▲ 1 r/ConceptsDBD+1 crossposts

Original DBD Chapter Concept: Mind Over Matter

NEW KILLER: THE ORACLE

Matteo Hoffmann is a brilliant astrophysicist and a reality-manipulating killer, utilizing his powers to create gravity wells and stone slabs that damage survivors and serve as a form of mobility. His powers are only limited by the time to set up and how creative the user allows themself to be. His personal perks Nihilism, Hex: Schodinger’s Cat, and Hex: Interstellar allow him to slow down objectives and create powerful hexes that increase his mobility, stealth, and options around pallets.

4.4 m/s

Average Height (5’4)

32-meter terror radius

Very High Skill Floor - Very High Skill Ceiling

PROS:

  • Fantastic trap potential and can force survivors to rotate with little issue, especially in more complicated loops or killer shack. He can give survivors a hard time in cramped spaces.
  • Map Mobility is versatile and enables him to move wherever he pleases to capitalize on information. Additionally, the same mobility can be used to catch up to survivors rotating, a godsend in high MMR where distance matters most.
  • Oracle becomes disproportionately stronger as the trial progresses since they lean on returning to areas that have already seen action, especially if the pallet has been dropped and destroyed.

CONS:

  • Low base mobility with a large terror radius makes his means of securing a basic attack pretty terrible, removing a lot of potential synergy with strong perks like NOED and STBFL.
  • Survivors gain the most distance when setting up mid-chase, requiring him to either play from the back foot or resort to unconventional methods if he fails to zone survivors.
  • None of his tools protect him while carrying a survivor to a hook, and he is disproportionately worse at keeping a survivor on a hook or punishing the rescuer compared to other defensive zoners on the roster.

KILLER BIO (Simplified and First Draft)

Matteo Hoffman was born outside Quedlinburg, Germany, in 1967, and grew up with his father, Noah, a farmer passionate about astronomy in his free time. Matteo admired his father for his kind heart and love for investigation despite how little money they had. When soviet officers harassed and belittled Noah and his land, he held his head high as he often talked about the importance of understanding your place in the universe.

When Germany was reunified in 1990, it gave opportunity for Matteo to finally seek higher education, and thanks to his high grades and studies into magnetism affected by gravity, he was invited to the United States to join Stanford University. In his eyes, he was following the dream he and his father shared, and while he wouldn’t be able to connect with his father for years after, he was happy to gain the opportunity to rub shoulders with the best and brightest in his field.

After 20 years of research, Matteo’s team made a scientific breakthrough in a machine they believed was a way to see how electricity and gravity can work in a vacuum thanks to an element they dubbed Hoffmanium. They believed it could serve as a way to act as a catalyst for space travel and new technology that could pave the way for significantly greater quality of life. All they needed to do was expose a man to the element and see how they performed. When they tried it on over one hundred rats, most suffered from great mental distress that would cause them to die within a week. However, it was shown that if the rat entered the chamber while unconscious, they were completely fine.

They tried the tests on a dozen humans, and 11 were put under sleep gas to ensure they would return safely. The only human who was fully conscious during the test went catatonic and ended his own life shortly after exiting the chamber. Clearly, the element was dangerous and needed to be stored and forgotten. It was offered to the OSS for investigation while being kept secret.

Hoffman would not let his life’s work go to waste. He had to know why this was happening, and decided to step into the chamber - wide awake.

What he saw was a world with constant energy recycling. Endless Death. Circles and cycles that contorted and bent. He was told by the universe that he was cursed - he was one of a kind and yet was still a copy of a copy of a copy of a copy.

The futility of growth.

The stagnation of progress.

The complete reset of everything and everyone he ever cared about. They will be the same and yet different.

It’s somehow more fulfilling and yet pointless at the same time.

He felt like an ant that gained the ability to become an elephant and turned into an ant without the context to explain what it was like to be an elephant.

Every time he died, his world forgot him a little more and more. It wasn’t long till he lived in a world that doesn’t remember he existed. It seems like an eternity away, but what is an eternity to eternity. Infinity? Redundancy? Nothing?

What is the limit?

Who was he?

What is the point of any of this?

The breakthrough was a success. He finally understood what his element and discovery was - defiance. He could move matter at will and shape it into anything. He could fly. He could repurpose the entire landscape into a monument for himself made of gold, crafted by changing the molecular code.

Matteo never exited the chamber. His disappearance was rendered a mystery by the OSS. All that is known is that now and then, the chamber would create whispers and screams, and sometimes, laughter.

KILLER POWER: GRIP ON REALITY

Press LB to switch between 2 modes:

  • GRAVITY WELL
  • SLAB SLIDER

SPECIAL ABILITY: GRAVITY WELL

LT to place a GRAVITY WELL on a wall within 24 meters of yourself. Once the well is placed, it can be activated after a short delay, which allows the killer to shoot a STONE SLAB into the environment, which damages survivors and destroys pallets. GRAVITY WELLS last up to 90 seconds, and the killer may have up to 5 in the trial before the oldest well disappears and is replaced by the newest well. Survivors see GRAVITY WELLS within 16 meters.

Pressing LT within 8 seconds of shooting a STONE SLAB enables the killer to activate RELAPSE

SPECIAL ATTACK: RELAPSE

Survivors within 8 meters of a GRAVITY WELL get sucked into the wall and take an instance of damage. After taking damage, they suffer deep wound.

After triggering RELAPSE, the GRAVITY WELL despawns.

SPECIAL ITEM: STONE SLABS

STONE SLABS have no collision with players and can not be moved manually. Survivors can see slabs through walls up to 16 meters away. Slabs are 2 meters long and grow 30% smaller after taking damage from colliding with a survivor or a trial wall. Slabs despawn after 90 seconds, and up to 7 can spawn in a trial. Slabs have no collision with other slabs.

  • Tier 3: 100% (Charge over 3 seconds and travel 8 meters)
  • Tier 2: 70% (+50% charge and distance)
  • Tier 3: 40% (+100% charge and distance)

SPECIAL MODE: STONE SLIDER

While holding LT, all STONE SLABS are revealed to you within 24 meters. After selecting a slab, you may either cast FLICK or RIDE.

SPECIAL ATTACK: FLICK

Holding RT creates a marker for you to manipulate while the stone builds up energy - the smaller the stone, the faster the energy is built up and the farther the stone flies. Upon launching, the slab deals an instance of damage to any survivor in the way. Flick works on slabs up to 24 meters away, but the marker can be placed anywhere within 8 meters of the slab.

LOCOMOTION: RIDE

Pressing LB dematerializes the stone and throws it under your feet. The slab beneath you has a constantly active hitbox that destroys pallets. While moving, you move at 5.5 m/s, and your terror radius is increased to 40 meters. Colliding with a pallet or the environment deals an instance of damage to the slab.

Ride offers 2 options to exit:

  • DISMOUNT (LB) - Despawn the slab and retain full movement speed.
  • FLICK (RT) - Cast an instance of flick at the cost of extra endlag.

If the slab beneath you is destroyed, you automatically dismount. The slab can be destroyed by stunning you.

KILLER ADDONS

BROWN - COMMON

  • PAPER WINDMILL
    • Increase the number of gravity wells you can spawn by +1
    • Increase the amount of stone slabs you can spawn by +1
    • Increase the lifespan of ordinance by 15 seconds
  • SOUR DOUGH
    • Increase the reach of relapse by 4 meters (8 -> 12)
    • Increase the width of relapse by 20% (2 -> 2.4)
  • SCRAPPED NOTES
    • Survivors who enter within 6 meters of a gravity well have their aura revealed.
  • WORN OUT SANDALS
    • Increase the movement speed of ride by +0.6 m/s

GREEN - UNCOMMON

  • SOVIET FLAG
    • Survivors hit with a special attack are inflicted with mangled and hemorrhage for 90 seconds
  • BROKEN FLASK
    • Increase velocity after a slab ricochets off of a wall by 20%
  • POLISHED GRANITE
    • Increased the distance slabs can be flicked by 50%
    • Increased universal maximum charge time by 25%
  • SILVER FLAGON
    • Whenever a slab loses a tier, the size is decreased by an additional 10%
    • Increased the charge time multiplier and distance traveled by 33%
  • CHEWED PEN
    • After dismounting, gain a 5% haste bonus for 10 seconds

BLUE - RARE

  • POCKET WATCH
    • Relapse no longer despawns gravity wells. The well has a cooldown of 3 seconds before it can cast relapse again
    • -1 maximum gravity wells can be placed on the map
  • DEAD RAT
    • Basic breaking a pallet spawns a stone slab where the pallet was
  • STAINED GLASS
    • Survivors within 4 meters of a stone slab are revealed to you
  • BLOODY RAZORS
    • Whenever a tier 3 slab hits a survivor, they suffer from a 20% hindrance that lasts for 10 seconds.
  • TIKI'S HAIR PIN
    • Increase the range of gravity well and flick by 8 meters (24 -> 32)

PURPLE - VERY RARE

  • FINAL REPORT
    • Whenever you cast relapse, all players within 16 meters of the gravity well gain a 14% haste bonus that lasts for 20 seconds.
  • CHAMBER LATCH
    • Whenever a survivor is hit with a special attack, they can not leave the exit gate area for 15 seconds.
    • Flick now homes in on survivors after ricocheting off a wall.
  • CENSORED VIDEO TAPE
    • Slabs explode on contact with trial surfaces, dealing additional damage in an area equal to the size of the stones.
  • NOAH’S PITCHFORK
    • After dismounting, your vault, break, pick up, hook, and drop action speeds are increased by 30% for 20 seconds.

RED - VISCERAL

  • IRIDECENT TELESCOPE
    • Casting relapse no longer pulls in survivors. Instead, relapse allows you to fire an additional stone slab.
    • Stone slabs spawn as tier 2
  • BLACK MIRROR
    • During the slab’s travel during flick, press the basic attack button to send the slab in the opposite direction at 2.5x whatever its previous velocity was.
    • Tier 1 stones can not be destroyed.
    • Stone slabs despawn 30 seconds sooner.

KILLER PERKS

The trial was decided from the beginning, making their efforts pointless. Show them punishment as they suffer from their sense of . . .

NIHILISM

For every generator that is left to complete, this perk gains a token, up to 5 tokens

While a survivor is on a hook, Survivors repair and heal 4/5/6% slower (up to 30%) for 30 seconds.

If a survivor dies, you lose 2 tokens.

“There is no hope. No god. No way back to the way things once was. This is the end, and yet, it's not an exit.” - Matteo Hoffman

—----------------------

Whether something was or wasn’t is uncertain until you know for sure. You may never find peace of mind with . . .

HEX: SCHRODINGER’S CAT

After a survivor drops a pallet, a dull totem lights up.

After the survivor who dropped the pallet moves 10 meters away from the pallet or 6 seconds pass, the pallet is affected by Schrödinger’s Cat

The killer may walk through the pallets as if they were thin air. All players may still interact with the pallets.

Whenever the totem is destroyed, all dropped pallets are instantly destroyed.

“There is no such thing as absolution. Everything is on a spectrum. A grid. A diagram. Everything is grey! Fucking grey!” - Matteo Hoffman

—---------------------

All things in the cosmos are connected and woven like fabric. The entity reflects this knowledge by allowing you to show the meaning of . . .

HEX: INTERSTELLAR

At the start of the trial, 2 dull totems are lit.

All hex totems on the map create a 3-meter-wide trail leading to each other that only the killer can see.

While the killer walks on the path while not in chase, they gain an 8/9/10% haste bonus and undetectable that lasts for 3 seconds upon leaving.

Every hex totem will attempt to make a unique path to each totem, and even if one of the totems is destroyed, as long as there is another unique hex, this effect will persist.

Whenever a survivor breaks interstellar, the other remaining totem is revealed to them for 12 seconds.

“My father was a man blinded by whimsy and curiosity. I see now that it is better to be oblivious to what is said. Connected. Distributed. Even the Stars hide their fate.” - Matteo Hoffman

NEW SURVIVOR: AMANDA (TIKI) TURNER

Tiki is a carefree DJ with a passion for dancing and a smile that never wavers. She continues to walk to the beat of her own drum for her friends and works to improve herself despite how bleak her situation is. Her personal perks, Cross Fade, Positive Conditioning, and Boon: Sobriety Field, allow her to make the most out of being chased and blessing totems.

SURVIVOR BIO (Simplified and First Draft)

Amanda’s parents were immigrants from South Africa who fled in the 80s due to racism and horrible job opportunities. When they fled to California, they found themselves bouncing from home to home as the cost of living was excessively high. Amanda’s father, Issac, found full-time work in working as a janitor for radio stations which gave him the opportunity to make enough money to live and bring home scraped electronics. He made a side hustle repairing busted mics, speakers, and radios and selling them at a reasonable price.

Amanda was born into a home full of music, and firmly believed that sound was a universal love language. She practiced her motions for breakdancing and, with the help of her friends, she turned some useless electronics into a station for playing music and distorting noise to make new sound. She spent weeks working on an EP that took off and made her enough money for her family to finally live comfortably.

When her friend participated in a scientific experiment that took his life, she made a single that reflected her despair over the loss of her friend and wrote about her distaste in the scientific community taking advantage of the poor and desperate. The only thing left from him was a black mirror that was warm to the touch and made an eerie sound when scratched - she liked the sound and used it for sound mixing.

She played for an underground club that supported her hobby and her passion for introducing and creating music. Eventually, she showed off her new sound to an audience of over 30 people, and while they enjoyed it, something about their expression and mannerisms came off as aggressive and irritated. The sound attracted the wrong crowd to be in, and Amanda started drinking and taking hallucinogens to fit in and relieve the stress of her work.

One night while playing music, she accidentally set the wrong config on her board, which caused the mirror to play at a sharp, unrecognizable pitch. While she was in the bathroom vomiting, the entire dance floor devolved into a frenzy of casual dancer mauling each other like rabid animals. By the end of the night, Amanda was the only survivor.

This incident caught wind on the news, and as she was driving home, she was being stalked by OSS officers with guns. She managed to escape for a moment, only to end up getting into a fatal car accident that left her on the brink of death. During the accident, the black mirror shattered, and fog erupted from the backboard. Before she knew it, she found herself and her new audience around a campfire, and she intends to be their ray of sunshine in the dark hellhole she now calls home.

SURVIVOR PERKS

When it’s time to bust a move and get quick on your feet, you know how to change the pace when the sound changes. Endure and adapt with . . .

CROSS FADE

Whenever you begin a chase with the killer while healthy, the closest vault or dropped pallet is revealed to you.

Whenever you vault highlighted objects, you gain a 10% haste bonus for 3 seconds. After you interact with the object, it loses its highlight, and another object becomes highlighted. Each object can only be highlighted once per chase.

This perk deactivates upon vaulting a non-highlighted object or becoming injured.

Cooldown: 60/50/40 seconds

“I’ve been doing this since I was a little kid. I don’t need to be a tech genius to know what sounds right!” - Amanda Turner

—-----------------------

You know the value of being a ray of sunlight in a dark place. Relieve the troubles of your friends with . . .

POSITIVE CONDITIONING

After being in chase for 20 seconds, this perk gains a token up to 4/5/6 tokens.

Whenever another survivor hits a good or great skill check while repairing:

  • You consume 1 token
  • The generator gains an additional 1% (capped at 1% to avoid perk stacking)
  • You see each other’s auras for 20 seconds.

“You are doing a great job! Just keep doing what you are doing and everything will be A-OK . . . maybe.” - Amanda Turner

—------------------------

Everyone deserves a second chance, and that empowers you to reach out to support others. Remedy their afflictions and addictions with . . .

BOON: SOBRIETY FIELD

For every unique status effect you suffer, your bless speed is increased by 25%. This speed is doubled on hex totems.

Whenever you bless a totem, all survivors inside the range recover from negative status effects 100% faster and for 3 seconds after leaving the range.

For every boon perk you stack on a totem, the range is increased by 4/5/6 meters. (up to +24 meters for a total of 48 meters)

Negative Status Effects Include:

  • Blindness
  • Exhaustion
  • Mangled
  • Hemorrhage
  • Broken
  • Oblivious
  • Exposed
  • Hindered

“Hello, I’m Amanda, but my friends call me Tiki. I am an alcoholic, and I have been sober for 3 months!” - Amanda Turner

reddit.com
u/CDXX_LXIL — 5 days ago
▲ 6 r/ConceptsDBD+1 crossposts

WHAT IS THE PROBLEM WITH THE ONI? (Idea Stolen From AG Sterling (Marvel Rivals))

Oni is a character I care for deeply; he was my first main because I love powerful heavyweights, and while I still think he has a lot of potential for crazy plays, he unfortunately falls off at higher MMR as players have learned to deny him his power and keep him marked to mitigate the amount of damage he can deal with Demon Dash. This is a soft rework that intends to expand his kit: giving him more ways to build blood, attack survivors without fury, and giving him more versatility. His addons will receive an overhaul to match his new changes while giving him playstyle variety, and his perks will receive minor tweaks to strengthen them.

