NEW CONCEPT: THE SLENDERMAN
▲ 29 r/PerkByDaylight+2 crossposts

NEW CONCEPT: THE SLENDERMAN

NEW KILLER: THE SLENDERMAN

A mysterious killer, provoked and summoned through word of mouth. He uses his tendrils to assault survivors from a distance while driving survivors paranoid and leaving them vulnerable to his arrival. His personal perks: Killer’s Mark: Mandela Effect, Killer’s Mark: Word of Mouth, and Compromised Convalescence allow him to create illusions, find survivors, and force debuffs to last longer than usual.

4.4 m/s

Tall

32-meter terror radius

Mid Skill Floor - Very High Skill Ceiling

A tier killer in high MMR

KILLER POWER: INVASIVE PARANOIA

At the start of the trial, all survivors begin to gain paranoia. It takes 90 seconds to become paranoid, and the time is reduced by half while a survivor is injured. Once a survivor becomes completely paranoid, they become deafened, hearing everything in muffles; their vision is impaired by blocking everything in black past 10 meters; and they suffer the oblivious status effect, preventing them from hearing the killer’s terror radius. Survivors who are unhooked lose all paranoia and gain 20 seconds of immunity to anything that would give them paranoia to limit cheesy tunneling strats. The immunity is lost upon receiving healing progress or doing a conspicuous action.

To mitigate this, there are 7 community boards in the trial, one by each generator. Community boards passively spawn pages that all players can pick up. Once a page is collected, the survivor no longer suffers from paranoia. Only 3 pages can spawn in the trial at the same time and will prioritize spawning as far as possible from any player on the map. Pages are highlighted to players within 16 meters, and whenever the killer picks up a page, the trial stops generating pages for 15 seconds before resuming the cooldown at a reset value, effectively taking 45 seconds for another page to spawn. 1 page spawns at the start of the match.

SPECIAL ABILITY: INSIDIOUS ATTUNEMENT

Holding the active ability button slows you down (3.9) and for a brief moment after canceling. Fully paranoid survivors are revealed to you through killer instinct, and the location of all pages on the map is revealed to you. After fully charging Insideous Attunement, you may execute either Tendril Skewer or Arrival.

SPECIAL ATTACK: TENDRIL SKEWER

Launch a tendril forward with omnidirectional control to damage a survivor and apply 50% paranoia and the deep wound status effect. The tendrils share most of their properties with Pinhead’s Chain attack, with the only genuine exception being that the tendril will ALWAYS begin a bit above and behind Slenderman, and there is a mechanic that lets you partially control the attack's velocity by 50%. Tendrils move at 9 meters a second and, on a successful hit, apply 33% paranoia and a 10% hindrance that lasts for 2.5 seconds. The attack has no cooldown.

LOCOMOTION: ARRIVAL

While looking at a survivor with full paranoia, teleport within 12 meters of them - Arrival prioritizes spawning Slenderman on the same elevation and within line of sight of the survivor. From the survivor’s perspective, their screen turns into static for a moment as they hear a deafening scream. Any survivor within 16 meters of Slenderman as he arrives is marked with killer instinct for 3 seconds, screams, and paranoid survivors suffer a 10% hindrance for 2 seconds. Arrival has no cooldown but takes 2 seconds to fully teleport while being unable to move. Additionally, teleporting to a survivor within 12 meters of a hooked survivor forces the start-up to take 6 seconds to complete.

KILLER ADDONS

BROWN - COMMON

  • Burnt Marshmallow
    • Increases the radius of the effects of Arrival by 50% (16 -> 24 meters)
  • Shattered Tree Bark
    • Increased Tendril Skewer’s movement speed by 50% (9 -> 13.5 m/s)
    • Decreased turn control by 50% (135 -> 67.5 d/s)
  • Compass
    • Increase turn control by 50% (135 -> 202.5 d/s)
    • Decrease Tendril Skewer’s movement speed by 50% (9 -> 4.5 m/s)
  • Blank Paper
    • After any player collects a page, a token is accumulated; Once 3 tokens are accumulated, this add-on activates.
    • All survivors in the trial are revealed to you for 8 seconds.

