Killer Idea Reviews - Episode I - Dead by Daylight

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  • Опубликовано: 8 сен 2024
  • Thanks for all of the ideas so far. This is going to take way longer than I thought!
    / scottjund

Комментарии • 520

  • @chuggywoo
    @chuggywoo 2 года назад +328

    Killers 5 years ago:
    Haha killer set trap
    Haha killer go invisible
    Killers now:
    After consuming 17.4 stacks of blade frenzy pallet hooking, press Active ability button 7 to unleash a fury of soccer balls, gaining 4.2 stacks of wonder shield in the process

    • @DasNarri
      @DasNarri 2 года назад +14

      you would think those type of multi-level killers are great, but nah
      most of the time their powers and everything around them is just meh.
      And the crazy thing is that changing their power values, just a little bit, could change their ranking,
      ex: give sadako more passive phasing and she gets out of d tier.

    • @In_aw3
      @In_aw3 2 года назад +17

      Killers 5 years from now:
      Press m2 to take off shirt. Attracts all nearby shirtless Davids.

    • @thedoomslayer5863
      @thedoomslayer5863 2 года назад +10

      @@In_aw3 "press F to show feet, showing feet attracts all survivors removing their ability to move away from you"

    • @lolohnah
      @lolohnah 2 года назад +1

      @@thedoomslayer5863 “press F to win the game” is beautiful irony

    • @thedoomslayer5863
      @thedoomslayer5863 2 года назад

      @@lolohnah it's why I chose that letter lol

  • @StarfieldDisarray
    @StarfieldDisarray 2 года назад +208

    I'm also a casualty of "Wesker doing my idea", mine was a steam Automaton which would additionally have no terror radius but you'd hear it's generator-esque noises like Huntress' lullaby. Would charge at survivors with a toot toot and smash them into walls.

    • @DantaineRemastered
      @DantaineRemastered 2 года назад +26

      Here comes the fuck train, CHOO CHOO!

    • @HeyItsManly
      @HeyItsManly 2 года назад +3

      Ooooo, like Big Daddy

    • @Katana314
      @Katana314 2 года назад +7

      I definitely think BHVR could invent something on the vein of robot-like killers. It's what people originally enjoyed about the idea of Springtrap. Inhuman, machine-based movement animations can be done in a really creepy, half-human, horror-fitting way. Making it steampunk is just an awesome cherry on top.

    • @KaiWills
      @KaiWills 2 года назад +5

      A lethal Thomas the Tank Engine

    • @Eclipsed_Embers
      @Eclipsed_Embers 2 года назад

      @@Katana314 while it has no hope of ever happening I'd love to see an E.M.M.I from the most recent Metroid game in DBD. those things are terrifying.

  • @mouthwide0pen
    @mouthwide0pen 2 года назад +416

    For the headache on the pirate, you could maybe hinder their vision without necessarily making it a nauseating blur. More akin to Nightfall?

    • @dillydoor
      @dillydoor 2 года назад +24

      im all for the survivor just cant see as far across the map. everything can look normal but they can only see 20 meters?

    • @ToniToniChopaaa
      @ToniToniChopaaa 2 года назад +3

      Yah but how would that work with lanterns. Aren’t lanterns supposed to give you light

    • @BreadAccountant
      @BreadAccountant 2 года назад +16

      @@ToniToniChopaaa the lanterns could emit light until you build more and more heaadache and it gradually emits more and more darkness or something

    • @UnkemptSoldier
      @UnkemptSoldier 2 года назад +26

      It should play PTB Ghostface's chase music

    • @insanitymajor586
      @insanitymajor586 2 года назад +6

      What if the camera would sway a little bit like your on a ship at sea and it would make it more difficult to move the camera

  • @facecampingbubba4656
    @facecampingbubba4656 2 года назад +206

    The weapon switching killer sounds awesome. I think they can be called the Blacksmith.
    Also a killer I have thought about adding is Chris Walker from Outlast (someone made a vid on him I think).

    • @TheDecagn
      @TheDecagn 2 года назад +1

      wHeReS tHe BlAcKsMiTh?!?

    • @popipo1104
      @popipo1104 2 года назад +10

      to be honest, a bloodied gladiator sounds more interesting, when you run out of weapons, the entity does the roman thumbs down and he becomes enraged

    • @alialdoukhi2014
      @alialdoukhi2014 2 года назад

      he sounds really really fun

    • @jsmallzee1590
      @jsmallzee1590 2 года назад

      @@TheDecagn I immediately thought of this as well 😆

    • @salamonhaichat
      @salamonhaichat 2 года назад

      @@popipo1104 that sounds awesome

  • @tictactin504
    @tictactin504 2 года назад +109

    I think a cool customization bhvr could add to the game would be basement cosmetics. Like being able to replace the center pole with a Christmas tree, or keep basement cosmetics from holiday events.

    • @NateRunner2049
      @NateRunner2049 2 года назад +9

      Great idea tbh. I could really see that being a thing too

    • @Narc0YT
      @Narc0YT 2 года назад +12

      that and custom purchasable mori animations

    • @revenge3265
      @revenge3265 2 года назад +4

      @@Narc0YT The mobile game does it so I'm sure BHVR could implement it.

  • @BlueDragon1504
    @BlueDragon1504 2 года назад +132

    For the Lovecraftian monster, it would be cool to have them get/power up their chase power through survivors looking at them too. That way it's not just debuffing survs, but giving the killer something to do too.
    Could work like a mana-bar or something, where they have. A few abilities that require a certain amount of charge they gain through survs looking at them.

    • @DantaineRemastered
      @DantaineRemastered 2 года назад +10

      I really love the idea of an eldritch killer working this way, but as much as I like it, I don't think it'll happen. They haven't even gotten the looking mechanics for Ghostface right. I can only imagine how varied this killer's power would be because that mechanic just doesn't work right.

    • @jokoloman6012
      @jokoloman6012 2 года назад

      Functions just like the monsters in the Amnesia franchise, could maybe have lanterns around the map to carry to reduce Fear/Paranoia

    • @lupin2589
      @lupin2589 2 года назад

      I think it'd be cool if they had tiers, like Nemesis, and survivors looking at them slowly scales up their bar so they can progress to the next tier. You could have the killer's model be like shrouded in darkness or just less scary and each time it levels up become more visible/horrifying, and then consequently buff their chase power. Really solid idea because unlike most killers where the survivors have control over whether the killer gets their power like Plague, this one gives you a lot of value if survivors are trying to deny you your power since not looking at you makes good looping much more difficult.

    • @Gadtkaz
      @Gadtkaz 2 года назад

      be a good excuse to get a frictional games crossover too.

    • @ceasarchavez9003
      @ceasarchavez9003 2 года назад

      I had a similar idea to this, but instead of an eldritch monster it was SCP 096. His rage would build up the more survivors look at him, and then he’d go into an Oni-type frenzy. My only concern is that the power might be a little too similar to Oni

  • @pinkshirtedman
    @pinkshirtedman 2 года назад +92

    Another good place to find these is in the guides section of Steam, I've made 4 full chapter ideas, some of which are outdated, and some that were actually used for killers (whether it was taken from me or not its cool to see ideas I had in action)

    • @pinkshirtedman
      @pinkshirtedman 2 года назад +6

      My 4 chapter ideas on steam are:
      The Breach Chapter (SCP), which I made and then a year later the ability was used as the Demogorgons ability, minus Shred
      The Thing (1982) Chapter
      The Aether Chapter (COD Zombies)
      And my most recent one, Dead Rising Chapter

    • @retardretarded1145
      @retardretarded1145 2 года назад +5

      No

  • @proximity6631
    @proximity6631 2 года назад +49

    I've always had this idea for a mechanical killer that has like 3 dormant bodies scattered around the map that they can switch between every 40 seconds. Survivors can "break" them which blocks them for a minute or so

    • @antylucka
      @antylucka 2 года назад +8

      Soo...slightly better Twins?

    • @billl5297
      @billl5297 2 года назад +3

      So Freddy with no looping power?

    • @proximity6631
      @proximity6631 2 года назад +5

      @@billl5297 no, because theoretically you can big-brain the survivors by placing your dormant versions around the map in key places.

    • @proximity6631
      @proximity6631 2 года назад +4

      @@antylucka less annoying twins with the ability to play smart

    • @theitalianmexican1035
      @theitalianmexican1035 2 года назад

      So like a ghost that possesses multiple dead bodies?

  • @kaideneatstheearth7104
    @kaideneatstheearth7104 2 года назад +8

    Chapter: "Death in the Depths"
    New Killer: The Diver
    Speed: 110% (4.4 m/s)
    Terror Radius: 32 Meters
    Height: Tall (6”5’) Killer
    Power: Hook, Line, & Sinker: The history behind your grisly spear-hand, combined with the entity's help, grant you the ability to fish-out whoever and whatever, wherever.
    Use the power button to activate Hook, Line, & Sinker. When active, your primary weapon changes to harpoons. When throwing a harpoon, use the basic attack button to throw a harpoon in front of you. When a survivor is hit with a harpoon, inflict deep wound if healthy, or if they are already injured they will enter the dying state. Harpoons must be refilled by retrieving them from the ground or off of dying survivors. While a survivor is harpooned, they cannot heal and they gain the incapacitated status effect until the harpoon is removed by another survivor, and when a harpoon is removed it will return to the diver after 10 seconds.
    When a survivor is speared while in the dying state, they cannot recover past 90%, and must have the harpoon(s) removed before they can be healed from the dying state. Survivors can be speared twice, the Diver then has to retrieve both spears when picking up a survivor in the dying state. If a survivor is hooked after entering the dying state from a harpoon spear, they gain the "Drowned" status effect. The "Drowned" status effect gives s 5% penalty to generator repairs, healing speed, cleansing totems, and vaulting. When a survivor comes off the hook, they'll be afflicted with "Drowned" for 80 seconds.
    Secondary Power- Diver-Down: Detect your prey from miles away. Whenever a survivor is inflicted with the "Drowned" status effect, gain a token. Use the secondary power button to teleport to any generator, which consumes one token.
    Primary Weapon: A massive hook-hand on the left hand, which sweeps across the survivor's body. The Diver spins it clockwise when injuring a survivor, and counterclockwise when downing a survivor. The right hand is for throwing harpoons.

    • @kaideneatstheearth7104
      @kaideneatstheearth7104 2 года назад +9

      The Diver's Perks:
      Deathly Plunge: You Have Experience Diving, and your Victims Will Quickly Drown in the Deep.
      When a Survivor Enters Struggle State on a Sacrificial Hook, they Take 2/2.5/3 Seconds Longer to Rescue. (Teachable at Level 30)
      Hex: Fisherman's Dread: Your Connection to the Water Will Help You Catch Your Prey Quickly.
      While in Chase, Gain Bloodlust 50% Faster, While in Bloodlust Tier 1: Gain 10% Reduced Successful Attack Cooldown Speed
      Bloodlust Tier 2: Survivors Gain Hindered Status Effect for 3/4/5 Seconds every 7/6/5 Seconds.
      Bloodlust Tier 3: Survivors Gain the Exposed Status Effect while in chase. This effect persists for 10/15/20 seconds after losing chase.
      (Effects Do Not Stack, Normal Bloodlust Effects Still Apply)
      (Teachable at Level 35)
      Bait & Reel: Your Expert Knowledge Leaves the Survivors in a Heap Under Pressure.
      Whenever a generator is regressing, a survivor must repair it for 2/3/4 seconds to prevent it from regressing. Generators regress 50% faster.
      (Teachalbe at Level 40)

    • @kaideneatstheearth7104
      @kaideneatstheearth7104 2 года назад +9

      Killer Backstory, Scotts Darva:
      Scotts, commonly known as Scott, was a living legend in his time. He became known as the most skilled diving fisherman in his time. His knowledge of baits, hooks, knots, and his iconic "cyclops" diving suit made his millions. He lived comfortably.
      Then it was taken from him.
      On a stormy night, a group of sea pirates raided his fishing boat on his way to a new diving location. In the fight, Scotts was captured and held for ransom by the pirates, demanding over 1 million in cash from his company's executives.
      Numerous refusals and Darva's resistance lost him his left hand, the pirates wanted to show they were serious.
      After 2 years of suffering, Scotts grew tired of his captors, attacking them in a fury with whatever he could find. Stolen from his boat 2 years ago was a rusty hook he carried in his right hand, letting loose his rage. After his rampage was over, he made his way to the shoreline. However, after 2 years away and a lost hand, he had lost more than that. His company had been taken under new charge, and he was quickly worthless in society.
      His previous kills amounted to something after all, because after he found he had nothing left, he began selling the organs and limbs of the deceased pirates to black market traders around the world. As business is, it must stay consistent. He sewed on his rusty hook to his left arm, and began his technique of diving into ships, and sinking them from beneath with his newly-patented alloy harpoons. As his victims fell into the depths, he carried their bodies away for sloppy dissections and quick cash.
      Scotts had it all again, and in an instant he felt it again. The nothingness consumed him as a fog descended upon him, and his work had to continue.
      (Yes, his name is Scott's Darva.)

    • @kaideneatstheearth7104
      @kaideneatstheearth7104 2 года назад +9

      Add-Ons:
      Brown/Common:
      Alloy-Steel Polish:
      An old bottle of polish left behind for your harpoons.
      You pull harpoons out of the ground and out of dying survivors 20% faster (2 Seconds)
      Harpoon Patent:
      The very patent that registered your deadly harpoons officially.
      Start the trial with 4 harpoons, you can carry 4 harpoons at a time.
      Dull Barbs:
      After continued usage and lack of sharpening, the barbs on your harpoons have become dull.
      harpoons no longer give deep wound status effect when hitting a survivor.
      Gain 100% bonus bloodpoints in the deviousness category.
      Cheap Glass Visor:
      A cheaply made glass visor for your diving helm. It's effective for quick dives but easily cracks under pressure.
      Teleport to generators 10% faster, but you can only teleport 4 times in a match.
      Punctured Air Tank:
      An old air tank used to diving, which has been punctured by a sharp, barbed weapon.
      Teleport to generators 10% faster, but gain a 7% hindered status effect for 30 seconds after teleporting.
      Yellow/Uncommon:
      Fresh Alloy:
      The alloy that pierced ships and sank them eaisly.
      Gain 10% haste while holding a harpoon, you can only carry 2 harpoons at a time.
      Yellow Algae:
      Unique Algae that glows yellow in the realm of the entity.
      When a survivor goes into struggle state on hook, they are rescued 2 seconds slower.
      Grotto Stone:
      A unique stone picked up in one of the numerous dives you've participated in. It interests you for some unknown reason.
      After teleporting to a generator, gain the undetectable status effect for 10 seconds, and this effect persists for 5 extra seconds per token remaining.
      Sea Urchin Spikes;
      Spikes picked from a sea urchin deep beneath a bed of lush fish.
      Teleport 15% faster to generators, but gain the blindness status effect for 30 seconds after teleporting.
      Green/Rare:
      Replinished Air Tank: An air tank fully refilled for a new diving mission.
      Teleporting to generators is 10% quicker.
      Sea Gravel Sack: A sack of simple sea gravel plucked from the depths. It's infested with carcuses of shrimp and mold.
      You pull harpoons out of the ground and out of dying survivors 35% faster (1.6 seconds)
      harpoon Quiver: Like the classically-trained fisherman you are, you're well-equipped.
      Start the trial with 5 harpoons, you can only carry 5 harpoons.
      Purple/Very Rare:
      Sharpened Barb:
      It's not easy forging barbs, so you only have one shot.
      When hitting a survivor with your 1st harpoon of the match, they enter the dying state instead of deep wound.
      Blighted Algae:
      An algae corrupted by blighted serum. It's found it's way, wriggling back to the Diver.
      When a survivor goes into struggle state on hook, they are rescued 4 seconds slower.
      Red (Pink)/Ultra Rare:
      Iridescent Visor: A expertly crafted Visor that grants clear vision in the depths, and would never crack under the greatest pressure so long as the entity consumes the Diver.
      Teleport to Generators 15% faster.
      Iridescent Alloy: An alloy forged from the previous, made into a new and more powerful barb.
      Gain 15% haste while holding a harpoon, and gain 5% more haste for each token in Diver-down.