KILLER POWER: YAMAOKA’S WRATH

Yamaoka’s Wrath passively regenerates 0.25 charges every second up to 150 charges. You start the match with 45 charges. Hitting a healthy survivor with a basic attack forces them to drop 20 blood orbs. Injured survivors also drop 2 blood orbs every 5 seconds and will drop 3 additional orbs after a survivor:

  • Drops a pallet
  • Vaults
  • Passes or fails a basic skill check
  • Unhooks a survivor

Survivors that are dying, hooked, or have endurance DO NOT drop blood orbs.

Each Blood Orb gives Oni 2 charges, and Oni will automatically see and absorb all blood orbs within 8 meters of himself until his gauge is full. Blood Orbs travel to Oni at a rate of 7 m/s.

Press LT to activate Blood Punch (50 Charges)

Press LB to activate Blood Fury (100 Charges)

SPECIAL ATTACK: BLOOD PUNCH

Leap forward a short distance and deliver a debilitating blow that damages survivors and destroys pallets and breakable walls in the way. Hitting a generator with Blood Punch deals 10% damage and standard regression.

Whenever you hit a survivor, they:

  • Become broken for 45 seconds
  • Suffer a 10% hindrance for 3 seconds
  • Drop 20 blood orbs (40 total if they were healthy)

Blood Punch travels 8 meters over 0.4 seconds with 15 degrees of control left and right.

Minimum charge required to activate is 0.5 seconds (3.85 m/s)

Oni suffers 2 seconds of endlag upon colliding with a survivor, trial environment, or on whiff. (2.3 m/s)

Oni suffers 0.7 seconds of endlag upon colliding with a pallet, breakable wall, or generator (3.5 m/s)

SPECIAL STATE: BLOOD FURY

While in blood fury, the Oni

  • moves at 4.8 m/s
  • has a 44-meter lullaby
  • Gains a 20% bonus to break actions
  • Gains access to 2 new abilities
    • Demon Strike (LT)
    • Demon Dash (LB)
  • Loses access to Blood Punch
  • Can not see or pick up blood orbs
  • Gains a 20% recovery speed from stuns nd blinds
  • Gains a 20% longer lunge distance
  • May Mori survivors on death hook and in the dying state.

Blood Fury lasts for 45 seconds and may prematurely end and preserve 50% of the remaining charge upon picking up a survivor.

LOCOMOTION: DEMON DASH

Move at higher speed (8 m/s) with limited turn control (45 degrees a second). Demon Dash immediately enables Demon Strike.

Activation Time is 1 second

LETHAL ATTACK: DEMON STRIKE

A massive melee attack that destroys pallets, cripples survivors, and creates a massive shockwave that forces all survivors within 24 meters to scream, revealing their location to you for 4 seconds.

Hitting a survivor puts them in the dying state.

Unlike other conventional melee attacks, Oni can hit multiple survivors with the same melee attack, and after a successful hit, he will assault the ground once again before recovering.

KILLER ADDONS

BROWN - COMMON

  • Blackened Toe Nail
    • Hooking a survivor drops 20 blood orbs
  • Cracked Sakazuki
    • You can see and absorb blood orbs 50% farther (8 -> 12 meters)
  • Paper Lantern
    • Increase your maximum gauge capacity by 50 charges (150 -> 200)
  • Rotting Rope
    • While Blood Fury is active, you can see the aura of all windows, pallets, and breakable walls within 32 meters
    • Breaking a pallet or breakable wall while in Blood Fury adds 7 seconds to the duration

GREEN - UNCOMMON

  • Bloody Sash
    • Blood Punch inflicts the blindness and exhaustion status effects for 45 seconds.
  • Child’s Wooden Sword
    • Damaging a survivor with Demon Strike resets the duration of Blood Fury
    • Demon Strike no longer instantly downs survivors
    • Hitting healthy survivors with Demon Strike forces them to drop 20 blood orbs.
  • Chipped Saihai
    • Adds 15 seconds to Blood Fury’s duration
  • Ink Lion
    • Injured survivors who stun or blind you drop 10 blood orbs. This effect is doubled once the exit gates are powered.
    • Injured survivors who crouch 3 times in 1 second drop 20 blood orbs. (Cooldown: 20 seconds)
  • Polished Maedate
    • Increase passive charge rate by 100% (0.25 -> 0.5 per second)
    • Survivors passively drop bloodpoints 20% more often. (5 -> 4 seconds)

BLUE - RARE

  • Kanai-Anzen Talisman
    • Picking up a survivor while in blood fury increases your movement by 18% until you drop or hook a survivor. Additionally, you pick up, drop, and hook survivors 40% faster.
  • Scalped Topknot
    • Survivors that stun you during blood fury suffer the oblivious status effect and have their aura revealed for 8 seconds.
  • Shattered Wakizashi
    • After hooking a survivor for the first time, you gain one token. You may collect up to 4 tokens.
    • For every token, Demon Dash moves 6% faster, up to 24% faster.
  • Wooden Oni Mask
    • Activating Blood Fury makes you Undetectable for 20 seconds
  • Yamaoka Sashimono
    • Increase the shockwave distance by 8 meters (24 -> 32)
    • Survivors in the shockwave suffer a 5% hindrance that lasts for 10 seconds.

PURPLE - VERY RARE

  • Akito's Crutch
    • Increase turn control by 100% (45 -> 90)
    • Decrease movement speed of Demon Dash to 6.0 m/s
  • Lion Fang
    • Hitting a generator with Blood Punch deals an additional 10% damage (10 -> 20)
  • Splintered Hull
    • You start the trial with +50 charges (45 -> 95)
    • Whenever the Exitgates are powered, you instantly gain 100 charges, and Blood Fury’s duration lasts forever.
  • Tear-Soaked Tenugui
    • Increase your Vault speed during Blood Fury by 50%. Additionally, the window is blocked by the entity for 15 seconds.
    • Vaulting during Blood Fury revokes 7 seconds of the duration

RED - VISCERAL

  • Iridescent Family Crest
    • Whenever you activate Blood Fury or down a healthy survivor with Demon Strike, other healthy survivors within 44 meters are revealed to you for 8 seconds
  • Renjiro’s Glove
    • Blood orbs grant 50% less charge but grant a stackable haste bonus that stacks up to 15%. Haste decays at a rate of 1% every 2 seconds. Haste is lost upon entering Blood Fury.

KILLER PERK CHANGES

SCOURGE HOOK: BLOOD ECHO (MINOR REWORK)

At the start of the trial, 4 random hooks become scourge hooks and are highlighted to all players in white.

Whenever you hook a survivor on a scourge hook, all injured survivors:

  • Scream, revealing their location for 3 seconds
  • Become broken for 20/25/30 seconds
  • Become exhausted for 20/25/30 seconds

NEMESIS (BUFF)

(BUFF) - On top of the normal effects, whenever the obsession stuns or blinds you, they:

  • Have their aura revealed to you for 8 seconds
  • Suffer the oblivious status effect for 40/50/60 seconds

ZANSHIN TACTICS (BUFF)

(BUFF) - Increase the aura read after a survivor drops a pallet from 5 to 8

(QOL) - Aura read applies whenever a survivor picks up or rebuilds a pallet.

u/CDXX_LXIL — 14 days ago
▲ 8 r/ConceptsDBD+1 crossposts

WHAT'S THE PROBLEM WITH THE SKULL MERCHANT? (Idea stolen from AG Sterling (Marvel Rivals))

I don’t think there is a more misunderstood and slandered killer in the entire game than my girl, Adriana. I get that she received massive nerfs, but she is still pretty damn solid considering how hard a lot of other stealth killers have it at the moment. That being said, I think she could use some love from the developers since I fully believe her design is more than salvageable and does attract a dedicated player base. No, the answer is not to give her double scan line back - that was a stupid mechanic that made her completely brain-dead and was the real core to why people took issue with her design. Instead, I wanted to focus on quality-of-life changes that are useful at all levels but help her most at the top level, where her chase power could use a boost.

  • (BUFF) - After hitting a survivor with a “fresh” scan line, your haste is increased to 7% (was 5%)
    • This is here to make her less reliant on always hitting claw traps and allows her to catch up to survivors when they decide to rotate
  • (BUFF) - Reduce the Cooldown of placing a drone from 7 seconds to 5.5 seconds.
    • This allows Merchant to put 2 drones next to each other without needing to wait or lose potential distance, which is very helpful in tiles like Killer Shack or the concrete walls with hanging pigs in Coldwind.
  • (BUFF) - Applying a claw trap instantly applies a 10% hindrance that lasts for 3 seconds
    • This makes applying claw traps more rewarding and reduces the amount of space created after being injured.
  • (BUFF) - Survivors with claw traps suffer the oblivious status effect
    • Making the brown noise generator base kit enables her to approach debilitated survivors easily without removing drones, adding flexibility to her approach.
  • (QUALITY OF LIFE) - Skull Merchant can see how many drone stacks a survivor has at any given point. And all players can see the battery life of claw traps.
    • Accessibility changes that help new players make more informed decisions while giving better feedback, since it is often difficult to tell at a glance if your scan lines affected a survivor.

And that’s it. All these changes make Merchant a better character without being overzealous by giving her more options. However, we also need to talk about her addons. To say her addons are bad is an understatement, and I firmly believe she is a contender for some of the worst in the game. I’m buffing and reworking most of these to give her more flexibility and make the character more enjoyable. I also buffed 1 perk and reworked the other 2 since I thought they were unhealthy and/ or generically middling.

KILLER ADD-ONS

BROWN - COMMON

  • Adi Valente Issue 1
    • Survivors with clawtraps repair, heal, cleanse, bless, and open the exit gate 20% slower
  • High-Current Upgrade
    • Increase the tracking duration of the radar by +6 seconds (12 -> 18)
    • Survivors tracked by the radar suffer the blindness status effect
  • High-Power Flood Light
    • Recalling a drone no longer makes you Undetectable
    • Recalling a drone grants 7% haste for 8 seconds
  • Ultrasonic Speaker
    • After a survivor removes a claw trap from themselves, they remain broken and oblivious for an additional 20 seconds.

GREEN - UNCOMMON

  • Adaptive Lighting
    • Increases the effects of recalling drones by 50% (8 -> 12)
  • Low Power Mode
    • Changing rotational direction is replaced with Sleep mode, forcing the speed of your scanlines to move at 25% of the usual speed while rotating in the same direction.
    • Survivors who are hit with slow scanlines gain 2 stacks of lock-on meter and suffer an additional 5% hindrance when they gain a clawtrap.
  • Shotgun Speakers
    • Recalling a drone now comes with a 4-second delay, which makes you Undetectable and projects your terror radius onto the drone.
  • Stereo Remote Mic
    • Whenever a survivor interacts with a drone, you gain a notification
    • Decrease the time a drone is spent inactive by 15 seconds (45 -> 30 seconds)
  • Supercharger
    • Gain a 2.5% haste bonus for every clawtrap deployed in the trial up to 10%

BLUE - RARE

  • Brown Noise Generator
    • Disabled drones create a 12-meter radius that forces all survivors to suffer the oblivious status effect.
  • Infrared Upgrade
    • The aura of claw-trapped survivors is revealed to you for 12 seconds after they remove their clawtrap.
  • Loose Screw
    • Survivors with a claw trap suffer the exhaustion status effect.
  • Powdered Glass
    • Whenever a survivor with a claw trap vaults over a pallet, it shatters, and the claw trap is instantly destroyed.
    • Reduce the duration of claw traps by 30 seconds (45 -> 15 seconds)
  • Vital Targeting Processor
    • Whenever an injured survivor is hit with a scan line, they gain 2 stacks of Lock on meter.
    • Whenever an injured survivor gains a clawtrap, their initial hindrance is increased by 10% (10 -> 20%)

PURPLE - VERY RARE

  • Advanced Movement Prediction
    • Whenever a survivor revealed on your radar fast vaults or drops a pallet, you see their aura for 6 seconds.
  • Geographical Readout
    • While using your radar, all pallets and windows are revealed to you within 24 meters.
    • After hitting a survivor with a “fresh” scan line, your break and vault speed are increased by 30% for 8 seconds
  • Prototype Rotor
    • Increase the speed of scan line rotation by 35%
    • Whenever you hit a survivor with a basic attack within 12 meters of a drone, the drone may automatically change direction in an attempt to scan a survivor.
  • Randomized Strobes
    • Whenever you break a pallet, all survivors with clawtraps within 16 meters gain 2% hindrance. This effect is increased by 2% for every generator completed, up to 12%

RED - VISCERAL

  • Expired Batteries
    • At the start of the trial, all survivors start with a claw trap with 50% battery life
    • Whenever a battery dies, they gain 1 stack of lock on meter
  • Iridescent Unpublished Manuscript
    • Reduce the number of drones you can place by 2 (6 -> 4)
    • Increase the range of scan lines by 6 meters (12 -> 18)

PERK CHANGES

THWACK!

  • (BUFF) - Increase max token count to 4 (was 3)
  • (NEW/ BUFF) - Hooking a survivor for the first time grants an additional token.

GAME AFOOT (REWORK)

Upon hitting a healthy survivor with a basic attack, Game Afoot activates.

After kicking a generator, pallet, or breakable wall, gain a 5% haste bonus that lasts for 9/12/15 seconds. The haste bonus is doubled if the damaged survivor was the obsession.

Cooldown: 30 seconds

KILLER’S MARK: LEVERAGE

Whenever you damage a healthy survivor with a basic attack, you inflict a mark that is seen by all players in the HUD and is either returned to you after 40/50/60 seconds or the marked survivor takes damage. Only one mark can be applied at a time.

Marked survivors:

  • Suffer the broken status effect
  • Have a 50% healing penalty
u/CDXX_LXIL — 18 days ago
▲ 16 r/ConceptsDBD+1 crossposts

NEW CONCEPT (Not Serious): THE DEMOMAN (Team Fortress 2)

NEW KILLER: THE DEMOMAN

Mann co’s destructive field operator and a talented sword fighter, Tavish Finnegan DeGroot is a drunk killer, utilizing powerful explosives and mobility to flay his victims into pieces. His personal perks: Base Jumper, Defensive Specialist, and Overtime! Allow him to approach from the air, defend objectives, and increase his lethality when the trial nears its conclusion.

4.4/ 4.6 m/s

Tall

40-meter terror radius

S-Tier Killer in high MMR

Low Skill Floor - High Skill Ceiling

KILLER POWER: HYBRIDKNIGHT

LOCOMOTION: CHARGE

Press the active ability button to move quickly. During charge, you can not strafe left or right and steer with the camera.

  • Cast Time: 0.5 seconds
  • Duration: 1.5 seconds
  • Movement Speed: Double Current movement speed (8.8 - 9.2)
  • Turn speed: 60 degrees per second
  • Cooldown: 12 seconds

Colliding with a surface or player causes a shield bash, causing all survivors within 4 meters of you to be inflicted with a 10% hindrance and killer instinct for 3 seconds at the cost of ending the charge early.

SPECIAL ABILITY: STANCE CHANGE

Pressing the secondary active ability button switches between 2 stances: Eyelander and Loosecannon.

  • 1-second switch speed
  • 1-second cooldown

You hold the Eyelander by default when carrying a survivor.

EYELANDER

While holding the Eyelander, you gain +20% break action speed and 4.6 movement speed.

While Charging with the Eyelander, you may initiate an attack that destroys pallets and debilitates survivors. The attack counts as a special attack and has 1.5 seconds of endlag regardless of the outcome of the swing. Relative to how much charge is consumed, you may deal additional effects:

  • 0-40% - mangled and hemorrhage for 90 seconds
  • 41 - 85% - Deep wound
  • 86 - 100 - Survivors instantly enter the dying state.

LOOSECANNON

While holding the loose cannon, you vault 20% faster but move at 4.4 m/s.

Holding the basic attack key charges a grenade in the chamber. Releasing the trigger sends the grenade flying, allowing it to pass through players and bounce around before exploding, dealing an instance of damage and destroying pallets.

Whenever the projectile passes through a survivor, they suffer a 20% hindrance for 2 seconds. If the projectile explodes in the survivor, the killer is rewarded with a “double donk” that slows the survivor by 20% for 5 seconds and applies deep wound.

Whenever the grenade is cooked for too long, it explodes and knocks the killer 8 meters behind him.

While charging, colliding with a window or dropped pallet causes you to fast vault. Vaulting this way is 80% faster.