GREEN - UNCOMMON

  • Wired Headphones
    • After a survivor collects a page, they suffer the oblivious status effect for 40 seconds.
  • Ripped Tarp
    • Tendril Skewer inflicts Hemorrhage and Mangled for 90 seconds
  • Scribbled Piece of Paper
    • After any player collects a page, a token is accumulated; Once 4 tokens are accumulated, this add-on activates.
    • All survivors suffer the exhaustion status effect for 40 seconds
  • Fat Blunt
    • Whenever a survivor becomes fully paranoid, they project a 32-meter terror radius that other survivors can hear for 20 seconds. During this time, you gain the Undetectable Status effect.
  • Empty Soda Can
    • After teleporting to a survivor with arrival, they lose all paranoia and endure 20 seconds of paranoia immunity
    • After teleporting to a survivor with arrival, gain a 20% haste bonus for 4 seconds.
    • Reduce time to gain full paranoia by 30 seconds.

BLUE - RARE

  • Shattered Lightbulb
    • Paranoid survivors suffer the blindness status effect
  • Coffee Stained Newspaper
    • Survivors have their auras revealed within 8 meters of a page
  • Colorful Drawing on Paper
    • After any player collects a page, a token is accumulated; Once 5 tokens are accumulated, this addon activates.
    • All survivors lose 40% of their item’s progress and are forced to drop it.
    • All items on the ground with no charges are eaten by the Entity, and all open chests are closed. Both interactions give 400 bloodpoints each.
  • Adderall
    • After teleporting using Arrival, gain a 30% bonus to all break actions and vaulting for 20 seconds.
  • Police Tape
    • Whenever tendril Skewer passes within 3 meters of a window or upright pallet, it becomes blocked by the entity for 8 seconds.

PURPLE - VERY RARE

  • Heart Locket
    • Whenever you collect a page, gain a 15% speed bonus for 15 seconds - Haste is lost upon casting arrival.
    • If you are using any addons that contribute to a page count, picking up pages counts as 2 tokens.
    • Picking up pages no longer comes with a respawn immunity duration
  • Ranger’s Hat
    • Survivors suffering from full Paranoia suffer a 30% speed penalty to healing, cleansing, blessing, and sabotaging actions. Additionally, while accomplishing these actions, they are highlighted to you with killer instinct.
    • Increase the total number of pages that can spawn in the trial by +2
    • Increase the amount of pages that spawn at the start of the trial by +3
    • Reduce the spawn time of pages by 15 seconds.
  • Bloody Paper
    • After any player collects a page, a token is accumulated; Once ‘1 + number of generators required to complete (2-6)’ tokens are accumulated, this addon activates.
    • All generators explode, losing 5% progress, and begin suffering from the standard regression rate.
  • Generator Key
    • While casting Insideous Attunment, see the aura of all generator progress from anywhere in the trial.
    • After a survivor completes a generator, they gain 33% paranoia progression

VICERAL - RED

  • Iridescent Page
    • After any player collects a page, a token is accumulated; Once 8 tokens are accumulated, this addon activates.
    • All survivors scream and are exposed for 60 seconds
    • All exit gates are blocked for 60 seconds
  • Mythology Pamphlet
    • Survivors gain 100% more paranoia while doing a conspicuous action.
    • Survivors gain 1000% more paranoia while opening the exit gate or existing in the exit gate area.
    • Survivors no longer gain 100% more paranoia from being injured.

KILLER PERKS

KILLER’S MARK: MANDELA EFFECT

Damaging a survivor marks them until they take another instance of damage, enter the dying state, or 60 seconds pass. Only one mark may be applied at a time.

Marked survivors occasionally see illusory pallets standing upright or dropped. Whenever the survivor enters within 3 meters of the illusory pallets, they scream and suffer a 6/8/10% hindrance for 3 seconds, and the mark is returned to you.

KILLER’S MARK: WORD OF MOUTH

Damaging a survivor marks them until they take another instance of damage, enter the dying state, or 60 seconds pass. Only one mark may be applied at a time.

Whenever a marked survivor exists within 8 meters of another survivor outside of chase, both survivors scream before revealing their auras for 4/5/6 seconds and returning the mark to you.