    • @frankdarrian757
      @frankdarrian757 2 года назад +5

      I think the concept is pretty similar to deathslinger which is a ongoing issue regarding killer variety in the game. But I love the drowned status as a sub-in for thanatophobia.

    • @garygray4146
      @garygray4146 2 года назад +5

      Scotts Darva...? Fr man? You couldn't think of any better name?

  • @boredguy5271
    @boredguy5271 2 года назад +31

    Better luck next time to me. Glad everyone else got to show their ideas though! I liked the gluttony guy, sounded pretty cool with the back and forth gameplay!

    • @josephb4224
      @josephb4224 2 года назад

      Really bro?

    • @smallguy2
      @smallguy2 2 года назад

      Gluttony has some really interesting killer potential.

    • @EGHeartattack
      @EGHeartattack 2 года назад +3

      He’s only on episode 1. He could talk about your idea in a future episode!

  • @catgirlzoe5098
    @catgirlzoe5098 2 года назад +14

    Heres my killer idea just copied from a Reddit post I made lol
    This is just a for fun post describing a horror movie villain who has no representation in DBD: AI! I've had this idea for a bit, no idea how viable this killer would be, and the perks need some work Ik, but I thought it'd be fun to share here and hear some thoughts!
    The A.I.: A killer based on AI in horror movies, their kit is designed around slow, thoughtful play and outthinking the survivors.
    POWER:
    Main Power: Shut The Doors. When within a 15m radius of windows and pallets, The A.I. can use their system to commune with The Entity and block the vault. Deactivates after 3 seconds or if The A.I. leaves the range. 20 second cooldown. Cannot block pallet drops. Does not work if Survivor has started the vaulting animation.
    Secondary Power: Eyes Everywhere. Using control, place a camera on a wall infront of you. When pressing control again, if in range pick up the camera. If out of range, check the camera, gaining control of it and being able to turn it left, right, up and down. Press right click while in camera to fire a Targeting dart to "tag" survivors while in this mode, up to 2 survivors at once, which reveals their aura for 1 second every 10 seconds unless a survivor removes the targeting dart. Camera can be removed by survivors, in which case it goes on a 1 minute cooldown until it can be placed again. Killer is stationary while camera is being checked
    SURVIVOR SIDE:
    Shut The Doors: A vault gets blocked, either wait it out or find another way out.
    Eyes Everywhere: Tracking Dart takes 20 seconds to remove by yourself, however progress is saved if you stop the action, and only 10 if someone else removes it. Camera takes 5 seconds to remove, and Alerts the killer if removed. You will see a red light blinking if the A.I. is currently watching the camera.
    PERKS:
    I Know All: You're knowledge cannot be understood by human minds. Upon hitting a survivor, reveal their aura for 7 seconds. Cooldown of 60/55/50 seconds.
    Hex: Can't Let You Do That: You have a mission you must see through. If a gen gets 90%/85%/80% complete, increase Skill Check rate by 50%. Cause gen regression with these skill checks unless you hit a Great Skill Check (aka apply Old Ruin). Deactivates if Gen falls under 80%.
    Learning Algorithm: The longer you spend with these humans, the more you understand them. For every 30/27/25 seconds you spend in chase with a survivor, they gain an invisible token. This token will reveal to you one of their perks (likely as an icon above their head.) Survivors lose a token if they are out of chase for 30 seconds or if they become hooked.
    Again, this is all for fun and I am aware this killer likely isn't the most balanced, but I'd be interested to hear thoughts on it!

    • @passwordprotected5234
      @passwordprotected5234 2 года назад +2

      An A.I killer is a super cool concept, thr Can't Let You Do That is by far my favorite perk
      Killer power is alright, information makes sense for an A.I
      10/10 would get killed by a hostile A.I again

    • @catgirlzoe5098
      @catgirlzoe5098 2 года назад

      @@passwordprotected5234 Yeah the killer power needs some work ik. The idea is you get rewarded for blocking off god pallets and windows but struggle more in smaller loops and i really just wanted a killer who forced survivors to change how they loop a killer without just making like. Nurse 2

    • @MelvinTheWeedWizard
      @MelvinTheWeedWizard 2 года назад +1

      I like the idea of a machine in dbd, I was just thinking the other day that it would be cool to see the T-1000 (Bad guy from Terminator 2)

  • @elvichosiiuu
    @elvichosiiuu 2 года назад +16

    0:33 Off to a great start

  • @themechadrago5
    @themechadrago5 2 года назад +15

    The Dota hero you're thinking of that swaps with Illusions is either Spectre or Morphling's old ult. Also, since it's been like a decade since you've played, you will be happy to hear that Tinker doesn't have March of the Machines anymore. They finally took him out behind the shed and shot him.
    Oh and Sand King doesn't have to channel his sandstorm and ult anymore.

    • @DeadByFarts
      @DeadByFarts 2 года назад

      wasn't scott the guy that made Sand King in WC3?

    • @wastedtime9900
      @wastedtime9900 2 года назад +1

      He said his iilusion move straight line then it has ability to teleport or not. I havent play dota for 4 years by now but its clear to me its Ember Spirit.

    • @themechadrago5
      @themechadrago5 2 года назад

      ​@@wastedtime9900 He did not say straight line, also 99% sure Scott wasn't playing dota 2 when ember was released. Pretty clearly Spec or Morph

    • @Oversiver
      @Oversiver Год назад

      i'm 99% sure he's talking about arc warden my broski

    • @wastedtime9900
      @wastedtime9900 Год назад

      @@Oversiver when i last played dota warden couldn't teleport to his clone, so thats CAP

  • @codywhen
    @codywhen 2 года назад +1

    Killer Idea: The Prospector
    TR: 32m, Height: tall, 4.6m/s
    Killer Power: The Demon Stones
    All Generators have a Gem Socket attached (like a metal/glass box on top of the generator).
    Start the trial with 5 Gems. Gems can be inserted into empty Sockets, Gems can be removed and collected from Sockets containing a Gem.
    Survivors can perform a 6 second 'Remove Gem' action that removes the Gem from the Socket, doing so will give the survivor the Gem as an item (Held in addition to other items, like Onryo's tapes); the Gem cannot be dropped normally.
    Survivors holding a Gem cannot collect another Gem, suffer from Incapacitated, and will be briefly revealed to the killer via Killer Instinct.
    Survivors holding a Gem can insert the gem into a Gem Socket, removing the Gem from the survivors hands (and revealing them via killer instinct). If The Prospector downs a survivor carrying a Gem, it will be returned to The Prospector.
    Sockets containing a Gem emit a 16m terror radius that hides The Prospectors terror radius
    The Prospector can charge an ability called 'Calling of The Stones', while holding this ability The Prospector is slowed to 4.0m/s, any survivors holding a Gem will be revealed by Killer Instinct, and any Generators that have a Gem in their Socket will be blocked by Gem Energy. While using Calling of The Stones, survivors holding a Gem that have LOS to the killer within a 8 meter range are given the prompt to 'Return Gem', doing so returns the Gem to the Prospector, puts Calling of The Stones on a 30 second cooldown, and The Prospector suffers a very short fatigue.
    Addon effects include: reduced stun, reduced gem-return range, killer instinct duration, cooldown reduction, additional penalties for survivors carrying a Gem, penalties for being near an socket containing a gem, etc...

  • @rickyrockstar1233
    @rickyrockstar1233 2 года назад +1

    Killer idea: Evil Dead Chapter 2
    New killer: Evil Ash
    Killer power: Can summon no more than 2 skeletons from the ground that copy’s the movement of the killer (move right it also moves right, etc). Both skeletons have no terror radius and can be destroyed with a pallet stun or can be stunned with a flash light.
    Attacking makes the skeletons attack but doesn’t allow Evil Ash to attack. If the skeletons hit a survivor or miss, both skeletons are destroyed and causes your ability to go on cooldown (of 20 seconds can be lowered with addons. This ability has two charges so 40 seconds in total for 2 skeletons.). If you are stunned or locked in ANY animation your skeletons move freely without you allowing you to remote control them in a way.
    You can also hold M2 to lock yourself in place and move the skeletons freely, giving your terror radius to both skeletons but removing yours.
    Also new survivor: Pablo from the Ash vs. Evil Dead series

  • @oOoSHEPARDoOo
    @oOoSHEPARDoOo 2 года назад +1

    The Blood Knight
    Stats:
    Hight / Average
    Speed / 4.6
    Terror radius / normal
    Main power:
    Eternal Cut
    The Blood Knight can place up to two projections of himself, but those projections don't have any collision.
    After a charge time of 1.5 seconds the Blood Knight rises his sword and can dash to any projection within 16 meters (also through walls) while damaging any survivor he touches mid dash. (while charging or holding the ability the movement speed is slightly decreased / the dash takes longer depending on the distance between the Killer and the projection)
    Passiv:
    Bloodthirst
    Right before hooking a survivor the Blood Knight will bite his victim to get a temporarily buff that will enhance his fov and ability to hear for 60 seconds. (can hear steps much more clearly...) Maybe this might be to op -> While Bloodthirst is active the Blood Knight can see the heartbeat of injured survivors while holding his main power.

  • @pkpvptheminer
    @pkpvptheminer 2 года назад +3

    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 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 healythy 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 just 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 givent 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 intrecated 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 inteactions.
    - 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.
    - 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.
    - Engineer's license : 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.
    - 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 is within 4m of you while you are transformed, they can see the prove thyself icon on their hud. When they repair a generator you are interacting with, the generator explodes and looses 15% of it's progress
    - 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 effectand 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, you get the undetectable status effect for 10/12.5/15 seconds. Has a 60 seconds cooldown
    It would look like a monstruous being in it's true form, same idea as the dredge
    (already posted it on the video where Scott asked for our concepts, just reposting it here)

    • @ZenMasterGhost
      @ZenMasterGhost 2 года назад

      After just watching the thing again, this could be a really solid foundation for a Carpenters thing killer

    • @pkpvptheminer
      @pkpvptheminer 2 года назад +1

      @@ZenMasterGhost someone suggested the thing on my first comment too (before i developped the idea). Would be nice yeah

  • @Allanfallan
    @Allanfallan 2 года назад +2

    Would be cool to see the Xenomorph in DBD!
    Passive: The Xenomorph's terror radius is replaced by the motion tracker sounds from the movie. 5 egg sacs spawn on the map. Every time a generator is completed, one opens and releases a face hugger. The face hugger moves towards the nearest survivor kinda like zombies do, but at X(80?)% survivor speed. If it gets within range of a survivor, it will lunge at them like Victor. If successful, it latches on and "infects" the survivor after 10 seconds before falling off and dying. Afterwards they must find a surgical station to remove the parasite (aura can be seen within 16m), or they will die after X(30-60?) seconds outside of chase. If another survivor is nearby, they may attempt to remove the face hugger before it succeeds infecting a survivor. If the face hugger's lunge misses the survivor, they can attempt to kick the face hugger which causes it to run away at 150% survivor speed for 5 seconds then resume tracking survivors after X(30-60?) seconds. This also occurs when a face hugger is removed by another survivor. If a face hugger is within 6m of a survivor, killer instinct activates.
    Active power: The Xenomorph crouches and becomes undetectable, moving at X(75?)% slower speed. While in this mode the Xenomorph may press the alt power key to leap to a wall/ceiling/object and attach to it. While on a wall/ceiling/object the Xeno may move around and remain attached; press the key again to leap to another nearby surface; press the attack button to launch a leap attack; or dismount (the dismount animation allows for survivors to make some distance). Lunging from a wall will put the active ability on cooldown for X(10?) seconds.
    The general idea is that the passive provides some scaling minor slowdown that has a little bit of fun interaction for the survivors with some risk involved. The active let's the Xeno be stealthy and make use of various surfaces by climbing on or over walls, ceilings and loopable objects. This let's them catch survivors off guard and mind game in new ways while also being able to set up ambushes from interesting angles. The lunge should be about as reactable as a demo's lunge. Might be weird to implement but being able to leap from random stuff on the map while scary crawly things periodically harass survivors would be cool to play as and against.

  • @yaboiseth3546
    @yaboiseth3546 2 года назад +39

    The “eldritch monster” idea sounds like it would fit very well with slender man

    • @antonio_fiddleballs
      @antonio_fiddleballs 2 года назад +1

      or that one scp

    • @childethetoysalesman2968
      @childethetoysalesman2968 2 года назад +2

      @@antonio_fiddleballs the more you look at him, the faster he gets, If you look at him enough, he can instadown you. It resets with every dowm.

    • @serenadotbat
      @serenadotbat 2 года назад +2

      @@childethetoysalesman2968 Reverse Ghostface

  • @Monsterzjw
    @Monsterzjw 2 года назад

    I actually had a Carpenter idea, but with a different concept to the guy in this video.
    The Hammer. Your main weapon is a fist full of nails sticking out through your fingers and palm. You have the ability to Sabotage a window vault or pallet by slamming your hand down on it a few times. Sabotaging a window will block you from vaulting it, but when a survivour vaults it will injure or down them. Sabotaging a pallet that is still standing will cause survivours break the pallet instantly upon dropping, and doing so to a downed pallet will cause a vaulting survivour to break the pallet and injure or down the survivour. You can sabotage each window once per trial. Any Means Necessary won't remove the nails.
    There was also a secondary part that I considered removing where his M1 took 3 hits to down, but he could force permanent broken if done successfully. First hit injures. Second hit deep wounds. Third downs and causes broken. From then on he can skip to deep wounds. If the survivour goes down before the third hit they can avoid this permanent deep wounds, either by mending and healing. Or by going down through other means, usually biting the bullet and vaulting a sabotaged window or pallet.
    Dudes whole backstory was about sabotaging other repair companies handiwork in homes around what he considered his town. Mainly by making it seem like the competitors made fatal structural errors that killed the home owners. He would just kill them himself and stage the accident so that it looked totally coincidental. The police were suspicious of him, but didn't have the proof to link him to the crimes just yet. The entity would take him before he could claim his next victim, and then take her too.