  • 0.5 second cast time
  • Projectile speed: 6.6 m/s +/- your current speed
  • Projectile lifespan: 2 seconds
  • Explosion radius: 0.8 meters
  • Cast movement speed: 3.85 m/s - This lasts for 1 second after firing.
  • Cooldown: 6 seconds

KILLER ADDONS

BROWN - COMMON

  • SPARE EYEPATCH
    • Decrease weapon swap speed and cooldown by 50% (1 -> 0.5 seconds)
  • METAL POLISH
    • Increase the time survivors have to remove deep wound by 4 seconds
  • MEDIUM AMMO BOX
    • Increase vault speed while holding the Loose Cannon by +20%
    • Reduce Cooldown of Loose Cannon by 2 seconds. (6 -> 4 seconds)
  • BUSTED FLAKJACKET
    • Blowing yourself up with the Loose Cannon launches you back 50% farther (8 -> 12 meters)

GREEN - UNCOMMON

  • HEAVY AMMO BANDOLIER
    • Landing Double Donks applies +2.5 seconds of additional hindrance
  • REINFORCED IRON
    • Survivors suffering deep wound gain a 4% hindrance.
  • BLOODY HEADPHONES
    • While Charge and the loose cannon are on cooldown, gain a 5% haste bonus that persists for 3 seconds after one becomes available.
  • CHARGE N’TARGE
    • While holding the eyelander or while charging, reduce your stun duration by 50%
    • While holding the eyelander, gain a 50% resistance to blindness attempts.
    • Shield bash destroys pallets
    • This addon is disabled while carrying a survivor
  • BOTTLE OF SCRUMPY
    • Whenever you inflict hindrance on a survivor, you see their aura for 6 seconds

BLUE - RARE

  • SPLENDID SCREEN
    • Reduce charge cooldown by 3 seconds (12 -> 9)
    • Shield Bases now slow survivors by an additional 10%
    • Shield Bash Shockwave increased by 50% (4 -> 6 meters)
  • THE SKULLCUTTER
    • Increase break speed while holding the eyelander by 20%
    • Increase threshold to secure an instant down by 50% (15% -> 22.5)
    • Reduce movement speed while holding the eyelander to 4.4m/s
  • THE HEADLESS HORSEMAN’S HEADTAKER
    • After charging, press the tertiary active ability button to teleport to where your charge started
    • Cooldown: 30 seconds
  • HARD HAT
    • Whenever you fast vault a window with a charge, it is blocked for 30 seconds.
    • Vaulting a pallet breaks it.
  • BAR OF AUSTRALIUM
    • Damaging a survivor with a special attack inflicts the broken and oblivious status effects for 30 seconds.

PURPLE - VERY RARE

  • THE PURSIAN PURSUADER
    • Reduce the cooldown of charge by 50% upon damaging a survivor with the eyelander.
    • Downing a survivor with the eyelander while charging replenishes all your charge and reduces endlag by 80% (1.5 -> 0.3)
    • Reduce the Cooldown of the loosecannon by 50% after downing a survivor.
    • Increase the cooldown of the loosecannon by 400% (6 -> 30 seconds)
  • THE CLAIDHEAMH MOR
    • Increase charge duration by 33% (1.5 -> 2.0 seconds)
    • Reduce the cooldown of successful basic attacks and charge attacks by 25%
    • Reduce the cooldown of charge by 50% upon damaging a survivor
    • Increase stun and blindness duration by 25%
  • THE LOCH AND LOAD
    • Increase base projectile speed by 50% (6.6 -> 10 m/s)
    • Bombs shatter and explode on contact with a trial surface
    • 40% smaller explosion radius (0.8 -> 0.48)
  • QUICKY BOMB LAUNCHER
    • Bomb fuse time reduced by 60% (2 -> 0.8 seconds)
    • 40% smaller explosion radius (0.8 -> 0.48)

RED - VISCERAL

  • ALI BABBA’S WEE BOOTIES
    • Increase movement speed by 0.2 meters
    • Increase Junge distance by 25%
    • Reduce missed basic attack cooldown by 25%
    • Turn speed increased by 200% (60 -> 180 degrees per second)
    • Lose access to Loose Cannon
  • THE TIDE TURNER
    • Reduce the cast time of charge by 50% (0.5 -> 0.25)
    • Vaulting or breaking pallets refunds 50% of your charge
    • Turn speed increased by 200% (60 -> 180 degrees per second)
    • Charge Attack no longer instantly downs survivors

KILLER PERKS:

From skies to fortress, secure and strengthen your landing with . . .

BASE JUMPER

You can now control your direction and velocity in the air.

  • After falling 1.25 meters, press the misc active ability button to deploy a parachute, decreasing your fall speed by 80%
    • Press the misc active ability button again to recall the parachute
    • Only one parachute can be cast until you touch the ground
  • Upon landing, gain a 5% haste bonus for 11/13/15 seconds.

—---------------------

Every field operator serves a vital purpose in the front line. You were hired for being the best in the business as a . .

DEFENSIVE SPECIALIST

Pressing the misc active ability button blocks a generator or exitgate within 16 meters of your line of sight for 20/25/30 seconds. This can only be activated on each generator once and has a 30-second cooldown.

Survivors are revealed within 8 meters of blocked generators and exitgates.

—---------------------

So little time remains! Time to lock in and come in clutch during . . .

OVERTIME!

During the Endgame collapse, you gain:

  • 8/9/10% haste bonus
  • 40% faster basic attack recovery speed
  • 75% farther lunge distance
  • The ability to kill survivors in the dying state
u/CDXX_LXIL — 27 days ago

NEW CONCEPT: THE RAPTOR (Jurassic Park/ World)

NEW KILLER: THE RAPTOR

Utahraptor ostrommaysi are loyal pack animals, cunning dinosaurs, and vicious killers that use environmental stealth and brutal strength to approach and overpower prey. After separating one from the pack and months of intense training, the raptor serves the Entity, replacing its core survival instincts with malicious intent. Its personal perks, Infested Generator: Clever Girl, Feast or Famine, and Scourge Hook: Extinction Event, allow it to stealthily approach and down survivors with little trouble, especially after survivors do altruistic actions.

4.6 m/s

24-meter terror radius

Tall

B+ tier killer in high MMR

Low skill floor - low skill ceiling

KILLER POWER: PREHISTORIC HUNTING GROUNDS

SPECIAL ATTACK: CRETACEOUS ASSAULT

Pressing the primary active ability button prepares Jurassic assault before launching the Raptor forward with a massive pounce that allows the Raptor to vault over obstacles and potentially land Carnal Grasp on a survivor.

  • Travels 8 meters over 1 meter
  • Minimum cast time required: 0.6 seconds
    • Movement: 3.65
    • Cancel: 0.4 seconds
  • Vault Speed: 100% faster
  • Endlag:
    • 1.2 seconds on whiff
    • 2.4 seconds on hitting environment
    • 1.8 seconds on hitting survivor
    • Movement: 2.3 m/s
  • Cooldown: 4 seconds - 8 seconds on a successful hit

Carnal Grasp is an advanced attack that can act as a command grab.

If healthy, the survivor suffers:

  • Deep wound
  • Mangled and hemorrhage for 90 seconds
  • A 4% hindrance for 20 seconds.

If they are already injured, the killer puts them on their shoulder. This interaction renders the killer immune ot stuns and blindness for the first 2 seconds of carrying a survivor.

If they are injured and on death hook, they die instantly as the Raptor pins them to the ground and mauls them.

Carnal Grasp can be used in instances outside of cretaceous assault, and this is accomplished by pressing the tertiary active ability button within 2 meters of a survivor when you get the opportunity.

MAP ORDNANCE AND STEALTH: FLORAL FOUNDATIONS AND BUSHES

At the start of the trial, 16 floral foundations spawn in the trial: 2 by every generator and 1 by each exit gate. The foundations will grow massive bushes that encompass an 8-meter radius at a rate of 0.15 meters per second. The bushes gain power through tiers that are highlighted to the killer:

  • Tier 1: 0-40% bush size
  • Tier 2: 41 - 80% bush size
  • Tier 3: 81 - 100% bush size

Whenever the killer is in the flora:

  • At tier 1, it gains Undetectable and can hear all grunts of pain and breathing 100% louder.
  • At tier 2, it becomes Invisible, only being revealed as a blurry outline within 12 meters, similar to Wraith. Invisibility may end prematurely by dealing an instance of damage.
  • At tier 3, it gains a 7% haste bonus, and the killer may teleport to another tier 3 bush from the floral foundation by pressing the secondary active ability button. Teleporting has a 4-second cooldown.

Whenever a survivor is in the flora:

  • At tier 1, they suffer a 20% penalty to all conspicuous actions and the blindness status effect.
  • At tier 2, they suffer a 4% hindrance penalty and are susceptible to carnal grasp.
  • At tier 3, they suffer the oblivious status effect.

All effects from the flora linger on all players for 8 seconds after leaving.

MAP ORDNANCE AND SURVIVOR COUNTERPLAY: NAPALM

At the start of the trial, 7 napalm canisters spawn and are highlighted to all survivors within 24 meters. Survivors also spawn with a gas tank and may passively fill the tank on their back to use napalm, burning down any flora in the way. Fuel decays over time and decays 200% faster while sprinting. Survivors may also shoot the killer to remove all positive effects from the killer that it receives from being in flora.

  • Flame Belch distance: 20 meters
  • Survivor movement Speed while firing: 50%
  • Flame Belch recharge time: 20% per second
  • Use rate: 10% per second
  • Passive Decay: 2% every second (6% while sprinting)
    • 20% upon fast vaulting
    • 20% upon dropping a pallet
    • 100% from taking damage
  • Flora damage rate: 3 meters per second + delays growth for 15 seconds

SEA BEAR CIRCLE CLAUSE

These are situational nerfs that are designed to avoid cheesy strategies and tone down degenerate gameplay. All the effects are deactivated upon exit gates being powered.

  • The killer may not teleport to a floral foundation within 16 meters of a hooked survivor.
  • Invisibility fades upon entering 16 meters of a hooked survivor
  • Bushes within 16 meters of a survivor shrink and eventually stagnate, which is indicated with a passive visual effect.

KILLER ADDONS

BROWN - COMMON

  • RAPTOR FEATHER
    • Increase the maximum size of bushes by +1 meter (8 -> 9)
  • SANDSTONE
    • Increase the duration effects last after leaving the bushes by 50% (8 -> 12 seconds)
  • WATERING CAN
    • Increase bush growth rate by 33% (0.15 -> 0.2)
  • BAG OF POPCORN
    • Increase the hindrance survivors endure after Carnal Grasp by 50% (20 -> 30 seconds)

GREEN - UNCOMMON

  • MORSEL OF STEGO
    • After grabbing a survivor with Carnal Grasp, until you are no longer carrying the survivor, your movement speed is increased by 30%
  • BROKEN LEVER
    • Survivors who use napalm in your terror radius have their aura revealed to you for 6 seconds.
  • RIFLE AMMO
    • Survivors who interact with napalm tanks suffer the oblivious status effect for 30 seconds.
  • BABY TEETH
    • Reduce all endlag from Cretaceous Assault by 20% (1.2 - 2.4 -> 0.96 - 1.92)
  • STUFFED T-REX
    • Vaulting a pallet with Crataceous assault breaks it.

BLUE - RARE

  • WATER PARK PASS
    • Reduces the time for bushes to remain stagnant by 33% (15 -> 10)
    • Reduces the number of napalm tanks in the trial by 1 (7 -> 6)
  • SHED SCALES
    • After getting stunned or blinded, Carnal Grasp is available for 20 seconds.
  • MUTATION FILES
    • At the start of the trial, all bushes start at Tier 2
    • Tier 2 bushes now apply Broken to injured survivors
  • CHOPPED MACHEREL
    • Increase range of Cretaceous Assault by 4 meters (8 meters over a second -> 12 meters over 1.5 seconds)
    • Increase minimum cast time and cancel by 25% (0.6 -> 0.75/ 0.4 -> 0.5)
  • PRESSED PENNY
    • While you are invisible, your vault and break actions are 30% faster

PURPLE - VERY RARE

  • EXHIBIT RECORDS
    • Generators inside bushes will actively regress at standard rates.
  • SHATTERED CHAINS
    • Teleporting destroys the bush you teleported inside and removes all positive benefits.
    • All survivors within 24 meters scream and become exposed for 20 seconds
  • RAPTOR CLAW
    • Whenever the exit gates are powered, Carnal Grasp is available for the rest of the game.
    • Hitting a survivor with Carnal Grasp makes all survivors within 12 meters unable to escape the exit gate area.
  • SMASHED BROADCASTER
    • Survivors who enter and leave a tier 2 bush scream and reveal their aura to you for 4 seconds.

RED - VISCERAL

  • BUG IN AMBER
    • Bushes no longer surpass tier 1.
    • Teleport becomes available at tier 1
  • IRIDESCENT BAG OF FEED
    • After hooking or killing a survivor, all bushes instantly gain +4 meters of growth.
    • Reduce growth rate by 66% (0.15 -> 0.05)

KILLER PERKS

You know where they huddle to watch and congregate. Approach them while they are busy with . . .

INVESTED GENERATOR: CLEVER GIRL

At the start of the trial, 2 random generators become infested and are highlighted in white for all players.

Whenever a survivor repairs an infested generator, they gain the oblivious status effect for 3/4/5 seconds.

Additionally, whenever the generators are repaired, they create a 12-meter radius that applies the oblivious status effect. The effect persists for 3/4/5 seconds.

---------------

Whether through boredom or excitement, the entity proclaims the hunting grounds as a place to show the pinnacle of the apex predator. She brings about the opportunity to demonstrate . . .

FEAST OR FAMINE

All survivors heal 50% faster.

Whenever a survivor becomes healthy, they:

  • Scream
  • Become exposed for 20 seconds

Anytime you apply the exposed status effect, it lasts 30/40/50% longer than usual.

----------------

You are the last of a dying breed. Help replicate the feeling of isolation and desolation with . . .

SCOURGE HOOK: EXTINCTION EVENT

At the start of the trial, 4 random hooks become scourge hooks and are highlighted in white for all players.

Whenever a survivor escapes a scourge hook, all survivors outside of an 8-meter radius of the hook are inflicted with the exposed status effect for 30 seconds.

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

NEW CONCEPT: THE COUNT (D&D: Ravenloft - Strahd von Zarovich)

NEW KILLER: THE COUNT

Strahd von Zarovich is a masterclass necromancer, tyranical aristocrat, and pragmatic killer, utilizing his dark magic to control the playing field while tormenting survivors with looming mist that blinds and chokes them. His personal perks, Invested Generator: Power Trip, Vampirism, and Martyrdom, enable him to apply constant pressure on generators while moving faster in chase.

4.6 m/s

Tall

32-meter terror radius

A+ in high MMR

Mid skill floor - mid skill ceiling

KILLER POWER: CURSE OF STRAHD

At the start of the trial, a thick mist is summoned as a 24-meter-wide cylinder that patrols all the generators in a clockwise motion. (This will be referred to as the deadly vapors) The mist moves at a rate of 1 meter per second and is visible to all players from anywhere in the trial in the form of faint outlines that indicate the horizontal edges of the mist, similar to Judgement’s beam. The mist will not patrol complete generators and will eventually patrol exit gates if all generators are complete.

Survivors in the mist suffer:

  • Blindness
  • Oblivious
  • Broken while injured
  • A 20% penalty to all conspicuous actions.

SPECIAL ABILITY: UNDEAD CASTER

Holding the secondary active ability allows you to switch between 4 different spells, similar to Vecna’s power wheel. Each spell is put on a cooldown after use, but you may reduce all cooldowns by 10% after damaging and hooking survivors.

SPECIAL/ RANGED ATTACK: CHILDREN OF THE NIGHT

Press the active ability button to launch a swarm of flaming bats that home in on nearby survivors and explode on contact. While traveling through deadly vapor, its homing turn speed and explosion radius are increased by 100%

  • 0.3 second cast delay
  • 20 m/s projectile movement speed - Ramps up over 2.5 seconds up to 50 m/s
  • 0.7 meter explosion radius
  • Downing a survivor with this spell inflicts 4 seconds of killer instinct.
  • 60 degrees of turning per second - ramps up over 2.5 seconds up to 150 degrees per second.
  • Cooldown: 25 seconds

LOCOMOTION: MISTY ESCAPE

Press the active ability button to turn into a ball of traveling vapor. While traveling, you leave behind deadly vapor for 8 seconds. You can not see survivors, but you may freely walk over vaultables. After casting ends, all survivors within deadly vapors are revealed to you with killer instinct for 4 seconds. While traveling in deadly vapors, your movement speed is increased by 50%.

