Killer Idea Reviews - Episode 3 | Dead by Daylight

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  • Опубліковано 2 січ 2025

КОМЕНТАРІ • 156

  • @YillanTheVillain
    @YillanTheVillain 5 днів тому +123

    It's refreshing seeing Killer concepts that aren't either "You can use M1 only every 90 sec," or "Press M2 to Mori everyone."

  • @aidanssquarebrain7323
    @aidanssquarebrain7323 5 днів тому +82

    The A.I : It's programming wasn't designed to bring discomfort to the group of people

  • @ender8425
    @ender8425 4 дні тому +37

    Wrote this while listening to the VOD of your stream yesterday--
    Original Killer: The Everyman
    Lore: The Everyman is basically an avatar from a made-up vintage Sims-esque game called Everymen. No this is not a licensed concept, I made the game up. Based off of old "haunted game" style creepypastas, you play as a "projection" of the game from a haunted computer, physically manifesting in the trials through the Entity or whatever. This computer spawns somewhere on the map (wesker chest spawn logic, closest to Killer's spawnpoint)-- this doesn't affect gameplay or how the killer operates, it's just a thematic/cosmetic element like Dracula's castle.
    A deceptive Killer, The Everyman crowds the trial with holographic replicas, concealing his approach from survivors, and closing the distance before he strikes, unleashing a chaotic Shamble attack.
    STATS:
    - Height: Medium (Kill Program), Medium (Crowd Walker)
    - Movement Speed: 4.6
    - Terror Radius: 32 meters
    POWER: One With The Crowd
    Map Affliction: The Crowd
    When The Everyman is in a trial, he spawns crowds of faceless NPCs in circular zones called "Crowd Zones", a 24 meter radius centered on all Generators around the map. This radius guarantees 7 NPCs will spawn and linger in that zone. This number of NPCs increases by 1 on every active generator, every time a Generator is completed. Additionally, extra NPCs visibly phase in and out of Crowd Zones. Stray NPCs also spawn around the map.
    (Basically, thicker crowds on in-progress Generators later in the trial, but crowds will still exist around all 9 gens so as to not make him weaker in Endgame. The Crowd Zone mechanic is just insurance to make sure there's some consistency in the power spawning around map objectives.)
    These NPCs are low-poly faceless models who wander the map, at about survivor height. These NPCs have extremely simple AI and will toggle between walking and pathfinding behaviors at 4.6ms. These NPCs have no collision with players, and become holographic to players within 6 meters of them. (They'd be about as smart as NPC snowmen in the Winter Event). The NPCs randomly murmur voice lines.
    SPECIAL ABILITY: Swap Formation
    By holding CTRL, The Everyman contorts himself and violently glitches between his two appearances-- Kill Program, his base and main appearance, and Crowd Walker, which is stealthy and mimics the NPCs around the map. This transformation takes roughly 1.5 seconds and is audible to nearby survivors. It does not slow The Everyman, but he cannot attack survivors while it's being charged.
    Swapping from Crowd Walker to Kill Program causes the Undetectable status effect to linger for 3 seconds.
    Formation: Kill Program
    The Everyman's base stance, which he assumes whenever he's outside of Crowd Walker. When in his base formation, he operates like a normal first-person killer, and has access to his Special Attack, Shamble.
    Special Attack: Shamble
    By charging with Right Click, after a brief windup penalty (85% speed for 1 second), The Everyman begins to Shamble, loudly clamoring at a heightened speed (7m/s?? bad with numbers) forwards. The ability controls have similar mechanical properties to Oni's charge, based on holding the button, with reduced turn speed. A Shamble can last a maximum of 3 seconds.
    During a Shamble, the player can use their Basic Attack to perform a melee attack on the spot, taking a health state from a survivor it collides with and ending the Shamble.
    Shamble has a 12 second cooldown.
    Formation: Crowd Walker
    While in Crowd Walker formation, The Everyman is given the exact appearance of an NPC-- except for the 4-meter Holographic effect. This gives him a 3rd person camera and the Undetectable effect.
    The Everyman cannot use Basic Attacks or initiate Chase in Crowd Walker. However, he *can* break Pallets and vault Windows-- causing The Everyman to briefly drop the charade, his NPC appearance briefly glitching into his base form.
    Special Ability: Reroute
    Reroute is available when The Everyman is in Crowd Walker formation.
    By holding Right Click for roughly a second, The Everyman charges Reroute and sees the auras of nearby NPCs from a range of 16 meters away from him. (There'd be a minimum distance of 4 meters so an NPC doesn't walk in front of you and mess up your teleport.) The Everyman's NPC appearance makes an unnatural motion while charging this, potentially revealing The Everyman's identity to eagle-eyed survivors.
    The Everyman is then able to Click on an NPC's aura to Reroute to the NPC's position, teleporting to it. The NPC, for 2 seconds, violently glitches, giving survivors a shrill audio cue, as the Everyman takes control of it, contorting it into The Everyman and returning him to Kill Program form. The NPC pauses in place while activating Reroute.
    Reroute has a 16 second cooldown.
    Explanation/Intention:
    The Everyman is a Jack of All Trades-style Killer, in a way similar to Dracula. His flexibility is a key element, allowing him persistent and passive map pressure due to the threat of his Stealth and the Crowds he spawns, sowing confusion and disorientation in a similar fashion to Dredge's Nightfall, though less intense. He's meant to also fulfill the popularly suggested "imposter" archetype while also functioning in a game with SWF-- at *worst*, the Crowd Walker form would still provide on-demand Undetectable and a midrange teleport without impeding his speed or anything, the imposter elements mostly being flavor.
    In Kill Program, he becomes a basic killer with a rudimentary Chase Power-- he's not a chase specialist, but it can get the job done. It also can serve as map traversal in a pinch, as it's essentially a mini Oni dash. In Crowd Walker, he's provided good stealth and passive pressure a la Wraith, but his capability to Hit and Run is low-- he can do both, but you'll have to maximize the usage of both skills in order to excel at this Killer. His Stealth also provides map traversal, albeit in a very limited range, mostly focusing on catching survivors from optimal or unexpected angles, while also providing an inherent threat in every NPC.

    • @twoshu8940
      @twoshu8940 4 дні тому +4

      Holy yap

    • @ender8425
      @ender8425 4 дні тому +1

      @ I love typing 🙏

    • @SlainbySunrise
      @SlainbySunrise 4 дні тому +6

      Honestly loving this idea _so much_

    • @shahswoosh9640
      @shahswoosh9640 3 дні тому +3

      I do really like this idea! It clearly differentiates itself from Sadako and Dredge by almost being a trap killer, which we need more of.
      Only thing is the explanation might be a little wordy. It took me a few re-reads to get the gist down. But complicated is not bad by any means!

    • @conjim
      @conjim 3 дні тому

      cool idea nice yapping session bud

  • @Leonlonnyluv
    @Leonlonnyluv 4 дні тому +22

    Imagine if the devs had a contest to introduce fanmade killer concepts into dbd (like the cosmetic contest or the rivals of aether workshop character contest)

  • @benmelillo5119
    @benmelillo5119 4 дні тому +5

    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.

  • @Cross3DG
    @Cross3DG 5 днів тому +19

    I do like the idea of the Old Man in DBD if they could somehow figure out the "walking through walls/objects" thing. As for the Crossroads concept I would think it makes more sense that a survivor would be put there as a result of accidentally interacting with corosion (maybe like Pyramid Head's trail idk) since it definitely would be better to just M1 with the way this person wrote it.

    • @sillykatparadise
      @sillykatparadise 5 днів тому +5

      old man could work if he got the same hinderance as singularity gets when he spawns in a pallet when he walks through objects, not enough to always catch up but enough to pressure loops i really want that now after thinking about it lmao

  • @jobliski4266
    @jobliski4266 4 дні тому +5

    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.

  • @J1bberJ4bber
    @J1bberJ4bber 3 дні тому +2

    [ORIGINAL KILLER CONCEPT]
    LORE - In the year 2255, a large laboratory was created on Mars in order to run dangerous experiments. One of these experiments led to a gorilla (Specimen-58) becoming sentient. After gaining sentience, this gorilla became rootin', tootin', and ready for shootin' after applying cybernetic upgrades to himself; and he eliminated all who experimented on him. (This is only the beginning.)
    Killer - The Gorilla (alternatives are: The Experiment or The Specimen)
    Power - Cybernetics and Bananas
    With Cybernetics and Bananas, press the power button to charge your cybernetics in order to activate your Enhanced Right Eye or Plasma Cannon.
    Enhanced Right Eye - With your new right eye, you are able to set markers (takes 0.5 seconds to place) on survivors or generators. Placing a marker on a survivor (only 1 survivor can be marked), allows you to reveal their aura (for 10 seconds) when activating your eye again. Placing a marker on a generator (only 2 at a time can have a marker), allows you to see its progression through an aura that will grow brighter the more it progresses. You do not have to activate the eye again in order to see the marked generators. Marking has only a 5 second cooldown in between marks.
    The Plasma Cannon can be upgraded overtime by eating bananas (takes the same time to set a hag trap) found in banana crates around the map. These crates can be locked by survivors in order to prevent The Gorilla from an upgrade. The lock last for 25 seconds and cannot be broken, and after the lock is gone, the crate cannot be locked again.
    Tier 1 - Charge your Plasma Cannon (takes 3 seconds with a small movement penalty) for a quick shot (going at the speed of a huntress hatchet) that travels through survivors, pallets, and breakable walls. This ability has a 7 second cooldown.
    Tier 2 - After eating from two banana crates, the blast from the Plasma Cannon becomes explosive (similar to the Unknown's projectile without the bounce) and is capable of hitting through walls.
    Tier 3 - After all of the generators are repaired, the final banana crate opens. Eating from this banana crate grants you your final upgrade: Evaporate. (My alternative was a black hole, but I didn't think that would fit.) With this Evaporating plasma shot, any survivor on their final hook stage will immediately evaporate when coming into contact with this blast. Survivors not on the final hook stage, will be immediately put into the dying state. (Charging this takes 7 seconds with a medium movement penalty.) This ability has a 30 second cooldown.
    Sometimes, an ape needs to rely on his natural power if its cybernetics aren't working as good as they should.
    Second power: Going Ape - press the second ability button to switch between "Cybernetics and Bananas" and "Going Ape."
    Primal Leap - Press the power button to charge your ape rage (takes 3 seconds). Leap a great distance (similar to Victor, but probably with a few meters added) to clobber anything in your path. If you are to land on nothing, you will not be hindered. If you land on a survivor, pallet, breakable wall, or generator, you will become hindered for 4 seconds. Primal Leap has a cooldown of 12 seconds.(Also with the leap, you can reach the balcony on the saloon in Dead Sawg Saloon. That is it's max vertical distance.)
    Primal Frenzy - Press the power button to charge your ape rage.
    Charge forward and flail your arms to knock out anything in your path, breaking pallets and breakable walls. If a survivor gets in the way of this charge, they will be tossed and will become injured if coming into contact with an object. Primal Frenzy has a 15 second cooldown. (The idea of this charge would be like a wesker dash)
    Perks:
    Monkey See Monkey Do - At the beginning of a trial, a generator will be tampered with by the entity. (this will last for 25 seconds). This generator will injure the first survivor who touches it, causing it to explode and notify the killer. (There would be a special effect on the generator to show it is being tampered with.)
    Hex: Experimentation - After a survivor finishes healing another survivor, they will lose access to a perk until the totem is destroyed. (This is stackable with each heal.)
    Bananas? - Bananas (that only the killer can interact with) will spawn around the map. These bananas will give one random status effect. The status effects given by these bananas could be 10% haste for 6 seconds, undetectable for 20 seconds, or your aura being revealed to survivors for 5 seconds. A banana will spawn every 20 seconds, and a maximum of 3 bananas are allowed on the map at a time.

  • @gaz5396
    @gaz5396 4 дні тому +8

    This isn’t really a killer idea, but I’ve been playing a lot of Balatro as of late and I thought this could be a cool idea: there’s a joker called “stencil joker” which increases your multiplicative score for every joker slot not user (jokers influence your total score and cause certain effects to trigger). I think it could be cool to have a “stencil joker” perk where-for example-if you only use two of your perk slot your stencil joker perk would have base 5% regression on kick, but increase an additional 10% per perk slot unused (I’m not saying this should be the perk just giving an idea on how it would work). I think this is an untapped vein of perk designs and give a reason to not run 4 perks.

  • @dracog0322
    @dracog0322 4 дні тому +3

    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).

  • @pigeon_chest
    @pigeon_chest 4 дні тому +4

    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.

  • @eckogeckoo
    @eckogeckoo 3 дні тому +2

    THE ESSENCE:
    Overview: A young woman from an ancient civilization who sacrificed herself to become the ‘Essence’. A being that sits between life and death, allowing the souls of the dead to pass through them in order for them to enter the afterlife realm called the 'Shroud'. Now, she enters the Entity’s realm searching for the soul that managed to circumvent the Essence’s purpose. (If this were a full chapter, the Essence would obviously be the killer, and the soul she's looking for would be a survivor)
    The Essence is an ethereal killer, able to separate pieces of herself to afflict survivors from afar with her power From The Shroud. Her personal perks Foresight, Shared Fate, and Scourge Hook: End Of The Tunnel, allow her to locate survivors through otherworldly means, apply Status Effects in unique ways, and increase her lethality as the trial progresses.
    STATS:
    Height: Average
    Movement Speed: 115% / 4.6m/s
    Terror Radius: 28 meters
    Power: From The Shroud
    SPECIAL ABILITY: FROM THE SHROUD
    The Essence starts the trial with 6 Soulfires scattered around the trial grounds, 2 of them being Red Soulfires, another 2 being Green Soulfires, and the last 2 being Blue Soulfires.
    Red Soulfires empowers the Essence, increasing her successful attack cooldown, vaulting, and breaking speeds by 20% if she’s within its radius.
    Green Soulfires unveil Survivors, revealing their auras if they are actively interacting with an object within its radius.
    Blue Soulfires disorient Survivors, causing them to hear 1 of the 4 terror radius layers when within its radius.
    All Soulfires have AOE radius of 14 meters and for the first 10 seconds of being spawned in are unable to be interacted by survivors and travel at a speed of 3 m/s. After 10 seconds they can be interacted with and move at a speed of 3.85 m/s. They float aimlessly and bounce off objects in their environment.
    Additionally, the Essence starts with 2 extra Soulfires in her inventory. Soulfires in her inventory can be cycled through and placed at her current location by pressing and holding the Active Ability Button 1 for 1 second.
    SPECIAL INTERACTION: TRANQUILIZE
    Soulfires are invisible to survivors beyond 18 meters. Survivors who encounter Soulfires can tranquilize them. Tranquilizing Soulfires triggers Killer Instinct that lingers for 3 seconds afterwards and takes 2.5 seconds to complete. This action also gives the survivor a slight buff for 7 seconds respective to the Soulfire they Tranquilize.
    Red = 20% Faster vaulting speed for 7 seconds.
    Green = Reveal the Killer’s aura for 7 seconds.
    Blue = Reveal the auras of generators, totems, chest, hooks, and other survivors within the killer’s TR for 7 seconds.
    After a survivor Tranquilizes a Soulfire, it will be placed back into the Killer’s inventory and a Rift will form at its previous location shortly after.
    SPECIAL LOCOMOTION: RIFT PROJECTION
    Press and hold the Activate Ability Button 2 for 1 second while looking at an open Rift to Rift Project. While Projecting, the Essence moves at 40 m/s. The Essence takes 0.5 seconds to exit a Rift after projecting.
    After she exits from a Rift, it permanently closes and explodes, causing survivors within a 16 meter radius of the rift to scream, cancels and prevents them from interacting with objects for 2 seconds and briefly triggers Killer Instinct.
    SPECIAL SUB-REALM: WITHIN THE SHROUD
    Survivors who Tranquilize Soulfires add 10% to the Essence’s Power Gauge. After reaching 100%, the Essence and all Survivors will be immediately transported into The Shroud for 60 seconds
    In the Shroud, the Essence becomes undetectable. Survivors sabotage, cleanse, heal, search chest, and repair 35% slower, are unable to use their items, and surges of light intermittently strike down on the map. Survivors hit by the light will suffer from a random status effect until exiting the Shroud. Exiting the Shroud by any means depletes the Power Gauge and triggers a 20 second grace period before it can begin being powered again.
    SPECIAL ITEM: THE CORES
    4 Cores spawn in 4 random lockers around the map. Survivors can search any locker for 2 seconds to potentially find a Core. Upon finding a Core, a Survivor can channel its energy for 6 seconds. Doing so will trigger continuous skill checks that resets the progress when failed. Successfully channeling a core will cause the Essence and all Survivors to prematurely exit the Shroud.
    PERKS:
    Foresight:
    Your supernatural state of being allows you to gain knowledge that is otherwise unobtainable.
    Damaging a pallet, generator, searching a locker, or vaulting a window will reveal the aura of the last survivor who interacted with that object for 4/5/6 seconds. Foresight has a cooldown of 30 seconds. If the last survivor is dead, escaped, hooked, or occupying a locker, Foresight will not activate.
    Shared Fate:
    No matter how much they resist your power their outcome will always wind up the same.
    After being stunned by a pallet, Shared Fate activates. The next time you inflict a negative Status Effect on a survivor, all Survivors within a 28 meter radius of that survivor will scream, revealing their location for 3 seconds, and will suffer from the same status effect(s) for 20/25/30 seconds. Shared Fate has a cooldown of 60 seconds.
    Scourge Hook: End Of The Tunnel:
    Their time spent will never get easier, and you're here to remind them of that.
    (Insert standard scourge hook text) Each time you hook a survivor on a Scourge Hook, receive 0.5/1.5/2.5% permanent increased movement speed when lunging.
    EXTRAS:
    - 10 second cooldown on placing a Soulfire so it's not able to be spammed
    - Survivors hit by light can only be afflicted with one Status Effect so if you're hit twice you won't suffer from a new status effect or have two stack.
    - Injured survivors have a chance to be afflicted with Deep Wound if hit by a light.
    - Shared Fate doesn't work with Killer Powers. If a power inflicts hemorrhage then it will not activate, but if the killer's addon inflicts hemorrhage, then it will.
    - It also won't injure healthy survivors if Broken or Deep Wound is the status effect that's applied. If the survivor is injured, then yes those effects will be applied.
    - Survivors cannot tranquilize Soulfires while in the Shroud.
    - Cores cannot spawn in Basement lockers.

  • @DreamyShyShy
    @DreamyShyShy 3 дні тому +2

    Killer: The Fisherman
    Terror Radius: 36 meters with 46 meter 'sea shanty' - works like Huntresses' lullaby
    Movement speed: 4.4 m/s with 3.0 m/s on Fish Hook wind-up
    Ability 1: Trawl
    When the trial starts, 6 net traps will be set up around the map. If a survivor steps in these nets - no matter the health state they are in - they will become trapped, giving an audio and visual indicator to The Fisherman. Survivors can escape these traps by wiggling out of them, with a successful escape leaving the survivor at the health state they were when they were caught. The Fisherman can grab survivors out of these nets, which also puts the net back into their ability slot. These nets can either be placed down again, or can by used to cover a pallet that has not been dropped. The Fisherman may also collect these traps himself. Around the map, five fish barrels will spawn, with a survivor searching one having a chance to gain a fishing knife. Having a fishing knife allows the survivor to either cut through a net once they are trapped, or cut a net that is covering a pallet. Once used, the fishing knife is removed from their inventory and is cycled back into the fishing barrels. The fishing net once broken will return to The Fisherman's first ability after a cooldown.
    Ability 2: Fish Hook
    The Fisherman has a fishing rod with him, and switching to it will allow The Fisherman to start winding it up - visually, he will swing the rod above him, giving a visual indication. If a survivor is hooked with this rod, The Fisherman can begin to reel them in, causing the survivor to get wiggle skill checks and cause them to visually wiggle on successful hits. Successful escapes causes healthy survivors to become injured, and injured survivors to become afflicted with mangle, hemorrhage, and a 5% debuff to their movement speed until either fully healed or put into the dying state. While hooked, The Fisherman can pull survivors over pallets and windows, and being directly on the other side will instantly grab an injured survivor. Survivors with the fishing knife in their inventory may also get the option to cut the Fish Hook, netting them an escape while losing the fishing knife from their inventory, cycling it back into the fishing barrels. On top of this, The Fisherman can use Fish Hook to hook dropped pallets, destroying them from a distance.
    Some clarifications in case they come up:
    Only one survivor can hold a fishing knife at a time; the survivor that has it will keep it in their inventory unless it is used up, or placed back into a fishing barrel.
    Fish Hook's range is 20 meters, successful pallet breaks cause a cooldown for 1.5 seconds. A survivor breaking out of Fish Hook either by fishing knife or wiggling out will cause The Fisherman to reel in rod, the cooldown depending on the distance it was used, however while he does have a movement speed penalty much like on a basic attack cooldown, he can still interrupt the reeling animation with a swing of his weapon, with the animation finishing after the attack has gone through.
    Perks:
    High at Sea - While you are used to the treacherous waters and changing tides, your prey is not.
    - When a survivor's elevation changes in comparison to your current elevation, they will throw up, with a visual indicator of their position. They suffer from a 4% movement penalty for 10 seconds. The perk has a cooldown of 60/50/40 seconds
    Scourge Hook; The Big Catch - Catching big game nets you big rewards
    - When a survivor is placed on this scourge hook for the first time, you will gain one token. After four tokens have been collected, every generator with repair progress will loose 40/45/50% of the current progress level. These generators will be highlighted in white, and cannot be further damaged until an additional 4 tokens are collected - every survivor is hooked for a second time
    Drunken Rage - The only thing that calms you before a trial, is a bottle of booze
    - After being stunned, suffer a stun duration lasting twice as long, however for the next 20 seconds, you kick pallets, gens and breakable walls 50% faster. You also vault 50% faster. This perk goes on cooldown for 80/70/60 seconds. These effects do not stack.