  • @johnnyminecraft8255
    @johnnyminecraft8255 2 года назад +1

    Had an idea for a more fast-paced stealth killer that isn't as "lurky" as pig and Ghostface, being more able to apply his stealth to chases and less on the approach. His whole thing is that his stealth would be strong but it'd need to be earned similar to Oni having to earn his charge ability and insta-downs. His power would work something like this:
    Killer: The Shinobi (normal ter radius and speed)
    Power: Shadow-Step
    The Shinobi has an enate ability to hide in plain sight to make his approach all the more deadly.
    Shadow Snare: Hold down the power button to place a Shadow Snare (4 seconds), which when stepped on by a survivor will cause a small burst of smoke, granting the Shinobi "Shadow Form" rendering him partially invisible (semi-transparent black silhouette) with no terror radius or red stain. This effect lasts 10 seconds without add-ons. This effect has no range limit, snares last for 60 seconds, and a max of 4 snares can be down at once. When a snare is activated, it fills the Power gauge, when the Power gauge is full press the Active Ability Button to unleash Shadow Walker
    Shadow Walker: While Shadow Walker is active, the Shinobi gains an uninterruptable Shadow Form for 60 seconds, see's all pools of blood and scratch marks clearer, and inflicts blindness to all survivors.
    Special Ability, "Vanish": If a survivor activates a snare while Shadow Walker is in effect, the Shinobi becomes entirely invisible for 2 seconds.
    i am aware this would be very annoying to play against lmao

  • @cata_henny2456
    @cata_henny2456 2 года назад +1

    Hey Scott, I have a killer idea for you, it’d be called The Impostor.
    Movement speed: 115/100 when ability is active
    Power (Disguise): The impostor can transform into a survivor for 30 secs at a time. If a survivor is currently injured in the trial, the impostor will transform as them in the injured state. When disguised as an injured survivor, the impostor will make grunts of pain and leave pools of blood but won’t make scratch marks when running.
    The killer has no TR when disguised. The impostor inherits survivor movement speed and vault/crouch actions but can’t use chest/lockers/totems like survivors can when disguised.
    The impostor has to wait out a 1.5 second transformation before they’re able to attack survivors out of disguise. The TR of the killer is resumed 3 secs after transforming, allowing a window for the impostor to ambush survivors if they’re not paying attention.
    I should probably flesh this killer out a bit, but I think a killer that encourages survivors to be distrustful of each other would be a unique niche in the roster. As it stands, I think they’d be a mid-C tier killer and I’m fine with that.

  • @FeltUmbrella
    @FeltUmbrella 2 года назад +31

    Please review Pixel's bush killer idea for Jack baker from his newest video

  • @raime_likes_memes_too3624
    @raime_likes_memes_too3624 2 года назад +5

    There’s a killer idea I had a while back called “The pyromaniac”
    his power is basically a Plague/Freddy killer who has a custom made flamethrower. He would shoot it out and the survivors would catch on fire, the fire shoots out in a cone with its maximum distance being around 12 meters long and 8 meters wide but the further the distance of the fire travels the least Amount of burn meter it will apply. The fire can also be applied on vaults and pallets like plague, but whenever a survivor dropped a pallet on fire and it stunned you, the pallet would break instantly, also if he uses his flamethrower on a pallet longer enough it will break. The on fire mechanic is like plagues, fill up the meter and the survivor will take 1 healthstate.
    But he had a second ability called kerosine, he can switch to kerosine at anytime and spray it. Does no damage but when you use your flamethrower it will set it on fire and it sticks to whatever the kerosine is sprayed onto, so you can do stuff like spray kerosine at a strong loop and set it on fire. The survivors “burn meter” will go up like crazy but it won’t always guarantee an injure. Also he uses a fire axe as his weapon

  • @teeteedayday
    @teeteedayday 10 месяцев назад

    I have a few concepts:
    The Soldier
    The Soldier is a formidable leader known for their cunning tactics and clever mind game abilities. They possess a unique skill set that allows them to instill fear in their enemies and manipulate situations to their advantage.
    One of the Soldier's most notable qualities is their strategic thinking. They have a keen understanding of the battlefield, always analyzing the terrain and the enemy's movements. This enables them to devise effective plans and outmaneuver their opponents. By utilizing their clever mind game abilities, the Soldier can anticipate their enemy's next move and stay one step ahead.
    The Soldier's ability to put fear in their victims is truly remarkable. They possess an intimidating presence and a commanding aura that can make even the bravest of warriors tremble. Whether it's through psychological manipulation or strategic intimidation, the Soldier knows just how to exploit their opponent's weaknesses and strike fear into their hearts.
    In addition to their tactical prowess, the Soldier is also a skilled communicator. They have a way with words that can both inspire their allies and demoralize their enemies. Their ability to manipulate emotions and perceptions gives them a distinct advantage on the battlefield, allowing them to control the narrative and shape the outcome of a battle.
    Overall, the Soldier's cunning leadership, combined with their clever mind game abilities, make them a force to be reckoned with. They are able to outwit and outmaneuver their foes, instilling fear in their victims and effectively achieving their objectives. With their unique skill set, the Soldier has earned their reputation as a formidable and respected leader.
    The Soldier is a powerful character in the game who possesses three unique abilities.
    One of the abilities, known as "To Help The Healing ," triggers when a survivor is being healed. During the healing process, the healer will experience a sudden onslaught of continuous skill checks for a brief period of time. This adds an element of challenge and requires the healer to focus and react quickly in order to successfully complete the healing process.
    The second ability, called "Charge!", comes into play when a survivor repeatedly loops pallets. After looping pallets three times, the entity intervenes and blocks the survivor from utilizing the pallet, thus preventing them from using it as a means of escape or defense. This ability forces survivors to strategize and find alternative routes or methods to outmaneuver the Soldier.
    The final ability, known as "Strong Grip," applies when the Soldier grabs a survivor. Upon grabbing a survivor, their struggle bar, which represents their attempt to break free, progresses at a slower rate. However, if the Soldier decides to drop the survivor, the struggle bar regresses, thereby resetting the progress made by the survivor. This ability adds tension and requires survivors to be cautious when attempting to escape the Soldier's grasp.
    The Soldier limps, with a shotgun in hand, he will be able to use it to shoot a survivor.
    The Siren is a unique killer in the game, known for its ability to crawl around using small sand holes to navigate quickly and efficiently. This distinctive feature sets it apart from other killers in the game, making it a formidable opponent.
    In addition to its crawling ability, The Siren possesses three unique perks that further enhance its capabilities. The first perk, "Siren's Call," triggers whenever a survivor is hooked. During this time, the auras of all survivors are revealed for a duration of 8 seconds. This not only provides the killer with valuable information about survivor locations but also makes it easier for the killer to detect survivors due to heightened noise levels.
    The second perk, "Tampering," is a reflection of The Siren's sea creature nature. Whenever the killer damages a generator, it naturally regresses, causing the generator to lose progress. However, in The Siren's case, damaging a generator goes beyond regression. After the generator is damaged, it will eventually blow up, resulting in the survivor losing progress on the generator and revealing their location to the killer. This perk adds an element of unpredictability and risk for survivors, forcing them to be cautious while working on generators.
    The third and final perk, "To The Deep," punishes survivors who attempt to destroy the sand holes that The Siren relies on for movement. When a survivor destroys these sand holes, they are confronted with numerous skill checks. These skill checks can be challenging and require precise timing to successfully complete. This perk serves as a deterrent for survivors, discouraging them from tampering with the killer's unique traversal method.
    The Siren's power revolves around its ability to manipulate water, which it utilizes to unleash devastating attacks on survivors. With its power, The Siren can conjure a massive wave that crashes down on its victims, inflicting significant injuries. This power not only adds to the killer's offensive capabilities but also creates a sense of fear and urgency for survivors, as they must constantly be on the lookout for impending waves.
    Overall, The Siren is a killer that stands out from the rest due to its crawling ability, unique perks, and water manipulation power. Its sand hole traversal, combined with the perks "Siren's Call," "Tampering," and "To The Deep," makes it a formidable force to be reckoned with. Survivors must exercise caution and adapt their strategies when facing The Siren, as its unique abilities and perks can quickly turn the tide of the game.
    THE SOLDIERS MORI
    The Soldier would struggle until they shoot the survivor, stomping and snapping their neck.
    THE SIRENS MORI
    The Survivor would get bitten in the stomach as The Siren would claw out their flesh and eat it .

  • @Biscuitio
    @Biscuitio 2 года назад

    A killer concept i’ve made a bit ago, it’s name is “the kitsune”, it’s appearance being a monstrosity with 7 arms like tails, sharp teeth and a long claw sticking out it’s hand. Here’s the power:
    Power: Nine tail mischief
    Your frightening presence fills fear into survivors, even if you aren’t physically there.
    Spirit realm:
    The Kitsune starts the trial in the spirit realm.
    While inside the spirit realm, the Kitsune gains an increased movement speed and the undetectable status effect, while also being fully invisible and unable to interact with survivors, but still see them.
    6 tunnel portals spawn around the map that the Kitsune may teleport to using the ability button to exit the spirit realm, to enter the spirit realm, press the ability while not inside the spirit realm to enter it anywhere.
    Creator of fear:
    Press and hold the power button to charge and aim a Terror phantasm, these will travel forward ignoring all obstacles until it hits the edge of the map, which will cause it to disappear. This phantasm will emit a fake terror radius that builds up fear on survivors, these have a token based cooldown system.
    Terror phantasm that are spawned while inside the spirit realm will move slower, but will be invisible to survivors. When spawned outside the spirit realm, it will be much faster in both movement and fear buildup, but if it comes in contact with a survivor, it dissapears and reveals that survivor via killer instinct.
    Survivors being chased by you also passively gain fear, survivors cannot tell how much or even if they have fear unless their fear is full.
    For each survivor with full fear, your lunge attack will gain an increased range, survivors that are injured have all their fear removed and if they had atleast 50% fear, they suffer from a halved injured panic sprint, if the survivor had full fear, they gain no panic sprint. If atleast 2 survivors have full fear at any moment, all full fear survivors become exposed.
    Special attack: Realm strike:
    While any survivor has full fear and your in the spirit realm, press the attack button to immediately swap back to the physical realm and perform an attack on the spot, removing all fear from all survivors in the process.
    Power trivia:
    •Movement speed in spirit realm 7.4MS.
    •cooldown for each phantasm power token: 10 seconds
    •Creator of fear charge time: 1 second
    •Full fear means your at 100% fear
    •you may spawn phantasms at any time as long as you have atleast 1 token
    •Phantasm terror radius: 24 meters
    •spirit realm phantasm MS: 3.0MS
    •spirit realm phantasm fear build-up: 4,75% fear every second inside it’s terror radius
    •physical phantasm MS: 5.2MS
    •Physical phantasm fear build-up: 5,5% every second inside it’s terror radius
    •passive chase fear build-up: 0,25% every second.
    •killer instinct reveal time: 4 seconds
    •Increased lunge for each full fear survivor: 15%
    •whenever you teleport to a tunnel portal, you teleport that instantly with a short 1 second fatigue
    •entering the spirit realm is instant
    •Tunnel portal spawn logic: will be spread out as much as possible from other portals, not to close to gens but not too far
    (Stats can be changed if necessary)

  • @isaac2135
    @isaac2135 2 года назад

    Ive got an idea for a new mechanic for a killer.
    Gorgon. Its model and aspect would be based pretty much on Medusa. Normal M1 Killer (Short/Medium size)
    Chase power: Petrifying Gaze -- Cooldown (?)
    -Press the ability button to supress your red stain for 25 seconds, during this time you gain the following effects:
    1- Your terror radius is reduced to 22meters and your eyes light with a bright color.
    2- Any survivor in your terror radius that makes eye contact (Aka: looking directly at the killer when the killer is looking at you, it can work like ghostface reveal mechanic but more wide) will start to gain debuff tokens. This would work through everything except walls.
    3- Tokens are gained every 0.5s and will give you 0.5% hindered effect, if you reach 20 tokens you will become petrified and unable to move until downed, helped or 15 seconds pass.
    4- Getting rid of tokens : you will lose 1 token every 2 seconds while not in chase and terror radius.
    All this numbers are just an example for showcasing the idea. A big part of looping is looking where the killer is, thats why i thought this.
    Mobility power: Stone remains
    When the match starts there will be 2 stone statues around the map resembling your appearance.
    -Press the secondary ability button to teleport to one of the statues and leave a new one at your current location. The teleport animation would be like charlotte returning to her body.
    -A survivor can interact with a statue by two ways
    1: Smashing the statue: it would take 4 seconds but the statue will respawn immediately within 24m of unfinished generator.
    2: Cleansing the statue: It would take 16-20 seconds but it will take 20-25 seconds to respawn in a random location of the map.

  • @Mahoxy
    @Mahoxy 2 года назад +12

    I just want a robot killer tbh

    • @Mazerwolf
      @Mazerwolf 2 года назад +5

      If the entity can pull a killer from the past, it can pull from the future

  • @garrettsantos7671
    @garrettsantos7671 2 года назад

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

  • @killing_time3053
    @killing_time3053 2 года назад

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

  • @joshuasmith9881
    @joshuasmith9881 2 года назад

    Killer Idea: Spring Trap
    Killer: The Attraction.
    Perks
    Like-Minded: You have a deep understanding of your victims in their moment of peril. Any time a survivor can see your aura, if they are also within a 16/20/24 meter range from your location, you will see their aura as well. Does not activate if you are within 16 meters of a hooked survivor.
    Deceit: You are adept at appearing to be friendly when you are in fact their greatest nightmare. After a survivor lingers in your terror radius for 35/25/15 seconds, they become oblivious for 15 seconds.
    Mechanical Host: The springs that compose you give you strength to do miraculous things. After damaging a generator, this perk activates for 90 seconds for the generator damaged. Any time a survivor stops repairing this generator while this perk is active, after 10 seconds, Mechanical Host will begin to regress the generator at 100/125/150% of the normal regression speed. If a survivor again begins repairing the generator, Mechanical Host deactivates.
    Power: Frightful Machinations
    Special Ability: Place Hallucination.
    Hold the active ability button for a brief period of time to place a hallucination (6 max at a time). Hallucinations are invisible to survivors. If a survivor walks within 4 meters of a Hallucination, they will face a jumpscare and suffer from the Restless status effect. While a survivor is restless, they will be able to see other hallucinations in the trial if they are within 8 meters of it and become incapacitated. If a survivor runs into another hallucination while restless, they lose a health state. To remove restlessness, survivors can walk for a moderate length of time.
    Secondary Ability: Projection.
    Look in the direction of a hallucination to teleport to its position over a moderate length of time, consuming the hallucination in the process. Any survivors within 16 meters of a hallucination that you teleport to become restless. Has a moderately timed cooldown.
    Example add ons:
    Meme: Lost Spring. Survivors no longer get restless when projecting. Gain 100% more bloodpoints in the devious category.
    Iridescent Gear: Any survivor that becomes restless from a projection suffers the exposed status effect for 20 seconds.
    Locking Mechanism: Survivors stay restless for 6 extra seconds when walking into a hallucination.

  • @EvolvedDinosaur
    @EvolvedDinosaur 2 года назад +13

    The illusion just wouldn’t have a red stain! That allows the killer to have some particularly effective uses of undetectable perks.