  • 0.3-second cast delay
  • 6.4 m/s movement
  • After transforming back into a man, for the next 2 seconds:
  • Move at 3.2 m/s
  • Survivors have no collision with you
  • You can not use basic attack
  • You can not use your power
  • You can not interact with the environment.
  • You are immune to stuns and blindness
  • Cooldown: 35 seconds

SPECIAL ABILITY AND ENEMY: SUMMON THRALL

Press the active ability button to summon a thrall within 20 meters of you. Upon being summoned, the Thrall will patrol an 8-meter radius around where it was summoned. They see survivors within their ring and attempt to attack them, dealing a single instance of damage and inflicting deep wound. While the thrall is in mist, it moves and vaults 25% faster. After 15 seconds, the thrall despawns, and this spell is put on cooldown. The cooldown can also be triggered by either stunning the thrall or hitting it with a basic attack.

  • 0.6 cast delay
  • Thrall movement speed: 4.0 m/s
  • Vault Speed: 2 seconds - can vault pallets
  • Survivors downed by Thrall are revealed through Killer Instinct for 4 seconds.
  • Thrall can pull survivors out of a locker for an instance of damage.
  • Thrall ignores survivors with Elusive or Endurance
  • Whenever a Thrall is summoned, the Thrall and the killer have no collision with survivors.
  • Cooldown: 45 seconds

SPECIAL ABILITY: ARCANE RECOVERY

Pressing the active ability button allows you to access 2 options:

  • Restore all your cooldowns - 120-second cooldown.
  • Turn the patrol path of the mist the other direction (Clockwise or counter-clockwise) - 30-second cooldown.

At the start of the trial, Arcane recovery is on cooldown - 60 seconds.

SEA BEAR CIRCLE CLAUSE

This is what I am going to call nerfs to a character to avoid potential cheese and excessively unfair advantages. All SBCC effects are turned off once the exit gates are powered.

Within 12 meters of a hooked survivor

  • Deadly Vapors do not affect any player
  • Thralls ignore survivors
  • Thralls cannot be summoned
  • Unhooked and dying survivors gain 1.5 seconds of invincibility to Children of the Night after recovering.

For 10 seconds after a survivor is unhooked

  • Misty Escape does not highlight them
  • They are immune to the negative effects of deadly vapors.

KILLER ADDONS

BROWN - COMMON

  • Grey Stone
    • Whenever you move through pallets with Misty Escape, they become highlighted. After your cast ends, all highlighted pallets are destroyed and count as a special break.
  • Sack of Gold
    • Thralls' patrol circle is increased by 50% (8 ->12)
  • Bat Wings
    • Children of the Night no longer home in on survivors, and the explosion radius is reduced by 70%
    • Base projectile speed is increased by 50%
  • Soul Gem Shard
    • Damaging or hooking a survivor restores an additional 10% of arcane recovery’s cooldown.

GREEN - UNCOMMON

  • Cheap Ale
    • Injured survivors in deadly vapors suffer a 4% hindrance
  • Squid Ink
    • Increase the radius of deadly vapors by +4 meters (24 -> 28)
  • Lamp Oil
    • Whenever survivors enter or exit deadly vapors, you see their aura for 4 seconds.
  • Wooden Stakes
    • Survivors hit by a special attack or inside deadly vapors suffer the hemorrhage and mangled status effects for 90 seconds.
  • Dead Thorns
    • Reduce the cooldown of all spells by 10% upon being stunned or blinded.

BLUE - RARE

  • Spiked Collar
    • Misty Escape blocks windows you travel over for 15 seconds
  • Bloody Shackles
    • Thralls no longer vault over pallets
    • Thralls now destroy pallets, breakable walls, and generators within their patrol range. Time to break objects is 2 seconds, and generators take 5% damage plus standard regression.
    • Thralls prioritize chasing over breaking.
  • Bourbon
    • All Players in Deadly Vapor gain 14% haste and 20% faster vault speed.
  • Silver Short Sword
    • Arcane Recovery grants the caster a 30% increase in all break, vault, pick up, drop, and hook actions for 20 seconds.
  • Spider Eyes
    • Children of the Night now ricochets off surfaces up to 1 time.

PURPLE - VERY RARE

  • Red Wine
    • Survivors repairing generators inside the deadly vapors suffer 2% regression upon hitting a good skill check.
    • Generators in deadly vapor passively regress at standard rates when not being repaired.
  • Sigil of Chemosh
    • Hitting a survivor with a special attack reduces the cooldown of Children of the Night and Summon Thrall by 35%
  • Rusty Spear
    • While Misty Escape is off Cooldown and you are not carrying a survivor, this addon activates - Upon being stunned, Misty Escape activates and refunds 50% of your cooldown after the cast ends.
  • Dusty Portrait
    • Rotating the patrol path of Deadly Vapors increases its movement speed by 300% for 30 seconds.

RED - VISCERAL

  • Sergei’s Blood
    • Hooking a unique survivor with the least amount of hook states refunds 100% of Arcane Recovery’s cooldown. Increase the cooldown of Arcane Recovery by 50% (120 -> 180 seconds/ 60 -> 90 seconds at the start of the trial)
  • Iridescent Wedding Bells
    • Whenever a generator is complete, deadly vapors will travel to the generator with the most amount of progress before continuing its path.
    • Survivors in deadly vapors can not leave the trial through the exit gate area.

KILLER PERKS

Personal Envy in their success drives you mad. Maintain your advantage with . . .

INFESTED GENERATORS: POWER TRIP

At the start of the trial, 2 random generators become infested and are highlighted to all players in white.

Whenever a survivor is hooked, these generators are blocked by the entity for 10/15/20 seconds.

Whenever an infested generator is completed, another generator becomes infested.

----------------

Your bloodlust is greater than any mortal. Catch your prey faster with . . .

VAMPIRISM

Gain Bloodlust 30/40/50% faster than usual.

For each tier of bloodlust, move 1.5% faster.

------------------

All will fall to your rule and will die for your cause reguardless if they want to. Maintain your agenda with . . .

MARTYRDOM

Pressing the Misc active ability button forces a dull totem within 24 meters to explode, forcing all generators on the map to:

  • Explode, taking 5% damage
  • Suffer standard regression

Destroying hex or boon totems doubles the explosion damage.

Cooldown: 60/45/30 seconds

u/CDXX_LXIL — 1 month ago
▲ 3 r/PerkByDaylight+1 crossposts

NEW CONCEPT: THE SYMBIOTE (MARVEL'S VENOM)

NEW KILLER: THE SYMBIOTE

Eddie Brock is a journalist who encountered and merged with an alien from outer space. Together, they are Venom, a brutal anti-hero and starved killer, utilizing the symbiote’s biology to inflict its infection and harass stragglers with its tendrils that allow them to move around the map and grab prey. Their personal perks, Killer's Mark: Black Corrosion, Invested Generator: Lacerations, and Dark Harvest, allow them to apply passive pressure to generators and make staying injured harder to remedy and deal with.

4.6 m/s

Tall

40-meter terror radius

Medium skill floor - High skill ceiling

A-tier killer in high MMR

KILLER POWER: SYMBIOTIC PREDATION

Pressing the active ability button launches a tendril forward, pulling Venom forward in that direction while offering some control left and right, similar to Ghoul. Unlike Ghoul, Venom may stay attached to the structure and swing in a circle around the pivot if given the space. Releasing the tendril allows them to slide in the direction they were traveling for 6 meters. Venom has no collision with survivors during and for 1 second after casting tendrils. By default, survivors have no collision with the tendril, meaning if Venom tries to tether to a survivor, it will just go through them.

Venom may press the tertiary active ability button to instantly change directions while pivoted and maintaining its momentum. This action is on a 0.5-second cooldown per instance and can only be done after swinging for 0.8 seconds.

Venom may press the secondary active ability key to zip toward the pivot’s location. If the pivot point is behind a pallet, breakable wall, or vault, Venom will smash through it with no resistance. You can only pivot after swinging for 0.8 seconds.

After detethering for any reason, Venom suffers 2 seconds of endlag where Venom is unable to interact with the environment or attack.

  • Tendril range: 12 meters
  • Tendril max duration: 6 seconds
  • Movement speed increase: 75%
  • Cooldown: 6 seconds
  • Englag movement speed: 2.3 m/s
  • Cast time: 0.8 seconds
  • Cast movement speed: 3.65 m/s during and for 1.5 seconds after.

SPECIAL ATTACK: DARK WRECKER

Pressing the basic attack key while swinging activates Dark Wrecker for 2 seconds. While Dark Wrecker is active, Venom may damage survivors, and colliding with a trial surface increases the hitbox size by 200% and adds 0.5 seconds to the duration at the cost of 3 seconds of endlag. Dark Wrecker destroys pallets and breakable walls.

Attacking a survivor with Dark Wrecker applies Bonded

  • Dark Wrecker’s Hitbox size: 0.5 meters around Venom (1.5 meters if colliding with a wall)

STATUS EFFECT: BONDED

Whenever a survivor is inflicted with Bonded, they:

  • Are marked with Killer Instinct for 3 seconds after moving inside Venom’s tendril.
  • Are instantly downed upon being hit by an instance of Dark Wrecker.
  • Inflict Bonded on another survivor upon unhooking or healing them.
  • Can be moried at death hook.

Hitting a survivor with the Tendril:

  • Damage them if they are healthy, have endurance, or are doing a conspicuous action.
  • Grab them if they are injured, effectively putting them on your shoulder. This interaction makes you immune to blindness and stuns for 1.5 seconds after the animation.
  • Kills them if they are injured and on death hook.

MAP ORDNANCE: SUPER SONIC REPULSERS

At the start of the trial, 4 repulsers spawn. Survivors can see their auras within 20 meters and may interact with a repulser once every 60 seconds. After 6 seconds of charging, within 12 meters:

Survivors:

  • Lose bonded
  • Are marked with killer instinct for 2 seconds

The killer:

  • Has their power canceled and put on cooldown
  • Suffers a 30% hindrance for 3 seconds.

KILLER ADD-ONS

BROWN - COMMON

  • CHOCOLATE BAR
    • Increase the range of the tendril by +2 meters
  • THE DAILY BUGLE
    • Pressing the secondary active ability button while swinging sends Venom in the opposite direction equal to the distance between him and the pivot.
  • POLICE TASER
    • -1 Repulser spawns in the trial
    • Reduce the distance of repulsers by 25%
  • WASHED BIKER JACKET
    • Bonded survivors suffer the blindness status effect.

GREEN - UNCOMMON

  • FRESH KALE
    • Manually triggering Dark Wrecker now halts your momentum and stuns you in place
    • Reduce the endlag afterward by 1.2 seconds
    • Increase the hitbox size of Dark Wrecker by an additional 200% (1.5 -> 2.5 meters)
  • BENT BELL CLAPPER
    • Survivors who interact with repulsers suffer from the oblivious and exhaustion status effects for 20 seconds.
  • CASE FILE
    • Pressing the tertiary active ability button no longer changes directions. Instead, Venom begins getting farther away from the pivot as they swing at a rate of 1 meter per second.
  • OSCORP LOGO
    • Survivors inflicted with bonded suffer the oblivious status effect
  • KRAVEN’S SPEAR
    • Destroying a pallet or breakable wall with your power reduces any endlag you would suffer by 0.8 seconds and grants Venom a 20% haste bonus that lasts for 3 seconds.

BLUE - RARE

  • PUMPKIN BOMB
    • Increase the base radius of Dark Wrecker by +100% (1.5 -> 2 meters)
  • ALCHEMAX NAMEPLATE
    • Whenever you hook a survivor, all bonded survivors are revealed to you for 8 seconds.
  • BOX OF SAND
    • Releasing the Tendril will activate another instance of Dark Wrecker while allowing you to slide.
    • Slide distance increased by 250% (6 -> 15 meters)
  • CHICKEN CHIMICHANGA
    • Whenever you grab a survivor with your tendril, you gain a 30% haste increase until you hook or drop the survivor.
  • KASADY’S BLOOD SAMPLE
    • Survivors damaged by Dark Wrecker become broken for 60 seconds.

PURPLE - VERY RARE

  • STARK INDUSTRY CRATE
    • Whenever you swing through a window, you block it for all survivors for 15 seconds.
  • BAG OF ACORNS
    • Gradually increases the movement speed of swinging by 6% every second.
  • PARKER’S GLASSES
    • Increases the max duration of swinging by 50% (6 -> 9 seconds)
  • FUTURE FOUNDATION KEY CARD
    • Dark Wrecker now damages generators for 10% plus standard regression. ]

RED - VISCERAL

  • CELESTIAL CODEX
    • Increase the number of Tendril charges you may possess by +1 (1 -> 2)
    • Increase the cooldown by 66% (6 -> 10 seconds)
    • Damaging a survivor reduces the cooldown by 5 seconds
  • THE NECROSWORD
    • Increase the distance of the tendril by 12 meters
    • While swinging, Venom slowly approaches the pivot at a rate of 1 meter per second.
    • Survivors are highlighted within 8 meters of the pivot.

KILLER PERKS

The bond you carry infects those you make contact with to disintegrate metal. Set back the objectives with . . .

KILLER’S MARK: BLACK CORROSION

Damaging a survivor applies a mark that will decay after 40/50/60 seconds or when the survivor takes another instance of damage.

Whenever a marked survivor enters an 8-meter range of a generator with progress:

  • The generator explodes, losing 5% progress and begins standard regression.
  • Survivors working on that generator scream
  • The mark is returned to you

The world you have traveled and torn apart is hard to adapt to and interact with. Enforce a less reckless approach with . . .

INVESTED GENERATOR: LACERATIONS

At the start of the trial, 2 generators become invested and are highlighted to all players in white.

Healthy survivors repair these generators 8/9/10% slower.

Injured survivors who interact with these generators gain the mangled and hemorrhage status effects for 30 seconds.

Whenever the generator is completed, all survivors within 12 meters of the generator suffer a 30% penalty to all healing actions. When the exit gates are powered, the generators count as complete.

A hero to some and a monster to others - the difference in their perception comes down to their potential of witnessing your . . .

DARK HARVEST

Whenever you damage a unique survivor, gain a token, up to 4 tokens.

Once you accumulate 4 tokens, all injured survivors:

  • Scream
  • Gain the Broken status effect for 20/30/40 seconds

Then:

  • You lose all tokens
  • This perk goes on cooldown for 30 seconds. You may not collect tokens while the perk is on cooldown.
u/CDXX_LXIL — 1 month ago
▲ 3 r/PerkByDaylight+1 crossposts

NEW CONCEPT: THE RAVEN (OC)

NEW KILLER: THE RAVEN

A hardened mercenary and greedy killer, Alondra Rivera collects gold to buy the tools necessary to torment, locate, and put down survivors. Her personal perks, Limber, Lock and Key, and Killer’s Mark: Trail of Gold allow her to move quickly, access objectives survivors can not, and track survivors while undetectable.

4.4 m/s

Average

32 meter terror radius

Low skill floor - mid skill ceiling

B tier killer in high MMR

KILLER POWER: SHOPPING SPREE

You passively gain gold at a rate of 5 gold every second. You may hold up to 9999 gold. You start the trial with 300 gold. The killer gains:

  • 100 gold upon damaging a generator + 1 gold for every second of regression.
  • 250 gold upon damaging a survivor + 1 gold for every second they remain injured.
  • 400 gold upon hooking a survivor + 2 gold every second they remain on hook. Initial payout is multiplied by 2.5X for hooking a unique survivor.
  • 1000 gold for opening an exit gate.

SPECIAL ABILITY: RAVEN’S CLAW

Pressing the active ability button launches a massive assault that does not damage survivors, but applies a 10% hindrance for 2 seconds and rewards the killer with 150 gold on hit. Hitting multiple survivors with the same instance of Raven’s Claw adds an additional 100 gold in the payout.

  • Hit box covers a 135-degree angle in front of her and stretches out 8 meters.
  • 0.4 second start-up
  • Movement speed is not reduced during or after casting
  • Does not hit through walls
  • Cooldown: 4 seconds

SPECIAL ABILITY: ANCIENT ARTIFACTS

Holding the secondary active ability button pulls up a power wheel and allows you to purchase one of 4 different artifacts. Pressing the secondary active ability after a purchase casts the artifact. Pressing the tertiary active ability button refunds the item for half the money spent.