  • @shaveme2991
    @shaveme2991 3 дні тому +2

    The Integrator: A highly adaptable killer that siphons power from captured monsters contained in his cursed book, “The Black Bag”.
    Stats: 115% move speed and 32-meter terror radius
    Primary Power: Inescapable Grasp (10 second CD)
    Press and hold the primary power button to channel a 10-meter path in front of you, which respects LOS, and is 1 meter in thickness. Upon releasing the primary power button, create a murky black portal at the end of the path that, after 1 second, summons a purple hand with bloody eyes on it that approaches the killer at 20m/s. When this hand reaches the killer, it evaporates, and the killer lunges 5 meters going 16m/s.
    While the portal is summoned, the killer travels considerably slower and can pivot their view in a 60-degree radius. If the hand makes contact with a survivor, they are pulled towards the killer (This works like a tether rather than a true grab- meaning that if the survivor loses LOS with the killer, they will be pulled against the wall until the hand is too far away). The killer’s lunge works like the default lunge, meaning it ends when hitting a survivor and cannot pierce.
    Special Power: Synchronization
    As the trial commences, you will gain charges of Synchronization. Once you hit a certain threshold of Synchronization, it will go up 1 tier (to a maximum of 4).
    The tier threshold totals are 100, 200, 350, 500.
    The ways to gain charges are as follows:
    Gain 1 charge every 2 seconds
    Gain 10 charges upon grabbing a survivor with your power
    Gain 15 charges upon downing a survivor
    Gain 10 charges upon hooking a unique survivor
    Gain 7 charges * the number of total times you’ve hooked upon hooking a survivor
    Gain 3 charges upon breaking a pallet
    Gain 30, 30, 50, 50, 100 charges upon generator completion
    (The relative idea is to hit tiers 1-2 when 2 generators are done, 3 when 3 are done, and 4 when half of gen 5 is done)
    Secondary Power: The Black Bag
    When a tier of Synchronization rises, gain 1 token of your secondary power. When you press and hold your secondary power button, your screen blacks out over the course of 1.5 seconds. If you release the secondary power button, this is canceled. Once fully blacked out, you are met with a power selection UI (Think of it like Vecna’s power) of 4 powers that correlate to some mythical or legendary creature. You must select 1 power before waking up again. If you have multiple tokens, you may not leave this selection until you use every token of your secondary power and your power selection will be re-rolled each time after you pick a power. The power selections are based on which tier of Synchronization you are at. They are the following:
    Tier 1:
    The Ijirait - When the hand approaches you, press your primary ability button again to change your lunge into a stomp that does not damage survivors. The hand will then be pushed into the ground, indicated by a purple puddle. While this hand is in the ground, press the secondary power button while using your primary power to teleport any grabbed survivor to the stomped hand, which removes the puddle.
    The Loch Ness Monster - Every third time of using your primary power, you will instead sink underground and travel at 20m/s to where the hand would’ve spawned before emerging and lunging after 0.7 seconds. Your pivot angle is no longer restricted when using this version of the power.
    The White Stag - If you down a survivor using your primary ability, you may banish them into your bag by holding your secondary ability over them. When this is done, they are instantly teleported far away from you, healed to healthy, inflicted with 20 seconds of incapacitated, and you gain 15% haste for 10 seconds.
    The Wendigo - Upon grabbing a survivor with the hand, inflict “tagged”. This survivor is healed 50% faster. When this survivor is healed by another survivor, injure that survivor and remove this effect.
    Tier 2:
    The Cipitio - When a survivor you were chasing gets more than 20 meters away, your next Inescapable Grasp range is increased by 30 meters and travels at 30m/s for 8 seconds.
    The Camaztoz - Gain a second optional lunge after your primary power’s lunge that has no aiming restriction and goes the same max distance as the first (Grace period to use it is 0.8 seconds).
    (No associated creature because I couldn’t think of nor find one) - If you press your secondary power while using your primary power, you will reflect the hand once it approaches you, traveling at 30m/s. You will lunge once this hand returns to you once more. (Yes, it is intentional that this uses the same button prompt as Ijirait. You will instantly teleport any survivor hit by this reflected hand lmao)
    The Koi Koi Lady - Your primary power recharges 2 seconds faster for every injured survivor.
    Tier 3:
    The Siguanaba - When using your primary power, reveal any survivor that is within LOS of the hand for 7 seconds.
    The Banshee - Double the distance of your lunge and pierce survivors. The hand travels at 15m/s instead of 20.
    The Kraken - If your lunge strikes a pallet or breakable wall, break it and half the cooldown of your power.
    The Erchitu - Your primary power now travels through walls, and the hand pulls survivors through walls as well. (If the survivor is pulled through walls and can’t be placed in front of the killer, they are placed inside the killer. If the hand would be spawned inside a wall, reduce the range until it is no longer inside a wall [I imagine it like how SM64 calculates movement, but I can’t say it’s that simple because I can’t program and nor can Behaviour so RIP])
    Tier 4:
    The Basilisk - Any Survivor with 1 or less hook states will be instantly hooked if they are grabbed by your hand and downed. Hooking a survivor with 0 hook states exposes and reveals the survivor with the least amount of hook states for 60 seconds.
    The Manananggal - Gain the ability to kick 1 power generator. Upon kicking one, permanently destroy the currently most progressed generator and transfer 40% of its power to this one. This generator now gains 0.5 charges per second if the killer is within 25 meters of it. (This power cannot be selected if all generators are completed)
    The Gashadokuro - Reduce the time for your hand to come from the portal by 0.5 seconds.
    The Ox-head and the Horse-head - Permanently gain 10% haste and deactivate your ability 1. All pallets respawn. The end game collapse will commence in 30 seconds.
    Perks:
    Onslaught: Begin the trial with 12 tokens. Each time you hook a survivor, gain a 5% haste status effect for (however many tokens you currently have) seconds and remove one token.
    The Most Dangerous Game: Upon putting a survivor in the dying state, you may press interact on them. The survivor is then healed to the injured state and the killer is stunned for 0.5 seconds. The survivor gains 20% haste for 3 seconds,15% haste for 60 seconds and 50% faster action speed for 60 seconds. The killer gains 15% haste for 60 seconds and acts 50% faster. If the survivor evades a chase for 10 seconds total or 60 seconds pass, the survivor is healed. If the killer downs the survivor before the 60 seconds pass, they will instantly be hooked and the killer gains a token. For each token, gain 2% haste when further than 15 meters from a survivor.
    Hex: Lure: Upon opening an exit gate, create a Hex totem at the other gate. The other gate cannot be opened unless the totem is destroyed. The end game collapse is 50% faster. (If noed is too much of an issue, this could be nerfed to straight up break all other hexes when activated).

  • @guccicles
    @guccicles 3 дні тому +2

    "The Old Man" was 100% designed by a survivor main 😂

  • @viennasavage9110
    @viennasavage9110 4 дні тому +1

    Please keep doing more of these! I don't know if it's too late to add more concepts or not, but I'd love to participate next time

  • @jack-ox9ym
    @jack-ox9ym 4 дні тому +3

    praying someone's buys out behavior to be honest they hold this game back so much

  • @WaterfallYT
    @WaterfallYT 5 днів тому +2

    Overview: The idea for the Killer is to be like Plague and Oni as in the Killer must do something to gain their power, but once they have it the Killer becomes a formidable threat. Furthermore, I also wanted to give both sides a side objective that they need to interact with to try and create a sense of tug of war between both sides. This idea was in this video but it was deemed too complicated and so mostly skipped, so I made it simpler while still trying to keep the original intention intact.
    Killer: The Caretaker (Again)
    Height: Average and Tall
    Gender: Male and Female
    Terror Radius: 24 Meters
    Movement Speed: 115%
    Weapon: Sacrificial Knife
    TLDR Lore: The Caretakers are a bunch of cultists that work in an orphanage. They sacrifice people for the entity and for their services gained some powers.
    ______________________________________________________________________________________
    POWER: DARK INFLUENCES
    The Caretaker has access to two unique states, Humanoid and Demonic. The Caretaker will start the trial out in his Humanoid state and in this state he can set up traps that will become active later. To become Demonic, the Caretaker must find and banish 4 out of the 5 Wandering Spirits that wander the map. Once Demonic, for 80 seconds the sky will turn dark, the Wandering Spirits will now work for you, and you will gain access to new abilities.
    Special Trap: “Seeds of Darkness/Flytrap”
    While Humanoid, the Caretaker can place up to 6 Seeds of Darkness. These Seeds of Darkness do nothing until the Caretaker becomes Demonic. Once Demonic, the Caretaker can no longer place Seeds of Darkness, but any previously placed Seeds of Darkness' will grow into Flytraps. These Flytraps will bind any nearby survivors like Pinhead chains, as long as they are in range.
    Special Attack: “The Void’s Grip”
    Once Demonic, the Seeds of Darkness is replaced by The Voids Grip. Press the power button to shoot out a projectile that links you to a surface or survivors. After linking, within a 3-second window the Caretaker can launch himself to the other end. If the other end is a survivor, then the survivor will be launched towards the killer, damaging them. Survivors in the way of the launch gets injured and any or breakable object such as pallets or walls, gets destroyed.
    Special Locomotion: “Astral Projection”
    Once Demonic, the Caretaker can swap places with Wandering Spirits every 15 seconds.
    GHOST MECHANICS]
    Special Enemy: “Wandering Spirits”
    15 Seconds after the trial starts 5 Wandering Spirits will spawn into the trial. These Wandering Spirits go through walls and patrol Generators. If they spot a survivor then they will come towards them to play 3 rounds of Hide & Seek. When the Caretaker is demonic, Wandering Spirits move faster and just patrol generators, no longer stopping to play Hide & Seek.
    Special Ability: “Hide & Seek”
    When a game of hide and seek is initiated, the Wandering Spirit disappears and hides nearby as a random object. The survivor must find it 3 times in a certain time limit to win. If the game is not completed in a certain amount of time then the Wandering Spirits will have their aura revealed to The Caretaker and begin patrolling again. If the Wandering Spirit is found 3 times then it begins to follow survivors, giving them a small random buff in the process. When a survivor with a Wandering Spirit loses a health state by any means then the Survivor loses it and it becomes banished.
    ______________________________________________________________________________________

  • @brandonbjoern9390
    @brandonbjoern9390 4 дні тому +3

    I have always had one about time travel.
    Basically the killer can warp the trial (excluding gen progressions and recently hooked survivors).
    When the power is available the killer can warp the trail backwards up to 15 seconds. 3s/per charge.
    While the warp is being charged the killer is slowed like when doctor charges his static blast.
    During the warp all survivors play out the game like usual until the power activates and then the survivors go back to whatever position they were at the moment the power was activated, per the charges.
    The power then goes on cooldown for 45 seconds.
    His secondary power is he can only time warp survivors he is in chase with.
    The power is used the same way but only affects "in chase" survivors.
    Another idea is that Survivors have an item that can counter the time warp for themselves to make the ability not so overpowered if there is a balancing issue.

  • @O.W.L.E.
    @O.W.L.E. 5 днів тому +8

    The pirate duel sounds really funny.

  • @IamtheThrongler
    @IamtheThrongler 5 днів тому +1

    you didn't get to mine from the stream so HERE IT IS
    The Deceiver
    A younger man stricken with a disorder, causing him to flip between a passive prepper and a destructive lunatic. He wields a switch in his right hand, and a tool-bag in his left.
    Power - Master of Deception
    "You hid in plain sight for decades behind a friendly face and a smile. Now that you've been separated from it, feigning innocence is much harder, but much easier at the same time."
    The Deceiver has two forms, Dormant and Active. These forms can be toggled using the Secondary Power button, but has a cooldown of 30 seconds once a Survivor loses a Health State.
    While Dormant, The Deceiver has the following properties:
    4.4 m/s Movement Speed
    Undetectable Status Effect
    Dropped and Standing Pallets, Generators, Lockers, and Vault locations can be interacted with the "Tamper" action as well as be Damaged.
    Injured Survivors will be placed into Deep Wound while they are Injured, and then can be downed properly
    Height is adjusted from Average to Short
    While Active, The Deceiver has the following properties:
    4.6 m/s Movement Speed
    32 Meter Terror Radius
    Normal Interaction with objects around the Trial
    Lunge Distance is 10% farther
    Height is adjusted from Short to Average
    Ability: Tamper
    The Deceiver, while Dormant, can Tamper with various objects around the map, giving them unique effects whenever a Survivor interacts with them or performs a Rushed action on them.
    Tampering takes 2 seconds no matter the object, and objects will remain Tampered until replaced or interacted with by Survivors. The Deceiver can have 6 Tampered objects at any given time, and performing a new Tamper action will replace the oldest Tampered object.
    Objects that have been Tampered with have their Aura revealed in White to The Deceiver.
    Generators: Generators will fire off 10 Merciless Storm-esc Skill Checks before the Generator will begin progressing. Tampered Generators cannot be blocked or regressed. Should a Survivor miss one of these Tamper Skill Checks, the Survivor will scream, the Generator will explode, lose 10% progress, and begin Regression.
    Standing Pallets: When a Tampered Standing Pallet is dropped, the Survivor will Scream and have their Aura revealed for 4 seconds.
    Dropped Pallets/Vault Locations: When a Tampered Dropped Pallet or Vault Location is Rush Vaulted, the Survivor will Scream and be afflicted with a 15% Hindered status effect for 4 seconds or until they lose a Health State.
    Lockers: A Tampered Locker, when Rushed, will make the Survivor Scream and trap them inside the locker for 15 seconds, and cause the Locker's Aura to turn Yellow for the duration of the trapping.
    The Deceiver’s Perks
    Mark the Spot
    "You're more than accustomed to keeping people away from where your latest masterpiece is brewing."
    Whenever you hook a Survivor, you become Undetectable and a 32 meter Terror Radius is transferred to the Hook for 5/10/15 seconds or until that Survivor is saved.
    Hex: Abusive Tendencies
    "What once scared your lessor half excites you inflict as much pain as you can, while you can."
    Whenever a Survivor heals themselves or another, a dull totem will become a Hex totem. This Survivor will suffer a 5%/7%/10% penalty to all cooperative actions until their Hex is cleansed. This Hex can only be activated once per survivor.
    This Hex is blocked to other Survivors for 45/60/75 seconds.
    Silent Commandment
    "You broke rules often not spoken, and now you'll ensure that others follow your rules by force."
    When you Down a Survivor, you become Undetectable for 10/15/20 seconds or until you damage another Survivor with a Basic or Special Attack.
    Silent Commandment has a cooldown of 40 seconds.

  • @Dastieus
    @Dastieus 4 дні тому +1

    RANGED AND MOBILITY KILLER HYBRID WITH SLOWDOWN :D
    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. Executing a snag during a slide makes it unparryable to reward prefise timing and aim while moving quickly through the map. Hellfire Snag will still stop momentum and consume all tokens
    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
    _______________________________________________________________________________________
    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
    ____________________________________________________________________________
    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
    ___________________________________________________________________________________________________________________
    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

  • @tfcbioshock
    @tfcbioshock 4 дні тому +1

    I made a concept awhile back maybe some people will like it:
    NAME: THE BYTE
    a sentient killer virus hell bent on assimilating anything and everything into itself. Its unique perks capitalize on the hubris of survivors, gaining power from the survivors perserverence and striking when all hope is lost.
    Design: like the dredge, The Byte has no real physical form, just a soulless silhouette that glitches into different forms and objects every few seconds. The form it takes most frequently however, looks like a glitchy silhouette of a shadow.
    POWER: TERRORBYTE:
    Press m2 to "glitch phase". Like a Wesker dash but it goes through walls like nurse and does no damage. When the dash goes THROUGH a survivor or survivors, it inflicts a status affect called "bugged". Like doctor, each successful dash on a survivor increases that survivor's "Bugged"status. Each increased level of "bugged" makes glitchiness like sadako go around your screen more frequently, and the killer can (like plague)use Terrorbyte Dash on windows and pallets. after a short amount of time..the affected pallets and windows are glitched out of existence for survivors who have any level of "bugged"and are unusable. The last level of "bugged" gives exposed and permanent static glitchiness on the survivor's screen, making the killer harder to be distinguished at times from another glitch on the screen, or the actual killer. Hard drives are placed around the map and survivors plug them into terminals around the map to remove a level/two of "bugged". However after using a terminal, the killer can see the aura of the survivor for a certain amount of time. max "bugged" survivors also swap the look of themself with the killer until within an 8 meter range of another survivor and the swapped survivor gains their terror radius.
    Perks: Fear Finder: when you open a locker, survivors within 15 meters of a locker gain oblivious for 30-35-40 seconds. 50 second cool down. "Do not fear me. For I am your savior."-the byte. 30 minutes after initial terminus lab breach.
    Decrypted: your resolve to control and oppress overwhelms all logic. After a gen is completed, all survivors who finished that gen are exposed for 15-20-25 seconds. "Your struggles will only catalyze your suffering"-The Byte. 60 minutes after first breach.
    Power Down: Your unstoppable urge to kill is palpable, causing prey to lose all hope. After a generator is completed, this perk activates. When remaining in chase for 15 seconds, survivors who look at you for 5-4-3 seconds will gain "hindered" for 10 seconds.
    "ah..Capable. But not unstoppable." -The Byte
    Voicelines:
    Starting line: all era's must come to an end. I'll see to it.
    I will be the beginning. And the end.
    A new age..is about to begin.
    The dawn of something beautiful is here.
    Soon...all will be....me.
    Starting chase: don't run. You need to be fixed.
    Found youuu~
    Running? Really?
    Hm..Please.
    Fear hm? I'll change that in you.
    As if you have a chance.
    Stun:
    You challenge perfection?
    this changes nothing.
    "Hm..I've decided what to do with you."
    "I'll disassemble your atoms!"
    "Resistance will lead to suffering."
    "Pain is all your fighting will bring."
    "Why fight change? It's good for you."
    "I can't wait to fix..You."
    Violence.. Typical of your kind.

  • @laurapills
    @laurapills 5 днів тому +16

    episode 3? episode one and two were years ago what are you? valve?

    • @ScottJund
      @ScottJund  5 днів тому +25

      no i actually did an episode 3

    • @sna1466
      @sna1466 5 днів тому

      it should have been an episode 2.5

  • @kjl8902
    @kjl8902 5 днів тому +11

    The Juggernaut: Chase oriented killer that specializes in hitting skillshots for additional buffs. Lacks mobility but secondary ability allows for global slowdown and tracking. Tall killer, 32m terror radius, and 115% movement speed.
    Worldbreaker (Main Power): Hold right click to charge up Worldbreaker up to a maximum of 2 seconds, and press left click to activate Worldbreaker. If Worldbreaker isn't charged up for at least 1 second and is activated, The Juggernaut will perform a basic attack instead (similar to how demogorgon doesn't use shred if it isn't charged properly and lunges when you try to shred). While charging up, The Juggernaut will be slowed and his fists will glow as he raises them overhead. If activated after the power is at least charged for 1 second but isn't fully charged (similar to a non-fully charged demogorgon shred), The Juggernaut will dash 6 meters forward with his hands over his head, ready to pummel anyone in his way. If he collides with a survivor during the dash, he will strike them and deal 1 health state worth of damage(the dashing speed is slightly slower than demogorgon's shred speed, and The Juggernaut can move around like hillbilly during it). If he doesn't collide with anyone during the dash, The Juggernaut will strike the ground at the end of the dash, or he will strike any obstacle he collides with, recovering slower if he hits an obstacle. If charged fully, The Juggernaut will dash forward 8 meters instead. If The Juggernaut collides with any survivor during the fully charged dash, he will strike them down and immediately put them in the dying state, recovering faster than a non-fully charged Worldbreaker dash. If The Juggernaut doesn't collide with any survivor during a fully charged Worldbreaker dash, he will strike any obstacle he collides with or will automatically strike the ground at the end of the fully charged dash, creating a shockwave that travels 12 meters in front of him. The shockwave can go through walls (similar to pyramid head's power), hits multiple survivors, and injures them for a health state (The shockwave's travel speed is similar to pyramid head's m2, but the shockwave itself is slightly slower and narrower than Pyramid Head's punishment of the damned). A fully charged Worldbreaker dash will break any breakable wall or pallet upon collision (similar to hillbilly dash).
    Pumped Up (Secondary Power): If The Juggernaut hits a survivor with a fully charged Worldbreaker attack, Pumped Up activates for the next 50 seconds (A fully charged worldbreaker hit counts as either the shockwave projectile hitting a survivor, or the fully charged dash hit). If The Juggernaut downs a survivor while Pumped Up is active, all survivors will scream and reveal their location, as well as being incapacitated for the next 5 seconds (similar to old eruption). While Pumped Up is active, The Juggernaut will recover from a missed Worldbreaker attack 10% faster. Pumped Up goes on a 10 second cooldown after the 50 second duration. NOTE: After receiving feedback, I think it'd be more healthy to remove the incapacitation effect from Pumped Up.
    Perks:
    No Beast So Fierce: Your primal rage induces an instinctive fear on your victims. If you hit a survivor by any means (doesn't matter if its basic attack or not and still activates even if the survivor doesn't go down), No Beast So Fierce is activated on the injured survivor for the next 30/35/40 seconds. While No Beast So Fierce is active, the survivor that activated No Beast So Fierce will be unable to work on any generators until the perk's duration ends. NOTE: I've also realized how broken this is, so to fix it, I'd either make it activate once per survivor for the entire trial, or make it last 30 seconds and give it a 120 second cooldown.
    Monstrous Strength: Your hulking body has been pushed to its limits several times, granting you incredible strength at the cost of sluggish movement. Kicking a generator will make it lose 6%/8%/10% of its progress (instead of the regular 5%) but the kicking animation will take 2.15 seconds (instead of the regular 1.8 seconds).
    Inevitable End: None have survived your wrath, and you are determined to keep it that way. When the exit gates are powered, gain a token for each non-hooked survivor. Press the right mouse button to consume a token. Upon consuming a token, for the next 6/8/10 seconds, your next successful basic attack will ignore the endurance status effect on the survivor you hit (so instead of putting them in deep wounds, you'll immediately down them if its a basic attack). NOTE: I also think making it so this works anytime during the trial, but you only gain 1 token per survivor hooked for the first time, would be healthier for the game. Also, the right mouse button should probably be configured to the E button instead.
    A user named SlainBySunrise gave some feedback to me and had an incredibly good idea for The Juggernaut in the replies so I wanted to mention it here. Please do keep in mind this is something I came up with on the fly and that it is far from a perfect concept. I just kind of wrote what I think would be cool to see in DBD so feel free to laugh at it or roast me for making an unbalanced killer or whatever lol.