  • @JasonVoorheesUnstoppable
    @JasonVoorheesUnstoppable Год назад +1

    Killer name: The entity
    Bio: The entity has sat back and had take killers and survivors for centuries upon centuries, it had forced them to play an endless cycle of death for amusement and so it can feed of their emotions, but now…it to wants to play.
    Name: Nea Karlsson
    Killer weapon: spider leg
    Killer power: my game, my rules: You are the are the creator of not only the game, but the very realm as well.
    Stop That!: Every 300 seconds all generators will be guarded by the entity.
    Cheating: The entity can break pallets before they are dropped, has a 180 second cool down and can only be done out of chase.
    Sore loser: when the last generator is fully repaired a random survivor will be put into the injured state.
    Sacrifice: The final survivor may be killed by your own hand if all other survivors have escaped or died.
    Movement speed: 4.00 m/s
    Perks:
    Never again: when stunned by a pallet succeed in a successful hard skill check to instantly break the pallet 180, 120, 100 second cooldown
    I see you: unhooking a survivor at 2nd hook stage will cause the aura of survivor that had unhooked for 3, 4, 5 seconds
    The fog: atmosphere is extra foggy for survivors for 5, 6, 7 seconds

  • @LeiWilliamson
    @LeiWilliamson 2 года назад +1

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

  • @revellations7741
    @revellations7741 2 года назад

    Hey Scott like many others I would LOVE your feedback:
    *Preface* I’m into new mechanics and more interesting gameplay other than just Hold “W” but this may be too difficult for BHVR to implement.
    A new killer (Satan/ The Demon) with an ever changing skin to show each “tier” clearly.
    -Uses a token system for its power (maybe up to 10-20 tokens). Tokens can be gained by:
    •breaking pallets
    •being within 3-5 meters of a survivor WITHOUT HITTING THEM consecutively for a small period of time (so survivors cannot deny your power, and you do not just farm tokens endlessly chasing or you will throw the game completely)
    •being stunned by a pallet (perhaps this provides moe tokens than other means)
    •protection hits or when a survivor should be put into the dying state but instead receives deep wound
    These tokens are accumulated and each of 4 tiers (lets say to 13 tokens, 3, 7, 10, 13)
    BASE KILLER, (Tier 0):
    -Killer is 110% movement
    -24 meter TR
    -vaults 10% SLOWER than base killer vault
    -breaks pallets at 10% SLOWER than the new base break time
    TIER 1 (3 tokens) The devil’s Mayhem:
    -Generated tiles (T-L walls, long wall short wall etc) are now highlighted in a faint white aura when within 20m of the tile, pressing (2nd killer power button) will rotate the tile 90 degrees clockwise. For each press rotate the tile up yo 360 degrees (one full around rotation back to original position). Pressing (killer power button) will cause the mayhem spinning the tile but NOT survivor orientation, at a quick rate.
    The killer cannot basic attack until 0.5s after the mayhem during an animation.
    -Devil’s mayhem has a short cooldown before next use (thinking 10-20s)
    TIER 2 (5 tokens) The devils bidding:
    -The devil/demons movement speed is increased to 115% from 110%.
    -The devil/demon now vaults and breaks pallets at base killer speed
    TIER 3 (7 tokens) The devil’s wrath
    -The devil/demon is now enraged, windows are blocked after second rushed vault
    -The devil/demon can now break downed pallets in stride, when within 5 meters of a pallet while in line of sight, highlight a pallet (instead of tile) and press the (killer power button) to use your powers to shatter the pallet. Breaking a pallet this way slows the devil to 80% movement speed and lasts the normal pallet break duration. The devil must wait for a pallet to be completely shattered to move through it (promote strafing mind games).
    The Devil Awakens (Final form max tokens):
    -You have summoned Lucifer himself (complete visual change)
    -The devils TR is now set to 40 meters
    -The devil now breaks pallets in 50% of break time
    -The devil now vaults pallets at Tier 3 myers speed
    -Windows are blocked after 1 rushed vault
    -All survivors are slowed by 2% movement speed within range of the devils TR
    I envision a killer with incredible ramping up power taking a lot of skill to reach the highest point but becoming an unstoppable force if allowed to “awaken”.
    Survivors can perform three tasks to “seal his final form”:
    -Collect 3 objects around the map
    -Be within the killers TR and in chase for 90-180 cumulative seconds to show a hidden artifact
    •once both objectives are complete, all survivors auras are revealed
    •Two or more survivors must gather within 2 meters and hold the (secondary survivor item button) for 3 seconds to dispel the demons.
    •while survivors are within 2 meters of each other, the killer is unable to damage survivors for (very short duration of time).
    *this seems busted because if two/three people are dead it may be hard/ impossible but at that point the game is over…*
    The sealing of his power should encourage early chases, another objective except gens but if you choose to ignore it, HARSH consequences, an ability to do it at any point in the match with an emphasis early on while the killer is still severely crippled
    Let me know if this seems cool/your feedback on these ideas for a killer!

  • @BlueCarnage0
    @BlueCarnage0 2 года назад +1

    I’ve always wanted a killer that forces the survivors to have to play against each other ever so slightly. New Killer: The bomber: Pressing the active ability button when standing over a downed survivor will apply a timebomb. The bomb has a timer of one and a half minutes. The bomb is always active as long as thesurvivor is not in the dying state or on hook. While a survivor is attached to a bomb, they are able to see the auras of all survivors. In addition, the survivor gains a 7% hinder when away from the killer and a 7% haste when near. The survivor can instantly transfer the bomb when within 3 meters and los of another player. The bomb cannot be passed to the person you revived it from. If the bomb goes off, in addition to that person going down, any player within 10 meters and los is also downed. Passive: Giddy anticipation: the lower the timer is, the faster you get to move, break pallets, vault, basically everything else. Only one bomb at a time. You have an infinite amount though

  • @berrycade
    @berrycade 2 года назад

    For the Eldridge monster idea, what if the survivor staring at the killer begins to fill up a bar (sort of like reverse stalking). Then when the bar is full, the killer can switch places with that survivor at anytime. The killer would quickly charge an “insight” ability and would be able to see the auras of all players who’s bars are filled and choose to switch places with one of them if they want to. They could switch places in a chase to confuse the survivor, they could save it for crossing the map, or they could save and not use it for information. I envision that after using insight, all players bars would be reset regardless if the killer even uses the swap ability. I would also think that the bars would regress overtime as long as they aren’t filled.

  • @RobTFG
    @RobTFG 2 года назад

    My idea is for a cosmic horror killer known as the Void.
    Manifesting as a celestial gaseous mass with a large central eye with lateral eyelids. It would feature 'phasing' animations that make its movements harder to predict, not unlike the spirit or onryo. Attacking would project an eldritch tentacle from the mass to hit survivors.
    32 metre terror radius and 4.6 m/s movement speed.
    Its chase power would be Celestial Siphon - works similar to Myer's stalk where the ability builds a power meter, which I'll compare to.
    - Works within a much shorter range of a survivor, roughly 8 metres.
    - Power builds at a moderate rate - similar to Myers 2--3 with no addons.
    - Once activated, continues to siphon a survivor unless cancelled by the Void (to make an attack, usually) OR if the survivor is able to break the siphon by completing a fast vault (pallet or window) OR moving further than roughly 16 metres from the killer
    - Slows the Void when activated, but the Void recovers their movement speed over a few seconds, up to 4.4 m/s speed.
    - Displays a visible tether between the survivor and the Void that all players can see, which does NOT break when colliding with objects
    - Has a cooldown of approximately 20 seconds before able to be used again.
    In loops this power would give survivors a few choices:
    - Leave the loop as soon as the Void uses Celestial Siphon, giving them the opportunity to break the siphon but risk being unable to make it to another loop
    - Throw the pallet/vault the window to break the siphon, which the Void may be able to anticipate and score a hit
    - Stay at the loop and allow the Void's power to build.
    Careless survivors would allow the Void to build their power rapidly and gain tempo over the game.
    Once the power meter has filled, provides a token of the Void's main ability - Cosmic Singularity
    - The Void channels a second ability button to project a singularity akin to the projections when using Nurse or Pinhead's abiltiies, with a maximum range of 32 metres.
    - When released, after a few seconds, creates a blackhole roughly 8 metres diameter floating with its base about 4 metres above the ground at the location.
    - Lasts for a duration before collapsing, similar in duration to Corrupt Purge, Tier 3, Nightfall etc.
    Several effects apply within different radii of the blackhole:
    - The Void receives a haste effect and survivors receive a hindered effect within 20 metres of the blackhole
    The void can fully pass through map obstacles within 12 metres of the blackhole
    - Survivors that come within 12 metres of the black hole are sucked THROUGH all obstacles and lose a health state, after which they drop below the black hole and can flee with a short window of immunity from the black hole (still under the hindered effect, however)
    Cosmic Singularity can possess several tokens at once, allowing multiple blackholes to exist simultaneously. The ability primarily functions to shut down regions of the map, forcing survivors off generators and into the open, as well as blocking exit gates and cutting survivors off if need be, during a chase.
    Obviously numbers could and should be scaled to be appropriate, these are purely eye-balled values to get a feel for the capability of the power.
    Very Rare and below add-ons would affect the Siphon power meter charge rate, Siphon cool down, radius of the various Singularity effects, and the Singularity duration.
    Ultra Rare add-ons would allow for additional max singularity tokens and starting the game with one token, OR providing an array of buffs/debuffs/aura reading when Siphoning/within radius of blackhole, similar to how Doctor's Irisdescent King provides a variety of effects.

  • @just3096
    @just3096 2 года назад +1

    The Might is a terrifying Killer, able to apply to make survivors suffer for too much injuries and punish over-altruist survivors.
    His personal Perks, Hunger for Kill, Flag of Victory and Blood Path allow him to chase with more brutality and speed, and punish injured survivors and their teammates.
    Difficulty rating: Easy
    (based on the amount of time and effort that is required to properly learn to play him and use his Power effectively)
    Power: Might of Noxus
    Your strikes gets power from Noxus, and the Entity. Your basic attacks on survivors inflict Hemorrhage 🩸 status effect until they get fully healed.
    If a survivor has the Hemorrhage 🩸 status effect, Unstoppable Rage's gauge will start to fill-up, while it's fill-up speed depends on how many survivors has the Hemorrhage 🩸status effect.
    Active Unstoppable Rage by pressing the Power Button while the gauge is full.
    While Unstoppable Rage is active, you gain %1.5 haste 🏃‍♂ for each survivor suffering from the Hemorrhage 🩸 status effect and gain additional abilities: Crippling Strike and Noxian Guillotine
    Special Ability - Crippling Strike: Press and hold the Power Button to unleash a short ranged strike to cripple your enemies and break pallets with your axe. Survivors that are damaged with Crippling Strike will suffer from Hindered 🐌 status effect for 10 seconds.
    Special Ability - Noxian Guillotine: A survivor who has healed another survivors equal to 3 full health states during the Trial will suffer from the Exposed 💀 status effect while Unstoppable Rage is active and you can kill the effected survivor while Unstoppable Rage is active.
    PERKS:
    Hunger For Kill:
    Your hunger for blood is too much that you'll destroy anything stands in your way.
    When you gain Bloodlust Tier 1, you break pallets and walls %60/70/80 faster.
    Flag of Glory:
    You get pleasure and pride for what you do for your homeland Noxus.
    When you hook a survivor, survivors that are healing at the moment would recieve a difficult skill check.
    Failing the skill check will put the survivor who is being healed to dying state. If the survivor who is being healed is already in the dying state it will reveal all survivors' aura for 4/5/6 seconds within 4 meters including the downed survivor.
    Successing the skill-check won't boost the healing process as the usual skill-checks.
    Bloody Path:
    You follow the path of the ones you made bleed.
    Blood trails stays on the ground for additional 6/8/10 seconds.
    When step on a blood trail, you get a %6 Haste. You lose the Haste after 4 seconds of getting of from blood trail.

  • @ThatChimpBoy
    @ThatChimpBoy 2 года назад +5

    I really want a 4 legged killer. I don’t even care about what power they have.

    • @aidasalazar9702
      @aidasalazar9702 2 года назад +3

      The wendigo from Until Dawn could be a good contender.

    • @ThatChimpBoy
      @ThatChimpBoy 2 года назад +2

      @@aidasalazar9702 Yeah, maybe have buffs tied to hitting survivors or something related to eating people. Something like the corpse part of the werewolf idea would make sense there too.

  • @int3r4ct
    @int3r4ct 2 года назад +5

    I’ve always been interested at what speed you could make a killer baseline and have them be playable but not broken. Like would a Killers power just being “they’re always in Bloodlust tier1” be strong or just weak or balanced or what?
    Wish we had mod tools or better custom game lobbies to mess around with it but oh well.

  • @spaceman7019
    @spaceman7019 2 года назад

    I remember doing a lot of these :)
    here is one of them
    The transmission is a killer who taps into the minds and bodies of survivors to leech their effects to stay close in chase.
    height: survivor sized
    terror radius: 20m
    movement speed 4.2
    -----------------------------------------------------------------------------------
    Power: mind tap
    hold m2 to channel mind tap onto a survivor
    when the killer activates mind tap the aura of the survivor the killer tapped into is revealed for 3 seconds
    mind tap will stay connected to the survivor until line of sight is broken for 6 seconds or the survivor is downed
    when the connection is broken the killer is stunned for 4 seconds
    when a survivor is afflicted with mind tap all perks the survivor can use can be used by the killer and all status effects the survivor receives are halved and shared with the killer
    while mind tap is active the killers perks are rendered unusable
    hex perks will stay active as long as the designated hex totem is still standing
    while a survivor is afflicted with mind tap their vision is altered to look like an image from a cathode TV and a very transparent closeup of the killers face can barely be seen on screen
    when the killers connection is being lost the survivors vision picks up in static and when the connection is almost lost their screen is almost completely covered in static
    Disconnect
    hold M2 for 3 seconds to withdraw your connection to the survivor safely
    A 4% hindered status effect will apply to you for 3.5 seconds
    -----------------------------------------------------------------------------------
    secondary ability: mind Sap
    hold CTRL over another survivor while connected to tether them together
    if both survivors are further than 16m from each other they are stunned for 10 seconds
    while both survivors are tethered their abilities are swapped
    positive and negative status effects from both survivors are shared
    if the killer loses line of sight from the main survivor for 6 seconds the killer is stunned for 4 seconds
    -----------------------------------------------------------------------------------
    unique perks
    Hex: Interconnected
    generators the killer kicks do not begin regressing, but can also not be repaired
    a random generator will be chosen to take progress on behalf of the kicked generator
    this effect lasts for 1:20/1:40/2:00
    Hex: Terminal
    downed survivors cannot crawl and will damage generators within 5m of them at a rate of
    0.2%ps/ 0.8%ps/ 1.4%ps
    Hex: Conjoined
    when the killer is in chase with more than one survivor the survivors both share 6%/8%/10% of each others movement inputs

  • @nrrharts8543
    @nrrharts8543 2 года назад +3

    The Janitor
    4.6m/s
    32m
    Average
    Weapon: Mop
    Ability: Janitor
    You start the trial with 2 buckets of blood, and can hold up to a maximum of 6 at any given time.
    Press the SPECIAL ABILITY button to tip a bucket of blood on the floor, covering a circular area with a radius of 2m. Any survivor that attempts to run over a puddle of blood will fall over and scream, stalling them for 1 second while they regain balance and revealing their location for 1 second.
    While standing next to a vault location, pallet or locker, press and hold the SPECIAL ABILITY button to tip a bucket of blood on it. Any survivor that attempts to perform a rushed action on any vault location, pallet or locker will be denied this action, and instead scream and fall over, stalling them for 1 second while they regain balance and revealing their location for 1 second.
    Tipping buckets of blood onto the floor or on objects takes 2.5 seconds.
    The blood pools released from survivors in the dying state will be highlighted in yellow to the Janitor.
    Hold the POWER button to begin mopping. The Janitor will move at 4.4m/s while mopping and cannot attack or perform interactions. Walking over pools of blood while mopping will remove the puddles and fill the POWER metre at a rate of 30% per pool. Blood pools highlighted in yellow fill the POWER metre at a rate of 7% per pool.
    When the POWER metre is filled, The Janitor can no longer use the mop, and can interact with lockers to dip the mop in water and collect a bucket of blood. This action takes 3 seconds and sets your POWER charge to 0%.
    Perks
    Perk 1: Book of Revelations
    Your time in the industry has revealed things to you that would more than shock the average person.
    Become obsessed with one survivor.
    Any time the obsession is healed from injured to healthy, all survivors within 32 metres of the obsession scream, revealing their locations for 2/3/4 seconds.
    Perk 2: Hex: Child of God
    You've acknowledged that the survivors and you are similar in the way that you are all children of God, allowing you to empathise with them.
    Damaging a generator will cause it to regress at 80% the regular regression speed.
    If a survivor becomes injured by any means, their aura is revealed for 10/12/14 seconds.
    Awards 100/150/200% bonus bloodpoints in the brutality category.
    Perk 3: It's Dax!
    Your beloved reputation causes survivors to become confused when they realise you are their enemy.
    Any survivor that reads your aura will be inflicted with the blindness, oblivious and deafened status effects for 10/15/20 seconds.

