going between portals)

    In addition he would have demogorgon lunge, but it would be a fast and small leap (like the alien does in the movie) or maybe some kind of special lunge or pounce, or maybe he uses his tail to attack, something of that nature, but the trade off is when you use it the alien screeches really loudly and everyone on the map can hear where you are

    also whenever you get pallete stunned or ds'd you drop acid blood which hurt a survivor once if they walk over it (the acid stays on the floor for like 30 seconds or something)

    also maybe a very small terror radius since they are kind of stealthy, and maybe you have no terror radius when you teleport between lockers for like 10 seconds or maybe you get killer instinct when you come out of a locker for a 20m radius or something. (or maybe this can be a perk they have?)

    and then the mori would be cool as hell, you would have the alien use his inside mouth to punch a hole in the survivors skull and then have a pan away shot showing a hole all the way through their skull as it drips blood.

    in addition, there would be 3 chests around the map that would take 12 seconds to unlock and open that have "welders" in them that can be used to permanently disable a locker (cant be teleported into or opened for any reason) that maybe have a 1 or a couple uses each, but take like 8-12 seconds to weld a locker shut, (lockers directly next to each other would count as 1 locker so the alien just doesnt come out the other)

    the killer map would be a weyland yutani space ship, where you are running around the halls of the ship (indoor map obviously) maybe even the nostromo, or something.

    you could have segourney weaver and bishop be survivors, with skins to make them various characters from alien 1-3

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  15. Would be cool to see the Xenomorph in DBD!

    Passive: The Xenomorph's terror radius is replaced by the motion tracker sounds from the movie. 5 egg sacs spawn on the map. Every time a generator is completed, one opens and releases a face hugger. The face hugger moves towards the nearest survivor kinda like zombies do, but at X(80?)% survivor speed. If it gets within range of a survivor, it will lunge at them like Victor. If successful, it latches on and "infects" the survivor after 10 seconds before falling off and dying. Afterwards they must find a surgical station to remove the parasite (aura can be seen within 16m), or they will die after X(30-60?) seconds outside of chase. If another survivor is nearby, they may attempt to remove the face hugger before it succeeds infecting a survivor. If the face hugger's lunge misses the survivor, they can attempt to kick the face hugger which causes it to run away at 150% survivor speed for 5 seconds then resume tracking survivors after X(30-60?) seconds. This also occurs when a face hugger is removed by another survivor. If a face hugger is within 6m of a survivor, killer instinct activates.

    Active power: The Xenomorph crouches and becomes undetectable, moving at X(75?)% slower speed. While in this mode the Xenomorph may press the alt power key to leap to a wall/ceiling/object and attach to it. While on a wall/ceiling/object the Xeno may move around and remain attached; press the key again to leap to another nearby surface; press the attack button to launch a leap attack; or dismount (the dismount animation allows for survivors to make some distance). Lunging from a wall will put the active ability on cooldown for X(10?) seconds.

    The general idea is that the passive provides some scaling minor slowdown that has a little bit of fun interaction for the survivors with some risk involved. The active let's the Xeno be stealthy and make use of various surfaces by climbing on or over walls, ceilings and loopable objects. This let's them catch survivors off guard and mind game in new ways while also being able to set up ambushes from interesting angles. The lunge should be about as reactable as a demo's lunge. Might be weird to implement but being able to leap from random stuff on the map while scary crawly things periodically harass survivors would be cool to play as and against.

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  16. The best killers I’d say in this video are the pirate killer, weapon swapping killer, and the killer where the longer you look at it debuffs happen. These killers genuinely sound really cool, and could have powers that potentially could be added into the game

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  17. what if we had a killer who when they get their power they lose the ability to see but the footsteps, breathing while running, injured nosies, any action nosies are increased by 100% and you move as fast as oni while demon dashing and this power will be available for 1m and you have to injure survivors to get your power

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  18. I thought of a Werewolf that would be able to switch between a survivor and killer mode while applying lycanthropy to survivors.
    He’d start in survivor mode and while in survivor mode he would cause all survivors to look the same as him (a default Dwight or something) and he could leave survivor mode by either interacting with a gen like a survivor and preforming a sabotage action which would damage the gen for 8% and start regressing it and also spread a small amount of Lycanthropy to other survivors working on it or he could use the ability button and grow into the werewolf (camera would switch like loading into a match panning around him).
    While in killer mode he can launch forewords after charging and bite a survivor inflicting lycanthropy. If he uses this power into a pallet he will leave slobber on it that slows survivors vault speed one time (an add on can be used to break pallets or vault them but I thought something unique would be nice).
    Lycanthropy would be his main focus causing survivors to turn against each other slowly building up and gaining large increases upon being hit.
    Lycanthropy Tier 1: Survivors will get a 4% gen and heal speed reduction
    Tier 2: survivors now have 6% gen and heal speed reduction on top of a low growl noise every now and again
    Tier 3: survivors have 12% action speed reduction (vaults,repair,heal,etc), growls become more frequent and loud, and camera will lock onto other survivors that come within 2 meters
    Tier 4: upon hitting tier 4 survivors go rampant gaining 15% haste status effect and become fixated on consuming their fellow survivors. The aura of the furthest survivor from them is revealed and they are required to chase down the survivor until they hit and injure (or down) their target. During tier 4 survivors cannot interact with gens or other survivors. To spot a tier 4 survivor will be easy as they leave a trail of slobber slowing those who interact with it by 5% for 4 seconds and they growl almost constantly. Upon hunting their target down they will decrease to tier 2 and lose idle lycanthropy progression.

    My thought are all over the place and very unorganized so feel free to ask any questions 🙏

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