    • @SlainbySunrise
      @SlainbySunrise 4 дні тому +1

      Juggernaut's interesting, I think his power might be a little unhealthy in this state, though. He reads as a clunky Oni side-grade with unnecessary slowdown put into his kit. I think incapacitating Survivors isn't a fair trade and it may have unhealthy implications regarding generators or slugging. The Juggernaut downs one survivor, procs Pumped Up and downs another, the incapacitation makes it so the remaining Survivors can't pick up the downed Survivors or progress the objective at all. Imagine him using Infectious Fright and instantly snowballing everyone because they can't use items, or boons, or do generators, or heal teammates.
      NBSF would be like pre-rework Eruption except even more overwhelming and would be _horrible_ to play against, especially on certain killers like Legion, who can almost always guarantee a first hit. It'd make 3-genning really obnoxious because you can just hit a Survivor and are guaranteed that they can _not_ repair generators for an entire 40 seconds.
      Monstrous Strength's downside doesn't _really_ make sense, I think it'd be fine to maybe lower the maximum regression to 8% without slowing the kicking animation. Juggernauts are supposed to be unstoppable, they shouldn't be getting slowed down because of their strength and should instead just carry that momentum forward.
      Inevitable is a strange perk, aside from the button needing rebinding (probably to E, similar to Dead Hard as this is just the anti-Dead Hard). Is the goal to promote end-game camping by eating through any OTR, BT, DH, etc. while proxy-camping? If so, that''s just unfun game design.
      Overall I think the concept _might_ be fun to play _as,_ but for the Survivor side this would be as miserable as original Skull Merchant, if not worse, given it literally takes away their ability to play the game.

    • @kjl8902
      @kjl8902 4 дні тому +1

      @SlainbySunrise I agree with everything you've said about both the killer's power as well as the perks, I just kind of came up with this killer on the fly upon seeing this video because I always wanted a Juggernaut type killer haha. I wanted to provide a rough draft of what I would want a Juggernaut themed killer to look like in dbd. If I had to change some things, I'd make it so Pumped Up is the exact same, but without the incapacitation effect on the survivors.
      I'd either make NBSF activate only once per survivor for the entire trial, or make the duration 30 seconds and give it a 120 second cooldown.
      I'd make Inevitable End work anytime during the trial, but make it so you earn 1 token for each survivor hooked for the first time. I initially thought of making it an endgame perk just to make it fit with the idea that you get angrier as the survivors get closer to escaping, but it just doesn't work balance wise.

    • @SlainbySunrise
      @SlainbySunrise 4 дні тому +2

      ​@@kjl8902 It's all good, I think you've definitely got some good ideas and your reply here has made them even clearer. I love the creative side of this community, especially the Killer concepting side.
      I'd love to see a juggernaut-type character as well, I think the idea of a slow-start snowballing chase Killer whose power grows more oppressive as the match continues could be sick.
      Here's a little revision idea I had that tweaks elements of yours, since your idea really inspired me:
      *[The Juggernaut]*
      The Juggernaut is the same size as Nemesis and moves at 115% movement speed. For a weapon he has large hands clad in rusty iron gauntlets named the "Unstoppable Force"
      Main Power - Worldbreaker: Hold RMB to charge Worldbreaker up to a maximum of 2 seconds, then release to activate Worldbreaker. Pressing LMB while charging will cancel Worldbreaker and NOT activate its cooldown, Worldbreaker can not be canceled once activated. The Juggernaut dashes forward quickly (Somewhere between Oni and Hillbilly, like 230% or double his normal movement speed) for up to 4 seconds based on charge duration (dash duration is just double the charge time).
      Colliding with any breakable wall or dropped pallet will instantly destroy it and reduce the dash's remaining duration by 0.3 seconds. Colliding with a Survivor will put them in the dying state and reduce the dash's remaining duration by 0.3 seconds. Colliding with a solid object or map element, such as walls, hooks, etc. will create a shockwave and end the dash. This shockwave reaches 8 meters out and will incapacitate any Survivor caught within it for 3 seconds. Worldbreaker has a cooldown of 30 seconds.
      Secondary Power - Pumped Up: Every time a Survivor is hooked that does not result in a sacrifice, gain 1 Token. Tokens can not be consumed or lost by any means until the trial is over. For every Token gained, the Juggernaut's Worldbreaker gains the following effects:
      +2% faster charge time, +3% faster dash movement speed, +1.25s shorter cooldown, +1m increased shockwave, +1.25s shorter cooldown.
      NOTES:
      This revision/rework is meant to encourage the Juggernaut to avoid tunneling to reach his full power without punishing him for tunneling. I worked the incapacitated back into his kit in a way that doesn't feel super punishing for Survivors, both due to the duration and requirement of being very close to the Juggernaut making it avoidable. I re-tooled Pumped Up to be a constant snowballing bonus to Worldbreaker rather than an immediate carry-over so there is a little more room, I also think it's more thematic

    • @jrbionic404
      @jrbionic404 3 дні тому +1

      This conversation is so wholesome. Thanks

    • @jrbionic404
      @jrbionic404 3 дні тому +1

      Dope perk names and ideas!

  • @TrueMalys
    @TrueMalys 4 дні тому

    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

  • @krischainz
    @krischainz 5 днів тому +2

    The old man could work if changed around a bit, make it where he starts with 1 stains and every 15-30 seconds he gains a stain. stains are markers you can put on the map to telport to or from another stain. Stains can be placed on walls, floors ,and ceilings.
    Imteracting with a stain allows him to teleport to another stain, with a short cooldown.
    And the other world grab is good for for punishing saves and other plays silent killers would get grabs at.

  • @asecondsense2120
    @asecondsense2120 4 дні тому +1

    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

  • @eliaslamsa6541
    @eliaslamsa6541 5 днів тому +1

    The Lycanthrope
    Pounce: Hold the ability button to crouch down on all fours readying a pounce. Pounce works like a demogorgon dash shred launching in one direction and injuring survivors or breaking pallets but the pounce will also go over windows.
    Bloodhunt: when injuring, downing and hooking survivors charge bloodhunt. When bloodhunt is fully charged activate it to enter a frenzy. During bloodhunt you mark the farthest survivor and gain a scent trail to their location. Moving along the trail increases movement speed greatly like the houndmaster. During bloodhunt pounce is empowered going further and allowing you to pounce again after a missed pounce. Downing a survivor will end bloodhunt, but downing the hunted survivor will refund a portion of bloodhunt.

  • @Prizzz
    @Prizzz 3 дні тому

    Hey scoot, I came up with this idea before Dracula was announced so the whole theme is kinda no longer needed but oh well...
    Original Killer: The Hemomaniac
    Height: Normal
    Speed: 4.6 m/s
    Terror Radius: 40m
    Primary Ability: Clinical Vampirism
    Pressing the active ability button after hitting a survivor with a basic attack will activate Clinical Vampirism until canceled. Reveal a stream of blood and scent trail only visible to The Hemomaniac leading directly to the last survivor attacked. If another survivor loses a health state while Clinical Vampirism is already active, Clinical Vampirism will continue to track the survivor that it was activated on. If the tracked survivor is healed enters the dying state, Clinical Vampirism will deactivate. Pressing the active ability button while Clinical Vampirism is active will deactivate the ability.
    Secondary Ability: Sanguine Craving
    Hold the secondary Ability button to charge Sanguine Craving. While Sanguine Craving is charged, move at 3.0 mps. Release the secondary Ability button to cancel or press the basic attack button to leap forward. Hitting a survivor with Sanguine Craving will inflict that survivor with deep wound and incapacitated as well as immediately activate a special variant of Clinical Vampirism that reveals the aura of the blood stream through walls within 12 meters. The incapacitated status effect is removed when the survivor mends or enters the dying state. Hitting a survivor with Sanguine Craving will deactivate any already active trails created by Clinical Vampirism.
    Passive ability: Blood Craze
    When all survivors are injured simultaneously, Blood Craze activates until at least one survivor gains a health state by any means or if there are less than 3 survivors remaining. Move at 5.0 m/s, increase the terror radius to 50m, and gain the ability to kill survivors by your own hand that have reached at least the first hook stage. Blood Craze cannot activate if there are less than 3 survivors remaining

  • @deban0
    @deban0 4 дні тому +1

    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

  • @MathewAndreazza
    @MathewAndreazza 2 дні тому

    Killer idea I've had for a long time.
    I wish I could call them The Legionary but we already have the Legion. This killer is basically one of the skeletons (because we need a skeleton!) from Jason and the Argonauts but more armoured and with a much larger, more intimidating shield.
    Terror radius: 32m
    Power: Sword and Shield
    Special Ability: The Legionary has two modes, Shield Mode and Sword Mode. The Killer begins the game in Shield Mode. In Shield Mode, the Legionary can charge in a manner similar to Oni's Demon Dash, and if they collide with a survivor they are flung away as if thrown by Wesker. If the airborne survivor collides with a wall, they lose a health state. Slamming into a breakable wall or dropped pallet breaks the pallet or wall and puts the Legionary into a cooldown animation.
    Pressing the attack button while charging will cause the Legionary to slam their shield down into the ground and let go of it, switching them into Sword Mode. Slamming the shield does not damage survivors but it does make any survivor within a 24m-radius scream. Various checks will be in place similar to placing a turret against Xenomorph to make sure the shield does not block important things like doorways and windows, or is placed near hooked survivors.
    A 24m radius around the shield will be visible, just like the radius of one of Skull Merchant's drones. Every five seconds, the shield pulses and sends out a visible shockwave along the ground. Survivors will hear a directional noise so they know a pulse has started. A healthy survivor that is performing an action or moving while the pulse passes over them has their aura revealed to the Killer briefly (a few seconds) and becomes Exposed for ten seconds. If the survivor is injured, they scream and become Broken for ten seconds. Downed survivors suffer no penalty. Each pulse causes the detection radius to increase by 8m up to a maximum of 48m. The Broken and Exposed timers can increase with each pulse that hits the survivor. After 20 seconds have passed (or four pulses), the shield no longer pulses and the Legionary has a limited time (probably 15 seconds) before they are teleported back to their shield and forced into an animation to pick it up again, entering Shield Mode once more.
    A cooldown then begins which prevents them from slamming their shield for some time - probably 15 seconds.
    The aim is to have a Killer that has great mobility for map traversal, but has to choose wisely when to forego that mobility for lethality. I also hope that the killer being forced to teleport back to the shield once they have finished 'hunting' means they cannot be used to tunnel or camp effectively.
    Perks
    The theme for these perks is to hark back to the Legionary's past of working together with other soldiers as a unit, and to encourage the survivors to do the same while punishing them for spreading out.
    Scourge Hook: Call to Arms
    Four hooks become scourge hooks at the start of the game. The first time a survivor is hooked on a scourge hook, the furthest healthy survivor from the hook becomes Exposed and has their aura revealed to the Killer until the survivor is unhooked. The other survivors see each others' auras until the survivor is unhooked. This perk deactivates once a survivor has been killed.
    Hex: Break Formation
    Whenever no survivor is within 12m of another survivor, if there is still a Dull Totem remaining on the map, Hex: Break Formation activates and lights it. All survivors gain a 32m illusory terror radius that functions just like the Killer's. They cannot hear their own terror radius but they can hear the terror radius of other survivors and the killer as normal, unless the killer is undetectable. Hex: Break Formation deactivates if two survivors come within 12m of each other, and the totem is extinguished.
    The perk is disabled for the remainder of the Trial if a Survivor manages to cleanse its Hex Totem.
    Cruel Conscription
    Whenever a survivor working on a generator alone hits a good skill check while the Killer is farther than 32m away, Cruel Conscription activates.
    The generator in question becomes blocked by the Entity for 60 seconds.
    The other survivors see the aura of the generator in white. Any other survivor that comes within 2m of the generator before the 60 seconds has elapsed will unblock the generator.
    When the generator becomes unblocked by any means, the perk goes on cooldown for 60 seconds.
    This perk deactivates once a survivor has been killed.

  • @Perdidu
    @Perdidu 5 днів тому +1

    Second guy literally adapted SCP 106 to DBD, and i really like that idea. Of course it would be a mess in BHVR's hands, but it would be peak.

  • @Einsteinium1000
    @Einsteinium1000 3 дні тому

    Watching this I got inspired & thought this up:
    Original killer: *The Bomber* | Height: average (read: Legion size) | M/S: 4.6 m/s | Terror Radius: 32 m
    Appearance: He wears extremely padded tactical gear and a modified combination of welding & gas mask. The weapon is a modified backpack leaf blower with a attached blade.
    Killer ability: *Deliberate Detonation*
    The Bomber has access to *four* different explosives: *Dart bombs*, *Flashbangs*, *Smoke bombs* & *Landmines*. The Bomber can choose between them by holding secondary ability button to bring up radial wheel. Tapping secondary ability button once instead arms you with *Detonator.* All explosives use the same *Resource,* which The Bomber has *16* by default.
    *-Dart bomb:* Press and hold the ability button to aim Launcher, and press the attack button to shoot Dart bomb.
    • Resource usage: *1* per use.
    • Dart Bombs stick to Survivors.
    • Survivors who have Dart bomb sticking out of them can attempt removing them over 8 seconds while retaining their movement.
    • *A Survivor cannot have multiple Dart bombs on them*
    • You *can* tag multiple Survivors with *a* Dart bomb.
    • While at least one Survivor has a Dart Bomb on them, pressing secondary ability button automatically arms you with Detonator. Press attack button to begin detonation.
    • A successful detonation inflicts Deep Wound on Survivor. *Dart bombs cannot put Survivors into dying state.*
    *-Flashbang:* The Bomber can use them both as a tripwire trap or launch them across the map.
    • Resource usage: *3* per use.
    • As a tripwire: Look directly at ground and press the ability button to shoot a stake with wire attached. With the default range of *8 meters,* you can place the Flashbang on ground on another stake, or at wall. The stake and Flashbang will have a thin wire between them.
    • A Survivor who walks into tripwire will detonate the explosive.
    • Any Survivor within 3 meters of explosion will be Blinded for 2 seconds.
    • Any survivor within 12 meters of explosion will scream, be afflicted with Deafened status effect for 10 seconds, and Oblivious status effect for 30 seconds.
    • There can be a maximum of *8* Flashbang traps in map at any given time.
    • As a projectile: Look forward, press and hold ability button to aim, and press attack button to shoot a Flashbang.
    • Uses *1* extra Resource.
    • The projectile explodes instantly when colliding with anything.
    • Aforementioned effects apply as they are.
    *-Smoke bomb:* The Bomber can use them both as a tripwire trap or launch them across the map.
    • Resource usage: *2* per use.
    • As a tripwire: Look directly at ground and press the ability button to shoot a stake with wire attached. With the default range of *8 meters,* you can place the Smoke bomb on ground on another stake, or at wall. The stake and Smoke bomb will have a thin wire between them.
    • A Survivor who walks into tripwire will detonate the explosive.
    • The explosion creates a thick smoke-screen with *12* meter radius, which lasts 10 seconds.
    • Any survivor within 12 meters of explosion will scream.
    • Survivors in smoke-screen cough extremely loudly (about 75 % louder than usual), and continue coughing loudly 40 seconds after leaving it.
    • The Bomber is granted Undetectable status effect while in smoke-screen. This persists for 1.5 seconds after leaving it.
    • There can be a maximum of *8* Smoke bomb traps in map at any given time.
    • As a projectile: Look forward, press and hold ability button to aim, and press attack button to shoot a Smoke bomb.
    • Uses *1* extra Resource.
    • The projectile explodes instantly when colliding with anything.
    • Aforementioned effects apply as they are.
    *-Land mines:* The Bomber can place highly lethal Landmines around the map.
    • Resource usage: *5* per use.
    • Press and hold the ability button place a Landmine on the ground in 2.5 seconds.
    • A Survivor moving over it detonates it.
    • Any Survivor within *2* meter radius will be put into dying state.
    • Any Survivor within *2 to 8* meter radius will be inflicted with Deep Wound status effect.
    • Any Survivor within 16 meters of the explosion will be inflicted with Deafened status effect for 10 seconds.
    • You cannot place Landmines within 16 meters from a hooked Survivor.
    • Hooking Survivor within 16 meters from a Landmine disables it.
    • There can be a maximum of *3* Landmines in map at any given time.
    Survivors can disarm explosives by getting close and performing 8 second interaction. At the last 4 seconds a disarming Survivor will be faced with continuous Skill Checks. Failing one detonates the explosive.
    As mentioned in the beginning, The Bomber can take out *Detonator* or put it away by tapping secondary ability button once and detonate placed explosives:
    • Look at the explosive you want to detonate. Press the attack button to detonate.
    • Flashbangs and Smoke Bombs give *1.25* second warning.
    • Landmines give *2.25* second warning.
    The Bomber can reload *Resources* at Lockers.
    Noteworthy things: Projectiles have identical properties of Throwing Hatchets. 45 meters per second and the same arc. Placing explosives replaces the oldest one.

  • @master_eevee
    @master_eevee 3 дні тому +1

    This my original take on an killer based around the middle ages. (i have over aton of concepts (44 in total) for difrend characters, so i had to at least choose 1 :) )
    KILLER - The Bishop.
    This killer has an 32 meters Terror Radius and has an movement speed of 115%
    POWER - Hail and Execution.
    The trails as the members of God are never solo. You and your trusted companion will join your trips.
    At the start of the trail, your companion will spawn next to you. You have zero controll over this companion and shares the same statistics as you, aside its lunge range. Wich on him, will be non.
    Special Ability: Hellfire.
    Press and hold the Power Button to charge up an Hellfire Blast from an Cross on your right hand. The charge takes 3 seconds, makes you move at 4.4 and has an cooldown of 5 seconds. When fully charged, it automaticly activate and it can not be cancelled during wind-up. The Range of Hellfire is 12 meters. It will aply an Health state of damage when landing an succesfull hit.
    Comanion: Your Executer.
    Your companion will roam the map around without you, so no need to double team. The AI is programmed to follow the exact same route as the survivor it's chasing. (Will work like The Knights AI, but will vault windows and break pallets)
    Special Ability: Commands
    Press the Special Ability button to switch between commands for your commanion. Press and Hold the Special Ability Button to make your companion perform the action you want to do.
    You can switch between Patrol and Execute.
    Holding the Special Power button reduces your movement speed by 15%. Using Patrol, command your companion to patrol towards the marked generator. Using execute, command your companion to perform an Slicing Dash (works like an oni dash) and hitting an survivor will put them in deep wounds. This can only be used if the Executer is in chase.
    Both of them will have an Unique Terror Radius and Chase Music. The Bishop will be more themed around "Holy" instruments, where The Executer will be more themed around "Unholy" instruments.
    PERKS
    Killer - Unworthy
    Hitting an survivor with an Basic Attack will have there Aura Revealed for 7/7/7 seconds. After 7 seconds, this perk has an 45/37/30 seconds cooldown.
    Killer - Holy Christ
    Kicking an Generator grands you an token. Breaking an pallet will consume 1 token and give you an 3/3/3% Haste for 2/3/4 seconds.
    Killer - Serve the Knights
    Injuring an survivor with an basic attack grands you 2 tokens.
    For each token, the next time you aply an status effect its Increased by 2/3.5/5 seconds.
    Survivor - Toolsmith
    While holding an Toolbox, you will turn this into an Weapon of Handcrafted Arts.
    While holding an Toolbox, consume 50%/50%/50% charges of Max charges of the toolbox to turn it into an Weapon.
    With this weapon, you fight against the killer and perform an Block on the Basic Attack and will Stun the killer for 1/2/3 seconds.
    You can craft multible weapons from the same toolbox, as long as you have enough charges.
    Survivor - Teamwork: Deticated Craftmanshift
    When fully healing an survivor, this perk activates.
    When you are within 16/16/16 meters of the healed survivor, you get 1/1/1 charge every 3/2/1 second.
    Perk Deactivated when leaving the survivor's range for 8 seconds.
    Survivor - Blacksmith's Work
    When working on an generator, you charge this perk up.
    When doing 60/50/40% of generator progress, this perk activates automaticly at the generator you work on.
    This generator will not be able to be regressiong for 45 seconds.
    Repair speed on this generator is Reduced by 15%
    (This concept also has all the available add-ons (all 20) but i grab the 4 most interesting add-ons with this killer concept)
    Purple Rarety - Unholy Bible
    Hellfire shoots trough walls. Reduce Hellfire's Range by 8 meters.
    Purple Rarety - Burned-out Torch
    During the End Game Collabs, The Executer moves at 5.0 m/s for the remainder of the trail.
    Iridecent Rarety - Iridecent Cross of God
    When The Bishop is in chase, The Executer has the undetectable status effect 'till chase ends.
    When The Executer is in chase, The Bishop has the undetectable status effect 'till chase ends.
    Only be activated on 1 side and has an 25 seconds colldown after deactivation
    Iridecent Rarety - Holy Bible of The Entity
    When commanding The Executer with Patrol, The Executer moves at 5.2 m/s, but The Bishop moves at 4.0 m/s.
    When commanding The Executer with Execute, The Bishop moves at 5.0 m/s, but The Executer moves at 4.2 m/s

  • @LinkedToReality
    @LinkedToReality 4 дні тому

    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.