    • @nrrharts8543
      @nrrharts8543 2 года назад +1

      Yes this is a dax killer concept I made it as a joke a while ago

    • @captainbarnark8709
      @captainbarnark8709 2 года назад

      why does the hex perk reduce gen regression?

    • @nrrharts8543
      @nrrharts8543 2 года назад

      @@captainbarnark8709 the secondary effect is really powerful, it wasn't originally a hex but since cob and overcharge have been added since I made this concept I felt that the negative effect could be too easily negated so I made it a hex

    • @captainbarnark8709
      @captainbarnark8709 2 года назад

      @@nrrharts8543 if they actually added that perk it would need either the regression penalty or to just be a hex, having both negatives makes it too unappealing and the secondary effect would probably only be too strong on nurse (of course nurse would make a perk that would be good but broken too strong)

    • @nrrharts8543
      @nrrharts8543 2 года назад

      @@captainbarnark8709 I'd rather balance nurse around perks than perks around nurse tho

  • @odd8730
    @odd8730 2 года назад +1

    These are all pretty interesting ideas, and I'm excited for the next batch. It's fun hearing other people's ideas for a game, something I find enjoyable to do, even moreso when someone actually reads them.

  • @Solom0ns
    @Solom0ns 2 года назад +1

    Killer idea I've had for a long long time.
    It's a mind game killer, your ability power is you send forward a projection of yourself and hide your red glow, the projection has loop code written in so it follows the closest loop to you, you press your ability button again and it kinda explodes in aoe and if the survivor is in that radius it hinders them.

  • @Sillyman7552
    @Sillyman7552 2 года назад +1

    Similar to the multi weapon killer but a tad bit boosted
    Killer: The Archmage
    Movement: 105%
    Terror Radius: 50m
    Weapon: Short Sword
    Main Power: Elysian Book
    This book gives you the abilities to torment survivors with arcane abilities, you gain more knowledge as the trial progresses. You upgrade your book when gens are being completed. Your spells are limited and have a set value from unlocking them.
    Spell 1: Evermore
    You have 4 charges that allow you to cast a blood sigil on the ground allowing teleportation to it similar to how Freddy teleports. Survivors can break these sigils via survivor action taking 15 seconds.
    Spell 2: Hellfire
    This spell has 30 Charges and activates when 4 gen remains. Lift your hand above your head (2 sec) and summon a fireball into your hand, when released launch the fireball at the survivor inflicting them with a new effect, Ignited. When hit with one fire ball Ignited is applied to the survivor, hindering them and reducing action speeds by 5%. When a second fireball hits the survivor loses a health state and ignited effects are increased by 25%. When hit a 3rd time the survivor is downed and the effect is increased again by 10%. Ignited can be cured via survivor interaction takes 10 seconds to remove
    Spell 3: Maelstrom
    This spell has 5 charges and is unlocked with 3 gens remaining.
    When cast it will start a 5 second charge up, when the charge up is complete, unleash a beam of lighting that will instantly down any survivor in this beam (can hit multiple survivors and breaks pallets and breakable walls). Every 3 seconds the beam is active; it will consume a token and end the attack. Once the beam is stopped it will begin a 30 second cooldown.
    Secondary Power: Grandeval Archmage
    Once the gens are complete regain half of your spell charges if at 100% spell charges gain 25% extra. Blood sigil teleportation time is halved and destruction of said sigils doubled, Movement speed is increased to 115% and terror radius is reduced to 32m. When 16m away from survivors you are invisible.
    Mori:
    Telekinetically lift the survival into the air and depending on the spell you have access to depends on your mori
    5 Gens: Lift them up with telekinesis and throw them onto the ground repeatedly until death
    4 Gens: Push them back and summon 10 fire balls behind you and launch them at the survivor killing them
    3 Gens: Like emperor palps electrocute them to death with lightning bolts shooting from your fingertips
    Grandeval Archmage: Lift them up with telekinesis by the throat, casting a huge fireball inside the survivor making them explode from the inside out

    Addons:
    They would reduce times on cooldowns and stuff like increasing the amount of blood sigils but purples and iridescent would give abilities early or add abilities onto them.
    The 4 iridescent:
    Forbidden Scroll Of Madness: applies madness to survivors affected by hellfire instead of ignited but increased charge up and cooldown by 25%
    Forbidden Scroll Of Gamble: Hitting survivors with spells gives you 1 charges and does not consume any charges, Missing the survivor consumes 2 charges
    Forbidden Scroll Of Stealth: You are invisible unless a survivor looks directly at you. If so the invisibility is disabled for 30 seconds. Blood sigil teleportation is also silent and Grandeval Archmage disables your invisibility including its own cloak ability
    Forbidden Scroll Of Undeath: during Grandeval Archmage any survivor killed is returned as a thrall (zombie), depending on their bloodpoints gained during the match defines the strength of the thrall
    16k = 50% survivor speed, max blood points possible = 100% survivor speed. If the Thall is blinded, they will be killed they will not respawn. Thralls will automatically know survivor locations apon spawn and die after 45 seconds.
    Kinda broken killer but I think its kinda fun

  • @aircatcher6891
    @aircatcher6891 2 года назад

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

  • @error_cwe_4264
    @error_cwe_4264 2 года назад +3

    I don’t think he liked my idea of removing trappers clothes

  • @skerpi4068
    @skerpi4068 2 года назад +1

    @scottjund My killer idea that has been wondering though my mind for a while is called
    " The engineer"
    This killer's power comes with him throwing mechanical balls filled with electrical energy. Much like Huntress power where she has to throw a hatchet, the Engineer throws Or Rolls his mechanical balls over the floor. Where after a delay they detonate and burst out a field of kinetic energy knocking back survivors slightly. Depending on addons, these mechanical balls can trigger sooner, later, can even regress gens when thrown at them or break pallets. Much like the clown and bottles, its takes precision to execute, but once its mastered it could be a viable killer.

  • @horroranimelover1421
    @horroranimelover1421 2 года назад +1

    Lots of phenomenal ideas! These were some of my personal thoughts:
    -Love seeing anime mentioned, especially FMAB. There’s a lot of great potential source material from anime, some that come to mind are parasyte and elfen lied.
    -Absolutely love the idea of the pirate. I wonder if replacing the blunderbuss with a net gun would be ideal. It slows survivors until they remove it with the intention of them spending more time in the lantern areas.
    -Love the skinwalkers perks and paranoia effects.
    -Not looking at a killer as it’s power would be so damn cool! Would make chases really tense.
    -The weapon master (Jason) is a super cool idea and could add a lot of game variability.
    -The ability to turn into a survivor (from the illusionist) is an idea I’ve had for a killer for ages. I personally thought it would be amazing for John Carpenter’s The Thing (which happens to be 40yrs old this year btw). You start as a survivor with no terror radius. You can interact with survivors and gens but provide no progression (keen survivors can notice your not really a survivor from this). This allows you to get a jump on survivors and transform. If you get the jump on survivors before the react (ie sprint) you can instantly down them. Whilst in killer mode you have a ranged tentacle attack. This tentacle attack can pierce, which can hit multiple survivors if standing within close vicinity to each other. Every time a survivor is killed you absorb their genetic materials, substantially increasing the range of the tentacle attack and transformation speed. You can return to a survivor at any time but transforming has a cool down. Perk idea: Sabotage. In times of struggle or desperation you tear down any chance of your prey’s potential escape. Once all generators are powered sabotage activates. Kicking a generator resets the generator to a certain threshold based on how many survivor are alive in the trial: 4=0% 3=33% 2=66%. If only one survivor remains in the trial while sabotage activates the hatch is closed instead of a gen regressing. Can activate only once per trial.
    *Essentially this gives the killer another chance of redemption by making the survivors have to ‘re-do’ the fifth gen. This could be changed to a hex to be more fair for the survivors.

  • @josephb4224
    @josephb4224 2 года назад +2

    Scott, I've had full notifications on for your videos for 3 years now, to make sure I didn't miss any content that u uploaded. Keep at it, and keep making content that you enjoy. We appreciate it and will continue watching!!

  • @onithedemon
    @onithedemon 2 года назад

    When the Illusionist uses his power, a clone is created in the killer's position, standing still and looking to the current direction. If the Illusionist uses it again within 10 seconds, survivors will hear a sound, the TR is reduced to 0 for 8 seconds and the clone will start to move in the direction assigned.
    If there is any survivor in the FOV of the clone, it will look to the closest survivor and slightly change the movement direction towards that survivor. If not, it will sometimes do camera flips without changing the movement direction (like trying to mind game).
    When the clone gets close enough to a survivor, it will lunge. This makes survivors scream and reveals their auras for some seconds but does not inflict damage. The clone can search lockers with the same effect and also vault windows.
    When the clone hits a wall, it changes the direction.
    Obviously the power has cooldown.
    The idea is to have extra tools to try mindgames, like pretending to be the clone. Survivors has to use the sound to know when the killer can be an illusion. I think it's still a weak killer because your power relies too much in trying 3000 IQ mindgames to just get a hit and survivors can counter it by just running to the next loop every time they know you are using the power. So maybe I could add:
    - Killer instinct is activated for nearby survivors when you are using your power. So your power also works like an anti-mindgame tool, and you can always know if the survivor is leaving the loop.
    - Making the clone invisible to survivors until it starts to move.
    - Survivors get damaged every 2 clone attacks.
    - Remove the sound of the power and the TR reduction?
    - Special power letting you take the form of the last survivor you hit?
    - Send a clone to break pallets???
    I read your ideas...

  • @Mad_is_gaming_official
    @Mad_is_gaming_official 2 года назад

    I thought of a killer that is a inspired by a survival tip I heard as a kid. the tip is that if you're in the woods lost or not if the area goes silent (no birds chirping for example) meaning it is likely a predator nearby and the other animals have fled or hidden themselves.
    the killer would be gangly with a hairy with a face looking like the cat from Alice in wonderland (Cheshire cat) big yellow cat eyes and sharp teeth.
    the first gameplay feature of this killer would be that his terror radius would be an effect of muffling sound. so a survivor would need to be mindful of ambient sounds and repair sounds becoming quieter.
    the killers power would be upon activation the killer would get 3 bloodlust stacks and would last for 5 seconds 15 second CD.
    dropping pallets would cancel the killers power and also the killer can fast vault for a stack.
    the killer would stalk the survivor for 5 seconds or until the killer enters chase getting a stacks based on how long the killer stalked 1sec =1 stack 3 sec=2stacks

  • @emangtvee
    @emangtvee 2 года назад

    I had a prototype of this idea already, but this is a more expanded version:
    The idea of the killer is one that's fog related; like a moving mist that isn't necessarily super threatening looking, but consumes whatever it comes apon.
    The killer will have its power split into three tokens. They can spend token to put a small ball of light down. Any survivor that looks at that ball will be blinded, similar to how killers are blinded by flashlights. The default time is about half a second to a second, but could vary based off of add-ons. The killer would only get these tokens back whenever a Gen is completed.
    Their secondary power is kind of stealth related. The killer can manipulate their own matter and become significantly more transparent, additionally this would get rid of their terror radius. Whenever the mist hits a survivor physically, this stealth deactivates. This power is on a 30 second cooldown, and lasts for about 15 seconds.

  • @superspencebros832
    @superspencebros832 2 года назад +1

    Garfield
    There are fridges around the map that have lasagna in them. When Garfield eats lasagna he gains a buff, different types of lasagna give different buffs. Survivors can move the lasagna to a different fridge but suffer from some debuff depending on the type of lasagna. If Garfield downs a survivor carrying his lasagna his next attack insta downs but missing wastes it. There is a different length cooldown for the different lasagnas. Oh and the instant down attack doesn't work within 10m of a hooked survivor.
    Obviously this is the best killer idea since the OG Freddy but if I come up with ways to improve it I will just add it in a comment.

    • @superspencebros832
      @superspencebros832 2 года назад

      The guy that suggested looking at the killer makes you go insane would a be perfect addition to Garfield.

  • @withersheep9009
    @withersheep9009 2 года назад +1

    General aesthetic:
    Undead half fish pirate. Think Davy Jones' crew from Pirates Of The Caribbean but a bit more decomposed. Weapon would be a barnacle crusted cutlass.
    115 killer
    Power:
    Still drawing a blank as to what to actually name it
    “WIP Whirlpool”
    You start the trial with 10 tokens. Pressing M2 will make you enter your placing mode. While in your placing mode you move significantly slower (2 m/s?)
    (this isn't designed to be like freddy where you place them mid chase this is probably closer to hag I was considering a full stop like trapper and hag but i think that would make the whole rotating part too difficult to implement smoothly )
    While in placing mode you will see an outline of a whirlpool along with a directional indicator, pressing and holding M2 again will rotate the direction of the whirlpool and pressing CTRL will finalise its placement with a brief animation of tentacles bursting through the ground and the whirlpool being formed and a token is consumed.
    (Whirlpools all look identical to the killer and the survivor without addons to try to create a gameplay of trying to get into the killers head and also just to increase the skill of the killer cause you have to remember how you set up your whirlpools)
    When either a survivor or the killer walk over a whirlpool they will be pushed in the direction the whirlpool was placed (think a smaller blight rush around the length of a pyramid head attack with range addons) multiple pools can be chained together and the second poll with grant a significantly longer push. When the killer finishes uses a whirlpool a loud wave sound will be heard globally
    A treasure chest will always spawn in the main building that contains 4 sponges, its aura will always be shown to survivors in white and when it is opened it will change to yellow, 15 seconds after being opened the chest will close again. After picking up a sponge survivors can interact with whirlpools and remove them, however doing so will make them scream. Sponges can be dropped and if they are not picked up within 20 seconds they will return to the treasure chest.
    .
    Addons
    Im not going to bother doing all addons the main ones that are gonna be like brown yellow green at different strengths would be token amount 1/2/3, push strength 10/15/20% and pool size 10/15/20%.
    Browns:
    Broken Compass
    Reveal the direction of whirlpools to survivors
    Grants 100% extra bloodpoints to push events
    Yellow:
    Rusted Telescope
    Allows you to see the direction of previously placed whirlpools
    Serrated Dagger
    Survivors hit within 5 seconds of being pushed have mangled and haemorrhage inflicted
    Green:
    Traitor’s Hook
    Hitting a survivor carrying a sponge will instantly send it back to the treasure chest
    Marked Deck
    The treasure chest no longer contains sponges
    The treasure chest is always open
    The treasure chest contains 6 random items of a reduced quality
    Purple:
    Whale Bone Hilt
    Your movement speed is lowered to 110%
    You gain 6 extra tokens
    Kraken Tale
    Hitting a survivor that has been pushed within the last 5 seconds will reduce your weapon cooldown by 20%
    Shark Tooth Necklace
    Show the aura of survivors drying up whirlpools
    Severed Tentacle
    All items dropped for longer than 20 seconds will be returned to the treasure chest.
    Pinks:
    Kraken's Eye
    If a survivor collides with an object after being pushed they will be dealt a healthstate
    Remove 4 tokens
    Iridescent Treasures
    Remove the global wave sound for using a whirlpool
    Grant undetectable while being pushed by a whirlpool and for 10 seconds afterwards
    Perks:
    I want to see a new type of “cursed” perk or something along those lines that offer a trade-off for equipping them and aren’t straight buffs and need to be played around properly or they will hurt you more than they benefit you. I did 6 perks just for shits and giggles and so you could have 3 perks if you don't like the curse idea. Pick the 3 you like the most.
    Curse: Relentless
    You're breaking speed of pallets is increased by 50%
    Your stun duration is increased by 100% (100% to avoid it being negated by Enduring)
    Curse: The Black Spot
    The Obsession becomes permanently exposed for the duration of the trail
    The Obsession cannot be changed by any means
    Once the Obsession is killed all survivors gain a 40% repair speed bonus.
    Curse: Fresh Bait
    While a survivor is hooked this perk activates
    While within 24 metres of a hooked survivor gain 10% hindered
    While outside of 24 metres of a hooked survivor gain 10% haste that lingers for 5 seconds after the survivor is unhooked
    From The Depths
    Whenever your aura is revealed, grant killer instinct on the survivor that revealed you for 10 seconds.
    Davy Jones’ Locker
    After hooking a survivor in the basement all survivors scream revealing their location for 4 seconds and you gain a 15% haste for 5 seconds
    Fruits of the Hunt
    Upon hitting a survivor with a basic attack they are inflicted with broken until you hit another survivor with a basic attack