ANCIENT ANKH

  • Upon casting, gain the following effects for 20 seconds:
    • 10% haste
    • 50% stun resistance
    • 30% break speed
    • 30% vault speed
    • 30% pick up, hook, and drop speed
    • Blindness immunity
  • Costs 500 gold

AXE OF MIDAS

  • Throw a huntress hatchet forward.
  • On hit:
    • Gain 400 gold
    • Highlight the survivor for 8 seconds
    • Inflict the broken, oblivious, and blindness status effects for 20 seconds.
    • Inflicts a 5% hindrance for 10 seconds.
  • Costs 400 gold

TERRACOTTA ORB

  • Become invisible, undetectable, and lose all collision with players for 10 seconds. Survivors see your outline within 4 meters, and the effects end prematurely upon:
    • Being stunned
    • Interacting with an object.
    • Scrolling through your power wheel
    • Attempting a basic attack
    • Casting Raven’s Claw
  • Costs 300 gold

ATHENA’S OWL

  • Send an apparition to scout a direction and destination - Target a generator or exit gate to highlight all survivors within 24 meters for 10 seconds. During its travel and return, all survivors within 8 meters of the owl are revealed to you for 10 seconds.
  • Costs 300 gold

KILLER ADDONS

BROWN - COMMON

  • DUSTER
    • Casting Anhk now grants a 75% increased lunge distance for 20 seconds.
  • HIDE STRAPS
    • Reduce time to cast Midas axe by 10%
    • Increase movement speed during cast by 10%
    • Increase Axe movement speed by 30%
  • SILVER BRIEFCASE
    • Casting Terracotta orb grants 15% haste as long as you are invisible.
  • RAT COVERED IN HONEY
    • Survivors highlighted by Athena’s owl suffer from the blindness and exhaustion status effects for 10 seconds.

GREEN - UNCOMMON

  • LETTER OF CREDIT
    • Increase the amount of gold you start with by 450
    • Gain +100 more gold after hooking a survivor
  • PHONE BOOK
    • Increase the distance of Raven’s Claw by 3 meters
  • HIGH QUALITY PURFUME
    • Gain +50% more gold hitting survivors with Raven’s Claw
    • Raven’s Claw no longer inflicts hindrance.
  • BOUNTY POSTER
    • Damaging and hooking the obsession offers a 2.5X payout.
  • CLIPPED BLACKLIST
    • Refunding an item grants Undetectable for 1 second for every 20 gold lost from the refund.

BLUE - RARE

  • SUNKEN TREASURE
    • Increase the amount of gold gained per second while a survivor is injured or hooked by +1
  • BAKED FISH
    • Raven's Claw now damages generators for 5% progress and applies standard regression.
  • MOTHER’S DAY CARD
    • Increase the distance of Raven’s Claw by 12 meters
    • Decrease applicable attack angle by 100 degrees
  • LOST AND FOUND BOX
    • Hitting a survivor with Raven’s Claw forces them to drop their item.
    • Walking within 4 meters of a dropped item allows you to absorb it and gain 250 gold.
  • EMERGENCY EXIT SIGN
    • Whenever you open an exit gate, you gain an additional 500 gold.
    • Survivors hit by Raven’s Claw can not escape through the exit gates for 8 seconds.

PURPLE - VERY RARE

  • STONE SLAB
    • Under the effects of the anhk, getting stunned by a pallet destroys the pallet.
    • Increase the duration of the anhk by +5 seconds
  • WHETSTONE HEIRLOOM
    • Whenever the axe of midas collides with a survivor, all upright pallets and windows are blocked within 24 meters of that survivor.
  • OVERSEER’S GUIDANCE
    • After the invisibility fades, you remain Undetectable for 20 seconds.
  • SHATTERED SHIELD
    • Whenever the owl highlights a survivor, they suffer from a 30% penalty to all conspicuous actions.

RED - VISCERAL

  • IRIDECENT SNOW GLOBE
    • Raven’s Claw lifts pallets upright
    • Lifting pallets leaves them blocked by the entity for 20 seconds.
  • SLICK’S BIG BONUS DISCOUNT
    • Artifact prices are lower on average, but the price is inconsistent. Minimum cost is 60% of the original value. Maximum cost is 120% of the original value. Value changes every 15 seconds.

KILLER PERKS

Years of acrobatics and training have led to your unique talents. Pursue your prey hastily with . . .

LIMBER

Whenever a survivor gains a hook stage, gain a token up to 5 tokens.

Pressing the misc active ability button consumes a token and grants 50% haste for 0.5 seconds.

Upon consuming a token, this perk goes on cooldown for 30/25/20 seconds. You may still accumulate tokens while this perk is on cooldown.

—-------------

You know how to keep what is important close and the only way to get in even closer. Gatekeep their resources with . . .

LOCK AND KEY

Whenever you search a locker, the closest generator becomes blocked by the entity for 10/15/20 seconds.

Generators become temporarily unblocked whenever you enter a 2-meter range of them.

—-----------

Insatiable greed is only tamed with blood. Follow their tail closely with . . .

KILLER’S MARK: TRAIL OF GOLD

Whenever you damage a survivor, they gain a killer’s mark. You may only apply one mark at a time, and the survivor loses the mark after 40/50/60 seconds or taking an instance of damage.

Whenever a marked survivor sprints, they leave behind a trail of bloodpoints to pick up. Picking up bloodpoints grants you the Undetectable status effect for 3 seconds.

u/CDXX_LXIL — 1 month ago
▲ 123 r/PerkByDaylight+2 crossposts

NEW CONCEPT: THE DEATH ANGEL

NEW KILLER: THE DEATH ANGEL

An agitated alien and territorial killer, utilizing its senses and high mobility to bring the trials a new quiet. Its personal perks, Invested generator: Jeopardized Sanctuary, Hex: Phonophobia, and Scourge Hook: Interstellar Exterminator allow it to locate survivors and easily close the distance.

4.6 m/s

40-meter terror radius

Huge (7’6 in all directions)

Low skill floor - High skill ceiling

S+ killer in high MMR

KILLER POWER: AGGRESSIVE QUIETUDE

The killer views the world in monochrome and can not physically see survivors. You can see scratch marks and pools of blood, but they decay 100% faster than usual. Instead, the killer can see the auras of survivors under specific conditions. The killer passively sees the survivor's aura for up to 2 seconds if they are:

  • Sprinting, attempting to blind the killer, opening an exit gate, or making a loud noise notification within 24 meters.
  • Walking, doing a conspicuous action, dropping an item, entering a locker, vaulting, or just being injured within 12 meters
  • Generally existing within 6 meters.

Unless they are sprinting or creating a loud noise notification, survivors may mask their aura by standing within 8 meters of a completed generator. (This will be referred to as the safety ring.) This is nullified if the killer bumps into a survivor and is accompanied by a warning for both players.

SPECIAL ATTACK: BLIND PURSUIT

Holding the active ability button allows you to sprint forward with some control left or right, similar to Demon Dash. Pressing the active ability button launches a special attack that breaks pallets and applies a 10% hindrance for 2 seconds on a survivor hit with the attack. During Blind Pursuit, your vaults are 125% faster and may vault pallets. Vaulting ends blind pursuit

  • 0.8 second start-up
  • Travels 6.9 m/s
  • Turns at 45 degrees per second.
  • Turn speed during attack is 120 degrees per second for 1.5 seconds.

SPECIAL ABILITY: ECOLOCATION

Pressing the secondary active ability button creates a massive shockwave over your terror radius that highlights all survivors for 2 seconds. This does not affect survivors in lockers or within a safety ring. This ability has a 60-second cooldown and recovers 100% slower while in chase with a survivor.

MAP ORDINANCE: RATTAN CABINETS

At the start of the trial, 4 rattan cabinets spawn in the trial and are highlighted to all survivors within 24 meters. Survivors may grab role-specific ordinance from the cabinet as one-time-use items and may even switch out items as they please adinfinatum.

Survivors may grab one of 3 items inside using a ‘power wheel’

  • Wind Chimes
    • Slows down movement speed by 30% while carrying
    • Upon planting into the ground, it creates an 8-meter safety ring.
    • Survivors may move the chimes.
    • The killer can destroy the chimes with an attack
    • All players have no collision with the item
  • Can Full of Rocks
    • Throw the item up to 20 meters away to create a loud noise notification. Inputting directions during the throw spawns scratch marks that go in the direction of the input.
  • Damp Rag
    • Press the active ability button to stop breathing, becoming invisible to the killer as long as you are standing still, even if the killer uses echolocation. After a survivor holds their breath for 6 seconds, they begin a series of skillchecks to keep their concentration steady until they either let go or fail a skillcheck. Both of these events trigger a loud noise notification.

HIDDEN PASSIVES

  • The killer’s hurtbox for its head is larger than normal.
  • Any perks that reduce your personal sound effects on the killer by reducing the radius of detection. This also means the killer may run Stridor to passively see survivors farther or Surveillance to see survivors working on generators from farther away.
  • The only exception to this would be light-footed. The death angle will be hard-coded to ALWAYS see a survivor sprinting within 24 meters.
  • Survivor perks that hide your aura do not affect the death angel’s passive.
  • After a survivor is unhooked, the death angel can not see them for 10 seconds. This passive is turned off once the gates are powered.
  • The Death Angel’s basic attack hitbox is increased by 30%

KILLER ADD-ONS

BROWN - COMMON

  • BROKEN BIKE HORN
    • Increase the turn rate during Blind Pursuit by 33% (45 -> 60 degrees per second)
  • DEER CORPSE
    • Increase movement speed of Blind Pursuit by 50% for 15 seconds after hooking a survivor.
  • PIZZA BOX
    • Echolocation applies blindness and exhaustion for 20 seconds.
  • RUINED MAP
    • Increase base aura reads by +1 second

GREEN - UNCOMMON

  • CAR ALARM
    • Whenever a survivor creates a loud noise notification, their aura is revealed to you for an additional 4 seconds.
  • INVESTIGATION FILES
    • Hitting a survivor with blind pursuit reduces the cooldown of echolocation by 12 seconds.
  • GLITTERING STONES
    • Vaulting a window with blind pursuit blocks it for all survivors for 15 seconds. You may only have 1 window blocked at a time.
  • RATTAN CHAIR
    • Reduce the number of cabinets that spawn at the start of the trial by 1
    • Whenever a survivor interacts with a cabinet, they gain the oblivious status effect for 15 seconds.
  • WHEEL OF STRING
    • Survivors within the safety range of completed generators and windchimes suffer a 20% penalty to all conspicuous actions.

BLUE - RARE

  • CLEAN MAP
    • Increase the distance you see survivors sprinting by 8 meters (24 -> 32)
  • RIVER WATER
    • Blind Pursuit inflicts the hemorrhage and mangled status effects for 90 seconds.
  • MEGAPHONE
    • Decrease your base terror radius size by 8 meters while echolocation is on cooldown
    • Increase your base terror radius size by 8 meters while echolocation is ready.
  • AIRHORN
    • Breaking a pallet or breakable wall with Blind Pursuit will cause all survivors within 20 meters to scream.
  • MUSIC PLAYER
    • During blind pursuit, pressing the misc active ability button will allow the Death Angel to slide, reducing its speed as it travels in a direction while it gains significantly higher turn control.

PURPLE - VERY RARE

  • DECK OF CARDS
    • Increase the safety range of windchimes and completed generators by 4 meters.
    • Survivors in the area suffer a 5% hindrance for 1.5 seconds.
  • EDUCATIONAL POSTER
    • After casting Echolocation, gain Undetectable for 15 seconds.
  • VINTAGE PHOTO
    • For every highlighted survivor within 24 meters of you, your break, vault, pick up, drop, and hook speeds are increased by 10%
  • BEEF RATION
    • Reduce the cooldown of Echolocation by 10 seconds for every survivor hit by it.
    • Increase the cooldown of Echolocation by 15 seconds. (60 -> 75)

RED - VISCERAL

  • ASTROID FRAGMENT
    • Echolocation has 2 charges
    • Echolocation’s cooldown is increased by 30 seconds. (60 -> 90)
  • ILLEGAL FIREWORKS
    • Whenever a survivor gains haste within 24 meters of you, you are alerted, and the next instance of blind pursuit mimics the haste increase the survivor possessed. Haste is maxed out at +50%.

KILLER PERKS

Their victory and safety is another opportunity to strike. Plan accordingly with, , ,

INVESTED GENERATOR: JEOPARDIZED SANCTUARY

At the start of the trial, 2 random generators become invested and are highlighted to all players.

Whenever the generators are completed, they reveal survivors within 12 meters and last for 1/2/3 seconds.

These generators always count as completed once the gates are powered.

—---------------

Sound drives you mad! Shut down their escapes and clumsy progress with . . .

HEX: PHONOPHOBIA

Whenever a survivor gains a hook stage, a dull totem ignites.

For as long as the totem stands, whenever a survivor performs a rushed action or fails a skill check:

  • You gain 8/9/10% haste for 4 seconds.
  • The survivor suffers a:
    • 10% hindrance for 4 seconds.
    • 75% decreased speed toward all conspicuous actions for 4 seconds.

—-----------------

Your alien biology enables you to lunge far. Show them the means of a proficient hunter with . . .

SCOURGE HOOK: INTERSTELLAR EXTERMINATOR

At the start of the trial, 4 random hooks become scourge hooks and are highlighted to all players in white.

Whenever you hook a survivor on a scourge hook, you gain a 75% bonus to your basic attack lunge distance. This effect lasts for 10/15/20 seconds after the survivor is unhooked.

u/CDXX_LXIL — 1 month ago
▲ 19 r/PerkByDaylight+1 crossposts

NEW CONCEPT: THE PROPHET (HOMELANDER)

NEW KILLER: THE PROPHET

Homelander is an egotistical meta-human and unstable killer, utilizing his signature heat vision, super speed, and flight to pursue his prey and cut them down to irrelevance. He may not be the god of ashes to the Entity, but what is he to a survivor? His personal perks, Diabolical, Scourge Hook: Userper, and Scourched Earth allow him to apply pressure to generators while crippling the obsession.

4.4 m/s

Tall

40-meter radius terror radius

Low skill floor - mid ceiling

S- on the killer tier list in high MMR

KILLER POWER: THE ONLY MAN IN THE SKY

LOCOMOTION: FREIGHT BLITZ

Holding the secondary active ability button activates Freight Blitz, allowing Homelander to create a point to physically warp to. The range is 16 meters, and his movement speed is reduced to 3.3 m/s until he finishes casting or canceling. Warping consumes a token - Homelander has 2 tokens by default. It takes 8 seconds to restore a token.

After warping, Homelander has 3 options:

  • He can wait and suffer minor fatigue.
  • He can press the basic attack button and initiate an attack within 2 meters. This counts as a special attack, and breaks dropped pallets and walls.
  • He can press the secondary active ability button to initiate Hero’s Dash, which gives Homelander more options:
    • He can wait and suffer minor fatigue.
    • He can press the basic attack button and initiate an attack within 2 meters. This counts as a special attack, and breaks dropped pallets and walls.

LOCOMOTION: HERO DASH

Move in any horizontal direction - travels 6 meters over 0.4 seconds. Requires and consumes a token. During the dash, Homelander has no collision with other players or vaults.

SPECIAL ATTACK: LASER VISION

After holding the active ability button for 0.6 seconds, fire a hitscan beam of penetrating heat that deals a single instance of damage and can be fired adinfinatum. For the first 2 seconds of firing, Homelander’s turn sensitivity is reduced to 30 degrees every second, and his movement is reduced to 3.3 m/s. After 2 seconds, his vision becomes enhanced.

Enhanced vision deals an additional instance of damage, and Homelander physically lifts himself 1.2 meters in the air for better height advantage. His movement increases to 3.85 m/s, his sensitivity matches the player’s base look sensitivity, pallets and breakable walls are destroyed on contact, and Homelander may perform up to 2 instances of Hero Dash while firing. However, Homelander cannot recover tokens while firing, and the enhanced beam can only deal a single instance of damage per survivor, requiring Homelander to use the beam again to deal 2 instances of damage unless he already hit them with the initial beam.

HIDDEN PASSIVES

  • If Homelander downs a survivor outside of a 24-meter radius of himself, they are marked with killer instinct.
  • Homelander can not enhance his vision when standing within 16 meters of a hooked survivor.
  • Freight Blitz travels 60% slower within 16 meters of a hooked survivor.

KILLER ADD-ONS

BROWN - COMMON

  • STOPWATCH
    • Increase the distance of Freight Blitz by +4 meters
  • CHILD’S DRAWING
    • Increase the distance of Hero’s dash by +1 meter
  • CHUNK OF ZINC
    • Increase the time it takes to empower laser vision by +2 seconds
    • Increase movement speed while firing lasers before empowerment by +17%
    • Gain +100% more bloodpoints in devious and brutality categories.
  • VOUGHT FILES
    • After hooking a survivor, the cooldown of tokens is reduced by 40% for 15 seconds.