  • @elijahcurtis1751
    @elijahcurtis1751 4 дні тому

    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

    • @elijahcurtis1751
      @elijahcurtis1751 4 дні тому

      Additional info (nothing about killer power, just desine and mori concept and personal thoughtson the idea)
      The Victim will be a 6 to 7 foot tall killer with loose rags as their clothing. Stained in blood and with rips or holes all over it but most covered up. Underneath the rags will be bandages all caked with blood from her wounds, all wrapped up to her neck, her face having a hole through her cheeks, skull and
      She caries the flail on her hip inside a makeshift belt she created out of animal hide. Her chain will be wrapped around her torso, hips and sholder and lastly her pitchfork will be on her back sticking up above her head a bit, it resting on top of her chain around her body
      When the flail is being put away, her right hand will drop then catch the flail on the neck and chain of the flail, lowering it out of first person view and into her belt
      When the flail is being taken out to use, her left hand will reach down and grab the flail, pulling it out of her belt and watching the ball fall, then passing it to her right hand
      When putting away the meat hook she uses her right hand to start wrapping it around herself again over her right sholder out of first person veiw and hooking it onto it's chain
      When taking the neat hook out her left arm reaches over her right sholder and pulls it down infront of the camera, passing it to her right hand
      When putting the pitch fork away, she quickly pulls it behind her backupside down in her with one hand, a but of struggling can be heard as she attaches the pitchfork to her back upside down
      When swapping into the pitchfork she reaches behind herself with her left arm, struggling a bit to pull it out at first, and then hands it to her right hand to hold it 1 handed with her hand choked up on the prongs
      Mori: She takes out her pitchfork, walking behind the downed survivor and impales the survivor spine with it. Her hand chokes up on the pitchfork as she pulls the survivor up on their knees. Then she uses her chain to hook the survivor on the back of the skull, stepping back and pulling on it to force the survivor up into the air, balancing on pitchfork and chain in The Victim's hand
      And lastly The Victim takes out her flail, spinning it high into the air before releasing a devastating blow on the survivors stomach. Forcing the pitchfork to peirce through their spine and body as the survivor falls on the ground. She puts her flail away and yanks the hook off of the survivor as she grabs her pitchfork that's standing up straight. Putting her tools away
      To me, I wanted to make a strong, but punishing killer. One who is capable in most situations but takes a lot of skill to pull off some things. I also feel like screaming from the survivors are under utilized and the deafened status affect being changed into removing the terror radius could be pretty neat. Then a lot of add-ons can be changed to apply the deafened affect and all that
      And for the Ritual blood and Iron maiden thing. Like I said I wasn't 100% sure about keeping it. I think it's very interesting and I'd love to keep it, but I'd understand it not working and just being to complicated. Unfortunately if it has to come to it I'll be fine with removing it
      And lastly, before editing the post a bit I originally was going to have it be a lot harder to collect Ritual blood because I wanted there to be like a ultimate move called "The Entity's Blessing". But I just got stumped trying to create a idea for it
      The original idea for it would have been it requires 10 stacks of Ritual blood and when activated all 10 would be used
      The Victim would transform into a horrific beast of the Entity's imagination. . . But I don't think it would be good visually and I don't know what I'd do power wise. Plus the idea felt really bloated as is

  • @hhenry44
    @hhenry44 3 дні тому

    Faust "The Physician"
    Height: Very tall
    4.6 meters per second
    32 meter tr
    Power: What could this be?
    Hold m2 to draw a random item
    Bomb: Throws a bomb that explodes in 3 seconds, and can be detonated early by pressing m2 again before it explodes
    Hammer: Slow hatchet that ricochets twice
    Meteor: Hover your mouse over an area indicated by a circle (like flannel nurse with a way bigger area), releasing m2 will cause meteors to fall on that area and damage survivors
    Donut: Throw a donut at a minimum range of 8 meters. The first killer or survivor to pick it up gais 15% haste for 10 seconds
    Banana peel: Throw a banana peel that hinders anyone who walks on it by 10% for 10 seconds
    Mini faust: Deploy a mini faust who works like a nemesis zombie but way faster, stays active for 35 seconds. Deploying another mini faust will deactivate any active mini fausts. Deploying one in chase will cause it to sleep for 10 seconds before activating
    1 ton weight: Heavy and slow projectile that instadowns and breaks breakable walls and pallets
    Bonus ability: Pocket
    While holding an item, you can press ctrl to store it in your pocket. Pressing ctrl again will make you hold the item again. Can only have 1 item pocketed at a time.
    Using an item outside of chase will increase the cooldown of drawing an item by 20 seconds temporarily. Mini faust will not cause this effect. If the item hits a survivor, this effect is disabled (this is to prevent people from spamming items until they get something they want)
    Bonus ability 2: Tension
    Whenever a survivor becomes injured or hooked, Your tension increases. Injuring or downing a survivor via a myster When the tension meter is full, you gain the ability to activate 3 random items at once. When tension is full, you can mori survivors who are on death hook. Camping will deplete tension.

  • @dizzycrazy8474
    @dizzycrazy8474 4 дні тому +1

    imagine having old ruin and merciless storm KEKW

  • @entercorz6661
    @entercorz6661 2 дні тому

    Killer: The Challanger
    Lore: A killer that is a more messed up version of the survivor (I’ll talk about them later in the comment), this killer was sent to recapture the survivor who escaped the realm.
    Power:
    Hand of Scry:
    Hold M2 to lift up your hand and shoot a beam (kinda like moria from ow2), if the beam hits a survivor , it will slow them down and fill up a bar called (challangers bounty).
    Challangers bounty: Once the bar is full, the Challanger can challange a survivor from a 15m distance, this will cause chains to pierce through the survivors leg and stop them from moving. Then both of you guys teleport to an alternative dimension (like the void from the halloween event) this dimension favours the killer through the vaults and pallet placements. The dimension also has orbs that survivors can take to speed them up (this is for some counter play). The Challanger also unlocks a new ability called (slash of might). If you kill the survivor in the in the dimension, they will be automatically hooked and you teleport to the same spot you challenged a survivor, if the survivor manages to out run you, they will teleport in a random spot on the map that is not close to the challenger. This dimension lasts for 60 seconds.
    Slash of might: You can charge a powerful slash that makes you leap forwards and throw a projectile which if it hits a survivor, it will injure them. (Only usable in the dimension)
    -I’m too lazy for the perks
    Survivor: Ramirèz Dontá
    A survivor who has escaped from the realm but does not remember ever being in the realm.
    Perks:
    Remembrance: After working 50% of a generator, you unlock the ability to unblock anything blocked by the entity (vaults, pallets, generators) when you use this ability, it puts you on a 3 second animation to unblock the entity blocked thing. This perk then deactivates and requires the same conditions to re activate.
    Resourceful: After opening 2 chests (rummaging also counts) and repairing 1 generator, you gain the ability to rebuild one pallet from the entire map. Once used, it can’t be used for the rest of the game.
    Invocation regenerative wealth: After completing the invocation, any time a survivor of your team is injured, they require 30% less progress to get healed.

  • @moosedroppings3706
    @moosedroppings3706 4 дні тому +1

    you forgot to edit this part out of the video

  • @fairfolk123
    @fairfolk123 4 дні тому

    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.

  • @byronspeir8089
    @byronspeir8089 4 дні тому

    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".

  • @Pabloblart
    @Pabloblart 5 днів тому +1

    I stopped playing almost 2 years ago but since I’ve came back as a casual, it’s actually been fun even in solo queue which I always played but would stress me out like crazy. I don’t take it as seriously as before and just accept the game for what it is.

  • @Salaman-Metal
    @Salaman-Metal 4 дні тому +2

    (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 Lookouts to run to the farthest map edge from their original Post Up position 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.

  • @BundleOfRats
    @BundleOfRats 5 днів тому +1

    Ah screw it part 2, updated following criticisms (thank you chat I was sleep deprived during this and YES im aware this is no way in hell plausible for them to implement Im just writing cool ideas for shits and giggles)
    [DbD Killer Concept: The Photographer]
    A killer that captures memorable moments on a wicked camera.
    [Killer Ability: Flash Photography]
    Holding the Primary Ability button pulls up a camera, and pressing the Secondary Ability button takes a Snapshot.
    Snapshots will "capture" a scene, storing the location of yourself, the location of any Survivors in frame, and the condition of interactables in frame (Survivor health states are not stored, nor is their healing progress). Up to 3 Snapshots may be held at once, with newer Snapshots burning away older ones, or Snapshots naturally burning away after 30 seconds. Holding the Secondary Ability button pulls up your available Snapshots to select between, and selecting a Snapshot will reset all of the above to how it was captured in frame and burn all current Snapshots.
    When a Snapshot is called back to, any Survivor that has their position reset will be afflicted with a 5% Hinder for 2.5 seconds. Additionally, undropped Pallets and Windows will be blocked by The Entity for 7 seconds, while dropped Pallets will be broken by The Entity. Interactables such as Generators and Totems may each be reset once by a Snapshot.
    Holding the camera up will slow you down slightly; additionally, Flash Photography has 3 charges which each recharge over 8 seconds.
    A Survivor who is caught in a Snapshot is briefly Hindered and afflicted with Blindness (5% Hinder for 2.5 seconds, Blindness for 10 seconds).
    [The Photographer's Personal Perk: Capture The Moment]
    Kicking a Generator places it in "stasis," causing it to neither regress nor progress, and will visually be frozen. The first Survivor to interact with a Generator in stasis has the effect transferred to them, allowing the Generator to regress and progress and causing the Survivor to no longer progress Generator repairs for 35 / 40 / 45 seconds.
    Only 1 Generator may be affected at any given moment.
    When a Survivor unfreezes a Generator, this perk enters a 60-second cooldown.
    [The Photographer's Personal Perk: Photophobia]
    Each time a Generator is completed after the first, this perk gains 1 Token.
    Survivors entering a 6-meter radius of a powered Generator will scream and reveal their location; vaulting speeds are reduced by 9%, and aura reading is blocked.
    Each Token increases the range at which these effects occur in by 4 / 5 / 6 meters.
    [The Photographer's Personal Perk: Scourge: Film Reel]
    4 Hooks in the Trial become Scourge Hooks and are highlighted in White to you.
    When a Survivor is first hooked on a Scourge Hook, the amount of time they've been on hook is saved, up to a maximum of 40 / 45 / 50 seconds. Every Survivor hooked on a Scourge Hook afterwards has the saved time reduced from their on-hook timer.
    [The Photographer's Iri Add-on: Wretched Reels]
    - For each unique interactable caught in a Snapshot, the duration of Entity blocking is increased by 3 seconds.
    - Base Entity blocking duration reduced by 3 seconds.
    [The Photographer's Iri Add-on: AX300 Bulb]
    - Survivors reset by a Snapshot are Hindered by an additional 5%, and the duration is increased by 2.5 seconds.
    - Maximum number of Snapshots held reduced by 2.

    • @janic8617
      @janic8617 4 дні тому

      The power is so confusing, it sounds really underpowered like you take a snapshot in a chase and cause the game to recreate it ? How does that help you. The only way i see it helping is if it resets gen progress and that just sounds extremely boring lol. The perks are really confusing aswell, the scourge hook makes zero sense, and what is the stasis perk? It just pauses a gen for 30 seconds? Even if the Power was great, its not even remotely realistic to implement, it would destroy the code of the game.

    • @eckogeckoo
      @eckogeckoo 4 дні тому

      Im sorry but what is the point in capture the moment? I feel like the idea is to prevent a generator, especially one with a lot of progress, from being completed. But it honestly does more harm than good. During those 30 seconds the survivor is just going to work on another generator and now you have two gens with decent-high amounts of progress instead of just one.

  • @thepimpedlink9578
    @thepimpedlink9578 4 дні тому

    so while not his entire power, i had been getting back into dbd around the time of the unknowns release, and came up with the killer "the reaper" and his entire power one month later was turned into flight of the damned for Vecna, my main idea was that like huntress he could charge a swiping motion with his scythe, this wipe would launch a beam that could go through objects and be crouched under, i evened envisioned it being purple in design, the main difference was it was on a much shorter cooldown and survivors could find "shrines" around the map containing scrolls, these scrolls when held would put you into deep wound if being hit by a slash that would have downed you, the item being broken if he downs you normally or with a slash, basing it off the weapon system from VHS where youd drop a weapon if you were downed with it

  • @salvadorelastname9095
    @salvadorelastname9095 4 дні тому +1

    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?

  • @lorezoncider
    @lorezoncider 5 днів тому +1

    Ok so this is a concept for a serial killer who disgused his murders as shark attacks, eventually merged into the fake shark he created by the entity. Shark here can also be read as "impostor".
    The Shark
    4.4m/s
    24m TR
    12m Lullaby
    Killer Power: From Below
    Press the Power Button to enter From Below. While in From Below, swim under the ground, moving faster (4.8m/s), become undetectable, unable to see survivors, and able to see survivor’s footsteps.
    While in From Below, The Shark can pass through walls.
    Press the Power Button while in From Below to exit. (Cooldown: 14s)
    Shark Attack
    While in From Below, press and hold the Attack button to charge Shark Attack, while fully charged (1.2s), release to attack.
    Exit From Below, damaging all survivors in an area (6m).
    Tag Tracker
    Tag Trackers, (up to 4) are found in Tracking Stations around the map.
    Survivors carrying a Tag Tracker are notified of The Shark’s location within 8m while in From Below.
    The Shark is notified (every 10s) of the location of Survivors carrying Tag Tracker while in From Below.
    Survivors can use Tag Trackers in Tracking Stations to reduce the Water Level. (20 charges). Once a Tag Tracker is used, Tracking Stations need to recharge (10s) before issuing a new one.
    Water Level
    Water Level is constantly rising. (1c/s. 120 total charges.) Water level rises 100% faster while in From Below.
    Water Level is divided into 5 levels.
    Level 0 (0-30c): no effect.
    Level 1 (30-60c): From Below cooldown reduced by 3s per level.
    Level 2 (60-90c): From Below speed increased by 0.2m/s per level.
    Level 3 (90-120c): Shark Attack charge speed increased by 10% per level.
    Level 4 (120c): while in From Below, survivors are revealed with Killer Instinct.
    Perks:
    Blood Thirst
    You’ve always hated their lies. But this time, you’re using them for your advantage.
    See the aura of blood pools outside a 40m radius.
    “Ya gotta be careful out there. They say they can smell blood from a mile away.” -fisherman
    Scourge Hook: Misdirection
    They’ll look for what was never there and fall to what they’ve never seen.
    While a survivor is hooked on a scourge hook, they gain a 32m terror radius.
    While outside 32m radius of a survivor hooked on a scourge hook, gain the undetectable status effect.
    “It doesn’t need to be exact. They wouldn’t tell the difference anyways.”
    Lure to Kill
    It’s easy to kill when they think you’re on their side.
    Whenever a survivor would see your aura, this perk activates for 10 seconds.
    While the perk is active, gain the undetectable status effect. Survivors who would see your aura see it as if it was another survivor.
    This perk has a 30 second cooldown.
    “You thought the hunt would be easy, didn’t you? But it was, for me.”

  • @Rabbit-o-witz
    @Rabbit-o-witz 5 днів тому

    The Tar (had this idea waaaay back, like 2020, maybe 2019)
    Power: tar clone (i cant think of a name so whatever)
    Press and hold the power button to begin charging the power. Once charged you can press the attack button to send out a clone of yourself in a straight line or a target (explained bellow). If the clone makes contact with a survivor it will cover them in tar, slowing them down juuuuust a little bit and covering their screen with black tar. If the clone makes contact with a generator or pallet it will break them for you (taking a little longer than your default time). Generators become covered in tar which makes skill checks way harder. If the clone makes contact with a vault location, he will vault it and the location becomes tainted, making any actions on it slower (medium vault)
    (An alternative was to make it so the clone would also taint pallets instead of breaking them, or make it so tainted survivors peformed slowed actions in general,removing the whole interacting with...interactables, and instead only interacting with the survivors)
    Seems pretty basic, but my idea was a killer that had a gimmick. The clone could use perks. Pop, brutal, even bamboozle so when he vaulted a window he would block it.
    Also, you could swap between target mode (able to send te clone straight to a window/pallet) and projectile mode (so basicaly like dog lady).
    There were also some quirks I considered such as the clone leaving a trail the killer could follow gaining a speed boost or if a survivor vaulted a window at the same time as the clone it would destroy the clone and the killer would get penalized with longer cooldown/slowed down and of course all those things like getting slowed down when charging the power and cancelling it that I simply didnt mention above. Believe it or not, I also imagined he could even carry survivors to a hook
    I dont think this killer would work nowadays, since again, I made the concept years ago. But I felt like sharing it here.

  • @Biggiewesker
    @Biggiewesker День тому

    Original Killer Concept: The Shade
    New Killer: The Shade
    Stats:
    4.6 m/s
    24m TR
    Tall
    Power: The Seething Void
    The Shade is a dark killer, able to move between shadows, and possess survivors for brief periods of time
    Press the power button to charge Possession
    Once charged, a purple oval-shaped outline will appear, showing where the attack will be cast. The Shade is slowed down to 3.2m/s when holding this projectile. Press the Attack button to shoot out a fast projectile made of pure dark energy. If this projectile hits a survivor, you will immediately be transported to the survivors POV, where you will temporarily take ownership of their controls for a maximum of 3 seconds, or until you cancel the possession. Upon exiting the survivors POV, you will recover after 0.5 seconds, after which you may attack.
    Special Ability: Void Slip
    Press the active ability button while standing on a dark surface/shadow to slip into the floor. In this form, you cannot attack, but move at 6.5 m/s. While in this form, shadows are outlined in purple, and you cannot move into the light until you come out of the floor. You may also teleport between shadows.
    Survivor Item: Tactical Flashlight
    Around the map, there are 4 total chests which grant the Tactical Flashlight. Each flashlight has a base duration of 3 seconds.
    These flashlights do not blind The Shade, but they can be used to stun him while he is casting Possession, or they can be shined upon possessed survivors to break them out of control. Doing either of these actions takes 1.5 seconds of the flashlight being shined upon either The Shade or a possessed survivor.

  • @dangernoodle3343
    @dangernoodle3343 4 дні тому

    What a cool idea for a video, hopefully it doesn't get dropped for 2 years

  • @BurningGeneral
    @BurningGeneral 5 днів тому

    The Warden or something.
    115 killer, 32 Meter TR, standard stuff.
    Main ability: 'LOCKDOWN' Draw paths with a constantly moving beacon you send out, (Akin to houndmaster in search mode) but rather than snapping to a gen it draws on the map & always goes forward. When it hits the outer bounds of the map it ends. Until that time, you can turn left or right to draw patterns or block certain things off. Turning is limited akin to Pyramid head to avoid giant spirals and cheese. After a few seconds, these walls begin to glow/reveal themselves to survivors. You can activate this ability at will to summon a wall that is impassable by survivors unless they interact with it for a few moments to scamper over. If they are standing ON it when it is raised, they lose one health state. The warden can bust down a wall with a reduced cooldown hit (Like nemi hitting a zombie). Lets you make mini arenas to control where they can run. Good for planning ahead. (Walls will crumble if a new one is made, or after 50s or something to stop someone being held captive if theres a bug with it or something(A bug in DBD no way!))
    Second ability: "SECURE" Enter a locker thing(Special elevator) that teleports you to the elevator nearest to a survivor.
    PERKS
    Trickle charge: When hitting a survivor with a basic attack, steal one token from all relevant perks and add it to this one. For each token, increase pickup speed, hook speed, and grab animations by 10% up to a maximum of 10 tokens. Hooking a survivor reduces your tokens by 3/2/1.
    Officer responding: When a survivor gains haste within 16 meters of you reveal that survivors aura and gain 60% vault speed, kick speed, and stun recovery speed for six seconds.
    Lockdown: Reveals the hatch within 32 meters, and reveals the aura of survivors within 5 meters of an exit gate switch.