  • @goofywannabegamers5005
    @goofywannabegamers5005 2 года назад +1

    Wasn't "if you look at the monster chasing you, you get sanity loss" a mechanic in Amnesia? I smell another crossover chapter

  • @hydrolur3959
    @hydrolur3959 2 года назад

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

  • @Beau-Knight
    @Beau-Knight 2 года назад +1

    New Killer: Medusa
    Base Speed: 4.6m/s
    Terror Radius: 24m
    Height: Average (think Ghosty height)
    It’s a bit long, sorry x
    Medusa emits a 40m lullaby that sounds like hissing snakes.
    She has the appearance of a young woman in a white greek gown, beautiful except her golden claws on her right hand.
    She also starts the trial wearing a sort of turban, similar to the one worn in the first (god awful) Percy Jackson movie, but white.
    Power: Gorgon’s Gaze.
    Medusa’s power charges passively at a rate of 1% per second to a maximum of 95%. It can only reach 100% if the manual requirement is met.
    To charge Gorgon’s Gaze, down a survivor. If you lunge at them and they’re in range, instead of downing them basically, Medusa will grab the survivor and hiss in their face, charging 33% of her power.
    When her power is fully charged, and activated, she takes off her turban, revealing a mass of green snakes. And her face becoming more gorgon-like (fangs, uglier, u get it)
    For the next 90 seconds, Gorgon’s Gaze is activated and grows stronger in the last 30.
    Initially, she is set to 4.4m/s, any survivor that looks at her directly with line of sight will have their camera fixed to look at her face until LOS is broken, it will resume once LOS is met again.
    Additionally, for every 10 cumulative seconds a survivor looks at her in Gorgon’s Gaze, they will become 3% slower, and suffer the “Incapacitated” status effect until either losing a health state, or Gorgon’s Gaze has ended. (Note Incapacited cannot be applied this way in Endgame)
    Medusa herself in the last 30 seconds of Gorgon’s Gaze will become faster, reaching 4.8m/s, and gaining the ability to totally petrify survivors by basic attacking them.
    Petrified survivors turn to stone, and it acts like a hook stage, unless the survivor is on death hook, in which case they turn to stone and crumble on the spot, dead.
    Passive Power: Medusa’s Ornaments
    Scattered around the map, 8 stone statues of randomised survivors that aren’t currently in game will spawn on the map. They will not move unless no one is looking at them, in which time they will move at the speed of 4.2m/s.
    If a survivor is touched by Medusa’s Ornaments, they will lose a health state if healthy, and enter Deep Wound if injured. They will also have their aura revealed for 6 seconds.
    ---
    Mori:
    Medusa picks up the survivor by the neck, and hisses in their face, her snakes perking up and hissing also, the survivor will turn to stone. she then stabs them through the stomach with her claws and dropping the survivor where they crumble on the ground.

  • @Leo-ww5lf
    @Leo-ww5lf 2 года назад +1

    Very cool, didn't see the last video so here's an idea of mine. I got 2!
    The Usurpur & The Monarch
    The Usurper is a power-up killer that can place up to 3 'ice thrones' one the map, when placed they charge his power but proportional to the distance of generatos. Eg, close to generator = faster, far away = slower. The survivors can break these ice thrones. When fully charged he can enter 'blizzard' mode which inflicts exposed on all survivors and a blizzard (similiar to nightfall), grants the usurper undetectable & haste.
    The Monarch is SUPER unique, he utilizes an army to do his job. He can toggle between archers, pikemen and cavalery by tapping ctrl (like clown).
    Archers - click m2 to summon archers, click m2 again to show where them to fire (where you look), click m2 to fire, healthy > injured, injured > deep wound.
    Pikemin - hold m2 to sumon pikemen behind you while you walk. Click m2 to show them which direction to charge, click m2 to make them charge, injuring survivors in their way.
    Cavelry - Click m2 to enter a mount and 2 bodyguards at your side, you move very fast and survivors close to you get injured by your bodyguards.
    Thank you for reading. Questions? Please ask.

  • @DeadHatzGuy
    @DeadHatzGuy 2 года назад +7

    Oh man let’s see if mine is here
    Ok it was not
    Also FYI the Dota hero ur thinking of is Spectre

  • @Nathan_Amador_Music
    @Nathan_Amador_Music Год назад

    I really like some of these ideas; they're all so creative. I've actually created a killer idea that I'm quite fond of:
    THE PHANTASM: This Killer is known for its stealth in situations where secrecy is almost impossible. Manifesting as a literal shadow, The Phantasm feeds on the embers of Survivor shadows within lanterns using its ability, Ghostlight, who then uses his Phantom Hooks to sacrifice his prey to The Entity for consumption.
    Its personal perks Aura Activation, Listen for a Whisper, and Glyphhunter: Forbidden Knowledge reinforce the will of the Entity to extract suffering from the shadows of the weak-minded, and exploit Survivor suffering eternally.
    Power: GHOSTLIGHT
    Lanterns
    Press and hold the active ability button for 5 seconds to place a Lantern anywhere in the Trial. You can place as many as three Lanterns within a 5 meter proximity to each other. Randomly, these Lanterns will emit Darklight, an ember remnant of Survivor shadows. If a Survivor comes into contact with a Darklight Remnant, the Survivor will scream for 6 seconds and bleed Darklight themselves with a base acceleration of 10% every time a Survivor comes near the Survivor with Darklight Stains. Hemorrhage effects are increased by 20% in this phase.
    Once a Survivor has finished shedding its Darklight, the Survivor becomes Hindered for 20/25/30 seconds after deactivation with a cooldown of 20 seconds.
    Darklight Activation
    Once a Survivor comes into contact with Darklight, tap the active ability button while crouching to stalk them Undetected. Once they are within your Terror Radius, you can cause them to infect others with the shadow remnants as well. For each Survivor infected with Darklight Remnants, you gain a Token. After a number of Tokens, certain debuffs are added to the Darklight activation chain:
    Two Tokens: Survivors infected are blocked from Generators for 10 seconds. Basic action capabilities are decreased by 10%.
    Four Tokens: Survivors infected are blocked from Generators for 20 seconds. Basic action capabilities are decreased by 15%. Survivors involved are inflicted with the Mangled status effect for 25 seconds.
    Six Tokens: Survivors involved are inflicted with the Deep Wound status effect for 30 seconds. You gain a 5% Undetectable bonus and a 10% Haste increase.
    You have a 40% chance that stalking Survivors will render you Undetectable.
    SPECIAL ATTACK: SACRIFICIAL CEREMONY
    When a Survivor is hooked with a Sacrificial Hook, press the special attack button to increase your power gauge by 10%. When it is full, The Entity can extract Phantom Charges from the hooked Survivor and release them at once on a breakable object like a Generator, pallet, or window. This will break the object immediately and deplete your power gauge entirely. Generators do not break when the charges are released. Instead, they increase the overall percent charge on the Generator by the number of charges released, at the cost of draining your power gauge completely.
    If you gained Tokens due to a power gauge increase, those Tokens will be marked as unused for the remainder of the Trial.
    SPECIAL ABILITY: DARKBLOOM
    Survivors can be trapped within the Lanterns themselves and their own shadows. Their embers then fuel the Entity from within.
    If a Survivor stares into a Lantern while Darklight embers are being released for more than 3 seconds, you can activate Darkbloom. The Survivor will then become Blind for 30/40/50 seconds. After this duration, the Survivor will hear a faint creaking sound, which is the first phase of insanity.
    Survivors lose 10% of their current health state and suffer from the Hearing status effect for 10 seconds while hearing this noise. When the Darklight meter is full, the insane progresses to the Deep Wound State.
    This does not apply to Survivors who are already in the Deep Wound State or who are Broken.
    Escaping
    To escape the sacrifice bestowed upon Survivors by Darkbloom, a Survivor must acquire Dreadful Cleanse, a unique perk that will enable the Survivor to ‘snuff out’ Lantern embers. Once the Darklight Remnants have been removed from the Lantern, a loud noise notification of 10 meters rings out and the Lantern dims and is replaced with a useless prop. The prop cannot be further tampered by Killers or Survivors. Three other Survivors inflicted with Darklight will also be cleansed and your Tokens revoked.
    However, if you injure and/or hook the Survivor before the embers have been fully snuffed out, the process is reversed and they will automatically enter the Deep Wound State, no matter what Health State the Survivor is currently in.
    Snuffing out Lantern embers is much like with Boons and takes 15 seconds.
    KILLER PERKS
    AURA ACTIVATION
    When a Survivor screams, you are able to see their aura and the aura of surrounding Survivors for 10 seconds.
    If a Survivor is inflicted with a status effect, you will also see their aura for 5 seconds and they become Incapacitated for 15 seconds.
    LISTEN FOR A WHISPER
    Lurking behind the shadows, you gain an increased sensitivity to sensation.
    When Survivors are within your Terror Radius, they become 15% louder while doing base actions, and they leave 5% more Darklight in the atmosphere.
    “My own demise has fueled yours. And what more, this increased suffering that I feel has only increased my hunger, And my senses. Oh, how I’m craving more.”
    GLYPHHUNTER: FORBIDDEN KNOWLEDGE
    Your insane mind is immune to the adverse effects that repeated exposure to the grotesque knowledge contained in Glyphs would cause.
    At the start of the Trial, press the active ability button while you are near Survivors to spawn 1 non-personal Purple Glyph. Purple Glyphs move around the map and leave a purple trail behind them. Upon hooking any Survivor, the aura of the Glyph is revealed to you for 5 seconds.
    Successfully communing with the Purple Glyph grants you the Undetectable status effect for 30 seconds. All Survivors are Exposed during this time as well. A new Glyph will spawn 60 seconds after this effect has ended.
    Survivors that find the Glyph may commune with the Glyph. causing it to disappear for 60 seconds. After communing with a Glyph, Survivors scream and have their aura revealed for 5 seconds.
    “I see inside of you. I know what you’ve done. You are truly a monster!” -James Canon

  • @apkhbmbgamlkbh1531
    @apkhbmbgamlkbh1531 2 года назад +4

    why did you choose a washing machine as background music?

  • @bobbette888
    @bobbette888 2 года назад +1

    I've always wished there was more to breakable walls.
    On the killer side, I thought it would be cool to have Freddy's fake pallets apply to breakable walls too. This would mean that a survivor in the dream realm would see a breakable wall still intact, while in reality, Freddy already broke this wall down, providing a shortcut not obvious to the survivor. The main use that comes to mind would be the breakable wall at shack on dead dog saloon. A sleeping survivor might take the long way around while a big brain Freddy can catch the survivor easily at shack window. This wouldn't be overpowered as you can see the opening when you're awake, but when you're asleep, it could make for some interesting mind games at certain loops. This same idea could also be applied to Doctor while survivors are inflicted with madness.
    On the survivor side, I wish there was a perk to destroy unbroken breakable walls. This ability alone seems extremely niche and because of this, I thought it would make for a nice addition to the perk any means necessary. The main reason for this idea, is the staircase on Midwich that is blocked by breakable walls. This staircase could be extremely useful for survivors and because of this, killers never break down both walls! I would love to have the ability to take these walls out as a survivor and actually see if the extra staircase becomes useful. I also think it would be funny to watch a killer only break one of the walls and expect to trap a survivor in the staircase, only to realize I had opened the other wall and the survivor can continue looping. This could also be useful on the main building of dead dog saloon where there are several breakable walls that can open up new loops for survivors. Since map offerings exist, I could see this becoming it's own perk as combining with any means necessary may prove to be too strong. On the other hand, if this was it's own perk, you would be required to use a map offering to guarantee value, as many maps don't have useful breakable walls (if any).

  • @rossdorfani5074
    @rossdorfani5074 2 года назад

    Killer Concept
    The Gambler/The Benefactor: A cunning casino owners who forces you to press your luck or rack up a severe debt, which he will reap. His weapon is a deck of cards which he holds in his hand and does a slight card toss when he swings.
    Power: The Devil’s Game:
    Part 1: Golden Greed: Hold the power button to cast a coin flip location (similar to pinhead). When the coin lands, it will create a ring which expands to a 24m radius over 5 seconds, centered at the coin. This radius will linger for 30 seconds once at full size, and is visible to all players. Survivors that are in this radius for the first 15 seconds build up a debt meter (the level visible to survivors, but hidden from the killer besides the fact that they have debt) at a rate of 2% per second. During the second half of the duration, the debt meter goes down at a rate of 1% per second. If the survivor leaves the ring, they instantly gain 20% of total debt and the power goes on cooldown for 5 seconds. If the killer gets a hit the survivor gets 10% debt and the ring deactivates. If the ring duration runs out, the ring deactivates and the power goes on cooldown for 5 seconds.
    A fully deployed Golden Greed ring that spawns on a fully indebted survivor instead creates a Debtor’s Ring, which is a 32 m radius ring which the killer can pass through but the indebted survivor cannot, trapping them in the area (visually it would be piles of golden coins). This ring lasts for 60 seconds, or until the killer gets a hit on the indebted survivor, either of which will reset the survivor’s debt meter. Debtor’s Rings are passable by all other survivors.
    Whenever the duration runs out for either ring, the killer goes through a short stun comparable to a successful blood wipe animation, but of recalling the coin or coins.
    Part 2: Cursed Slots: Hitting a survivor in a basic Golden Greed ring or hooking a survivor will allow the killer deploy slot machines on generators. For the next 10 seconds, pressing the power button will deploy a slot machine on whichever generator the killer is facing towards. Pressing the secondary ability button will teleport the killer to the generator and put a slot machine on it (this locks the killer in a 5-7 second animation). Survivors working on slot machine generators gain debt at a rate of 0.5% per charge they apply on the generator (90 charges is a full generator). Up to 3 slot machines can be on the map at a time. Deploying a new one will replace the oldest one when 3 are already placed. Kicking a slot machine generator will remove the slot machine. Teleporting and basic slot machine placing will deactivate this part of the ability and return the killer to the Golden Greed power.
    Add-ons:
    - Brown: kicking a slot machine generator activates the Cursed Slots ability
    - Brown: increase Golden Greed deploying speed
    - Series that increases the rate of debt gain from slot machine generators
    - Series that increases the duration of the basic Golden Greed ring (maintains the half-half split of the debt gain and debt loss periods)
    - Series that increases the penalty debt for leaving a basic Gold Greed ring
    - Green: grants an additional slot machine generator
    - Purple: Survivors in the winding up Golden Greed ring gain debt at a rate of 4% per second.
    - Red: The auras of all survivors in a Golden Greed ring or a Debtor’s ring to the killer
    - Red: Debtor’s Ring duration is reduced to 45 seconds, but the survivor is exposed while in it.