COMPROMISED CONVALESCENCE

Survivors within your terror radius recover from negative status effects 25/30/35% slower

For every unique negative status effect applied to a unique survivor, gain a token up to 10 tokens. For each token, your initial generator damage is increased by 1%

u/CDXX_LXIL — 6 days ago
▲ 17 r/PerkByDaylight+1 crossposts

DEAD BY DAYLIGHT KILLER CONCEPT: THE JOKER

DEAD BY DAYLIGHT CHAPTER CONCEPT:

GOTHEM CITY LEGENDS

MADE MY D6 NEUROTIC

NEW KILLER: THE JOKER

A foolhardy killer, the Joker uses gas, boxes, and his flare gun to make his approach and assault unpredictable and oppressive by limiting the playing space and keeping survivors on edge. His personal perks Last Laugh, Hex: Contingency Plan, and Silent Sadism allow him to escalate the endgame, block generators, and become Undetectable.

4.4 m/s

24 meter terror radius + 16 meter lulluby

Tall

Mid skill floor - high skill ceiling

B+ to B- killer on the tierlist in high MMR

  • He uses a cane as his melee weapon with a wooden base and a golden handle that resembles his head with a massive grin
    • His wipe animation has him spin his cane as he slings the blood toward the ground.
    • His prestige weapon has blood dripping from the mouth and eyes.
  • He spawns in the trial with a cane in hand and a fedora on, then tosses the fedora and laughs to himself.
  • His pallet break and vault animations are recycled from Trapper
  • His wall-break and locker-search animations are recycled from Trickster.
  • His Stun animation has him grasp his eyes as he tumbles back for a minute.
  • For his lobby entrance, a Joker card falls from the top of the screen before eventually flying toward the fourth wall. The Joker catches it as he peers his head at the meta camera and peels back to the side. He walks from the right side of the screen with a shuffle and rests on his cane while holding out a flare gun.
    • Idle animation 1 - He twirls his gun before firing toward something at the right. AS he pulls the trigger, a flag comes out that says “BANG.” He looks at the flag in shock, then laughs and throws it to the side.
    • Idle animation 2 - He offers a card to the camera before flipping it over, revealing the face of the card resembles either David, Sable, or Ace.
  • His Mori is unique as it has two variations based on a coin flip. He flips the survivor on their back using their foot as he crushes their ankle under his shoes. He points his flare gun at their gaping mouth and fires.
    • Mori One has him fire a flare into their jaw, causing their face to burn as they begin to choke on soot and blood. The flare explodes, turning their head into paste and confetti.
    • Mori Two has him fire a flag that says ‘BANG ’, which promptly causes the survivor to recoil in fear. Joker admires the dud as he begins laughing madly. He walks over their torso like a rug before jumping on their head with both feet on repeat, eventually causing their head to explode.

KILLER POWER: LAUGHING MATTER

SPECIAL ATTACK: FLARE GUN

Press the active ability button to fire a flare which creates an explosion that damages survivors. Only direct hits down survivors, though; hitting direct hits on healthy survivors inflicts deep wound and a 10% hindrance that lasts for 3 seconds. If an injured survivor is hit by an explosion, they suffer from deep wound and 10% hindrance for 3 seconds.

  • The flare comes out at a minimum of 45 frames or 0.75 seconds.
  • The explosion is 2 meters wide and can hit survivors through walls.
  • Joker slows himself to 3.9 m/s while aiming and will continue at that speed upon firing or canceling for 1 second.
  • Upon firing or canceling, there is a 2-second window where you can not attack, similar to what other zoners like Huntress and First have.
  • The flare has an arc that can potentially travel over walls and objects. Not as heavy as Unknown or Springtrap, but heavy enough to reliably hit survivors 40 meters away by firing at a 45-degree angle on maps with an open sky.
  • There is a 6-second cooldown before you can shoot another flare.

MAP ORDINANCE AND EFFECT: JACK IN THE BOX AND LAUGHING GAS

Holding the secondary active ability button will place a box on the ground. Joker can place up to 4 boxes at any given point in the trial, and whenever he places one while he reaches the limit, the first box placed is dismantled, effectively removing it from the game. Joker can dismantle boxes from anywhere on the trial just by looking at them and pressing the misc active ability button - this has no cooldown.

  • The boxes can not be placed within 16 meters of a hooked survivor
  • If Joker hooks a survivor within 16 meters of a box, the box will automatically dismantle.
  • Placing boxes uses Trapper’s bear traps as a reference, but all players have no collision with them - You can’t just place a box under a door frame and prevent survivors from walking through.
  • There is a minimum placement range of 1.5 meters where the box needs to be far away enough from an object like an exit gate, generator, locker, pallet, etc to ensure that survivors don’t accidently interact with thee box, preventing it from being used as an instrament of obstruction in the same vein as Merchant being able to put down a drone on a pallet to force survivors to vaccume their interaction into the drone and force them to take a hit.