  • @maybekizuati
    @maybekizuati 2 дні тому

    Throwing My Perfect Killer in the ring:
    The Machine - A killer that is a featureless embodiment of the perfect slasher villain.
    Main Power: Recurring Crescendo - Upon hooking a survivor, press the ability button to emit a gutteral roar and enter the Crescendo state. In Crescendo, you are unable to attack or interact with survivors and move at 30% higher speed with a reduced (16m) terror radius. You can exit out of Crescendo by pressing the ability button again or running out the timer of 15s. Being stunned in any way exits Crescendo immediately. Crescendo has a 0,5s cooldown in which you cannot attack survivors and move at 100% movement speed. You
    Secondary Power: Damned Whispers - Press the secondary ability button Summon a small, cloaked shrine (4 max) to keep the spirits disturbed and use them to your advantage. Shrines reveal the location of nearby survivors to you via Killer Instinct periodically, eventually granting the Damned status effect to the Survivor. The Damned status effect can be removed by either cleansing a Shrine or entering Chase. Cleansing a Shrine will give the killer a 2 meter reduction to their Terror Radius and a 5% Haste Bonus for one minute. The Shrine returns to the Killer's possession after the bonus is up. Alternatively, Damned can be removed by entering chase. Damned Survivors who enter chase immediately get Exposed for 15 seconds and cannot see the Killer's red stain until the Chase ends.
    Passive Power: Realm Weaving - A thick fog descends upon the realm as the Machine enters. The Entity is persuaded to make survival more difficult. Visibility further than 24 meters is impossible. Baseline kick and vault speed is increased by 10%.
    The core idea here is explicitly to make an M1 Killer that is focused on you having your macro and micro basics perfectly honed. It won't be the strongest, but I find the base gameplay as Killer very fun and want to have a Killer that is truly focused on it, not forced into it by an underwhelming power. The informational/stealth provides you with opportunities to snowball versus most teams and the Shrines essentially let survivors make an extra decision if you want the Killer to either have an opportunity to instantly end a chase/info on you at all times or trade that for a guarunteed harder time for the next little while. I'm sure there's some tweaking that could be done to this trade-off, but the concept is there.
    Unique Perks:
    Pause N' Resume: Give them pause. They'll scream once you resume.
    While in chase, your time to kick a generator is reduced to 0,1 seconds. Upon kicking a generator at any time, gain a 7% Haste bonus for 5/10/15 seconds.
    Scourge Hook: Delayed Gratification: It's all about the bloody journey, not the destination.
    The first survivor that would be immediately sacrificed upon being hooked on a scourge hook is reverted to the second stage instead. Upon the perk activating, all hooks on the map become Scourge Hooks and you see every Survivor's aura for 7 seconds.
    Script Interference: The management told you to use this one.
    Equipping this perk randomizes the loadout of every player present in a trial down to the items and add-ons. Nothing being selected is also a possibility. Management's like that.

  • @lordkelp7278
    @lordkelp7278 4 дні тому

    (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.
    --------------------------------
    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.

  • @BaysideBebop
    @BaysideBebop 3 дні тому

    Have had this idea for a Killer for awhile, been super into it the more I've thought about it. Obviously taking inspiration from characters like Shang Tsung and Khameleon in Mortal Kombat.
    Original Killer: The Copycat
    The Copycat is a shapeshifting Killer, able to steal the forms and abilities of other Killers due to its strong connection with the Entity.
    SPECIAL ABILITY: Shapeshift
    The Copycat's special ability allows it to shed its skin and remake itself in the image of another Killer, it cannot choose which Killer it Shapeshifts into or Shapeshift into a Killer that they are already taking the form of or the Killer they took the form of prior to their current form. The Killer that The Copycat Shapeshifts can only be a Killer with an innate ability that doesn't require an external weapon, tool, or being as it cannot replicate solid materials, separate objects with paranormal powers, or beings separate from its main body. The Copycat starts the trial as itself, not currently taking the form of any Killer. The Copycat's baseform is 4.6m/s, has a 32m terror radius, and is average height. The Copycat's Shapeshifting abilities are not exact copies of the Killers themselves, however. It tries it's best to mimic other Killers, but it's own versions of powers may have various quirks. The Copycat does, however, accurately replicate a Killer's general stats unless otherwise specified. Meaning the list of Killers the Copycat can Shapeshift into includes:
    Nurse (Quirk: Moves at 4.4m/s but only has one blink.)
    Hag (Quirk: Triggered traps are not removed, instead they go on cooldown for 15s. Traps can still be replaced as new ones are placed down.)
    Doctor (Quirk: Survivors carry electrical charges after being shocked that spread to other Survivors upon contact.)
    Spirit (Quirk: Phasing duration is halved and cooldown is reduced by 25%.)
    Legion (Quirk: Feral Frenzy gains the ability to down a Survivor after 3 consecutive hits instead of four.)
    Blight (Quirk: Blighted Rush is reduced to 4 charges.)
    Artist (Quirk: Dire Crow is reduced to 2 charges, increased cooldown to 6s per Dire Crow fired.)
    Dredge (Quirk: Lockers do not have locks. Nightfall only starts progressing once The Copycat Shapeshifts into The Dredge, however Nightfall progress is kept between Shapeshifts.)
    Unknown (Quirk: When Shapeshifting into The Unknown, all Survivors become Weakened. Movement speed penalty after Teleporting is increased to 2.5 seconds. Survivors can only removed Weakened if The Copycat is currently taking the form of The Unknown.)
    (This list is excluding licensed Killer powers because this is probably all they'd have the rights to use for this Killer. Also to clarify: holding down CTRL would left you use Shapeshift, whereas tapping CTRL would let you use that specific Killer's Special Ability. In Doctor's case, you would have to use Static Blast first before using Shapeshift.)
    Shapeshift has a cooldown of 60s, however The Copycat will automatically Shapeshift into a new Killer after 150 seconds. If The Copycat is presently using a power and the 150s timer ends, The Copycat will automatically Shapeshift once the usage of the current power ends and subsequent physical cooldowns associated with that power have ended. (For Artist, The Copycat will Shapeshift after her Dire Crows are fired or expire.) After successfully Shapeshifting into a new Killer, effects applied by the previous Killers remain. (Traps placed by Hag, Madness levels inflicted by Doctor, etc.) But those effects can only be taken advantage of if The Copycat presently takes the form of that Killer. If The Copycat is stunned by a pallet, The Copycat will shed its skin and be reduced to its normal, powerless form, being forced to Shapeshift once again.
    PERKS: The Copycat arrives with three unique perks.
    Doppelganger
    Your resemblance to them is uncanny. Whenever a Survivor is within 8m/10m/12m of a Killer power that replicates the Killer's appearance (Which currently includes Illusory Doctors, Unknown Hallucinations, triggered Hag traps, or Freddy's Dream Projection) reveal that Survivors aura.
    Flattering Imitation
    You admire what others can do, and so you do your best to replicate it. After a Survivor uses an exhaustion perk that grants haste whilst you're in chase with that Survivor, you gain the ability to copy that effect for the next 10/20/30 seconds. (Sprint Burst will just activate instantly, Smash Hit will give you that haste after you break a pallet.) This perk then goes on cooldown for 120 seconds.
    Identity Disturbance
    You've spent so long mimicking others, you've become unsure of who you are. This perk randomizes into a random non-Hex perk every 50/40/30 seconds. The perk it randomizes into cannot be a perk you already have equipped in your loadout. 4 Scourge Hooks will always spawn in the trial when this perk is equipped, despite not inherently having a Scourge Hook effect.
    NEW REALM: Horrid Amalgamation
    Horrid Amalgamation is a combination of a variety of original DBD maps, able to utilize several different tiles and main buildings in its generation.

  • @marck.6613
    @marck.6613 3 дні тому

    Original Killer:
    Illusionist:
    -power
    -perks
    -addon ideas
    -technical details
    Tall
    4.6 m/s
    32m terror radius
    Theatrical Trick:
    The Illusionist can target and channel on a survivor in its field of view, the aura of a survivor or a generator. When the channel on a survivor is canceled the Illusionist is briefly slowed and the survivor becomes stage frightened for 10 seconds, Theatrical Trick goes on cooldown for 30 seconds. After channeling on a target the Illusionist vanishes, from the original position of the target create 4 pathways with an reentry point on each pathway's end. The Illusionist can choose 1 of the 4 reentry points or return to its original position. If a pathway is chosen create 3 Illusions that follow the pathways of their respective reentry-points. During the time a Survivor is targeted they get alerted that they are targeted. If an Illusion walks within 4m of a window or pallet they become tempered for 30 seconds. If an illusion is stunned by a pallet the pallet will be tempered for 10 seconds and the Illusion vanishes. If an Illusion is in range of a Survivor it follows them for up to 10 seconds and swings at them when in range ending its path, hitting the survivor inflicts stage fright on them for 30 seconds and reveals their location to the Illusionist by killer instinct for 3 seconds. Targeting a generator causes every Illusion that reaches the generator to regress the generator by 7%. Theatrical Trick has a cooldown of 60 seconds if a reentry point is taken and a 20 second cooldown if not. Interacting with a tempered object reduces the cooldown by 5 seconds.
    Tempered/Unadjusted:
    Windows and pallets stay tempered for their duration. After which they become unadjusted. Survivors can vault over unadjusted windows and pallets to adjust them(reverting them back to normal).
    Tempered and unadjusted windows and pallets are revealed to the Illusionist. Tempered windows and pallets lose their collision with the Illusionist and survivors. Unadjusted windows and pallets lose their collision only with the Illusionist. When the Illusion enters the collision box of a tempered pallet or window they become unadjusted.
    Stage fright:
    Survivors that are stage frightened will temper windows and pallets they interact with for 20 seconds. They will see still Illusion of the Killer, other survivors as well as fake Pallets that vanish when within 4m or stage fright ends. They also gain a 30% repair- and heal speed reduction, a 30% reduced great- and normal skillcheck zones as well as 50% increased skillchack spawn rate.
    Perks:
    Unending pursuit:
    When a survivor is injured with a basic attack this perk activates. Losing chase with a survivor reveals the aura of all survivors in your terror radius for 5 seconds. Injuring a survivor while this perk is active inflicts deep wounds. Downing a survivor while this perk is active reveals the aura of the furthest survivor from the killer for 3 seconds. This perk deactivates when not in a chase for 10/15/20 seconds.
    Fading Hope:
    Gain a stack every time a survivor is hooked for the first time. On 4 stacks, equalise the charges on all remaining generators once. Every time a survivor is hooked, start regressing all generators that no survivor is working on. This perk increases the natural gen regression speed by 10/15/20%. (example: 3 gens remain, 2 with 0 charge 1 with 60 after Fading hope all 3 gens have 20 charges now)
    Hex Faulty Requisite:
    Survivors vaulting a pallet that was dropped for at least 30/25/20 seconds, call upon the entity to destroy the pallet. Killers that kick a pallet that was dropped for at least 30/25/20 seconds gain 50% breaking speed on that pallet and 5% movement speed for 10 seconds after kicking that pallet.
    Addons:
    Iridescent:
    Iridescent Mask: Choosing Reentry point no longer spawns Illusions. Instead it grants 10% movement speed for 10 seconds and tempers all windows and pallets and afflicts stage fright on survivors in a 8m radius around the Illusionist for 10 seconds.
    Spotlight Projector: Channeling on a Survivor afflicts stage fright and exposes them for 20 seconds. The addons effect can only be used again if a channel on a generator is performed again.
    Purple:
    Dagger Requisite: injuring a marked survivor inflicts deep wounds on them.
    Technical details:
    -Reentry points are visible to the survivors as soon as the Illusionist chooses one.
    -choosing a reentry point puts the Illusionist in an animation 2 seconds
    -teleportation speed is unaffected by range
    -while choosing a reentry point the Illusionist’s camera should have an elevated pov and an “X-ray” view of the map but should not see survivors
    -picking up a tempered pallet will adjust the pallet
    -the Illusionist doesn't have aurareading on the Illusions
    -The paths are meant to generate through open space, pallets and windows, not unbroken breakable walls
    -the paths should be around 10-15m long so the reentry points should be around 6-12m radius around the target
    -targeting range of Illusions would be 8m and line of sight
    -survivors can see the state a window or pallet is in

  • @Hunubul1
    @Hunubul1 4 дні тому

    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.
    -------------------------------
    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.

  • @redcell9636
    @redcell9636 5 днів тому +1

    Better idea.
    All Killers and 1 Survivor. The Killers have to fight each other over the 1 survivor who is trying to escape. You can either eliminate killers for the win, get the survivor, or screw another killer over by helping the surviro escape and win. Lmao

  • @brickolasmcbrickerson
    @brickolasmcbrickerson 4 дні тому

    I had a whole ass google doc of these things forgive the flavor text.
    The Soldier
    Tall
    32m Terror Radius
    4.6m/s (115%)
    Last Stand of Verdun:
    “A nameless body carries memories of its past, lashing out in blind rage for all of eternity.”
    Desperate Turmoil:
    Press and hold the Power Button to begin a Desperate Turmoil. While in Desperate Turmoil, The Soldier will swing their sword continuously. Hitting a survivor during Desperate Turmoil will not cause a blade wipe, but will briefly stop The Soldier from damaging again or using Last Resort. This includes hitting hooked survivors. (About 1.5 seconds. This is mostly to stop literal face camping.)
    While using Desperate Turmoil, The Soldier’s vision will begin to blur until completely black. This occurs significantly faster if used near a hooked survivor. Pressing the Power button again cancels the power and moderately slows down The Soldier for 2 seconds while removing the blur completely. Hitting an obstacle will cancel Desperate Turmoil. Desperate Turmoil requires a cooldown of 10 seconds before being used again.
    Desperate Turmoil can be used indefinitely.
    Last Resort:
    While in Desperate Turmoil, hold the attack button to charge Last Resort. Once fully charged, The Soldier’s vision will moderately blur (on top of accrued blindness) and will perform a long charge, injuring survivors that are hit by it. Hitting a wall or releasing the power early will result in a long stun. Hitting a pallet will break it and incur a shorter stun.
    Lockjaw:
    All ability damage dealt by The Soldier applies the Lockjaw effect.
    Lockjaw causes survivors to suffer from a 5% speed decrease to all interactions (including vault speed). Lockjaw is removed when a survivor fully heals or is unhooked.
    (Notes: With base stats, Desperate Turmoil can be used for 15 seconds before the screen becomes practically pitch black. This is not like a filter, for the record. Ideally it is something that physically obscures bits of the screen. You don’t go any faster during this either, but you aren’t any slower. Last Resort exists to close gaps and provide a more interesting effect in the chase, operating like pig’s dash.
    Generally, the envisioned skill ceiling of the killer is built around learning to navigate a loop while blind using only sound. You can circumvent this by popping bits of your power early, but you lose out on things like double hits.
    Frankly man, I don’t even know how necessary Lockjaw is, but I like having some passive slowdown.)
    Perks:
    Sucking Mud - The ground beneath you refuses to let go. After a survivor completes an unhooking action, they receive a 10% hindered status effect for 5/10/15 seconds. Hitting the survivor during this period will reset the hindered effect. This effect does not stack.
    Fog of War - The veil of death makes certainty impossible. Upon the start of the game, receive Undetectable for 30/45/60 seconds. Each time a generator is completed, gain Undetectable for 15 seconds.
    Scourge Hook: Dull Memory - Stories fade, leaving nothing but the memory of misery. After a survivor is unhooked from a Scourge Hook, this perk activates.
    The next time another survivor is hooked, the last survivor unhooked from a Scourge Hook is afflicted with Exhaustion for 15 seconds, and has their aura revealed for 10/15/20 seconds. This perk then deactivates.

  • @folssee
    @folssee 4 дні тому

    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.

  • @daemongo1202
    @daemongo1202 4 дні тому

    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.

  • @jamescarrotcsl8
    @jamescarrotcsl8 5 днів тому +1

    thank u scoot for providing background noise whilst i install 400 skyrim mods 🙏

    • @tirasangue1
      @tirasangue1 5 днів тому +1

      I'm in the very same situation lol

  • @foxiki387
    @foxiki387 4 дні тому +3

    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.

  • @petes1772
    @petes1772 4 дні тому

    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. The next time that the survivor is healed into the healthy state, they will continue to produce pools of blood and grunts of pain for 30/45/60 seconds. Injuring the survivor by any means during this time will inflict the deep wounds status effect. Survivors can remove the Evisceration status effect by healing into the healthy state through the use of an anti-hemorrhage syringe add-on.
    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.

  • @weskuhplayuh
    @weskuhplayuh 4 дні тому

    something I made 10 months ago xdd
    4.6 m/s (115%)
    32m TR
    Similar Size to Oni, hunched over with a bee hive in his back like Charlotte's basket on her default skin.
    Primary Power: Compact Colonies (10 count, recycles)
    Pressing the primary ability button will alow the Beekeeper to throw smaller hives that act as Singularity cameras and attack a bee swarm similar to the Cenobites gateway. successfully hitting a swarm will incapacitate a survivor for 15 seconds, does not damage. a survivor stays swarmed until they dismember a Rotten Hive. Colliding with a rotten hive will swarm a survivor. multiple vaults of a rotten hive will swarm a survivor. Each Colony has 3 charges, using a charge will put it on a 30 second cooldown. Using all 3 charges destroys the Colony.
    Secondary Power: Rotten Hive (8 count up to 11, + 2 and +1. recycles like Demo when destroyed)
    Press the second ability button to pull out a Rotten Hive. A 2 meter radius window height, similar to a pustulus petal from the blighted halloween event. holding down m1 will spread out the hive up to 8 meters wide and form a Hive Wall. survivors can vault any shape rotten hive, gaining 7% hindered for 5 seconds. the Beekeeper can vault his own rotten hives at a 30% increased speed. the Beekeeper can also walk thru the rotten hive destroying it (must continue walking thru, 1 second animation slowed down to 80%) Can be placed in pallets or in front of windows and in open areas. a survivor may dismember a rotten hive (10 second animation). dismemebering a rotten hive will give 7% haste for 5 seconds while being revealed by killer instinct. If a sprinting survivor collides with a Rotten Hive, the Hive will explode and launch the survivor back. a base hive (not charged) will launch a survivor back 16 meters. a Hive Wall launches back 8 meters. (any haste a survivor has will multiply the launch back) IE (placing a Hive on one side of a pallet and picking up a downed survivor, a survivor with Background Player will be launched 24 meters) a launched survivor that comes into contact with a solid object will be damaged. an unswarmed survivor will be put into deep wounds if injured. A swarmed and injured survivor will be downed.
    Pink Add ons
    Iridescent Honey Jar
    Survivors swarmed by a compact colony are swarmed for 30 seconds and no longer permanently swarmed. any survivor swarmed is hindered by 3% for 30 seconds. Removes 3 Rotten Hives.
    Iridescent Tarnished Suit
    Colliding with a Rotten Hive explodes the Hive giving you 5% haste (removes the penalty for walking thru hive) for 10 seconds and launches any survivor within line of sight of 8 meters. Removes 3 compact Colonies
    Perks
    Closer to the Hive
    After a generator has been completed, gain a token. the next furthest completed generator's aura is shown in white for 30 seconds. within the 30 seconds gain a stackable 2% haste up to 10% while within 16 meters of the generator.
    before the hatch spawns, for each token gain 4% luck that the hatch will spawn within 32 meters of the killer. (can be cancelled by offerings)
    Scourge Hook: The Queen is Coming
    After hooking a survivor on a scourge hook, the entity blocks all lockers at least 8 meters away for
    8-16 meters: 10 seconds
    17-32 meters: 20 seconds
    33-40 meters: 30 seconds
    41 meters and beyond: until the survivor is unhooked
    Any survivor caught in a blocked locker is stuck in until it is unblocked and detected by killer instinct.
    While the perk is active, you gain a stackable 25% speed to searching lockers per distance measure on lockers blocked by the entity.
    Honey Cures The Heart
    After a survivor makes a fast vault within 8 meters of you 2 times, you gain undetectable until you damage a survivor or you take a vault removing all stacks. damaging a survivor while the perk is not active with a basic attack takes 1 stack away.