  • @gh0st1n__
    @gh0st1n__ 2 года назад +1

    The Deafened - A sporadic killer able to use his trauma as a weapon to hinder survivors with gradually worse status effects
    Power: Shrill Silence
    The Deafened can screech at survivors (going over pallets, windows, and short loops) causing them to increase a counter on their UI (works similar to doctor) with a max of 3 stacks on each survivor (These effect can be tweaked as needed)
    1 stack: The survivor gains the blindness status effect
    2 stacks: The survivor gains the oblivious status effect
    3 stacks: The survivor becomes exposed
    Survivors lose a stack when losing a health state
    When a survivor becomes exposed do to The Deafened's power it lasts for a certain amount of time (can be tweaked for balance)
    The Deafened starts with 0 stacks (which are needed to use their screech ability) and gains or loses stacks (up to a max of 5) when interacting with survivors:
    Starting a chase: +1 stack
    Grabbing a survivor: +2 stacks
    Attacking: -1 stack
    Might be able to think of a special attack sort of thing but this is a killer I've had thought of for a while (like 2 years).

  • @raevalden2816
    @raevalden2816 2 года назад

    Thank you for not saying the... 'not a deer' term, Scott. Love you for that.

  • @vladspellbinder
    @vladspellbinder 2 года назад

    15:20 Insufferable Fatigue plus -Mindbreaker- Fearmonger would be a good combo, and other than the lingering "Curse" status icon it might go unnoticed for a bit once off the gen.
    17:42 The Horror. Upon looking at it for too long the Survivors gain stacks of "Fractured Sanity" which inflects status effects per stack gained, in order 1: "Hearing", which is the sound deafening effect from Firecrackers slash Flash Grenades, Knock Out, and the rarely used Disfigured Ear Hag add-on (maybe this would actually make the devs give it the status icon finally), not the ringing part of it, just the lowered sound part, 2: Blindness (eyes starting to go), 3) Haemorrhage (eyes are now bleeding), 4: Hindered at -3% (loss of coronation), 5: Oblivious, just to really seal the "can't hear anything" bit, 6: Exhausted because this is getting really tiring, and then 7: either Broken or Exposed if you let it get too far along.
    Fractured Sanity naturally degrades while not looking at the Killer but if you allow it to get to stage 4 and then stage 7 you can't go below stages 3 and 6 respectively unless you use one of a limited number of "liquid courage" bottles found around the map (one of which will _always_ spawn at the bar in Dead Dog as a little Easter egg). Drinking one will remove one "block", so if you are at 5 stacks you can now drop back down to 0 over time instead of bottoming out at 3 but if you've hit 7 and drink one now you'll bottom out at 3. A Survivor can not drink a bottle unless they have a block to remove but can pick them up and carry them around like any other Item (and they trigger Hoarder). The Killer would not have any add-ons that _lowers_ the number of bottles but maybe the meme add-on could _increase_ the amount around though it'd probably be better served doing something else a bit more obvious.
    Though really with all of the effects focusing on the _ears_ more or less it could be used with a sound based killer with the bottles being some sort of ear drops medicine.
    Thanks for the video Scott.

  • @ok_null
    @ok_null 2 года назад

    My idea for a killer that I thought of like 3 years ago, was Alien from the movie alien.
    basically they could hop into a locker, and lockers would have vents in them, and they could teleport to any other locker (kind of like dredge, but you have to go to a locker and go inside of it to teleport to another) (no cooldown or anything but travel time like demo going between portals)
    In addition he would have demogorgon lunge, but it would be a fast and small leap (like the alien does in the movie) or maybe some kind of special lunge or pounce, or maybe he uses his tail to attack, something of that nature, but the trade off is when you use it the alien screeches really loudly and everyone on the map can hear where you are
    also whenever you get pallete stunned or ds'd you drop acid blood which hurt a survivor once if they walk over it (the acid stays on the floor for like 30 seconds or something)
    also maybe a very small terror radius since they are kind of stealthy, and maybe you have no terror radius when you teleport between lockers for like 10 seconds or maybe you get killer instinct when you come out of a locker for a 20m radius or something. (or maybe this can be a perk they have?)
    and then the mori would be cool as hell, you would have the alien use his inside mouth to punch a hole in the survivors skull and then have a pan away shot showing a hole all the way through their skull as it drips blood.
    in addition, there would be 3 chests around the map that would take 12 seconds to unlock and open that have "welders" in them that can be used to permanently disable a locker (cant be teleported into or opened for any reason) that maybe have a 1 or a couple uses each, but take like 8-12 seconds to weld a locker shut, (lockers directly next to each other would count as 1 locker so the alien just doesnt come out the other)
    the killer map would be a weyland yutani space ship, where you are running around the halls of the ship (indoor map obviously) maybe even the nostromo, or something.
    you could have segourney weaver and bishop be survivors, with skins to make them various characters from alien 1-3

  • @pizzatime9175
    @pizzatime9175 2 года назад

    New killer: Marta from Outlast 2.
    16 Meter Terror radius 4.6 movement speed.
    Weapon: Improvised Pickaxe
    Power: You have been elected by the entity to punish your obsession.
    When you hook the obsession, you will be able to use your pickaxe to shred through pallets and breakable walls with your basic lunge. Will be slowed down for a bit after breaking them.
    After hooking the obsession, someone else becomes your obsession. After hooking the second obsession. You will be able to press the power button to activeate your secondary power.(This repeats after hooking the obsession in order to stop players from tunneling.)
    Secondary power: You will be able to instadown survivors with your pickaxe for a minute. Charging the power takes 3 seconds and exactly works like oni's instadown when in bloodfury.
    After hooking your obsession for 6 times you will be able to instadown survivors without a duration, and once downed they can be moried. (Marta attaches the survivor to her Pickaxe, raises the pickaxe and throws the survivor away).
    I kinda wanted a power that rewards you for not tunneling anyone. Hope you liked it

  • @randomguy-tg8kx
    @randomguy-tg8kx 2 года назад

    This is my rework from 2 years ago(posted under your second idea video before The Artist existed)
    Killer: The Dracula
    Power idea:
    Your servants are always with you and ready to instill fear in those who are rebellious to you. Command them and they shall disseminate your dark glory that your figure carries.
    A mix between Nurse and Doc. Hold power button to charge your projecsion(s). The longer you hold the farther it goes and drains more of your power. You can charge up to 2 projections but they walk a much shorter distance in return. When released, your copy walks in a straight line. On contact with a surv it disappears and make them scream. Different addons can apply debuffs on contact(blindness, bleed, mangled, incapacitated, oblivious), ultra rare addons allows breaking pallets/walls or activating vaulting animations, such actions drain your power more or block it for a short period of time.
    On contact with a surv or after a projections timer is over it turns into a flock of bats. However, if you press second ability button you will teleport to your last projection and lose all remaining ability charge. The more distance your copy covered the longer cool down will be. You can swing immediately but with a shorter lunge(addons can change that).
    Bonus idea(lol Dredge also exists now):
    Head on but for the killer. Because vampires sleep in coffins xd, and lockers kinda look like coffins. You can silently jump in a locker and jump out screaming with a basic attack. If any survivor tries to check your locker you instantly grab them. While in a locker you lose your terror radius and can look only in front of you(first person of course), regeneration of your power is blocked and power cant be used right away when you exit. If you miss jumpout attack you get stunned.

  • @David9413
    @David9413 2 года назад

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

  • @cassidycrawford6968
    @cassidycrawford6968 7 месяцев назад

    The eldritch horror killer sounds fucking dope, and honestly that power could pretty handily be used either for an Amnesia chapter or Slenderman

  • @Rasen-pf9vq
    @Rasen-pf9vq 2 года назад

    One idea I had based on an anime (higurashi) was a killer that becomes more insane as gens get complete. By the time the fifth gen is complete, they start seeing fake scratch marks, hearing footsteps that don't exist, but they have built in noed and a killer instinct on cd.
    The disease they had was labeled with 5 stages, so each gen progresses them another stage. Perks included a gasoline bomb in a gen and basically the Wesker ability to pick up on down immediately.

  • @the_shadowphoenix
    @the_shadowphoenix Год назад +1

    bHVR really saw the pirate concept and made Skull Merchant from it

  • @Epicness456
    @Epicness456 2 года назад

    The insanity where you look at it would be perfect for an Amnesia Dark Descent crossover

  • @scooterterrian7065
    @scooterterrian7065 2 года назад +1

    Some changes I though of to fix some probs:
    1: Headache could invert your controls instead of messing with your vision, meaning that if your good enough you can counter it.
    2: *Only* 1 carcasses spawns on the per hook somewhere on the map.

  • @TheDarkWallChris
    @TheDarkWallChris 2 года назад

    So not sure if we can make suggestions here, but I have an idea for slenderman. This is a very movement based ability so much of this is just a general concept that would obviously have to be labbed to get the overall design down right. But here it goes
    Slenderman's base movement speed is significantly fast. Like 5 or 6m per second fast. He also cannot be observed from outside of his terror radius, which we'll set at 32m, or maybe even 40. His overall movement will look heavily shakey, almost like a spirit passive phase with more static. However, survivors can stare at him and doing so causes two things to occur.
    - His movement speed slows to 3.8 while being observed
    - a meter slowly fills over the course of a couple seconds per segment, sort of like a trickster laceration gauge with the time till full tbd
    When a segment fills the survivor's screen gets filled with static for maybe a second or even half a second, and the killer moves at their normal speed until they are observed again.
    A limited number of times per match a survivor can find a page scattered around the map. This will reduce their meter significantly. However subsequent build up while observing slenderman will also increase.
    If the meter fully charges, slenderman can activate a special ability upon sight of that survivor again. This will cause them to enter a special kind of chase where the survivor is exposed and slender moves at the normal 4.6. What makes the chase special is that slender and the survivor are teleported repeatedly around the map in a mutually chaotic fashion starting at a predetermined distance from one another. Kind of like how in much slenderman content you have the chases that have the static blips happen where they're suddenly in a different place. Essentially you have several mini chases you're force to improvise in. If the survivor avoids being downed, they're teleported a good distance from slenderman. If they're downed they're automatically hooked / killed depending on hook state.

  • @vegacorruptid5734
    @vegacorruptid5734 2 года назад

    Here is my idea “The Broken Angel”
    *Killer power:* **Angels Wrath**
    Every time a survivor makes a successful skill check in which 2 survivors are involved (this includes healing another survivor and working on generators together) gain a token. For great skill checks gain 2 tokens. For unhooks gain 1 token. (Tokens cap at 15) Press the ability button to activate **Biblical Wrath**. Once the ability is active spend tokens at a rate of 1 token per 2 seconds. The ability cannot be canceled and will run until there are no more tokens. While the power is active it increases the killers terror terror radius by 50% for 7 seconds. During this time the following interactions may occur
    - upon approaching a pallet/wall it will burst into flames destroying the pallet/wall in 3 seconds
    - instantly vault widows (akin to weskers bound vault)
    - hitting a survivor will apply the blindness and exhausted status effects for 7 seconds.
    The general idea is that altruistic actions power you up.

  • @TiredInAugust
    @TiredInAugust 2 года назад

    Shrek is a 2001 American computer-animated comedy film loosely based on the 1990 picture book of the same name by William Steig. It is the first installment in the Shrek franchise. Directed by Andrew

  • @BigBoneBusiness
    @BigBoneBusiness 2 года назад

    I know we already have Bubba as the Cannibal, but it'd be cool to have a butcher-style killer who's more active about the "I eat people" horror. Maybe the first time he hooks a survivor he can take a bite out of them to charge his power or get a buff to help him go run off and down someone else. Maybe his hooks are replaced with boiling pots, who knows?

  • @0Mwahaha
    @0Mwahaha 2 года назад

    For a "don't look at the killer":
    Medusa- the Gorgon
    While in chase, if the survivor's camera is looking at the Gorgon, they become gradually hindered at a rate of 1% per second up to 15%. While out of chase, or while the survivor is not looking at the gorgon (using the same design as revealing Ghostface), the survivor loses hindered at a rate of 1% every 5 seconds. if a survivor becomes hindered by 15% using this effect, the survivor becomes Petrified. while Petrified, the survivor becomes exposed, and no longer loses their hindered status effect unless the Gorgon drops chase.

  • @middox239
    @middox239 2 года назад +4

    imagine if there were addons for the weapon master that just go "you only have weapons of this one type and their durability is increased" that would be somewhat nice for beginners and more experienced players that know what they want

  • @ashleyjaiblackthorne5943
    @ashleyjaiblackthorne5943 2 года назад

    Heyo, Scott. Hope I didn't miss the deadline! :P Had this idea for a killer brewing for a while.
    I also have addons and a survivor to go with this killer if you'd be interested in that.
    Aidan Gallagher - The Firefighter
    Movement Speed - 115 % | 4.6 m/s
    Terror Radius - 32 meters
    Height - Tall
    Appearance - A tall man, covered head to toe in a full set of soot-covered, smoldering firefighter bunker gear. Face is covered with a gas mask with a blacked out, dark tinted visor, and head is topped with a bright yellow fireman's helmet.
    Weapon - Fireman’s axe with a makeshift flamethrower ziptied to the haft. A hose runs from the bottom of the flamethrower to an oxygen tank on the Firefighter’s back.
    New status effect: Ignited/Burning - A survivor that is burning, will scream in pain every 5 seconds, is forced to run, swerves from side to side while running straight, and cannot interact with generators, traps, lockers or heal other survivors. Survivor screams get louder the closer they get to being put into the dying state. An ignited survivor will be put into the dying state 30 seconds after being ignited. Burn timer does not go down while in the killer’s terror radius.
    New action: Stop, drop, and roll - The only other action that can be performed other than run, vault or drop a pallet while a survivor is ignited. Performing this action is similar to "snap out of it", where the survivor goes through an animation to remove the status effect. Other survivors can help put you out, during the action several skill checks appear rapidly, similar to sadako's merciless storm perk. Failing a skill check during this action will ignite the helping survivor.
    Ability - Fire Hazard
    The Firefighter starts the trial with 4 Fire Traps, incendiary bombs with tripwires. These traps can be placed anywhere. Lockers, windows, pallets, generators and the ground can be trapped. The animation of placing a trap involves the Firefighter flipping his axe around, digging a hole with the pick on the back of the axe, before inserting one of the traps. Survivors can see traps sticking out of the hole, and the tripwire running to the support post on the other side. The tripwire is about the length of a doorway. (Like the killer shack doors, or a breakable wall.) Fire traps can be refilled at unrepaired generators, once every 20 seconds, and there can only be 8 fire traps active at once, with the oldest trap disappearing if a 9th is placed. Fire Traps can trigger in several different ways, the first and most simple is the survivor simply stepping on the tripwire. Then, interacting with the trapped locker, window or pallet will detonate the trap. For generators, the trap will only detonate if a skillcheck is missed, or if the generator reaches 75% completion. Upon triggering, the trap will explode in a small radius of fire. Any survivor in the radius will be set on fire, and injured. Traps can be disarmed by crouching up to the trapped object, and right clicking. Speed is increased with a toolbox, or saboteur. Disarming traps require multiple skill checks of varying difficulty depending on addons. Default failed skill check attempts is 3. Survivors with saboteur or a tool box can reinforce a generator's fuel line, which temporarily makes the killer unable to replenish their fire traps or flamethrower for 30 seconds, or until 10% of the reinforced generator is completed.
    Flamethrower - Upon the completion of a generator, the Firefighter may walk up to the generator, and press the activation button. Doing this will take several seconds to go through an animation where he disconnects the fuel line, and connects it to his empty "oxygen tank" strapped to his back. This fuels up his flamethrower. You can only refuel your flamethrower from the same generator every 120 seconds. The flamethrower, upon activation will take 4 seconds to charge up, which then while in the charged stance, the firefighter will walk at survivor speed, his left click will shoot out a stream of flames, which arcs slightly more than the plague's vomit. Survivors caught in the stream of flame, will first be ignited after the first touch. After several seconds in the stream after being ignited, they will be injured, then finally be put into the dying state. Right clicking will recharge the air pressure, which will take four seconds and is separate from the fuel time. Air pressure needs to be recharged every 5 seconds of shooting. Fuel time with the flamethrower will last for 60 seconds without shooting. Shooting at full blast will last for 15 seconds. While in flamethrower stance, the firefighter may at any time press left control to switch out of melee stance to flamethrower stance and vice versa.
    Fire traps can still be used with the flamethrower fueled, but has to be activated in melee stance.
    Perk 1: Rescue Training - While carrying a survivor, the killer may vault over windows and destroy pallets at 50%/25%/15% slower speed. While performing a pallet break, the survivor will wiggle 25%/33%/50% slower. While performing a window vault, the survivor cannot wiggle.
    Perk 2: Fireman’s Vigor - Every 35/30/25 seconds while in chase, you gain 1 token, up to a maximum of 3. Upon attacking a downed pallet or breakable wall, you instantly break it, stunning yourself for 0.5 seconds and forcing you to look down for that time. At 3 tokens, your next attack against a survivor will instantly put them into the dying state, and consume all 3 tokens.
    Perk 3: Death on Scene - The killer becomes obsessed with one survivor, sacrificing or killing the obsession makes the killer move 1%/2%/3% faster, permanently.