GREEN - UNCOMMON

  • PROTESTER SIGN
    • Hitting a survivor with a special attack applies hemorrhage and mangled for 90 seconds.
  • CROWN OF THORNS
    • Increase the amount of tokens by +1
    • Reduce the distance of hero dash by 2 meters
    • Reduce the cooldown of tokens by 25%
  • ACTION FIGURE
    • Empowered lasers now apply 15 seconds of exhaustion.
  • TRANSLUCENT’S GLASSES
    • Hitting a survivor with laser vision reveals their aura to you for 6 seconds.
  • GOLDEN EAGLE
    • After casting Freight Blitz, pressing the secondary active ability now warps Homelander back to his original point in exchange for one token.

BLUE - RARE

  • TOY BOAT
    • After hitting a unique survivor with a unique instance of laser vision, gain a token upto 4 tokens. Until you cancel the move, gain 5% haste for every token.
  • FAVORITE BLANKET
    • Freight Blitz now creates a line between the starting point and the destination. Whenever you warp and a survivor is standing in the line, they scream and suffer a 10% hindrance for 3 seconds.
  • BALLED-UP PAPER
    • Gain +1 token for Freight Blitz and Hero Dash after being stunned or blinded.
  • AUTOGRAPHED FANART
    • Whenever you special break a pallet with a special attack, all survivors within 16 meters of the pallet are revealed to you for 8 seconds.
  • MIRROR SHARDS
    • Initial laser beam now ricochets off of the trial environment up to 3 times
    • Initial laser beam can no longer down survivors.

PURPLE - VERY RARE

  • BREAST MILK
    • Using Hero Dash over a window blocks it for 15 seconds.
  • V - ONE
    • Increase Freight Blitz range by +24 meters.
    • Freight Blitz can now only target pallets and windows.
    • Increase movement speed of Freight Blitz by 50%
  • BLACKMAIL
    • Special Attacks now damage generators for 5% damage plus standard regression.
  • PRESIDENT’S NAMEPLATE
    • After expending all your tokens, gain the Undetectable Status effect for 12 seconds.

RED - VISCERAL

  • SOLDIER BOY’S SHIELD
    • Passing over a pallet with hero dash breaks it and refunds 1 token.
    • Reduce the distance of hero dash by 2 meters
  • IRIDECENT FAMILY PORTRAIT
    • Reduce token count by 1.
    • Hitting a survivor with enhanced beam refunds 1 token.
    • Increase distance of hero dash by 4 meters
    • Gain 10% haste after casting hero dash for 3 seconds.

KILLER PERKS

Cruelty is second nature to you as a response to negative reinforcement. Expose your victims to your cynicism with . . .

DIABOLICAL

Whenever a unique survivor takes damage, gain a token up to 4 tokens.

Whenever you gain 4 tokens:

  • All generators explode, losing 5% progress and suffering standard progression
  • Lose all tokens
  • This perk goes on cooldown for 20 seconds.

—------------------

The world owes you for being better than everyone else. Take what is rightfully yours with . . .

SCOURGE HOOK: USERPER

At the start of the trial, 4 random hooks become Scourge hooks and are highlighted to all players.

Whenever you hook a survivor on a Scourge hook, the 2 closest generators from the hooked survivor are blocked by the entity. This persists for 6/8/10 seconds afterward, and there can only be one instance of this perk active at a time.

—--------------------

Your rival and biggest fan is best left to resort to your strongest hit after dispatching his allies. Leave him in disarray with . . .

SCORCHED EARTH

Whenever you damage another survivor that isn’t the obsession, you gain a token up to 6/8/10 tokens.

Damaging the obsession inflicts a 2% hindrance for every token. (up to 20%) The hindrance lasts for 3 seconds.

u/CDXX_LXIL — 2 months ago
▲ 13 r/PerkByDaylight+2 crossposts

NEW CONCEPT: THE RONIN (OC)

NEW KILLER: THE RONIN

Kenki Yamaoka is a resourceful killer from the near future, combining traditional combat arts with crafted gadgets and modifications to take down anyone who stands in his way. His personal perks, Nadir, Killer’s Mark: Dynamic Blockade, and Invested Generator: Lost to Time allow him to isolate the last survivor, block windows, and drain item charges.

4.4 m/s

Tall

24 meter terror radius/// 40 meter lullaby

Mid skill floor - very high skill ceiling

C- on the killer tier list in high MMR

KILLER POWER: YAMAOKA’S INTELECT

Holding the active ability button fires an arrow from your bow. The bow takes a full second to charge but can be released as soon as 0.3 seconds. Movement speed while charging is 3.8 meters per second. The arrow moves faster the longer you charge and loses all of its inaccuracy deviation. The arrow also arches, and the longer you charge, the more distance it travels. On hit, the arrow damages a survivor.

You may pick up arrows you find in the environment and place them in your reserve from 4 meters away. You start the trial with 4 standard arrows and can hold up to 4 arrows of 4 unique types, for 16 arrows total. It takes 2 seconds to reload an arrow after firing, and if you want to change arrows, you have to remove your current arrow, which takes 1 second. Reloading and changing arrows does not decrease your speed.

PASSIVE MECHANIC: MATERIAL DROPS AND INVENTORY

Random ingredients begin dropping within 12 meters of all players at a rate of 1 item every 10 seconds. Survivors and the killer may pick up drops just by walking within 6 meters of the item, and while survivors can hold up to 8 ingredients, the killer may hold up to 32. If the killer damages a survivor, they drop all their ingredients. If the killer is stunned, they drop 6 ingredients. Dropped ingredients can not be picked up by the player that dropped it for 5 seconds. Ingredients are revealed to all players within 32 meters of the killer and 16 meters of survivors.

MATERIALS

  • Wood
  • String
  • Cloth
  • Scrap Metal
  • Electronics
  • Ember
  • Chemicals
  • Glass

MAP ORDINANCE: FABRICATOR

At the start of the trial, 7 fabricators spawn, one by each generator. Survivors and killers may deposit items inside fabricators. The Killer may craft modifiers for his bow, ammunition, and all players may craft role-specific gadgets. The killer may hold up to 6 gadgets, while survivors may only hold 1 gadget at a time. Survivors can only craft 1 item every 45 seconds.

Additionally, the killer may trade 3 ingredients in the fabricator for a single credit, which can be used to buy 1 ingredient of your choice in a sidebar. All players can dismantle their items for a random, single ingredient. Survivors can not trade.

  • While standing within 2 meters of the fabricator:
    • Press the secondary active ability button to deposit
    • Press the tertiary active ability button to interact
  • While interacting with the fabricator:
    • Basic Attack Crafts
    • Secondary Active Ability Button to redeem using letters of recommendation (more on that later)
    • Misc 1 to highlight recipe, allowing it to appear in your HUD and glow when you have the ingredients to craft the item.
    • Misc 2 to sort the fabricator by things you can actively craft versus listing everything
    • Tertiary active ability button to exit

BOW MODIFICATIONS

  • STABILIZER
    • 6 scrap metal, 1 glass, and 1 wood
    • Removes all inaccuracy
  • HANDLE TAPE
    • 6 cloth and 2 string
    • Reduces minimum time needed to fire by 50%
  • D97
    • 6 string, 1 chemical, and 1 ember
    • Increases maximum arrow flight speed by 40%
  • SIGHTS
    • 6 glass, 1 scrap metal, and 1 electronic
    • Press the secondary active ability button to toggle a 1.5x zoom-in toggle.
  • THERMAL SONAR
    • 6 electronics, 1 glass, and 1 wood
    • While aiming, you can see the auras of survivors within 24 meters of you
  • MODIFIED QUIVER
    • 6 wood, 1 cloth, and 1 string
    • Increase ammo count by 6 arrows and increase unique arrow slots by 6, giving you a total arrow inventory of 36.
  • STEEL TIPPED GLOVES
    • 6 cloth, 1 scrap metal, and 1 ember
    • Fires an additional standard arrow from the reserve 0.3 seconds after firing any arrow.
    • This mod deactivates when you are within 16 meters of a hooked or dying survivor.

AMMUNITION

Press and hold the tertiary active ability button to cycle through ammo types in a power wheel.

  • STANDARD ARROWS
    • 1 wood and 1 scrap metal for 3 arrows
    • For every +4 score, earn 1 additional ammo.
    • Gets the job done
    • Arrows have a 100% chance of surviving colliding with the environment.
  • FIRE ARROWS
    • 1 wood, 1 ember, and 1 cloth for 2 arrows
    • Light pallets and breakable walls on fire, destroying them over the course of 8 seconds.
  • EMP ARROWS
    • 1 scrap metal and 1 electronic for 2 arrows
    • Create a 12-meter AOE that destroys deployed gadgets and damages generators, dealing 5% plus standard regression.
  • BEACON ARROWS
    • 1 ember, 1 wood, 1 electronic, and 1 cloth for 2 arrows
    • Create a 16-meter AOE that reveals all survivors. Arrow lasts for 12 seconds.
  • ACIDIC ARROWS
    • 1 wood, 1 glass, and 1 chemical for 2 arrows
    • Inflicts deep wound and the broken status effect for 60 seconds.
  • BOLA ARROWS
    • 1 wood, 1 cloth, and 1 string for 2 arrows
    • Inflicts a 10% hindrance for 5 seconds.
  • ENTITY SUMMONER ARROWS
    • 1 wood, 1 ember, 1 glass, and 1 scrap metal for 2 arrows
    • Blocks generators, totems, windows, upright pallets, and exit gate switches for 10 seconds within a 12-meter radius.
  • SMOKE ARROWS
    • 1 wood, 1 string, 1 cloth, 1 chemical for 2 arrows
    • Create a fog vile cloud in the area that is 24 meters and lasts for 8 seconds.

KILLER GADGETS

Press and hold the secondary active ability button to cycle through gadgets in a power wheel.

  • GAS GRENADE
    • 3 chemicals, 2 glass, and 1 string
    • On use, creates a 12-meter gas cloud that lasts for 30 seconds. Gas inflicts a 5% hindrance and coughing.
    • Whenever a fire arrow makes contact, the gas explodes, dealing an instant of damage to all survivors inside.
  • BLOCKADE
    • 2 scrap, 1 wood, and 1 glass
    • Create a wooden barrier over a window or in a location where a breakable wall can spawn to physically stop players from entering or exiting. You can destroy barriers with a basic attack and fire arrows through them. Lasts for 45 seconds.
  • SILENCER
    • 3 Electronics, 2 scrap metal, and 1 glass
    • Create a 24-meter radius where all survivors gain the Oblivious status effect, and the killer gains the Undetectable status effect. Lasts for 20 seconds.
  • STIMULANTS
    • 4 embers, 2 chemicals, and 1 cloth
    • Grants a 10% speed bonus and a 30% increase in breaking, vaulting, picking up, dropping, and hooking actions. This lasts for 30 seconds.

SURVIVOR GADGETS

Note that all these items count as special items in the same vein as the lament configuration or vaccines, so survivors may carry these items alongside their usual items.

  • UNCOMMON MEDKIT
    • 4 cloth, 2 chemicals, and 1 string
    • Is destroyed upon losing all its charges.
  • UNCOMMON FLASHLIGHT
    • 4 scrap metal, 2 electronics, and 1 glass
    • Is destroyed upon losing all its charges.
  • UNCOMMON FOG VILE
    • 4 chemicals, 2 wood, and 1 string
    • Is destroyed upon losing all its charges.
  • FLASH GRENADE
    • 3 scrap metal, 3 embers, and 1 electronics
    • Works exactly how Flashbang works
  • FREEZE TRAP
    • 4 chemicals, 2 electronics, and 1 wood
    • Basically Chem Trap and Badda Badda Boom in one item. Use those perks as precedent.
  • WIRE TAP
    • 4 electronics, 2 embers, and 1 string
    • Works exactly how wiretap works but now you carry it.

KILLER ADDONS

BROWN - COMMON

  • SOWING SUPPLIES
    • Fabricators start with +6 Cloth and String inside
  • SMASHED DRAGON
    • Up to 6 robot wyverns will spawn in the trial at any point.
    • Destroying the dragons with an arrow grants 300 bloodpoints and drops 2 ingredients.
  • METAL POLISH
    • Whenever you damage a survivor, they always drop 1 ingredient.
  • COFFEE JELLO
    • You see the auras of survivors within 4 meters of a fabricator

GREEN - UNCOMMON

  • WASTE DISPOSAL
    • Fabricators start with +6 Chemicals and Glass inside
  • DAD’S WALLET
    • Start the trial with +5 credits
  • ANATOMY POSTER
    • Hitting a survivor with an arrow inflicts the hemorrhage and mangle status effects for 90 seconds.
  • TOKI’S COLLAR
    • After deploying a gadget, gain the undetectable status effect for 20 seconds.
  • BOX OF FINANCES
    • At the start of the trial, you start with 2 letters of recommendation which can be redeemed for a free modification or gadget.

BLUE - RARE

  • WRAPPED LOGS
    • Fabricators start with +6 Wood and Embers inside
  • TOY ROBOT
    • After hooking a unique survivor for the first time, gain 4 credits.
    • After hooking every survivor at least once, you gain 2 letters of recommendation, which can be redeemed for a free modification or gadget.
  • ENERGY DRINK
    • After picking up an ingredient, gain a token up to 15 tokens. When you accumulate a token, your movement speed is increased by 1% for every token gained for 5 seconds. When the haste ends, tokens decay at a rate of 1 every 2 seconds.
  • SPARE BATTERIES
    • Increase the duration and potential AOE of all gadgets by 25%
  • LACE NECKLACE
    • Whenever a survivor uses or deploys their gadget, their aura is revealed to you for 6 seconds

PURPLE - VERY RARE

  • LAB EQUIPMENT
    • Fabricators start with +6 Electronics and Scrap Metal inside
  • MOM’S TOFU
    • For every ingredient survivors are holding, their repair and heal speed is reduced by 2%
    • Increase the total amount of ingredients a survivor can hold by 50%
  • ICE CREAM SANDWICH
    • Whenever you pick up a standard arrow, gain a 10% haste bonus that lasts for 8 seconds.
  • UNOPENED MANGA
    • Whenever a survivor is damaged with an arrow, they become exhausted for 20 seconds.
    • Exhausted survivors drop ingredients 2X faster than usual.

RED - VISCERAL

  • IRIDECENT FAMILY PORTRAIT
    • Firing a standard arrow possesses the effects of a special arrow chosen at random.
  • ORIGINAL BLUEPRINTS
    • Destroying a pallet or breakable wall grants 1 standard arrow

KILLER PERKS

You know how to strike when the opposition is set at their lowest point. Finish what you started with . . .

NADIR

Whenever three other survivors are either dying, hooked, or dead, this perk activates. Perk deactivates if 2 survivors are either injured or healthy.

While this perk is active:

  • The final survivor screams, revealing their location to you for 3 seconds.
  • You gain an 8/9/10% haste bonus
  • You see the aura of the hatch within 32 meters
  • Closing the hatch forces all survivors to scream, revealing their location for 3 seconds.

-------------------------------

These invaders took what you love and intend to run free like rats. Limit their escape options and play space with . . .

KILLER’S MARK: DYNAMIC BLOCKADE

Whenever you damage a survivor, they become marked for 40/50/60 seconds or until they take another instance of damage. Only one mark may be applied at a time.

While the survivor is marked, any window they vault is blocked by the entity for all survivors for the duration of the mark.

-------------------------------

The items that hold memories desaturate and fade. Remind them of the futility of nostalgia with . . .

INVESTED GENERATOR: LOST TO TIME

At the start of the trial, 2 random generators become invested and are highlighted to all players.

Whenever a survivor works on the generator, their item’s charges start to deplete at a rate of 2 charges every second. Whenever the item loses all of its charges, the survivor drops the item.

Dropping an item within 8/12/16 meters of an invested generator forces the item to be consumed by the entity. (Note that this perk only applies to standard survivor items and does not work with special items like the lament configuration, vaccines, or flashbang.)

u/CDXX_LXIL — 2 months ago
▲ 29 r/PerkByDaylight+2 crossposts

NEW CONCEPT: THE PRIME ASSET

NEW KILLER: THE PRIME ASSET

Mother Gooseberry is a delusional killer, assigning grunts and inflicting psychosis to torment survivors and distract them from their primary objective. Her personal perks Ventriloquist, Scourge Hook: Maternal Instinct, and Killer’s Mark: Stockholm Syndrome make her harder to track in chase, locate injured survivors, and impede the progress of those that escape your grasp.