  • @skrumped
    @skrumped 4 дні тому

    🟥[ORIGINAL KILLER CONCEPT] 🟥
    KILLER: The Horde
    A large cluster of nanites that managed to gain sentience through some sci-fi bullshit. IDK, I figured you couldn’t care less about lore.
    POWER: Nanite Swarm
    After 15 seconds once the match starts, the Horde can activate Microscopic Migration. This power comes with 2 usable stacks once activated.
    Press and hold the “Power Button” to active Microscopic Migration. After a charge of 3.0 seconds while significantly slowed (3.2 m/s), the Horde will start moving around the map at incredible speeds of 9.8 m/s. In the power, the Horde can phase through any obstacle on the map, including buildings, trees, and whatever else, essentially “no-clipping” (except the floor, as that would probably break the game and the balance). However, they become dissipated once an object is traveled through.
    When this power is used, you are synergized after beginning a dash, meaning that hitting a survivor will take a health state, and dashing into a pallet will break it. Traveling through a window or any other obstacle will dissipate you, making you unable to injure or down a survivor.
    During Microscopic Migration, the Horde can barely change direction, as your turn rate is locked to 15°/s. Instead, you have the option of moving either left or right at an almost perfect 90° angle, and your sensitivity returns to 15°/s once completing the turn (sort of like playing snake - to give you some visual). When you press your designated button for moving left or right, one stack is consumed, allowing for a total of two sharp turns. After a turn is completed, the Horde becomes synergized and is able to hit a survivor and take a health state. If you hit a survivor while the Horde’s form is dissipated, the survivor will enter psychosis.
    After using Microscopic Migration and hitting a survivor, you receive a cool-down of 15 seconds, and are unable to use a basic attack for 3 seconds after ending the charge. If you use your power and DO NOT hit a survivor, the cool-down is reduced to 7 seconds.
    SPECIAL AFFLICTION: Psychosis
    If you are hit by the Horde while they’re dissipated, you will be affected by the psychosis effect. Once a survivor is hit, this affliction is permanently in the game and cannot go away while the survivor lives. This effect will be passed onto any survivor that fully heals, unhooks, repairs, or does any cooperative action with the person who is affected. However, this effect can only be on one survivor at a time during a match, and the only way to have this effect gone is if a survivor carrying psychosis dies with the effect. Sort of like an intense game of tag between the survivors.
    If a survivor is affected with psychosis and the effect is not transferred to another survivor, when the killer causes someone else to go into psychosis, the connection will be torn from the survivor, leaving them injured if healthy, and in deep wound if injured due to the violent disconnection that the Horde removes from the first survivor. This damaging hit applies to anyone who has psychosis when the effect is transferred.
    Psychosis takes 3 full minutes to turn from Psychosis: 1, to Psychosis: 3. One minute is spent in Psychosis: 1, one minute is spent in Psychosis: 2, and the rest of the time you’ll spend in Psychosis: 3. While in chase, Psychosis builds up 50% slower.
    Psychosis: 1
    The first minute of this effect is barely noticeable other than a small 5% decrease to most actions (repairing, healing, unlocking, cleansing, and sabotaging).
    Psychosis: 2
    When the effect reaches stage two, a few things start to change. The 5% decrease to speed in the last stage is increased to 10%. In addition, every 30 seconds, the Horde can see your aura for 5 seconds. The suffering survivor is made aware of this by a certain visual effect that takes over your screen. The reduced speed now applies to every action.
    Psychosis: 3
    In stage 3, it becomes very urgent to get rid of this effect. The decrease to action speeds is now 15%, vaulting over a pallet three times breaks it, and affected survivors can only perform medium vaults - forcing them to plan around getting chased in Psychosis 3. The suffering survivor also becomes exposed to the Horde, while still revealing their aura every 30 seconds.
    (I know this is quite a lot to understand, and it’s pretty hard to test things out without actually seeing how they feel in-game. Certain numbers would probably need to be tweaked after testing.)
    ---------------------------------------------------------------------------
    TEACHABLE PERKS:
    =
    Experimental Agony
    Each time you hook a different survivor, you get a stack. These stacks reach a maximum of 4 for each unique survivor you hook. Every stack you gain decreases your terror radius by 15/20/25%
    This decrease in terror radius goes away once you down a survivor you've already hooked. Once you start another round of hooking survivors, you begin to gain the 4 stacks again, and the cycle continues.
    =
    Hex: Harsh Equation
    Once a single generator is completed, this hex perk activates. This is a perk that becomes stronger and stronger the more the objective is done. It becomes necessary for survivors to cleanse it, as it can become a game changer later in the match. Every time a generator is completed you get a token.
    One Token:
    When one generator is completed, a totem lights up. The perk can now be deactivated by a survivor cleansing the totem. The survivors can now see that they are being affected by a hex.
    After a generator is completed, survivors/killers have the effects:
    The Survivors near the generator have their auras revealed for 5 seconds
    The Killer gains 5% haste for 10 seconds

    Two Tokens:
    After 2 generators are completed, survivors/killers have the effects:
    - All Survivors’ auras are shown for 10 seconds
    - The Killer gains 7% haste for 15 seconds
    Three Tokens:
    After 3 generators are completed, survivors/killers have the effects:
    - Survivors’ aura are shown for 10 seconds
    - The Killer gains 10% haste for 20 seconds
    Four Tokens:
    After 4 generators are completed, survivors/killers have the effects:
    - Survivors’ aura are shown for 15 seconds
    - The Killer gains 10% haste for 20 seconds
    - Any windows vaulted by the killer are blocked for 20 seconds
    - Any survivors near the completed generator are exposed for 15 seconds.
    Five Tokens:
    After all generators are complete, survivors/killers have the effects:
    - Survivors’ aura are shown for 20 seconds
    - All survivors are exposed until the totem is cleansed
    - The killer is granted 25% haste for 10s after a generator is completed
    - The killer is granted a permanent 5% haste until cleansed
    - The exit gates are blocked for 60s after opening
    In the fashion of hex perks, I wanted this perk to be ignorable, but incredibly punishing if the survivor team only focuses on generators and doesn’t look for the totem.
    =
    Terminal Trepidation
    This perk benefits you for doing well in chases. If you manage to down a survivor within 45 seconds of starting a chase, this perk activates.
    After hooking a survivor, any generators currently being worked on will become highlighted. Downing any survivor who previously worked on a highlighted generator will force all survivors to become exposed for 30 seconds, and reveal the aura of survivors for 10 seconds .
    =

  • @kulique8235
    @kulique8235 4 дні тому

    the Exalted Terror
    starts the match in Hunt mode, where the Terror is entirely invisible and silent, but cannot attack survivors. when the Terror is within 24m of a survivor, that survivor begins to breathe louder and more raggedly. holding down the active ability 2 button for 3 seconds exits Hunt mode and enters Attack mode, which locks the Terror in place*. after exiting Hunt mode, the Terror gains Undetectable for 7 seconds. entering Attack mode starts a 7 second timer during which the Terror is visible, can attack survivors, and has a terror radius. after the 7 second timer, the Terror is forcefully placed back into Hunt mode.
    *the instant the Terror starts this, they become completely visible
    special effect: Terrified. when the Terror exits Hunt mode, all survivors within 16m are afflicted with the Terrified status effect for 6 seconds. Terrified slightly decreases visibility and applies the Oblivious status effect. being in chase pauses the decay timer of Terrified. while any survivor is Terrified, the Terror's Attack mode timer pauses.
    special attack: Nightmare Rush. whenever a survivor receives Terrified, they also gain a stack of Sacrificial Mark. when they have acquired 2 stacks of Sacrificial Mark, the next time they become Terrified, the Exalted Terror unlocks Nightmare Rush. pressing the Active ability 1 button causes the Exalted Terror to rush forward, slashing viciously and stopping after a short distance traveled or on the first survivor hit. Nightmare Rush deactivates when the survivor with 2 stacks of Marked loses the Terrified status effect, when the Exalted Terror enters Hunt mode, or when any survivor loses a health state as a result of Nightmare Rush. when Nightmare Rush is deactivated by any means, all stacks of Marked are removed from all survivors.
    special structure: Altars. 6 Altars spawn around the map at random points. after performing the Blood Sacrifice action, survivors at the Altar gain the ability to see the Terror in Hunt mode at 36m for 25 seconds. only injured survivors may perform this action. survivors performing the Blood Sacrifice action gain the Deep Wound status effect. survivors who would otherwise die on hook can instead be carried to an Altar to perform a Sacrifice, which unlocks a special Mori animation. in order to unlock the Sacrifice, every single survivor must have at least one Sacrificial Mark. killing a survivor on an Altar disables the visibility buff from Blood Sacrifice for 90 seconds and allows the Terror to perform Nightmare Rush without requiring Sacrificial Marks for the same duration. in this state, Nightmare Rush has a 7 second cooldown. performing the Blood Sacrifice action disables the Altar for 60 seconds
    perks:
    Guided by Fear: whenever a survivor is damaged by your basic attacks, all survivor information perks, items, and addons are disabled for 15/17/20 seconds
    has a 60 second cooldown
    Worthy Sacrifice: survivors who remain injured for 30 seconds become afflicted with the Mangled status effect for 30/40/50 seconds. after remaining injured for 110/100/90 seconds, the survivor is afflicted with Broken for the rest of the trial, and this perk is permanently deactivated
    Trembling Hands: survivors within your terror radius gain a 6%/7%/8% action speed penalty. this perk is disabled for 20 seconds after a survivor loses a healthstate by any means

  • @playa08fly
    @playa08fly 4 дні тому +1

    I've figured out a way to stop tunneling. Just make the killer think everyone is a bot. Killers don't tunnel bots. Think about that for a second. Problem solved.

  • @pkpvptheminer
    @pkpvptheminer 5 днів тому

    The Shapeshifter
    32m TR
    4.6m/s
    Tall
    Power :
    You start the game with one token. You gain tokens by chasing survivors, one every 20 seconds, to a maximum of two.
    When using a token, you shapeshift into one of the 4 survivors (if they have an item, you appear to have one, if they are injured, you appear to be). While in this state, you cannot perform regular killer actions, your speed is reduced to 4m/s, gain 3rd person perspective, and you can perform most actions that survivors could usually do, with a twist :
    - When you repair a generator, it starts regressing at the survivor's repair speed. If a survivor comes to repair it with you, you reveal your true form, they are injured if healthy or affected with deep wound if injured, and the generator starts regressing. If a survivor is already on a generator, you cannot interact with it.
    - When you try to heal someone, you affect them with deep wound and regain your true form. They get a speed boost from the injury.
    - You can enter lockers. When exiting, you reveal your true form
    - You can vault pallets and windows. When you fast vault a pallet, you break it and reveal your true appearance. When you fast vault a window, you block it for 20 seconds and reveal your true form.
    - You cannot unhook other survivors
    You can choose to reveal your true form at any given time (it's not instantaneous).
    The survivors can try and check if another survivor really is who they pretend to be by interacting with them.
    - If they interacted with a survivor, they get the oblivious status effect for 20 seconds.
    - If they interacted with you, they reveal your true form and get some time to get away.
    One can do one check every minute or so (maybe a status effect in the corner next to the perks that indicate when the check is ready)
    You can fake checking a survivor. Nothing will happen.
    Add-ons :
    - Brown :
    - Rusty toolbox : a survivor who interacts with a generator you are interacting with does not get injured or affected by deep wound. You gain +100% bp from these interactions.
    - Empty medkit : an injured survivor you heal does not get affected by deep wound. You gain +100% bp from these inteactions.
    - Torn notebook : you don't reveal your true form when exiting from a locker.
    - Worn t-shirt : the chase duration needed to gain a token is reduced by 2 seconds. This effect doesn't stack.
    - Yellow :
    - Pristine t-shirt : the chase duration needed to gain a token is reduced by 5 seconds. This effect doesn't stack.
    - Stolen wrench : you make generator regress at 1.1 time the survivor's repair speed while interacting with one.
    - Running shoes : you gain a 5% haste effect while transformed. This effect lasts for 5 seconds after revealing your true form.
    - Broken lenses : When revealing your true form by any mean, any survivor within your terror radius suffer from the blind status effect for 30 seconds.
    - Green :
    - Dirty tuxedo : the chase duration needed to gain a token is reduced by 7 seconds. This effect doesn't stack.
    - Engineering degree : you make generator regress at 1.2 time the survivor's repair speed while interacting with one.
    - Lost dogtag : when injuring a survivor within 10 seconds after revealing your true form, they suffer from the mangled and hemmorage status effects for 45 seconds.
    - Makeup set : When revealing your true form by any mean, any survivor within your terror radius suffer from the oblivious status effect for 20 seconds.
    - Purple :
    - Leader's brain : when a survivor starts repairing a generator you are interacting with, the generator explodes and looses 15% of it's progress. This effect has a 90 seconds cooldown.
    - Botanist's heart : you can see injured survivors within 64m of you while transformed.
    - Survivalist's foot: you don't disturb crows. When revealing your true form by any mean, you gain the undetectable status effect and don't make any noise for 20 seconds.
    - Clean tuxedo : the chase duration needed to gain a token is reduced by 10 seconds. This effect doesn't stack.
    - Iridescent :
    - Iridescent tuxedo : you start the match with 2 tokens instead of one. The chase duration needed to gain a token is reduced by 10 seconds. This effect doesn't stack.
    - Iridescent makeup set : When revealing your true form by any mean, any survivor within your terror radius get exposed for 20 seconds.
    Perks :
    - Scourge hook : Hidden among us : When hooking a survivor on a scourge hook, you gain the Undetectable status effect for 20/25/30 seconds
    - Hex : Deception master : When hooking a survivor, you gain one token, up to 5.
    1 token : A random dull totem is turned into a fake Hex totem with no effect.
    2 tokens : fake skillcheck sounds can appear while performing a healing action, while some random real healing skillchecks don't have a sound.
    3 tokens : fake skillcheck sounds can appear while performing a repair action, while some random real repairing skillchecks don't have a sound.
    4 tokens : every 80/70/60 seconds, a random survivor can hear a TR approaching, then fading away after staying between 10 and 15 seconds nearby (16m TR music).
    5 tokens : While the previous effect is happening, you gain the undetectable status effect for 10/15/20 seconds
    All previously stated effects stacks.
    - Left without a trace : when hitting a survivor, this perk activates for 30 seconds. When this perk is active, if you are not in chase, you get the undetectable status effect for 10/12.5/15 seconds and the perk deactivates. Has a 60 seconds cooldown.
    It would look like a monstruous being in it's true form, similar to the Dredge.

    • @janic8617
      @janic8617 4 дні тому

      Killer sounds extremely underpowered, might Aswell just be a 5th survivor.

  • @M4TI423
    @M4TI423 5 днів тому +7

    The Emperor
    (Large, muscular, and menacing. Think Nemesis but instead, if a Viltrumite broke out of the psych ward from viewing too many eldritch horrors)
    (TLDR: Ranged non damaging power that applies status effects that buff both the survivor and killer, enabling the killer to perform a special charged M2, upon taking a health state under power specific conditions gain a random permanent stack of a buff. These buffs scale unlocking more power and character thematic)
    Power
    Might: Charge M2 to throw a ball of pure energy at a survivor (similar to a huntress hatchet) It can bounce. Landing Might without it bouncing inflicts the status “Pursuit” upon the survivor and killer. Landing Might with it bouncing off of terrain inflicts status “Superiority” upon the survivor and killer. The impact of Might itself does not damage or slow the survivor in any way including pallets and generators. However, later on, Might can damage pallets and generators, still not survivors in any way. Occasionally, when you miss the survivor with Might, the Emperor will scoff, loudly revealing his displeasure in your miss. Only the killer hears this, purely thematic.
    -------------------------------------------------------------------------------------------------------------------------
    Pursuit: Status effect that is given to both the hit survivor and killer if Might is hit directly onto the survivor with no bounce. The Pursuit status effect enables the affected survivor to vault faster and drop pallets faster, whereas Pursuit enables the killer to move faster and swing faster and longer. Pursuit can be reapplied again to double the effects for both parties. If the survivor loses a health state while at 2 stacks of Pursuit, the killer gains one permanent stack of Ascendancy 1, randomly increasing either gen kick speed, pallet and wall break speed, or vault speed by 1%. Every 4th stack of Ascendancy 1 the Empeoror is granted a stack of Ascendancy 2, more on this system below. You cannot acquire Ascendancy on a survivor that you just got a stack from, must be a different new survivor.
    Sentencing: While the killer is affected by Pursuit, if the Emperor is pallet stunned he can pass sentencing upon the survivor, charging up an alternative M2 charged knee slam that lunges a short distance, (similar to a billy charge but only for a second) If Sentencing lands, the survivor loses a health state and is inflicted with deep wound and if sentencing misses, the Emperor roars enraged, for 2 seconds. (think of Oni starting demon dash map wide scream, the exact same idea) The scream is purely thematic while also punishing the killer a bit for missing Sentencing
    -----------------------------------------------------------------------------------------------------------------------------
    Superiority: Status effect that is given to both the hit survivor and killer if Might is hit from a bounce.The Superiority status effect enables the affected survivor to move faster while also being tormented by the Emperor's overwhelming aura, suffering from max chase music volume, heartbeat, and random red killer vision cones around corners similar to doctor madness. Superiority enables the Emperor to gain wallhacks up to 3 meters while standing still (myers), increased vault and pallet break speed. The Superiority effects disappear after the survivor is down, however, occasionally after being unhooked, either max chase music, heartbeat, or red killer cones will jumpscare you while you are alone on a generator, reminding the survivor they will never be the same after their encounter with the Emperor. If the survivor loses a health state while at 2 stacks of Superiority, the killer gains one permanent stack of Ascendancy 1, randomly increasing either gen kick speed, pallet and wall break speed, or vault speed by 1%. Every 4th stack of Ascendancy 1 the Empeoror is granted a stack of Ascendancy 2, more on this system below. You cannot acquire Ascendancy on a survivor that you just got a stack from, must be a different new survivor.
    Hunt: While the Emperor is affected by Superiorty, if the Emperor is pallet stunned he can begin a hunt of incomprehensible cruelty striking through surfaces once thought safe for the survivors. The Emperor can charge up an alternative M2 charged hook that can only be used to go through a wall (like an artist crow), if it connects with the survivor they lose a health state, if they are close to a wall while Hunt hits, they become displaced and thrown against the wall (wesker throw), and become blind and exhausted. If the Emperor misses Hunt, he slams his fists against the ground repeatedly for 2 seconds which can be heard throughout the map (think again of Oni mapwide demon dash activation roar, but instead his club being slammed down and thudding with lots of bass and reverb etc). The rage is purely thematic while also punishing the killer a bit for missing Hunt
    (You are able to apply both 1 stack of Pursuit and Supremacy, and have both buffs active at the same time for both the survivor and killer, and have the choice of both using Sentencing and Hunt, however there is a large cooldown after using one or another you cannot use them back to back (like vecna) until you get to 10 stacks of Ascendancy 1)
    -------------------------------------------------------------------------------------------------------------------------
    Ascendancy: the Emperor has no real true power, his real power is his pure strength and hatred for the survivors, choosing more raw power from entity instead of crazy abilities like other killers. Because of this, his power is to scale his stats with the length of the game. Hitting a survivor with max stacks (2) of either Pursuit or Superiroty grants the killer a permanent 1% buff to a random choice of gen kicking speed, pallet breaking speed, vaulting speed, or hooking speed called Ascendancy 1. Every 4th stack of Ascendancy 1, the Emperor automatically gets a stack of Ascendancy 2 which is a 2% buff to either move speed or M1 attack speed. You cannot farm Ascendancy from the same survivor back to back. Technically there is no cap to how many times you can farm Ascendancy as all that is required to get a stack is 1: It is a new survivor, and 2: You apply 2 stacks of Pursuit or Superiroty and then inflicting a damaging state onto that survivor. Downing or hooking does not play into this system at all.
    Throne World: At 0-3 Stacks of Ascendancy, periodically survivors will scream from simply being in the same realm as the Emperor. (to help with the early game, do not want a second Oni) At 4 Ascendancy stacks a chilly breeze starts to cover the map a tell of the growing power of the Emperor like that thick fog add on survivors can bring. At 6 Stacks of Ascendancy 1, the Emperor is able to damage generators with Might. At 8 Ascendancy 1 stacks, the chilly breeze turns into a cold storm frightening the survivors, further obscuring the map and causing them all to scream in fear of Him. He is able to break pallets with Might. At 10 stacks Ascendancy 1 the aura of the killer is revealed to all the survivors for 2 seconds to simply instill fear of the inevitable, and he is able to combo both Sentencing and Hunt back to back. At 12 Ascendancy stacks, The cold storm turns into a blinding blizzard increasing frightening jump scare visions of the Emperor (similar to doctor madness),and reducing vision of the survivors while working on generators. Run.
    -----------------------------------------------------------------------------------------------------------------------------
    Perks
    Omniscient
    “The gaze of the Emperor leaves no corner hidden”
    If a solo survivor was working on a generator for at least 4 seconds, their aura is revealed for 1/2/3 seconds when they leave the generator within your terror radius
    Cooldown 60/50/40 seconds
    (This helps find the rat solo survivors in the corner of the map who hide the second they hear a terror radius)
    Unyielding Verdict
    “None escape my judgment, my presence twists the world into submission”
    After breaking a pallet or wall, your next basic attack inflicts Hindered status effect, reducing the survivor's movement speed by 5% / 6% / 7% for 2 seconds.
    Survivors within 8 meters of the broken object suffer from Exhaustion status effect for 4/6/8 seconds
    Cooldown 50/45/40
    (Punishes survivors who over-rely on pallets or windows, discouraging and pushing survivors to move into less advantageous positions for themselves)
    -----------------------------------------------------------------------------------------------------------------------------
    Chaos Theroy
    "You thrive in unpredictability, wearing chaos as cloak"
    Press the Active Ability button to activate Chaos Theory:
    For the next 8 seconds, all of your stats are randomized--(movement speed, healing speed, vault speed, repair speed, unhook speed, cleansing speed, etc) and each of these individual stats can either increase by up to 20% or decrease by up to 20%
    Upon activation, you also gain the Exhuasted status for 40 seconds.
    (Ive always wanted a perk similar to dramaturgy that involves gambling lol)
    Prey's Defiance
    "When cornered, even the hunted can turn the tide"
    When you stun the killer with a pallet, gain a token and the following effects for 6 seconds:
    You aura cannot be revealed by any means, and your scratch marks and pools of blood are hidden.
    Additionally, when you collect up to 3 tokens you gain the ability to rebuild any destroyed pallet.
    Cooldown: 40 seconds
    (I think chases are the most fun part of the game for both sides, so I wanted to give survivors more of a chance to have extra chases in the game)

    • @Tbot_2
      @Tbot_2 5 днів тому

      When the name was "the emperor" and you said ranged attack my mind immediately went to "UNLIMITED POWER"