  • @TDK88888888
    @TDK88888888 2 года назад

    That eldritch idea would be perfect for a darkest dungeon chapter with the stress and ailment effects. Maybe for the shambler.
    Lots of level possibilities and Wayne June could narrate.

  • @killer_piranha99x4
    @killer_piranha99x4 2 года назад

    This power is from a niche killer from the Movie The Collector or aka Asa Emory. An FYI this is a long power
    The Power is called The Collection.
    When the killer is standing by a pallet, window, gen, or locker you can trap it. Each trap takes a different amount of time to set the trap depending on the object trapped, you only have 6 traps (can be refreshed after the traps have been triggered) some traps can be disarmed without a set of bolt cutters to avoid injury (All survivors spawn with bolt cutters and they can be used twice but can only be used twice.
    pallet: when thrown nothing happens but if vaulted survivors are given open wounds by barbwire that is placed around and inside the pallet, the survivor will lose a health state, gain the mangled status effect and the oblivious status effect, these will linger on the survivor for 15 seconds (takes 2.5 seconds to place, cannot be disarmed without injury)
    Window: When a survivor fast vaults a window they’ll be sliced by nails and other sharp objects giving them deep wounds and losing a health state (takes 1.5 seconds to place, gain injury when disarmed.)
    Generators : Survivors when interacting with a generator will be shocked by electrical wiring, this will make them scream which will reveal them giving them the incapacitated status effect for 20 seconds (takes 3.5 seconds to place can be disarmed without injury)
    locker: If a survivor rushes into a locker they will rush into spikes putting them into the dying state and fall out, if they do not rush it they will scream revealing them (takes 3 seconds to place) but moving slowly into a locker will give a survivor a 3% haste effect for 3 seconds when leaving a locker. (Take 2.5 sex ob’s to place and cannot be disarmed)
    When a trap is triggered, The Collector is given a 10% speed boost for 10 seconds and survivors near the trapped survivor will glow for 6 seconds.
    ~
    His Perks
    All seeing eyes : Throughout every 40/35/25 seconds if a survivor is outside your terror radius they’ll be shown to you for 2/4/6 seconds.
    Hex: Entomophobia : When hitting a survivor anyone in a locker within your terror radius will be forced out of the locker, if a survivor isn’t in a locker they’ll be incapacitated for 50 seconds(cooldown of 100/50/45 seconds)
    Perfect specimen: you become obsessed with one survivor, when in a chase with a obsession and you inflict the injured status and let them go you gain a token. You can have a max of 5 tokens. These tokens increase all your base actions by 2/3/4% (Tokens stack) If you are stunned or blinded you lose 2 tokens.

  • @zackattack5803
    @zackattack5803 2 года назад +2

    My thoughts:
    Gluttony: trap killer zzz
    Vampire: interesting ideas. The feeding mechanic is one that has untapped potential, and the flight would either just be a nice map control helper or a harder-to-use nurse blink (assuming you cant control it enough to just hover over loops), so id be fine with it either way
    Pirate: maybe make the lantern snuff out timer like 7 seconds or something, cause 10 entire seconds is a long time if hes going to put the lanterns within range of eachother and create a cancer area of the map. Especially considering that there would probably be add ons to increase the time anyways, probably needs to be shorter.
    Werewolf: killer itself seems alright i guess, i like the idea of the paranoia effect being tied to the killer exclusively though. That isolation perk they suggested would absolutely 100% fuck soloq play and would make playing solo fucking awful. Please never let that be a thing. I get swf teams are annoying but making soloq weaker will kill the game. The counter argument is to use bond to know where survivors are if youre solo, but then we just get a meta where every killer runs isolation and every survivor runs bond, and the game literally revolves around that single mechanic, which is stupid.
    Weapon switch guy: honestly cool idea. RNG would fuck either side over in some situations, but overall it sounds fun
    "Dont look" killer: awful idea. If all they are is an m1 killer, then people can just quick peek behind them in chase and only have to stare at short junk loops, so kinda useless killer. If they have a chase power like a pounce or projectile or something, even worse, cause you either look at him to dodge his power and go mad, or dont and get hit. At best its a boring idea, at worst cancer game design.
    Illusionist: would just be a better version of dredge, would kinda invalidate dredge as a killer so i dont think it would be a smart thing to do.

    • @thedoomslayer5863
      @thedoomslayer5863 2 года назад

      Nah the edlritch don't look killer sounds baller
      So does the perk to punish splitting up, who already have that with twins. So it proves it works. We already have perks that punish u being together so it only makes sense to have ones that punish being alone

    • @lolohnah
      @lolohnah 2 года назад +1

      I completely agree with your take on the isolation perk, I’m kind of surprised scott didn’t think of how much it could just destroy solo q. A perk like that is practically just an entire killer secondary power shoved into a perk, sounds terrible

    • @zackattack5803
      @zackattack5803 2 года назад

      @@thedoomslayer5863 When it comes to isolation, think of it from a survivor perspective. Again, i'll admit that it probably wouldnt be OP in the case of swf, but thats cause nothing is. But if youre not swf then you have 2 choices: 1) constantly run around teammates and throw the game by doing nothing, 2) get punished for literally just playing the game. And if it was as strong as they suggest it to be in their comment, then it would absolutely be meta-defining. MAYBE it could work if the exposed effect only happened once per player per game or if there was no exposed effect and just exhausted or something, but if you just constantly get free exposed, tracking, and the ability to protect gens, all without the killer having to put in any work for it, thats cancer.
      Like, imagine playing solo, you spawn in go on a gen and start repairing it, all of a sudden you randomly scream and get exposed, and then a blight rushes to you from across the map, gets in a chase with you and 1 hit downs you. That would be awful. Stealth killers sneaking up on you with it, nurse blinking to you, billy chainsawing to you, spirit phasing to you, dredge teleporting to you; theres so many scenarios where you could easily get downed quickly for free.
      Also, if your argument in favor of the perk is "the twins already punish splitting up", just look at how the community fucking hates twins. Nobody likes playing against twins. Nobody. Twins is probably the most universally hated killer in the entire game. So just on that alone, like even if you ignore game balance and player experience, its still a bad idea from a "pleasing the playerbase" standpoint.

  • @Dr.Slaughter
    @Dr.Slaughter 2 года назад +6

    This kind if video is a lot of fun! I would love to see this more often! Maybe one of my concepts could end up in it. Mine was The Last Of Us concept from the last video

  • @WileECoyoteYM
    @WileECoyoteYM Год назад +1

    We need Dale as a survivor.
    Special move: pocket sand

  • @spotty4849
    @spotty4849 2 года назад

    I made a Vecna concept on the asking for concepts video that I had a lot of fun making so let me make another one:
    The Keeper:
    Movement Speed: 115%
    Terror Radius: 32 Metres
    Height: Tall
    Difficulty: Hard
    Power: Brutal Executioner:
    The Keeper starts the trial with 5 Keeper Safes. These Safes can be placed anywhere in the trial. The Keeper cannot pick up Safes once they have been placed.
    The Keeper can teleport to any Keeper Safe by performing a 3 second animation. A Safe is left where The Keeper teleports. The Safe The Keeper teleports is removed. (In The Evil Within the keeper can rip its own head off to teleport to another safe, which becomes its new head) Teleport is on a 40 second cool down.
    Wire Trap:
    The Keeper has 6 Wire Traps. The Keeper can place these traps anywhere in the trial. If a healthy survivor steps in a wire trap they become injured and are inflicted with the Hamstring Status Effect:
    Hamstring will cause a bar to build up on the survivor, one bar every 20 seconds. At 5 bars the survivor will lose a health state. Survivors can get rid of Hamstring by entering a locker for 10 seconds.
    If an injured survivor steps on a Wire Trap they will become hindered for 5 seconds.
    Iridescent Add-Ons:
    Iridescent Safe:
    Survivors within 8 Metres of a safe become exposed. This effect lingers for 20 seconds are exiting the radius.
    Ruvik’s Brain:
    Hamstring takes 10 seconds to build up.
    Hamstring is paused during chase.

  • @rev5396
    @rev5396 2 года назад

    Hey Scott, ive had this idea for a minute now and I thought it would be cool to share,
    So this killer would be from the realm of glenvale, like deathslinger.
    His name would be "The Gravefiller"(rough name), a cowboy who uses a cattle brander as his m1 weapon.
    He comes equipped with two double barrel shotguns as his power (smaller sized ones)
    each shotgun has two shots, for a total of 4, when you press the m2 each time it will fire right-left-right-left, resulting in a slow reload animation once all 4 shots are fired (similar to the length of a 2 charge nurse fatigue)
    you cannot spam m2 to perform rapid shots, each shot has a cooldown of lets say half a second (might need to be increased)
    the shotguns would be able to cover an area of 3-4 meters with a fairly random spread
    each time you successfully land a shotgun shot 1 bar will fill up in the survivors "bleed" meter, for a total of 4, after which the survivor will instantly go down.
    bars on the bleed meter will not go away unlike tricksters laceration
    when a survivor has at least one bleed bar, it will make them hemorrhaged, at two it will make them mangled
    his addons could:
    increase range
    increase spread
    decrease reload time
    or potentially even decrease the time to shoot again after a shot
    he would be a 4.6m/s 32m killer

  • @jalyn1551
    @jalyn1551 2 года назад +9

    The third werebeast perk that exhausts survivors
    Wouldn't that pair well with fear monger exhausting everyone if they touch a gen until the find the totem?

    • @Franki-wb8cl
      @Franki-wb8cl 2 года назад

      It would be mad strong, but its still a hex so its a gamble

    • @splix3012
      @splix3012 2 года назад +1

      Yeah but saccing 2 perks to counter exhauation for the first 2 min of a match isnt broken imo.

    • @Franki-wb8cl
      @Franki-wb8cl 2 года назад

      @@splix3012 ye exactly, i think it would benefit m1 killers in early game but running a hex on m1 killers with low mobility can be a straight loss most times

  • @christianl3314
    @christianl3314 2 года назад

    I SPIT all over my keyboard when count chocula came up on screen LMAO

  • @OrderAndDEATH
    @OrderAndDEATH 2 года назад

    Thought of a better way to use the vampires bat form. When you turn into the bat, you gain a new status effect called flight, while in the bat mode, you can basically fly over windows and dropped pallets as if they aren’t there with the speed of 6.2 m/s for 10 seconds, cooldown of 30. Making this power really good for both map traversal and semi-anti loop without having the chance of breaking the game since in their bat mode, they keep the same hight as the killers normal form, maybe with slightly increased FOV.

  • @nicholite697
    @nicholite697 2 года назад +3

    For the vampire killer, the one that can fly. How would that work in lery's....

  • @George_Nakhle
    @George_Nakhle 2 года назад +1

    BHVR: Write that down! Write that down!

  • @DantaineRemastered
    @DantaineRemastered 2 года назад

    I love the eldritch idea a lot. I also like the illusionist idea.
    For the eldritch, you could have debuffs and such, but also hear fake screams of hits and downs, see a fake version of the killer walking at you, see dull totems over hexes and vice versa so you'd be tricked into breaking a dull totem thinking it was a hex or ignoring a hex thinking it was dull.
    For the illusionist, I think the tell would also be an illusion. The real killer loses their red stain like they go undetectable while activating their power and give it to the illusion which works with real slight of hand magic tricks. Making the audience look at one thing when the real trick happens somewhere else.

  • @daybreak2127
    @daybreak2127 2 года назад

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

  • @mausitor
    @mausitor 2 года назад

    My dream killer is probably around what the illusionist concept was, except way trickier to play
    I'd love to have my M2 or secondary power button place a totem, kinda like dredge, except when you press the button again, a clone spawns where you left the totem, walking forward.
    But here's the neat part, if you hold the power button instead, your camera rotation would be locked, but by moving your mouse left or right, the inputs would be transferred to the clone, so you could make the clone turn corners and do loops, all of that while your main camera remains locked. While on this mode, you wouldn't be able to lunge either, so you could walk with two different characters at the same time to catch a survivor off guard.
    I guess what makes this character balanced is the disadvantages:
    When on this mode you CAN'T look around with your main body, you can still walk normally but no camera turning
    And the secondary body has no camera, meaning you're practically blind, so if it's a tall loop you'll have to rely on game knowledge or aura reading perks.
    Lastly, when you swing with your main body the clone will also swing at the same time, hitting anything in front of it (maybe with a more generous hitbox) minus walls, because getting cucked by a wall hit would be extremely annoying.
    Anyway that was way longer than I expected and it was my first idea for when they released the legion teaser of them looking into a mirror. I thought this was a fun concept with a high skill ceiling around loops, maybe it would need a secondary power like many other killers but idk.

  • @zapcat6029
    @zapcat6029 2 года назад

    The pirate lanterns gave me an interesting idea but I can't really come up with any specifics. The idea itself is imagine a concept similar to nemesis' zombies (a secondary power that is it's own autonomous thing but has direct interaction with the killer should they choose to utilize it) but rather than enemies of some kind it's a moving zone of the map. Basically imagine a special biome with it's own entire feel and aesthetic but it moves across the map like how storms in real life move across areas of land. That's all I have in terms of an idea, it could go all sorts of ways but I would prefer if it was a lot more complex than simply affecting survivors with a status effect or boosting the killers chase power when in that area specifically, also there needs to be things that influence it's movement so that it stays prevalent throughout the match and not just pure rng such as activity from killer and survivor interactions (injures, downs, hooks, heck maybe even just kicking a gen idk) or maybe something the killer interacts with to bring it to that area.