4.6 m/s

24 meter terror radius + 16 meter lulluby

Tall

Low skill floor - mid skill ceiling

B- on the killer tierlist in high MMR

KILLER POWER: STANDARD TRIAL PROCEDURES

Pressing the active ability button throws a glass canister of psychosis gas that covers the ground over a 3-meter radius. Direct hits inflict a 10% hindrance for 3 seconds. Whenever survivors walk in the gas, they are inflicted with a tier of psychosis up to 3. You can only gain 1 tier of psychosis from each unique instance of application. Cooldown: 6 seconds.

Psychosis operates on a timer, allowing everything to seem normal for 40 seconds before the survivors start having a bad trip for 20 seconds. After a bad trip, the psychosis ends. Upon taking an instance of psychosis application, the timer begins, starting with a bad trip. Bad trips have various effects depending on the tier.

  • Tier 1: the survivor gains the oblivious and blindness status effects. Additionally, survivors hear the killer’s terror radius in their ears as if they are 16 meters away.
  • Tier 2: inflicts a 4% hindrance. Opening chests or lockers will interrupt the animation as the Skinnerman jumpscares the survivors, forcing them to scream and revealing their location to the killer.
  • Tier 3: Bad trip lasts for +10 seconds before you eventually lose the psychosis status effect. However, during this time, you begin being chased by the Skinnerman
    • Skinnerman will spawn within 12 meters of a survivor, walk through windows and pallets, move at 3.5 m/s, and will pursue survivors until they lose psychosis. Sober survivors cannot see the Skinnerman, but the killer will have a special icon in their HUD showing they are being chased. Whenever the Skinnerman attacks the survivor, they gain a 10% hindrance for 3 seconds, and if they are placed in the dying state, they have killer instinct placed on top of them for 4 seconds.

SPECIAL MAP ORDINANCE: FREIGHT ELEVATORS

At the start of the trial, 7 freight elevators will spawn in the trial, one by each generator. Gooseberry may interact with the elevator and teleport to another elevator, which will allow her to become Untetectable for 15 seconds at the cost of warning all survivors that someone is about to exit within a 24-meter radius of the elevator.

  • The full interaction takes roughly 4 seconds, and survivors get a 3-second sound queue to warn them.
  • Teleportation takes +4 seconds if the elevator is within 12 meters of a hooked survivor.

Additionally, there is a medicine cabinet next to every elevator which holds a single-use antidote which can be used while walking. Antidotes remove all psychosis and grant 15 seconds of psychosis immunity.

SPECIAL ENEMIES: EXPOP

Up to 2 expop will spawn in the trial and prioritize traveling through elevators to wherever the generator with the most amount of progress resides or where the exit gates lie. Grunts deal a single instance of damage whenever they enter 0.5 meters of a survivor. Grunts can be stunned with flashlights and pallets for 15 seconds, and whenever they travel through elevators, the elevator also makes a sound. Grunts may also search for survivors in lockers and will assault them if they find one. If a grunt loses chase versus a survivor, they will walk back to the generator with the most amount of progress, and if it takes less time to travel to an elevator, teleport, and walk from the elevator closest to the generator with the most amount of progress or exit gate, they will do that instead. Expop intentionally ignores survivors that are hooked, dying, suffering tier 3 psychosis, or within 12 meters of a dying or hooked survivor. If the killer and Expop want to use an elevator at the same time, the killer ALWAYS takes priority. The killer has no collision with Expop, and whenever the survivors are ever grabbed by an Expop, another survivor may interrupt the animation by kicking them to the side, stunning the Expop for 4 seconds while the survivor remains unharmed.

The spawn cycle works on an internal timer that operates in a way where a single Expop is active for 60% of the trial, both Expops are on the floor 20% of the time, and neither of them are on the floor for 20% of the time.

The expops that spawn by default are a standard grunt and a big grunt.

  • Standard grunts move at 2 m/s by default and 3/s during chase. They can vault over windows and pallets over the course of 1.5 seconds and have a higher sense for survivors, having a vision cone of 135 degrees over 20 meters and instantly spotting survivors if they are sprinting within 12 meters of them. They also react to loud noise notifications within 32 meters of them.
  • Big grunts move at 2.25 m/s by default and 3.5 m/s during chase. They can’t vault but will go out of their way to destroy breakable walls, pallets, and generators - the latter dealing 5% damage plus standard regression. Their survivor sense is worse, operating at 90 degrees over 12 meters and unable to hear survivors sprinting. However, they can hear survivors doing conspicuous actions within 20 meters and react to loud noise notifications within 40 meters.

HIDDEN PASSIVE: CHEESE PREVENTION

Whenever a survivor successfully wiggles off the killer’s shoulder, they gain the endurance status effect for 2.5 seconds. This is here to prevent Gooseberry from extending their carry by allowing survivors to drop onto an expop and instantly enter the dying state again.

KILLER ADDONS

BROWN - COMMON

  • PROPAGANDA POSTER
    • Increase the base duration of bad trip by +5 seconds
  • BLOODY GLASS
    • Increase the hindrance from direct hits by +5%
    • Reduce the size of gas released from gas canisters by 30%
  • BABY TEETH
    • Increase the duration of the Undetectable status after leaving a freight elevator by +10 seconds
  • BOWTIE
    • Increase the size and distance of Expop's vision cones by 30%
    • Increase Expop movement speed outside of chase by 20%

GREEN - UNCOMMON

  • TORN DRAPES
    • Reduce the duration of the Undetectable after using an elevator by -100%
    • Gain a 10% haste bonus for 15 seconds after exiting an elevator
  • FUTTERMAN BOMB
    • Next to every elevator, a proximity bomb is placed that resembles the futterman ducks. If a survivor stands within 4 meters of the duck, it will explode, dealing an instance of damage. Trigger distance is 5 meters, and bombs create a noise notification whenever they explode.
  • WEATHERED GAS MASK
    • Replaces the standard grunt with the pusher
    • The pusher moves at 2.5 m/s by default and 3.75/s during chase. He can vault over windows and pallets over the course of 1.5 seconds and has a higher sense for survivors, having a vision cone of 135 degrees over 20 meters and instantly spotting survivors if they are sprinting within 12 meters of them. They also react to loud noise notifications within 32 meters of them.
    • Instead of inflicting damage, the pusher will grab a survivor and inflict 3 tiers of psychosis over the course of 3 seconds.. This also applies when they pull you out of a locker.
  • WOODEN CROSS
    • Whenever a survivor takes an antidote, their aura is revealed to you for 8 seconds.
  • GAS CAN
    • Whenever a survivor begins repairing a generator, they create a loud noise notification that only expop can see.
    • Whenever a survivor passes a good or great skill check, they create a loud noise notification only expop can see.

BLUE - RARE

  • RIG RECHARGER
    • After hitting a survivor directly with a gas canister, the cooldown is refreshed.
  • EVIDENCE FOLDER
    • Whenever an expop exits from an elevator, all survivors within 24 meters of that elevator are revealed to you for 8 seconds.
  • USED BANDAGES
    • Whenever a survivor takes damage from Skinnerman or expop, they suffer from the hemorrhage and mangled status effects until they are either healed or take damage.
  • PRESSURE PLATE
    • Whenever Skinnerman spawns, he creates a landmine in his place that beeps with a blinking light. Whenever a survivor steps on the landmine, it explodes, creating a 2-meter radius explosion that instantly inflicts 2 tiers of psychosis. The killer and expop can not trigger the landmines.
  • WORN ASHTRAY
    • Replaces the big grunt with the Jaeger
    • The Jaeger moves at 1 m/s. She can’t vault but will go out of their way to destroy breakable walls and pallets. Their goal is to explicitly follow the obsession and always know where they are at all times, regardless of distance or line of sight.
    • Jaeger will command grab a survivor and instantly kill them over the course of 6 seconds. If the obsession dies, a new obsession is made.
    • Jaeger will also prioritize teleporting to the elevator closest to the obsession, and if the obsession happens to be on the hook or in the dying state, Jaeger will make a new survivor the obsession. If Jaeger has no other option, she will just despawn.

PURPLE - VERY RARE

  • DRAINED HEART
    • Whenever a survivor begins being chased by Skinnerman or an Expop, their aura is revealed to you for 8 seconds.
  • BOX OF WAX
    • At the start of the trial, all survivors start with tier 1 psychosis and an antidote in hand.
    • Survivors will always remain in tier 1 psychosis for the duration of the trial.
    • Reduce the duration of bad trips by 5 seconds
  • WATER VALVE
    • Increase the duration of bad trips during tier 3 by 20 seconds.
  • FILM REEL
    • Glass Canisters inflict exhaustion for 15 seconds.
    • Exhausted survivors suffer a 30% penalty to conspicuous actions during bad trip

RED - VISCERAL

  • SERVERED LEGS
    • Survivors suffering from tier 3 bad trip have the exit gate blocked for them and block windows they vault over. These objects are unblocked 5 seconds after the effect ends.
  • FUTTERMAN MASK
    • During Tier 2 and 3 bad trips, tendrils will spawn from the trial ground in random locations and will remain until the bad trip ends. Whenever a survivor walks into a tendril, they are inflicted with a 10% hindrance that lasts for 2 seconds.

KILLER PERKS

Your years of mastering your craft have led you to master the ability to distort the sights and sounds of your opposition. Confuse your victims with . . .

VENTRILOQUIST

Whenever you are in chase with a survivor, this perk activates

While this perk is active, your red stain randomly appears at windows and pallets, and survivors in your terror radius you chase hear the terror radius at random distances. Cooldown: 60/45/30 seconds

-------------------

Mother knows best. Mother knows when her baby birds are injured and helpless. Know when to return to your nest with . . .

SCOURGE HOOK: MATERNAL INSTINCT

At the start of the trial, 4 random hooks become scourge hooks and are highlighted to all players in white.

Whenever you hook a survivor on a scourge hook, all injured survivors scream, revealing their location to you for 1/2/3/ seconds. Additionally, injured survivors suffer the broken status effect for 20 seconds,

-------------------

The people you torture eventually find peace in the pain you inflict on them. Leave them starved with . . .

KILLER’S MARK: STOCKHOLM SYNDROME

Whenever you damage a survivor, you inflict a mark that lingers for 40/50/60 seconds or until they take another instance of damage. Only one mark may be applied at a time.

While a survivor is marked with this perk, that survivor suffers from a 35% penalty to all conspicuous actions while outside your terror radius or suffering the oblivious status effect.

u/CDXX_LXIL — 2 months ago
▲ 24 r/PerkByDaylight+1 crossposts

NEW CONCEPT: THE SITH LORD

NEW KILLER: THE SITH LORD

Darth Vader is a hateful killer, using his Force powers to manipulate where survivors can move by throwing projectiles and directly controlling the play space. His personal perks, Generational Trauma, Cauterize, and Imperialism grant him passive pressure and buffs as the trial progresses.

4.4 m/s

24 meter TR

Tall

Low skill floor - mid skill ceiling

A+ in high MMR

KILLER POWER: DARK SIDE OF THE FORCE

Whenever a survivor is inside Vader’s terror radius, they begin gaining progress towards intolerance. Survivors being chased gain double the effect. Whenever a survivor becomes fully intolerant, Vader may press the special attack button to initiate Force Choke.

  • It takes 90 seconds to gain full intolerance (45 if spent in chase)
  • Survivors suffering from Oblivious do not gain intolerance
  • Vader can not inflict intolerance while Undetectable
  • Survivors gain additional intolerance for tbagging, clicking flashlights, waiting in the exit gate area, or emoting.
  • Survivors lose all intolerance upon entering the dying state. - You can not gain intolerance while dying or hooked
  • Intolerance decays after not gaining a token for 8 seconds and decreases down to 50% of total tokens.

Force Choke must be used on a survivor within 12 meters and within line of sight. When used against a healthy survivor or a survivor with the endurance status effect, the survivor will be thrown 12 meters forward by Vader and take damage upon hitting a trial surface or another survivor. (The latter deals damage to the survivor but never down.) If Vader performs Force Choke on an injured survivor, they are picked up and effectively placed on your shoulder to carry to a hook. If Vader force-chokes an injured survivor on death hook, he kills them with his own hands. Using Force choke on a survivor removes all intolerance tokens.

SPECIAL ATTACK: LIGHTSABER THROW

Press the active ability button to throw a lightsaber that resembles a disk of burning light. Holding the button will charge the lightsaber before throwing it farther at a higher velocity. The lightsaber bounces off trial walls at the cost of 20% of its velocity. The lightsaber can only deal 1 health state per unique survivor during it’s life span, which lasts for 10 seconds or until Vader walks into it. While the lightsaber is out, you can not use your basic attack, but pressing basic attack will recall your lightsaber and return to you in 0.7 seconds regardless of distance.

  • It’s worth noting that the projectile works similarly to Vecna’s flight of the damned - The projectile by default will be high and skinny enough that survivors may crouch under it and give it the ability to fly over most windows and pallets. However, this means Vader can lower his potential height on stairs, slopes, ramps, etc to offset this weakness.
  • Vader’s movement speed is increased by 0.2 m/s after casting lightsaber throw
  • This move can destroy pallets, but the hitbox sits high enough at base that you won’t consistently be able to destroy pallets with the move. However, that doesn’t stop you from putting your lightsaber on top of a dropped pallet as a way to prevent survivors from using it.

SPECIAL ABILITY: FIELD OPERATOR

Holding the secondary active ability button will highlight applicable items within 24 meters of you. Pressing the attack button destroys the pallet, while pressing the active ability button lifts the pallet and holds it in place for 3 seconds. Field Operator can also be used to close highlighted chests, break walls, and search lockers with intolerant survivors, which induce expected results.

Vader’s movement speed is reduced by 0.6 m/s while casting Field Operator.

HIDDEN PASSIVE: STEALTH MODE

Whenever Vader is not in chase while undetectable, he will turn off his lightsaber.

KILLER ADD-ONS

BROWN - COMMON

  • DESERT SAND
    • Increase the range of the field operator by 8 meters
  • SPARE REBRATHER
    • Whenever a survivor blinds or stuns you, they gain 20 tokens of intolerance
  • BROKEN TRAINING DRONE
    • Up to 5 drones spawn in the trial at a time and can only be destroyed with lightsaber throw.
    • Destroying a drone grants 400 bloodpoints
  • SMOULDERING ARMOR PIECE
    • Whenever you break a pallet or wall with field operator, gain a token up to 8 tokens.
    • Pressing the misc active ability button launches wooden stakes at survivors, potentially dealing damage and knocking them back 4 meters
    • On Hit: inflicts hemorrhage and mangled for 90 seconds

GREEN - UNCOMMON

  • SPARE CAPE
    • Increase the effective range of Force Choke by +4 meters
    • Increase Force Choke throw distance by +8 meters
    • Throwing a survivor into a dropped pallet or breakable wall deals an additional instance of damage to the survivor on top of destroying the object.
  • RED KYBER CRYSTAL
    • Increase the size of the lightsaber’s hitbox by 50%
    • Lightsaber throw now inflicts the hemorrhage and mangled status effects for 90 seconds.
  • GENERAL’S BADGE
    • Whenever you break a pallet or wall with Field Operator, gain a token up to 8 tokens.
    • Pressing the misc active ability button launches wooden stakes at survivors, potentially dealing damage and knocking them back 4 meters
    • On Hit: inflicts blindness and exhaustion for 40 seconds
  • IMPERIAL NURSE UNIFORM
    • Increases base terror radius size by 8 meters
    • Survivors inflicted with full intolerance suffer a 30% penalty to healing, cleansing, blessing, and opening the exit gate
  • DAINE JIR’S CAP
    • Field operator can now open the exit gate.
    • Opening the exit gate with a field operator blocks the exit gate area for 60 seconds.

BLUE - RARE

  • SHATTERED GLASS
    • Whenever you break a pallet or wall with a field operator, gain a token up to 8 tokens.
    • Pressing the misc active ability button launches wooden stakes at survivors, potentially dealing damage and knocking them back 4 meters
    • On Hit: inflicts deep wound and a 10% hindrance that lasts for 3 seconds
  • JANGO’S HELM
    • After casting Lightsaber Throw, gain a 7% haste bonus for 5 seconds.
  • DOOKU’S LIGHTSABER HILT
    • Increase the distance the lightsaber throw travels by 50%
    • Instead of losing 20% velocity upon hitting the environment, it gains 20%
  • WOOKIE HIDE
    • Field Operator can now destroy boon totems and dull totems, giving you 400 blood points each.
    • Upon casting Field Operator, gain undetectable for 15 seconds.
    • Destroying totems contributes to tokens for addons that grant wooden stakes
  • YODA’S CANE
    • Increase your base terror radius size by +8 meters
    • Survivors inflicted with full intolerance gain the oblivious status effect for 30 seconds

PURPLE - VERY RARE

  • DEATH STAR BLUEPRINTS
    • Field operator now forces generators to explode, dealing 5% damage plus standard regression
  • POD RACER VISOR
    • After casting field operator, all survivors within 8 meters of a pallet are revealed to you for 8 seconds.
  • WARM OBSIDIAN
    • At the start of the trial, all survivors suffer from max intolerance.
    • Reduce the amount of tokens required to reach maximum intolerance by 15
  • C-3P0’S HEAD
    • After casting Force Choke, all other survivors in your terror radius gain 30 tokens of intolerance.
    • Whenever a survivor reaches maximum intolerance, they scream, and their aura is revealed to you for 8 seconds.