    • @twoshu8940
      @twoshu8940 4 дні тому +1

      Oh brother a jojo reference

  • @salvadorelastname9095
    @salvadorelastname9095 3 дні тому

    Unfortunately all my concepts are licensed, but maybe commenters can give me feedback instead of Scott :p
    *Crossover Concept: DBD x Cemetery Mary*
    (Major spoilers for the identity of the game's killer, obviously)
    *Reginald Tetra, the Butcher*
    _An aggressive stealth killer, the Butcher can monitor his Obsession and keep them from other Survivors using his Power, Toxic Love._
    Reginald- known to his victims as the Blackwood Butcher- centers his Power around the Obsession, using a fake Terror Radius to spread paranoia and keep Survivors split up. Anyone who follows his beloved's actions too closely can be inflicted with a debilitating poison, and he can return to the scene of the crime with mysterious teleportation. His personal Perks, Scourge Hook: Insidious Cycle, Crumbling Façade, and Nail in the Coffin, let him wait for just the right moment to pounce, swiftly capture his target, and hook them in the perfect place to spell their doom.
    *Perks:*
    *Scourge Hook: Insidious Cycle*
    Your pleas to the Entity have borne fruit, causing the pain you inflict to cascade into more violence.
    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.
    Whenever a Survivor reaches the Struggle Phase on a Scourge Hook, the following effect applies:
    Insidious Cycle calls upon the Entity to block Pallets within 18/22/26 meters of its location for 20/25/30 seconds.
    Whenever a Scourge Hook breaks, the following effect applies:
    The closest unbroken normal Hook to the broken Scourge Hook is converted into a Scourge Hook.
    “Death is not at all what you've been made to believe it is.”
    -Reginald Tetra
    (I made this before Jagged Compass was revealed)
    *Crumbling Façade*
    You project a mask of polite kindness, but remain painfully aware of the depths of your own evil.
    Whenever you hook a Survivor other than your Obsession, your Obsession is afflicted with Blindness and Oblivious for 15/20/25 seconds.
    Whenever you hook your Obsession, you gain the Endurance status effect for 15/20/25 seconds.
    Survivors’ Action Speeds for unhooking your Obsession take a -50% penalty.
    “How much longer am I going to keep doing this?”
    -Reginald Tetra
    *Nail in the Coffin*
    You outwit those who would capture you at every turn, each misstep slowly ensuring their demise.
    Removes the Great Skill Check zone for Survivors within your Terror Radius.
    Whenever a Survivor within your Terror Radius misses a Skill Check, their Action Speeds for Vaulting take a penalty of +0.4 seconds for 20/30/40 seconds.
    “I forgot to tell you, there's something about me you need to know. I can tell when you're lying.”
    -Reginald Tetra
    *Power: Toxic Love*
    No matter what dismal world one finds oneself in, tragic accidents are all too common. A few well-placed words can mask anything as just a cruel twist of fate.
    Height: Average
    Speed: 115
    Terror Radius: 16 meters
    Whenever the Obsession begins performing a Conspicuous Action and stops (including completing the action), they are revealed by Killer Instinct for 5 seconds. Then, the object or Survivor they interacted with (including the Obsession if they performed a Healing action on themself) appears stained with magenta antifreeze; its Aura is revealed to the Butcher in yellow, and it is surrounded by a fake Terror Radius centered on it. This radius has an area of 32 meters, though other effects that change the area of the Terror Radius will affect this fake Radius as well. Only one fake Terror Radius can exist at a time. A Survivor within the fake Terror Radius, including any Survivor it is on, is considered to be “inside your Terror Radius” for other purposes.
    This ability has a cooldown of 30 seconds, during which the Obsession can perform Conspicuous Actions without issue.
    If this fake Terror Radius is applied to a Generator, whenever the Butcher performs the Damage Generator action on it, it instantly regresses by 5% (rather than 2.5) and begins regressing at 135% of the usual rate.
    If it is applied to a Boon Totem, whenever the Butcher snuffs it, it is destroyed instead.
    If it is applied to a Hook (such as via rescuing a Survivor from it), Survivors’ sacrifice process on that Hook occurs 20% faster.
    *Special Locomotion: Tender Aid*
    Press the Power button to teleport to the object or Survivor with a fake Terror Radius on it. Eager to fix the problems that ail his love, Reginald will step forward, shut his eyes, and open them to find he has walked through the air directly to them. This takes 2.7 seconds. Survivors receive a visual warning in the form of pufferfish spines sprouting from the object or Survivor being teleported to.
    *Special Affliction: Paranoia*
    As a Survivor stays within a fake Terror Radius, the magenta Paranoia meter around their HUD portrait will begin to fill, taking 30 seconds to fill completely. If the Butcher is also within the fake Terror Radius, it fills 33% faster.
    If the meter is at least 25% full, the Survivor will experience auditory hallucinations in the form of the Butcher's breathing and footsteps nearby.
    If it is at least 50% full, they will constantly perceive the Butcher's Red Stain as though he were directly behind them.
    If it is at least 75% full, other Survivors that become visible on-screen and are not performing any Survivor-exclusive actions will appear as the Butcher for 6 seconds or until they perform a Survivor-exclusive action, whichever comes first.
    If it is 100% full, the Survivor will scream and become Poisoned.
    *Special Affliction: Poisoned*
    Reginald will raise a vial of antifreeze as if proposing a toast, and the Survivor's HUD portrait will become stained with magenta. Poisoned Survivors are afflicted with the following effects:
    -They will sporadically cough, potentially revealing their location, and their Pools of Blood will contain magenta spots, making them easier to track.
    -After performing a Rush Vault, they will vomit and become unable to act for 0.5 seconds.
    -Their Haste status effect after being Injured is reduced to 55%.
    *Special Item: Evidence*
    To cure Reginald's venom, the Survivors must confront him with solid evidence. Whenever the Butcher injures, downs, or hooks a Survivor, the special item Evidence will appear on the ground near the Survivor, and its Aura will be revealed to Survivors in white- newspaper clippings, broken glass, magenta stains, and other detritus. Up to 6 pieces of Evidence can exist on the Trial Grounds at a time. Survivors can take 1 second to gather Evidence while standing next to it.
    *Special Interaction: Investigate*
    While holding Evidence and standing within a Terror Radius, press the Action Button to Investigate. This takes 5 seconds, during which Paranoia will not increase, and can trigger Skill Checks. Completing an Investigation or unhooking the Obsession will reduce a Survivor's Paranoia by 50% of the total progress.
    If this removes Poisoned, the Survivor is immune to further poisoning for 30 seconds; their Paranoia meter cannot increase above 99% during this time.
    Whenever the Obsession is killed or sacrificed, the fake Terror Radius becomes centered on the spot where they died. The Butcher can poison Survivors that enter this area as usual, and teleport to it at any time with Tender Aid.
    “I'll always remember you. In this life, the next, and the one after that…and that's a promise.”
    -Reginald Tetra

  • @gagebeast1n208
    @gagebeast1n208 2 дні тому

    Title: Beneath the Surface
    Killer: The Predator (Not the movie, more like a Humanoid Crocodile guy. Think Sobek from Smite)
    Terror Radius: 32 Meters
    Height: Tall
    Movement Speed: 4.6 m/s
    Description: A Killer that can change the environment of a trial, The Predator can use his power, Wetlands, to create treacherous parts of the map for survivors. His personal perks Muddy Waters, Godly Smite and Cold-Blooded allow him to trap generators, get revenge on those who have wronged him, and gain unique information on nearby survivors.
    Lore (Literally ripped from the Smite Wiki so don't bother): Hunter, guardian, destroyer, menace; the Crocodile God, Sobek, swims where the Nile takes him and owes allegiance to no one. Some say that Sobek was there when only the Dark Waters existed, so he helped create the world. Some say that Sobek made the Nile with his sweat and protects those that travel it if they pay him tribute, otherwise he destroys them. Some say that Sobek ushers the worthy dead down the Nile to the afterlife and aids in their rebirth, restoring sight and strength. Some say he is evil and hateful, ravaging those along the shores and terrorizing villages. Sobek, in truth, is all of these things and none. Sobek is not a God of good or evil, of benevolence or malice, but a God of solitary neutrality, unless disturbed; a God that tends to his mighty river and performs his responsibilities to passing souls. The rest of the time, he does what he wishes. For his protection to the living and the dead, he is to be worshiped and respected. For his power, ferocity, and ruthlessness, he is to be rightfully feared. Taken by the Entity after his followers turned on him, Sobek has still stayed true to his nature. Those who show respect and humility, he shows mercy. To those who are arrogant or cocky, they are met with the full fury of the Nile.
    Power: Wetlands
    - God of the Nile, with mighty Khopesh in hand, can use the very grounds of the trial to his advantage. You start the trial with 50 meters worth of Wetlands.
    - You can store a max of 100 meters of Wetlands.
    - There can be 100 meters of Wetlands in the trial at once.
    - Hitting survivors will provide 5 meters of Wetlands, while Hooking survivors will provide 15 meters of Wetlands.
    - The only way Wetlands will be removed from the trial is when newly placed Wetlands replaces the oldest placed Wetlands.
    - Press and hold the Power button to move on the ground while prone.
    - Doing so will leave behind a trail of marshy, swampy land that survivors will be slowed in, suffering from the Hindered status effect, while slowly sinking into ground that the trail is on.
    Power Aspect: Submerged
    - Staying in a trail of Wetlands for 15 seconds will make survivors become fully Submerged.
    - While Submerged:
    Survivors cannot move
    Survivors have their auras shown to all other survivors within 16 meters
    Survivors have their aura shown to you when within 16 meters of them
    Survivor can be grabbed while Submerged, instantly entering the Dying state
    Survivors will have a timer on their icon that lasts 20 seconds
    After 20 seconds, if they have not been saved, a crocodile will attack them and they will be put in the Dying state.
    - The Predator can enter his Wetlands that he’s placed on the ground, Submerging himself.
    - While Submerged as the Killer:
    The Predator moves at 7.5 m/s, has no terror radius and will get Killer Instinct for all survivors within 12 meters.
    The Predator can grab survivors walking on Wetlands that the Predator is Submerged in
    The Predator’s Personal Perks:
    - Muddy Waters
    Those who trespass into your territory will feel your wrath. After damaging a generator, it is affected by Muddy Waters. If a survivor interacts with the affected generator within 20/30/40 seconds, they become trapped, stuck to the generator for 5/10/15 seconds. The survivor can be saved from the trapped generator by other survivors. If the survivor loses a health state while stuck, the survivor is freed. This perk has a cooldown of 70/60/50 seconds.
    - Godly Smite
    Though taken to the Entity’s Realm, you still retain immense power. Gain a token for every time you break a pallet, get pallet stunned or get blinded. Once you have gained 12/11/10 tokens, the next survivor to blind you with a flashlight or stunned with a pallet, loses a health state. If they are already in the Injured state, they will go into Deep Wound. If the survivor is already in Deep Wound, they go into the Dying State
    - Cold-Blooded
    Even as a god, you still embody the animal you lord over. After standing still for 9/7/5 seconds, gain a Killer Instinct for every survivor within 12/18/24 meters of you.

  • @kiracorazon7831
    @kiracorazon7831 4 дні тому

    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.
    Leaving a pool of light has a lingering effect for 5 seconds.
    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.
    Secondary ability: Wings of Oppression- If two or more survivors are fully corrupted press the tertiary action button to fly into the sky and reveal the aura of a survivor that is not corrupted for 5 Seconds. Afterwards descend back to the same spot.
    Perks
    Fuel my Hate: When you are stunned or blinded you gain haste 2/3/5% and your next basic attack inflicts the hemorrhage status effect. 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.

  • @jonesbacuyag3415
    @jonesbacuyag3415 5 днів тому

    Killer: The Insect
    Quick Lore: The Insect is a laboratory experiment gone horribly wrong. Calculation errors during human-insect genetic combination trials have resulted in a mutant insectoid, with various insect-like characteristics and abilities.
    Movement Speed: 4.6m/s
    Terror Radius: 32m
    * * I don't know exact number values, so timings will be taken in comparison to other killers * *
    Ability 1: Mantis Strike
    PRESS the Power button to perform a Mantis Strike. The Insect uses both of its mantis arms to rear back and stab the ground in front of itself. Successfully hitting a survivor with Mantis Strike causes the survivor to lose 1 health state and grants The Insect 2 tokens, up to 4 tokens.
    * * Mantis Strike's mechanics works like a variety of killers: distance, hitbox, and strike timing works like Nemesis tentacle, windup (and timing) works like Huntress hatchet, and hit/miss recovery period works like Demogorgon shred. However, unlike any other killer, The Insect is completely stationary during the striking animation and hit/miss recovery period (so no, you can't flick around corners, and yes, you lose more distance than a regular m1). Mantis Strike can hit over any object that Nemesis can hit over, can break pallets and breakable walls, and cannot damage generators. * *
    * * TLDR: tier 2 Nemesis tentacle, but a little more punishing for a better effect. * *
    Ability 2: Grasshopper Leap
    Start the trial with 4 tokens. PRESS AND HOLD the Power button to charge a Grasshopper Leap. The Insect takes up to 3 powerful steps to charge the leap, consuming 1 token per step, with each step increasing the distance of the leap. Release the Power button to perform a leap. Press the Attack button to cancel the action, without consuming any tokens.
    Grasshopper Leap will have a vertical launch angle restriction to allow jumping over walls but not buildings (looking up past the angle restriction just makes you travel the maximum distance, like Nurse blinks), and locks the camera in the direction of the leap while traveling (like Victor's pounce). The first step takes 0.33s, the second step takes 0.67s, and the third step takes 1s, for a total of 2s to reach max charge. At one step, Grasshopper Leap's maximum distance is 24m. At two steps, the max distance is 48m and the minimum distance is 12m. At 3 steps, the max is 72m and the min is 24m. If The Insect hits a wall mid-leap, it will slide down (or sideways along the wall depending on the angle) and land on the ground, and nerf This Is Not Happening.
    * * Movement speed while charging is similar to Huntress winding up. Grasshopper Leap follows the speed and projectile physics of a hatchet. Upon landing, there is a recovery period as well as a short window to perform a regular lunge/basic attack, both similar to Nurse's fatigue after 2 blinks. This recovery period is a fixed value regardless of distance travelled. Hitting a survivor with Grasshopper Leap does not grant tokens. Colliding with a survivor mid-leap or upon landing does not injure them, similar to Blight's initial rush. * *
    * * TLDR: Huntress hatchet, but you ARE the hatchet. * *
    Perks:
    Moth to a Flame
    You feel an overwhelming attraction to bright light. Gain 15% haste when within 32m and line of sight of a bright light source (e.g. flashlight, flashbang, generator completion, or generator explosion from kicking or failed skillchecks). This effect lingers for 8/10/12 seconds. Lose this effect if you get blinded or stunned.
    Dragonfly Eyes
    You have gained the compound vision of the most successful hunter in nature. When initiating a chase, gain killer's instinct on the survivor for 6/8/10 seconds. After injuring the survivor by any means, gain killer's instinct on the injured survivor for 12/16/20 seconds.
    Termite Destruction
    The Entity has amplified your urge to destroy. Once per generator, manually damage the regressing generator again to remove all repair progress over the course of 24/20/16 seconds (mechanics-wise, think of this like a 24/20/16 second gen kick).

  • @killer_piranha99x4
    @killer_piranha99x4 4 дні тому

    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.

  • @t.i3612
    @t.i3612 4 дні тому +4

    The Contradiction (ORIGINAL)
    2 different killers with 2 different personalities fall in love with each others in entity’s world and try to escape but fail, so now they get to be together forever. ( lore in a nutshell)
    This killer will have 2 form, The sorrow lady and The enraged man. Pressing the ability button to swap between two forms (have 5 seconds cooldown and get slow for 2 seconds)
    The sorrow lady form.
    - Medium size killer with 4.4 speed and 0 m terror radius. (Survivor can still see the red light while in chase but will not hear the chase music)
    - The sorrow lady can hit a survivor but will not cause any injuries. Hitting a survivor in this form will apply a depression mark on a survivor ( the mark cannot be removed until on hook or getting hit by The enraged man)
    - Depression mark will make a survivor suffer from oblivion effect and make crying sounds.
    - If The sorrow lady hits a survivor that has fuming mark they will get injured.
    Special ability. The karma of a sorrow.
    - Press the ability button to activate the power for 20 seconds, You will crying out loud( survivors can hear you within 15 meters range) any survivors that stun or blind you by any means will get depression mark or injured if they already have fuming mark (this injury will not remove the fuming mark). This ability has 30 seconds cooldown.
    The enraged man form.
    - Tall size killer with 4.6 speed and 50 m terror radius.
    - The enraged man can hit a survivor and will apply fuming mark on them ( the mark cannot be removed until on hook or getting hit by The sorrow lady)
    - Fuming mark will make survivors perform any actions including repairing, opening chess, healing, cleansing or blessing a totem louder by 100% and make injured sound louder by 50%.
    - If The enraged man hits a survivor that has depression mark they will become hindered by 25% for 6 seconds.
    Special ability. The punishment of anger.
    - Press the ability button to activate. The enraged man will furious scream loudly and charge a sonic sound boom to hit a survivor in a straight forwards line (have 1 second delay ). He can charge up to 4 seconds, the more you charge the further it goes, up to 5/6/7/8 meters , any survivors that get hit will get fuming mark or injured if they already have depression mark ( this injury will not remove the depression mark and still get the hindered effect). This ability has 12 seconds cooldown.
    This killer comes with 3 different perks.
    1. Hate with love.
    The more you try to help the more it gets worse. Survivors that perform any actions together will become exhausted for 25/30/35 seconds. This effect will not apply to a survivor that gets healed only those who perform the healing action.
    2. Tear them far and close.
    Stay far away from your soulmate only cause suffering. This perk only activate while in chase. You will see the furthest survivor’s aura from you and that survivor will become blinded until someone else is more further than them. The blindness effect will stay linger for 3/4/5 seconds.
    3.Two become one.
    In the end they stay together. If there are 2 survivors in dying state, this perk activates. The next time you injured one of them by any means, the other one will scream and become exposed for 15/20/25 seconds. This perk can only affect one pair at a time, and will change its effect to others once there are another 2 survivors in dying state.
    P.S.love you so much. Been a fan since 2019. Sorry for bad English. Keep up the good work❤.

    • @janic8617
      @janic8617 4 дні тому +1

      Its an interesting idea but overall its just too complicated and it sounds really sluggish, the perks don’t sound too great either, just needs a lot of polishing

    • @t.i3612
      @t.i3612 4 дні тому

      @@janic8617 you’re kinda right, but I feel like it only be complicated at first. In the end, they just hit the mark killer. I kinda don’t see how is it sluggish? I think it fair since they don’t have any map control ability whatsoever can only walk.

  • @Namelessstew
    @Namelessstew 4 дні тому

    I think a cool killer concept, that more than likely would be too much work knowing bhvr, would be something that flips the game on its head. I dont have a solid concept like creativly like it could be an AI or like a demon powering up. But the gameplay concept is, essentially the killer cant hook survivors. And has their own objectives to complete and also has abilities to hinder survivors progress on gens. While you do your own objectives and once you complete your objectives it can two routes. 1st all the gens (even completed) regress all the way and you become incredibly OP and can easily kill everyone. Or you can just win the match immediately when you finish the killer objectives. And you get to decide which youd rather do once you're finished. But your objectives wont be easy because the survivors will have ways to slow you down. Id imagine the gameplay loop would be like a stealth killer trying to avoid the survivors. Having a penalty upon being found. Not sure if it should be, you can't complete objectives while being seen. Or if it should be they can "harm" you in some way (like kicking victor) but on a cooldown but it would regress your objective progress. Idk it might be awful design but I think a killer that switched the whole game up like that would be cool

  • @haidenvon8460
    @haidenvon8460 4 дні тому

    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.)

  • @alb0_gent0
    @alb0_gent0 4 дні тому +1

    The old mans power should work similarly to how he works in scp: secret laboratory where he can spend a power meter to be able to go undergrownd or teleport across the map
    The pocket dimension should work like pyramid heads own hook where he can choose one surv to put in the pd were they have to escape a maze Whle counting as being on a hook. Other Surv can save you from the pd by finding a portal on the map. By Entering the portal the surv in the pd would despawn and the surv saving them will drag a person from the pd

  • @PistolSlinginMothMan
    @PistolSlinginMothMan 4 дні тому

    Had a dream of a random rework for nemesis where they made his whip into a grappling hook. In the dream they had also introduced jumping for all killers and survivors. Seemed fun for obvious reasons but idk how a grappling hook would actually work in this game

  • @manuelcare6414
    @manuelcare6414 4 дні тому

    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.

  • @worm11112
    @worm11112 5 днів тому

    The Drowned
    The Drowned is a ghostly bloated pirate captain made of the almagamation of sea creatures from his time spent at the bottom of the ocean
    Power: Davy Jones's Locker
    The Drowned is able to submerge himself into the map floor only showing a sharkfin to survivors swimming in the ground (on your screen you are in a version of the map that looks as if it is underwater walking normally) while submerged you are undetectable and move at 120% movespeed
    Second Ability: Drown
    While Submerged you may press the second ability button which makes you move faster and has a ghostly green apparation above the shark fin (to give survivors more visibility that you activated this effect) and you leave a trail of water behind you that when fully circling a survivor will drown them bringing them to the bottom of the ocean (the underwater version of the map) in wich they can not do generators and must find a life preserver before time runs out(40 seconds) or they will drown while underwater there is pallets but they are infested with barnacles and will break after 2 seconds of being dropped but they will respawn after 90 seconds

  • @alsnana00
    @alsnana00 2 дні тому

    you didnt edit the part out :)

  • @SweetLeavesXbox1
    @SweetLeavesXbox1 4 дні тому

    Give me the Cannibal that used a Bow in the horror film "Wong Turn".
    My idea for the power somewhat mimics Huntress Hatchet(s). 7-10 Arrows. Need to reload at Lockers.
    Fun Add On Ideas.
    Poison Arrows: An arrow that causes the broken status effect over time. Something like Plagues Vile effect.
    Weighted Arrows: Causes Exhaustion & Incapacitated for 8 seconds.
    Iridescent Point: Shows the survivor aura for 7 seconds.
    Compound Linen: Increases the arrows traveling speed.
    I want another Killer like Huntress that isnt limited by range like DeathSlinger. Dont want another half @$$ range killer like Trickster. Please no infection phase crap unless its an add on 👍

  • @noahcollins1211
    @noahcollins1211 5 днів тому

    Heres my idea ive had for a while
    Also copied from a reddit post ive made
    The survivor is a girl who right before was in a house fire where her father died the killer is the vision of her father burning alive he moves like a shambling corpse screaming in agony fully engulfed in fire. His ability is he has to hide these burning corpses (which he spawns and throws down on the ground as if he were dropping a survivor) around the map that produce and area that if the survivors enter will slowly kill them from them gaining stacks of guilt (to make it not like skull merchant if they perform and action in these areas they gain a affliction called distracted because they'll be distracted from the guilt they won't begin to take any damage). But for the survivors to escape the match they must extinguish all the corpses and turn them into smoldering bodies (with a bucket of water or something) around the map. They can also do this during the trial but the killer can relight them by picking them up (just like a survivor at which they disappear till resummoned) or if they still want them in the same spot just smacking it and relighting it. However when exit gates are powered you can only relight a select amount before you become burnt out. Also it would look cool if all corpses where put out the killer was no longer engulfed in flame. And if the survivors fail to extinguish all corpses and try to exit the trail they are overcome with guilt and burn to death. I think it would be fun to have a killer who hides things that the survivors must complete to win but also giving the killer an area of control making it harder for survivors to hide (from their grief) in those areas. But definitely am trying to avoid making another skull merchant. Also his mori could be the survivor being ract with guilt and giving the killer a hug in which it hugs back leading to a fiery embrace.