Survivors can dismantle the box by passing a series of skill checks that get progressively harder as it continues. On success, the box is disabled for 30 seconds, resting in place as the lights on the box dim and the mechanisms inside lay silent. If a survivor fails, the box will pull out a spring-loaded mechanism with a white glove and a Smith & Wesson 500 Bone Collector to shoot the survivor in the head, dealing an instance of damage and potentially placing them in the dying state - survivors who are downed this way are revealed with killer instinct.

Pressing the tertiary active ability button will allow you to call upon the entity to teleport to a box in the trial. Upon doing so, the box will explode in a 24-meter circle of gas that leaks through walls and floors. All survivors initially caught in the gas are marked with killer instinct and suffer from the blindness and oblivious status effect while having their vision compromised - Survivor vision is limited to being unable to see past 8 meters, and this effect persists until the gas expires after 15 seconds or the survivor leaves the gas. After Joker teleports, the box dismantles itself.

  • Teleporting has no cooldown due to the opportunity cost and required setup. 
  • Teleporting is also available at the start of the match, which is relevant because of addons.

 

KILLER ADD-ONS

BROWN - COMMON

  • GREEN SPRAY PAINT
    • Gotham imposters often vandalize walls in his name.
    • Reduce the cooldown of Flaregun by 3 seconds after hitting a direct hit.
  • RULES CARD
    • The only card Joker throws out of the deck.
    • Increase flare projectile speed by 50%
    • Decrease Arc of the projectile by 50%
    • Decrease time before firing by 30%
    • Flares no longer explode on impact
    • Gain 400 bloodpoints after hitting a survivor with a direct hit
  • BUFFLE BAG
    • Perfect for some classic bank heists
    • Increase the amount of boxes available for deployment by +1
  • BLOODY BATERANG
    • Collected from a fight years ago.
    • Increase the time survivors suffer blindness and are oblivious after leaving the gas by 10 seconds

GREEN - UNCOMMON

  • SPARE QUARTER
    • The weight of a human life entirely left to a coin flip.
    • After Teleporting, all survivors within 24 meters . . .
    • Heal 1 health state
    • Become exposed for 45 seconds
  • WOODEN MALLET
    • Quinn’s iconic headsmasher. Polished with spit and blood.
    • After teleporting, all survivors within 24 meters suffer the exhaustion status effect for 10 seconds.
  • JACK OF DIAMONDS
    • Increase the explosion range by 50%
    • Increase the arc of the projectile by 50%
  • PURPLE TIE
    • Dress your best like every day is your wedding.
    • Whenever a survivor disarms a box, you see their aura for 8 seconds.
  • POKER CHIP
    • The house always wins
    • All players in Joker Gas gain a 14% haste bonus

BLUE - RARE

  • ARKHAM FILES
    • Whatever information was known about him has been either burned or redacted.
    • After hooking a survivor, the aura of survivors within 24 meters of deactivated boxes is revealed to you for 8 seconds.
  • QUEEN OF HEARTS
    • Shooting a trial surface with a flare will not create an explosion. Instead, the Flare will stay on the surface for up to 8 seconds before detonating. Pressing the active ability button detonates the flare early.
  • BLACK UMBRELLA
    • Somehow, Gotham holds more funerals than birthdays every year.
    • Increase the range of the Joker gas by 25%
  • BANE’S VENOM
    • Enhancement drugs used to push the human body to its limit.
    • After placing a box, gain 20% haste for 5 seconds.
  • ‘BATMAN ON TAPE’
    • Caught on surveillance camera, it’s a 5-minute video that shows how ruthless the caped crusader is, despite not having a body count.
    • Shooting a box with a flare causes it to release gas without needing to teleport.
    • Instead of dismantling, the box is disarmed for 45 seconds.