  • @ThePyreStarter
    @ThePyreStarter 4 дні тому +1

    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.

  • @henryb5878
    @henryb5878 5 днів тому +2

    Killer - The Brothers
    POWER :
    TREPIDATION
    While in chase with a survivor, Trepidation activates and remains active 5 seconds after a chase ends.
    Press and hold the active ability button for 1 second before being able to select where to place your 'passive brother'. Your passive brother can be placed no further than 16m of your location and must be placed behind an object that is at least waist height. Further, the survivor you are chasing cannot be looking directly where you are spawning your brother (to create the mindgame of do I stop him from using his power here or is he faking it and going to mindgame me while I'm not looking at the killer.)
    After spawning a 'passive brother', he will remain crouched and stationary, emitting quiet whimpers within 6m. At any point within the stationary passive brother's 12 seconds life time the killer can instantaneously teleport to its location (which would despawn it). Any survivors within 16m of your teleport location will shout and will be inflicted with 'fear'. If the survivor in chase runs into the passive brother (like touching a dredge remenant) the passive brother will instead shout inflicting the survivor with 'fear' before despawning.
    Trepidation has a 10 second cooldown after spawinging a passive brother.
    CUMULATIVE FEAR
    Each time a survivor is inflicted with 'fear', Cumulative Fear gains charge. Once fully charged, teleportation to a 'passive brother' can be stronger and the killer gains the ability to turn a 'passive brother' into an 'active brother'.
    While Cumulative Fear is fully charged, you may press the secondary active ability button to teleport to the location of a 'passive brother', doing so will leave a 'passive brother' in the location you teleported from but will empty your Cumulative Fear meter.
    While Cumulative Fear is fully charged, you may highlight a 'passive brother' and turn him into an 'active brother', emptying your Cumulative Fear meter by doing so. By default the 'active brother' will start in 'chase' mode and will chase the same survivor as you starting at 100% speed and increasing to 130% over 16 seconds (% may need to be changed to balance). If the 'active brother' catches a survivor he will hold them in place for the killer. The 'active brother' despawns after 16 seconds of chase or if he is stunned by a pallet.
    At any point during an 'active brother's' chase, you can highlight them and press the active ability button to put them into 'hunt' mode. In 'hunt' mode the active brother will leave the chase to patrol gens around the map. If an 'active brother' in 'hunt' mode detects a survivor within 16m, it will hide behind the nearest cover within 20m of the generator it was closest to when detecting the survivor and become a 'passive brother' that will be highlighted yellow and will despawn after 30seconds. Teleporting to a 'passive brother' set from 'hunt' mode will grant you 10% haste for 10 seconds. You can use cumulative fear on passive brothers spawned this way just as you could on passive brothers you would spawn from Trepidation while in chase.
    (Cumulative fear will slowly build passively and exactly how much it is charged whenever a survivor is inflicted with fear really just depends on balance so it comes into play enough to be impactfully but not oppressive/ annoying to play against)
    PERKS:
    Hex: Favorite Child - While active, vaulting speed is 40% faster, pallet stun duration is 50% shorter, survivors are picked up and hooked 40% faster, and the kick action on pallets and generators is 20% faster.
    Eyes Everywhere - everytime you break a pallet the aura of the generator with the most progress is revealed to you for 3 seconds
    Hex: Rivalry - When this totem is cleansed, the obsession screams and reveals their location with killer instinct for 5 seconds and is inflicted with the exposed status effect for 80 seconds. The next time you hook the obsession all other survivors will reveal their aura to you for 5 seconds and become exposed for 40 seconds.

  • @gostpatatos1633
    @gostpatatos1633 5 днів тому

    The Keeper of keys

    First Ability: Realm of Reality
    When a survivor falls in a Reality trap, he Enter in the Reality realm wish is the same map but without windows and pallet and generators, all Status effect timers stops in this realm.
    The goal of the Survivor when in this alternative world is to find the exit wish is another portal who can be seen only from 32 meters away.
    (Some add-ones can change the way of finding the portal.)
    Staying in the Reality realm make slowly go insane (Finding the true reality) the survivor.
    The Reality bar only active when the survivor is inside the reality realm and the bar goes down when the survivor is outside of it. (With some add-one who prevent that from happening)
    When the Reality bar is fully charged, the survivor Enter in the state of illuminated.
    In this state the survivor cannot make the Reality bar goes down, so he won't be able of Saving itself from the killer.
    In the state of Illuminated the survivor see illusion of the killer all around him with mini jump scares on is screen and he is seen from the killer every 20 seconds by the killer instinct,
    In this state the survivor can be fast mori by the killer.
    Second Ability: Reality Portals
    1: Killer Portals:
    The killer can spawn at max 3 portals wish he can use to teleport.
    To teleport to a Portal, he does an animation of opening the reality to get to the portal. (The Teleport is immediate like the dredge remnant teleport.
    The Killers portals can be placed on windows, inside closets and on the floor, they can be closed by keys of any type.
    The portals can be seen by survivors from 6 meters away, they can't be seen when placed Inside Lockers.
    The teleport way is the same as the hag, whenn a portal is Used it Disappear.
    After using a Teleport, there is a Timmer of 10 seconds. (Same thing for the Survivors ones)
    2: Survivor Portals:
    The killer can Spawn at max 3 portals wish he can use to bring survivors in the reality realm.
    Same thing as the killer portals for the placing.
    The portals can be Closed with keys of all type, spawning others portals over the max number make de-spawn the first one placed. (Same thing with the killer-one)
    When a survivor falls in one of those portals, he enters in the Reality realm.
    Those portals can only be seen by the survivors if they walk
    Info:
    The Killer can see the Reality Timer of Each survivor.
    The Killer can't see the location of where a survivor came out of the reality realm. (Only if the survivor is fully Illuminated when he come out)
    The killer can't enter in the reality realm.
    The survivors fully Illuminated can't fall in a reality Trap.
    Survivors in the end-life state can't fall in a Reality Trap.
    The Killer Get a sound Notification when a survivor fall in one of is traps.
    The animation of a survivor falling in a portal is a group of roots of a deep blue dark with some blue lotus on them grabbing them inside the portal.
    The fast mori is the killer touching the forehead of the survivor and after a Blue glowing lotus Come out of it.
    The survivors in the Entity realm can't see and interact with the survivors in the Reality realm.
    Healing actions cant be Done Inside the Reality Realm.
    Placing a Portal take 5 seconds (can change with add-ons)
    Using a Killer portal takes 3 seconds.
    Placing portals in General take 4 seconds. (Can be done will moving but slowed down of 75%)
    The trap portals can't be placed less than 5 meters away from each other.
    Whenn the exit doors are open and a survivor is inside the Reality World the timer goes slower and the aura of the survivor is revealed whenn he come out.
    Add-ons:
    Browns:
    Petal of Somewhere: Reduce the ongoing of Reality timer in the reality realm of the survivors of 13%.
    The reality Traps can be seen by the survivor's only if they stop moving.
    Shattered Reality Key: The radius from who the exit portal can be seen reduce of 5 meters.
    Brocken Lantern: The Teleport Portal can be seen by the survivor's holly if they Walk.
    Door Lock: Reduce the teleport time by 1 second.
    Gives 100 more blood-point if a survivor is close (3 Meters) to the exit teleport portal when exiting of it.
    Yellows:
    Brocken Reality key: The Exit Portal of the reality realm Can been from 96 meters away but he Spawn on the Opposite side of the map.
    Shattered Chains of The Realist: Apply the exhausted status effect for 10 seconds whenn coming out of the Reality realm.
    Eye of a fool: Coming out from the reality realm Apply the Oblivious status effect for 15 seconds.
    Tentacle of an infant: After exiting a killer Portal, all the survivors in a range of 10 meters away from the portals used to exit will suffers from Hindered status effect for 6 seconds.
    Strange Pumping heart: Closing a Killer portal make survivors suffer from the Hearing status effect for 30 seconds.
    Greens:
    Brocken God Statue: Show the Trapped Objects aura.
    Survivors in the 5 meters radius of an activated trap screams Reveling their location for 3 seconds.
    Brick of The Tower: Reduce the Portal Placing time of 35%.
    Deeps Fishes: Whenn a survivor closes a Portal it will be affected by the hemorrhage status effect.
    Obsidian spike: Whenn a survivor is in a range of 9 meters way from a fast mori survivor dead body is Reality bar Stops Regressing. (It shows by a Dark blue effect on the screen of the survivor whenn he is affected by this effect)
    Book of the other-worlds: All Traps Portal Becomes Teleport Portals.
    All Survivors Inside 10 meters Radius of a Teleport Portal Activated gain 20% of Reality bar.
    Purples:
    Lotus of Somewhere: Whenn teleport Portals is activated, all traps' portals Create an area of effect of 10 meters and make the Reality bar gain 35%.
    The Trap portals can be seen from everywhen.
    Reality Key: All survivors Inside the Terror radius of the Killer won't have Ther Reality bar Going down.
    Dead Deeps Creature: Wher Falling inside The Reality realm, the exit portal can only be heard by a laud Trap sound, the vision inside the Reality world is like being under-water and the aura of the Exit portal can't be seen, the Timer requested to be Illuminated is 4 minutes.
    Skull of a madman: Survivors healing or interacting with another survivor in any way make the reality bar rise of 0.5% per second.
    Red:
    Chains of Reality: The Survivors fully illuminated create an infect radius of 5 meters around them, survivors not fully illuminated in this radius will have their reality bar rising of 2% per seconds.
    Universal-key of the Reality world: All survivor spawn in the Reality realm.
    The reality traps can't be used.
    Killer Perks:
    Equality:
    Every time a Generator I completed, the generator with the higher progress will explode and loses 30% of is Progress if someone is working on it, if not he will just lose 10% of progress and begin to Regress.
    Scorch Hook. Bond of Blood:
    4 Hooks on the map will become scorch hooks, after being unhooked from a scorch hook, the survivor is bond with it, the survivor with the bond can see the aura of the hook in yellow, a bond survivor is affected by Hemorrhage and blindness statuses effects with a penalty of 1% in repairing generators. The bond can be Cuted if the scorch hook bond to the survivor is sabotaged or another survivor get hooked at the same hook. (If the same survivor gets hooked a second time on the same hook the bond Is cute.
    Deadly sin:
    Whenn a survivor gets a protection hit, he will suffer from the deep wound status effect, after the survivor heal from the deep wound status effect, he will be exposed for 30 seconds.
    (This perk does not work with other deep wounds heals.)

  • @krino45
    @krino45 4 дні тому

    the witches perks have the pre-rework "unique until level x" perks, this is a pretty damn old idea lol

  • @Zombie14193
    @Zombie14193 5 днів тому

    The Drowned
    112.5% , 4.5 m/s killer. (between huntress speed and trapper speed)
    32 meter terror radius
    Willis’ pitchfork became infused with a radiant energy, gifted to him by the entity itself.
    RIPTIDE-
    Press and hold the power button to channel the TRIDENT. The longer a trident is held, the further and faster it will travel. Press the attack button to launch the trident. The trident will destroy any dropped pallet, breakable wall, or generator from any distance as long as the trident connects. Afterward, the Trident falls to the ground or sticks into the environment.
    *min charges for 2~ seconds, up to 5~ seconds for max charge.
    *a minimum-charged trident is thrown a little slower than a normal huntress hatchet. A max-charged Trident would be about as fast as a hillbilly sprint
    *you move at 100% movement speed while charging
    *Pallets and walls instantly break. The trident then falls to the ground, acting like a spirit husk, colliding with survivors. The killer can hover over it and immediately get the trident back
    *A generator, when thrown at, will regress, but will not trigger regression perks. Much like the Knight’s guards.
    If thrown at a survivor, the trident impales the survivor. The survivor, depending on the velocity of the trident, will be “grabbed” and be sent forward in the direction the trident is going until slowing down back to normal speed or colliding with a wall. If they connect with a wall, the survivor is PINNED and needs to break free. Hitting a pinned survivor, or recalling the trident puts them into the dying state
    If impaled normally without being pinned to a wall, the survivor becomes injured and can slowly destroy the trident impaling them
    *A PINNED survivor takes 1.5 seconds to violently rip themselves off the trident, putting them in a deep wound
    *An IMPALED survivor can actively destroy the trident with an action command while moving, which will take 10* seconds. If standing still, the trident can be destroyed in 3 seconds
    *Successfully destroying the trident will put it on cooldown for 30 seconds
    *A trident sticking out of the ground has collision (like a spirit husk) but can be destroyed in .5 seconds
    RECALL-
    Press the active ability button to recall the trident. Recalling a trident releases a pinned survivor as well as impaled survivors. Recalling the trident that is in a survivor in your line of sight and without obstructions in the way will bring the survivor to you alongside the trident, immediately putting them onto your shoulder.
    *A recalled trident flies back to you, through walls, at base nurse speed.
    *you stand still when recalling the trident. If the trident is far away, the maximum time it’ll take to recall the trident is 3.5 seconds. (more often than not, it’ll only be like a second of standing still, but if you want to go for crazy map wide shots for some reason, you wont be punished if your trident just glitches out into the void because of a bug)
    *The trident will injure survivors if the recalled trident passes through them, like a crow attack going through a wall, although it is alot smaller of a hitbox.
    *imapling an injured survivor will just down them normally.
    Summary-
    Throw a trident. It can imaple survivors or pin them to walls. You can recall the trident after a short time. If the survivor has no obstructions between you or them, recalling the trident will bring the survivor with it, putting them on your shoulder. If you don’t want to use it aggressively, you can throw the trident to block a path or stick it into a wall. If you recall it and it passes through a survivor, it injures them. Doing so on an already injured survivor puts them in deep wound.
    PERKS-
    Hex: Water board-
    You torture your prey and relish in their suffering. Whenever you injure a survivor by any means, as long as there is a dull totem, Hex: waterboard activates it and lights it.
    The most recently injured survivor suffers from 5/7.5/10% hindered, oblivious, and broken status effects outside of chase. Hex: waterboard deactivates once a survivor enters the dying state. Hex: waterboard disables permanently if the corresponding hex totem is destroyed.
    “Police reports found empty sacks washed up on the shore, the bags containing the prints and hair of recent missing victims.”
    Cursed Treasure-
    Only a fool would take what is given to them. Whenever a survivor uses a item for the first, third, fifth… (on every odd interval) time, they scream, revealing their aura for. 5/10/15 seconds.
    (so imagine a nea coming in for a flashlight save- She tries to use the flashlight, but screams, stopping her from using it. Or a survivior tries to heal with a strong medkit with multiple uses, only to scream so you know where they are trying to heal. Or someone tries to come in for a sabo save and gets interrupted because they scream.)
    “Scream. Scream for me.”
    Scourge hook: To The Depths
    Give them a taste of their own medicine- to their graves.
    Gain a 5/7.5/10% haste status effect for 30 seconds after hooking a survivor in the basement. After hooking a survivor on a scourge hook, the survivor is pulled through the ground and teleported into the basement, granting you the effect. Standing still at the hook while the survivor is transported to basement will send you to the basement as well.
    “I’ll let you escape. That is if you can swim faster than the brick that’ll be pulling you down.”

  • @knarledfuwuig5847
    @knarledfuwuig5847 4 дні тому +1

    Concept art more like skibidi art 🤣🤣😂

  • @toptaterbacon1574
    @toptaterbacon1574 5 днів тому +4

    Killer: The Constructor
    Passive: Environmental Fog blankets the ground and acts as the Constructor’s cloak while Deconstructed. (Fog would be thicker while Deconstructed and will thin as fog is used to form a Construction)
    Primary Ability: “Construction” The Constructor can choose between three Constructs which would have different models made from fog (meant to be a true form dancing killer whose skill expression comes from properly executing rapid transitions to allow for a variety of mind games while still countering the all powerful W KEY, so the powers of each Construct would not have a cooldown but would have a short fatigue after use and a short charge up that they must commit to once started); “Leviathan” A large Serpent of Fog that can coil up to charge a short lunge that can hit survivors over windows and pallets. (Would be about the range of Tier 1 Nemesis but would not hit survivors crouching on the other side, the Leviathan would have a shorter POV and slither through the fog blanket but still be easily seen), “Minotaur” A tall Bull Construct with increased destruction speed that can charge up a dash that would break pallets and injure survivors (similar to a longer Demo lounge but has limited steering), “Lycanthrope” A Medium Werewolf of fog with slightly increased movement and is the only Construct with access to the normal attack/lunge, can charge an animalistic sprint that greatly increases speed and is easily steered but can not injure survivors.
    Secondary Ability: “Deconstruct” dissipate into the blanket of fog and gain undetectable and third person POV but the fog you are focused on is noticeably thicker than the surrounding fog and moves forward like a wave. (“Construction” can only be chosen while deconstructed to give survivors clear warning and would add the cool visual of the blanket of fog constantly deforming and reforming to try and kill you).
    Killer Perks:
    “Offering: Prolonged Suffering” After hooking each survivor once remove a hook stage from a random survivor not on a hook and gain X/X/X% haste for the rest of the Trial (unsure of the amount of speed needed to be a balanced trade off but would want it to be one of the strongest perks to help discourage early game tunneling).
    “Offering: Painful Insight” When each survivor is unhooked for the first time the hook is destroyed and this perk gains one Token. For each token the range that survivors’ auras are revealed around hooks is increased by 2/3/4m. (Starts at zero and does not include broken hooks to make the decision of which hooks to break more important and allow for more sabotage interactions from survivors).
    “Offering: Promised Destruction” At the start of the Trial reduce the required progress from each generator by 10% and increase all destruction speed by X/X/X% and the amount of progress removed from generators by X/X/X%. (Unsure of the needed amounts to be a balanced trade off).
    Survivor: Patrick Jund
    Survivor Perks:
    “Tribute: Rarity Roulette” During the trial the survivor can press the action button while crouched to remove their unused item to gain a random effect with a length that is based on the rarity of the item and it’s addons (examples; minor haste, reduced noise while injured, no blood trails, less consistent scratch marks, minor repair speed buff).
    “Tribute: Blood Bargain” Once per trail the survivor may press the action button while crouched to become permanently broken and reveal their aura to all other survivors for 30 seconds while increasing the healing speed of all surrounding survivors within 5/10/15m by 100%.
    “Tribute: Dire Dash” If the survivor has no hook stages then they can press the action button while crouched to gain one hook stage and gain an extreme burst of speed and will not leave scratch marks for 10/15/20 seconds (unsure of the exact amount of speed needed to be a balanced almost guaranteed loss of hook pressure).

  • @Fisshy0106
    @Fisshy0106 4 дні тому

    I have a whole concept for a Longlegs killer and perks, but if you're not doing licensed I totally get it 👍

  • @danowen79
    @danowen79 5 днів тому

    I fail to see why you can’t code a difference to the Old Man phasing idea with pallets and breakable walls. Those are fundamentally different objects in the game compared to regular walls. It makes total sense to me that he could pass through those things faster.

    • @twoshu8940
      @twoshu8940 4 дні тому

      I think you’re not smart enough to figure out that that wasn’t the issue. The issue was the idea of something being classified as “thin object” vs “solid wall” creates confusion sort of like how blight sliding used to be confusing because you didn’t really know what was slidable and what wasn’t except for certain specific objects like chests

    • @danowen79
      @danowen79 4 дні тому

      @@twoshu8940thanks for being needlessly rude 👌

  • @mcahtme2977
    @mcahtme2977 4 дні тому

    Can we get a Mimic killer? Looks like a survivor and can hop on the gens with survivors, but survivors can somehow reveal the killer & that’s when the chase starts.

  • @alexicon155
    @alexicon155 5 днів тому

    noooo I missed my chance 😭 I wanted to show an idea for Jacket from Hotline Miami

  • @otherjester3988
    @otherjester3988 5 днів тому +2

    Hi I was in youtube chat when you reviewed my killer
    (the phantom), but dont think you saw my answers so I'll post them here.
    Main power:
    The powers duration is
    30 seconds, 10 seconds to fully recharge. The "smoke bombs" you throw out would last for 30 seconds before disappearing.(brown/one purple addon)
    Secondary power:
    The main appeal of phantoms mark that i failed to mention is that most of the killer addons would be different debuffs and effects.(yellow,green,purple,and red addons)
    Perks:
    Scourge hook phantoms game
    Yep got that one right, debuffs the rescuer for set amount of time.
    Lethal stalker
    The one i was beating myself over. They were supposed to be different effects so it would look more like
    Lethal stalker
    While outside of a chase this perk activates.
    while active, if you are undetectable gain a 8/9/10% haste. additionally while this perk is active you see the auras of all oblivious survivors
    Hex: fogs gift
    Yup got that one right, it's only thickening for the survivors pov which would require a rework to the fog.(i mean, it does need it)
    Let me know if there's anything else I can clear up for you.
    (also that concept art is great)

  • @LunaisUnstable
    @LunaisUnstable 5 днів тому +1

    hope u had a good christmas Scott "legion height" Jund

  • @MarkusWiggles
    @MarkusWiggles 5 днів тому

    37:26 thats just plague but cold