PURPLE - VERY RARE

  • BLOODY CROWBAR
    • The murder weapon used on Jason Todd
    • All windows and the exit gates in Joker Gas are blocked by the entity and for 5 seconds afterward.
  • ACE OF SPADES
    • Flares ricochet off of trial surfaces up to 3 times before detonating. Every ricochet increases the explosion size by 50%.
    • Explosions destroy pallets and breakable walls.
  • REMOTE TRIGGER
    • Manually dismantling a box releases joker gas and grants you the undetectable status effect for 12 seconds.
  • BURNED MONEY
    • It’s not about the money. It’s about sending a message.
    • Shooting a flare at a generator . . .
    • Damages the generator by 5%
    • Applies standard regression rate
    • Increases the cooldown of the flaregun by 3 seconds

RED/PINK - VISERAL/ IRIDECENT

  • IRIDECENT JOKER CARD
    • A card forged from the fog with the Joker’s face and name on it. Something about the quality and glimmer deeply disturbs him.
    • Pressing the primary active ability button while the flare is traveling through the air will cause it to detonate in the air.
    • After a 1.5-second delay after the explosion, it leaves behind a sparking cloud of particles that applies a 10% hindrance to survivors who walk inside and persists for 1 second after leaving.
    • Gain 250 blood points for injuring a survivor with manual detonations
  • FILE CABINET
    • Despite being an arbiter of anarchy, he had a plan for everything.
    • At the start of the trial, all of your boxes are placed within 12 meters of the farthest generators in the trial.
    • Whenever a generator is complete, a box will spawn within 12 meters of the generator with the most amount of progress and will be highlighted to the Joker.

KILLER PERKS

They may kick you down and mock you, but they don’t know what it means to have a bad day. Settle the score with . . .

LAST LAUGH

Hooking a unique survivor grants a token up to 4 tokens.

For every token you have collected, the endgame collapse progresses 15/20/25% faster.

You may sacrifice 2 tokens to close an exit gate, but let it rest at 80% progress

Behind those eyes lies a strategy. When playing behind, invoke . . .

HEX: CONTINGENCY PLAN

Whenever a generator is completed, a random dull totem in the trial becomes a hex totem.

Whenever the hex spawns, the 2 generators with the least amount of progress are blocked by the entity for 120/150/180 seconds. If a generator is completed within this time period, the timer resets and other generators may be potentially blocked.

If the timer ends, the hex totem becomes a dull totem

If a survivor cleanses the hex totem, this perk will deactivate for the rest of the game.

Survivors see the aura of the totem within 16 meters.

Your horrid intentions are only rivaled by the joy of catching them by surprise. Hit them when they least expect it with . . .

SILENT SADISM

After not being in a chase for 25/20/15 seconds, gain the Undetectable status effect until you either enter chase or damage a survivor.

Cooldown: 40 seconds

u/CDXX_LXIL — 10 days ago

FUCK YOU McTRADER

I'm not going to drop his full gamer tag for censorship reasons, but if you live in the SE USA and play above Diamond, you know EXACTLY who I am talking about.

Disrespectfully, fuck you! When I play dive to kill the enemy Gambit, you can't kick my ass hard enough while saying GGs in the chat every fucking time your team caps. BUT WHEN I PLAY SUPPORT ON YOUR TEAM, YOU FUCKING AIM LIKE A 90 Y/O PARKINSONS VICTIM ON THE VERGE OF DEATH WITH WAX IN YOUR EARS AND A STICK UP YOUR ASS!!! YOU CAN'T HIT DINOSAUR!! FUCKING DINOSAUR!!! HE IS BIGGER THAN THE FUCKING PAYLOAD CART, AND YOU CAN'T EVEN MANAGE 20K DAMAGE AFTER 2 ROUNDS!!!

I COULD TRAIN A FUCKING SPED KID WHO DOESN'T EVEN SPEAK MY TONGUE TO PICK UP PUNISHER AND TAKE HIM TO FUCKING GRANDMASTER, BECAUSE YOUR CHARACTER WAS MADE FOR BABIES!!! LITERAL!!! FUCKING!!! INFANTS!!!

FUCK YOU!!! YOU RUINED MY RANK UP GAME!! YOU RUINED MY MOOD!! AND YOU MADE ME SIT THROUGH HEAL BOTTING A MAGNETO WHO WAS WATCHING YOUTUBE ON HIS SECOND MONITOR!!! I HOPE YOUR PILLOW IS WARM AND YOU HIT OVERDRAFT AT 11:59PM!!!

reddit.com
u/CDXX_LXIL — 13 days ago