RED - VISEREAL

  • LUKE’S HAND
    • Lightsaber throw is rotated 90 degrees, making it impossible to duck under and cross windows.
    • Whenever the lightsaber bounces off a wall, the blade will face the angle of the bounce
  • IRIDECENT EMBLEM OF THE GALACTIC EMPIRE
    • After survivors complete a generator or you hook a unique survivor, gain a token up to 9 tokens
    • For every token accumulated, increase the range of Field Operator by 4 meters
    • You can now pick up dying survivors and even hook them with Field Operator.

KILLER PERKS

The past failures of your peers and family often come back to hurt you, driving you angry and hateful. Fulfill the cycle with . . .

GENERATIONAL TRAUMA

After Survivors complete a generator or the endgame collapse begins, this perk activates for 20/30/40 seconds.

While this perk is active, increase your break, vault, pick up, drop, and hook speeds by 40%

A master tactician knows to keep the opposition down to reduce their morale. Exhibit your show of petty vindication with . . .

CAUTERIZE

After a survivor is healed for 1 health state, they gain a token up to 5 tokens.

For every token accumulated, other survivors heal that survivor 8/9/10% slower than usual.

Survivors lose all tokens upon being hooked

You are either an ally to the cause or an obstacle ready to be discarded and forgotten. Dominate the playing field with . . .

IMPERIALISM

Whenever you hook a survivor for the first time, a dull totem becomes a hex totem, and the generator with the most amount of progress is blocked by the entity.

For as long as the totem stands:

  • A new repairable generator is blocked every 90/75/60 seconds
  • The totem’s aura is revealed to all survivors within 24 meters
  • When all generators are blocked, a 30-second cooldown will begin, and at the end, the totem will automatically destroy itself, effectively deactivating it for the rest of the game.
u/CDXX_LXIL — 2 months ago

NEW CONCEPT: THE TRAILGLAZER(OC)

NEW KILLER: THE TRAILGLAZER

A resourceful killer, the Trailglazer passively leaves thick frosting in his path as he moves, enabling him to create traps and projectiles to zone survivors. His personal perks On Your Tail, Scourge Hook: Fresh Bait, and Hex: Sugar Rush allow him to move faster and reward him for staying on the move.

4.6 m/s

32 terror radius

Average

Mid skill floor - Mid skill ceiling

A - B tier killer in high MMR

LORE/ BACKGROUND

Within the infinite multiverse, there lies a realm of pure chaos - The Feawilds. A beautiful and scenic place that comes off as paradise but is a ruthless, never-ending hell for any creature too lazy or stupid to be stagnant. Among the terrifying residents lies a small kingdom of fairies resembling moths in the summer court between a mountain of sulfur and the corpse of a dead god. They call themselves the ‘Folk of the Eclipse,’ and among the swarm of thousands, the most infamous is Eric Grey.

When Eric was hatched, he had to contend with over 1000 brothers and sisters fighting for resources. Despite these high numbers, only 1/400 fairies ever reach adulthood after a childhood that serves as trial by fire. Eric was not opposed to killing his weaker siblings and eating them when resources became scarce or when they would contest his ideals. Might makes right, and Eric has to prove he is right or die. By the time he was 8 years old, only 12 of his siblings remained, and he would protect them as they were an assistance to his greater plans. Eric’s magical prowess allows him to create sugar out of the raw materials around him and even weaponize it. However, because outsiders from another realm found interest in his product, he found peace being able to live small and create candy for consumption rather than harm. Thus, he underwent his metamorphosis, becoming a beautiful moth that would rise above his peers.

Eric found his success as a business owner would be short-lived, as his siblings became envious of all the positive attention he would receive from the locals and strangers. Eric got to do a fraction of the work while the others slaved away for hours on end just to survive. One of the brothers, James, had a plan to poison the supplies to ruin the business. Thousands would die, and Eric would go out of business or even be locked up. When Eric heard of this plan, he quickly put down James and the rest of his siblings for even daring to take advantage of him despite everything he gave them.

Running a shop is hard by itself, but Eric made it work with the help of conjurations and new friends he picked up from another world. Despite feeling the sins crawling on his back, Eric makes do with what he has and keeps around the few that would care to understand and sympathize with him. He learned a lot about humility and why the material plane would care so much about individual stories and invest so much in so little.

One day while working, we felt a familiar call from one of his best friends from another room; instead of her beautiful face, he saw thick fog that led to somewhere cold. He followed the screaming and entered a new world of darkness and maneuverability. He doesn't take joy in killing, but he needs to stall for time for his friends outside to bail him out. He only hopes he doesn't return to old habits while he practives his techniques.

KILLER ANIMATIONS

  • He descends from the sky when entering the trial
  • His walk animation is a casual levitation as he sways side to side with his wings constantly fluttering.
  • His melee is a morning star made of a Jawbreaker, peppermint, taffy, and candy corn.
    • His clean animation has Eric lick the head of the weapon before giving it a twirl
    • Whenever the weapon collides with the environment, his weapon shatters, and he conjures a new one.
  • He vaults by short hopping in place
  • His pallet break animation summons a wheel of peppermint from thin air and drops it on the pallet, and the peppermint is shattered with the pallet.
  • His wall break has him summon a log of peanuts and slam it into the door like a battering ram.
  • His stun is a three-handed lean forward as he quickly recomposes himself. s
  • His carry, drop, and pick up animations are borrowed from DnD Vecna
  • For his lobby intro, he comes soaring from the left side of the screen to the right, leaving a trail of frosting behind himself. The frosting then thickens and explodes into white mist. After a second, the mist disappears, and Eric is seen descending from the top of the screen as he conjures his weapon to his side.
    • Idle lobby animation 1 has him throw his morningstar in the air, giving it a solid second of aim time before tossing it toward the camera. After a good laugh, he summons another Morningstar.
    • Idle lobby animation 2 has him reach behind and clasp a bunch of gummy bears in 2 of his hands. He looks to the left and right to see if anyone is around as they cheer him on and adore him like a father. Eric then gives a loving grin as he eats all the bears in his hands in one bite.
  • His Mori has him standing on the stomach of a downed survivor, stomping one foot on the neck as he shoves his hand into their mouth. The survivor’s head quickly fills with frosting that they can’t force but stomach as they attempt to scream and vomit. After a moment, Eric rises up, and with the flick of his wrist, the frosting hardens and is then telekinetically forced out of the survivor, causing their head and parts of their chest to explode as the whole ball he created is then thrown to the side and discarded.

KILLER POWER: WONDERLAND’S WARPATH

Whenever the killer moves around the trial, he creates a trail of white frosting on the ground that drops in 1x1 meter squares. The killer may summon up to 40 of these tiles before they begin to disappear. Frosting can not spawn within 12 meters of a hooked survivor and lasts for up to 30 seconds. By default, you can see your own trails within 16 meters. Whenever a survivor walks or sprints over a trail, they gain ‘caramelized’ at a rate of 1 token per second up to 20 tokens. At 20 tokens, while the survivor is dying, the killer may turn the survivor into a caramel statue, which acts as a substitute for hooking a survivor in the same vein as Pyramid Head’s cages or Judgement’s exile. The survivor is unable to break themselves free, but if they are rescued, they gain the same effects they would if they were hooked. (At the moment, that is 15 seconds of haste and endurance.) If a survivor is fully ‘Carmelized,’ in the dying state, and on death hook, Eric will initiate a special mori where he will eat the survivor’s face as he pins them to the ground

SPECIAL ABILITY: SWEET INVOCATION

Pressing the active ability button allows you to see the auras of your trails on the map. Survivors stepping on the trails are revealed to you through killer instinct. While casting this, Eric moves at 4.0 movement speed and maintains that speed for 1.5 seconds after cancelling or casting an attack. Using the cursor on your screen, highlight up to 12 segments and cast Jaded Brittle or Kamarkattu.

SPECIAL ATTACK: JADED BRITTLE

On activation, all highlighted frosting explodes into sharp peanut brittle that damages survivors and inflicts 10 tokens of ‘Caramelized.’ After the Brittle explodes, the area leaves a temporary field of pulsing spikes that apply a 15% hindrance effect that lasts for 1.5 seconds after leaving, on top of applying 2 tokens of Caramelized every second. The pulsing spikes last for 5 seconds before disappearing.

SPECIAL ATTACK: KAMARKATTU

On activation, launch a ball of fried coconut and chocolate forward with no arch at a speed of 40 m/s. On contact with a player or the environment, it will explode, damaging survivors and potentially putting them in the dying state on a direct hit. As you add more frost to the attack, the explosion gets larger (0.5 meters per meter consumed). It applies ‘caramelize’ at a 1 meter - 1 token ratio, and gains additional properties.

  • At 6 meters, the projectile can destroy pallets and breakable walls
  • At 12 meters, the projectile applies a 10% hindrance for 3 seconds.

MAP ORDINACE/ SURVIVOR COUNTERPLAY: PRESSURE WASHER

At the trial, 7 water tanks spawn, one by each generator. Survivors may take the time to fill the water on their backs and press the misc active ability button to shoot water. Water arcs and can potentially hit a surface up to 20 meters away at the cost of moving at the same speed that you would if you were using a flashlight. It takes 6 seconds to fill an individual tank on a survivor and takes 60 seconds for the water to fully deplete as it leaks on the ground. The water drains 100% faster if the survivor is sprinting, and 50% of a survivor’s water is lost upon taking damage or being hooked. Water is expended at a rate of 10 seconds' worth of decay every second. Shooting water at frosting destroys it, and shooting water at a caramelized survivor frees them from their prison. Survivors can also shoot each other to remove the caramelized status effect at a rate of 5 tokens every second. Shooting the killer does nothing, but it is pretty funny.

KILLER ADDONS

BROWN - COMMON

  • Piping Bag
    • Increase the total amount of frosting that may spawn in the trial by 20% (40 -> 48 meters
  • Fresh Mint
    • Whenever a survivor sprays you with water, you gain a 10% hindrance for 2 seconds
    • Increase the total amount of bloodpoints gained from all categories by 100%
  • Shiny Laddle
    • Whenever a survivor removes frost or caramelized objects or survivors, they gain 2 tokens of the caramelized.
    • Whenever a survivor becomes fully caramelized, they suffer from killer instinct for 4 seconds.
  • Sugar Cane
    • While casting sweet invocation, you may caramelize windows and dropped pallets within 4 meters of you.
    • Caramelized windows and dropped pallets can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

GREEN - UNCOMMON

  • Bag of Gold Coins
    • Survivors within 4 meters of a water tank are revealed to you
  • Bloody mary
    • Whenever a survivor takes damage from Jaded Brittle or Kamarkatta, they suffer from the hemorrhage and mangled status effects for 90 seconds.
  • Pot of Honey
    • Whenever a survivor walks in frosting, they gain the blindness and exhausted status effects for 5 seconds.
  • Pixie Dust
    • Whenever a survivor is trapped in caramel or killed by your hands, all injured survivors scream and have their aura revealed for the next 6 seconds.
  • Bag of Sugar
    • While casting sweet invocation, you may caramelize totems within 4 meters of you.
    • Caramelized totems can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

BLUE - RARE

  • Creature Pudding
    • After a survivor becomes completely caramelized, they instantly heal one health state and become exposed for the next 40 seconds.
  • Gramcracker
    • All players standing on frosting gain a 14% haste bonus for 2 seconds.
  • Czarberry
    • Increase the range of kamarkatta by 20% (1-12 -> 1.2 -14.4)
    • Increase the projectile speed of kamarkatta by 50% (40 -> 60)
  • Fresh Peanuts
    • Increase the duration of pulsing spikes by 50% (5 -> 7.5)
  • Brown Sugar and Cinnamon
    • While casting sweet invocation, you may caramelize upright pallets within 4 meters of you.
    • Caramelized pallets can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

PURPLE - VERY RARE

  • Vanilla Extract
    • After the full duration of pulsing spikes, Jaded Brittle will activate again, potentially dealing another instance of damage.
    • Jaded Brittle now destroys dropped pallets
  • Little Wonderland Sign
    • Increase the total number of frost you may accumulate by 25% (12 -> 15)
  • Pineapple Taffy
    • Survivors with max caramelized become oblivious and if they become injured, they suffer the broken status effect.
    • Increase the amount of tokens required to be fully caramelized by 25% (20 ->25)
  • Refined Sugar
    • While casting sweet invocation, you may caramelize generators to 4 meters of you.
    • Caramelized generators can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

RED - VISCERAL

  • Habanaro-Bannana
    • Kamarkatta now leaves a lingering cloud of mist that acts as a fog vile. Whenever the killer enters, he gains the Undetectable status effect for 10 seconds afterward.
  • Black Sugar
    • You may remove the caramelized status effect from a survivor and use the tokens you collect for casting.
    • While casting sweet invocation, you may caramelize the exit area within 16 meters of you.
    • Caramelized exit areas can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

KILLER PERKS:

ON YOUR TAIL

Whenever you are not in chase, this perk activates

Whenever you are within 1.2 meters of a survivor’s scratch marks or pools of blood, gain a 10% haste bonus for 1/2/3 seconds.

SCOURGE HOOK: FRESH BAIT

At the start of the trial, 4 random hooks become scourge hooks and are highlighted in white for all players.

Whenever you hook a survivor with a scourge hook, the survivor may be rescued from the farthest hook from where you hooked them in addition to the original location. However, the areas outside a 24/20/16 meter radius of the hooks grant the killer a 10% hindrance and 25% faster recovery after landing a basic attack.

HEX: SUGAR RUSH

After hooking a survivor, a dull totem is ignited, and you gain a token upto 4 tokens. Gain a token after hooking a unique survivor.

For every token you have accumulated, you move +5% faster after hooking a survivor for 10/15/20 seconds.

reddit.com
u/CDXX_LXIL — 2 months ago

NEW CONCEPT: THE TRAILGLAZER (OC)

NEW KILLER: THE TRAILGLAZER

A resourceful killer, the Trailglazer passively leaves thick frosting in his path as he moves, enabling him to create traps and projectiles to zone survivors. His personal perks On Your Tail, Scourge Hook: Fresh Bait, and Hex: Sugar Rush allow him to move faster and reward him for staying on the move.

4.6 m/s

32 terror radius

Average

Mid skill floor - Mid skill ceiling

A - B tier killer in high MMR

LORE/ BACKGROUND

Within the infinite multiverse, there lies a realm of pure chaos - The Feawilds. A beautiful and scenic place that comes off as paradise but is a ruthless, never-ending hell for any creature too lazy or stupid to be stagnant. Among the terrifying residents lies a small kingdom of fairies resembling moths in the summer court between a mountain of sulfur and the corpse of a dead god. They call themselves the ‘Folk of the Eclipse,’ and among the swarm of thousands, the most infamous is Eric Grey.

When Eric was hatched, he had to contend with over 1000 brothers and sisters fighting for resources. Despite these high numbers, only 1/400 fairies ever reach adulthood after a childhood that serves as trial by fire. Eric was not opposed to killing his weaker siblings and eating them when resources became scarce or when they would contest his ideals. Might makes right, and Eric has to prove he is right or die. By the time he was 8 years old, only 12 of his siblings remained, and he would protect them as they were an assistance to his greater plans. Eric’s magical prowess allows him to create sugar out of the raw materials around him and even weaponize it. However, because outsiders from another realm found interest in his product, he found peace being able to live small and create candy for consumption rather than harm. Thus, he underwent his metamorphosis, becoming a beautiful moth that would rise above his peers.

Eric found his success as a business owner would be short-lived, as his siblings became envious of all the positive attention he would receive from the locals and strangers. Eric got to do a fraction of the work while the others slaved away for hours on end just to survive. One of the brothers, James, had a plan to poison the supplies to ruin the business. Thousands would die, and Eric would go out of business or even be locked up. When Eric heard of this plan, he quickly put down James and the rest of his siblings for even daring to take advantage of him despite everything he gave them.

Running a shop is hard by itself, but Eric made it work with the help of conjurations and new friends he picked up from another world. Despite feeling the sins crawling on his back, Eric makes do with what he has and keeps around the few that would care to understand and sympathize with him. He learned a lot about humility and why the material plane would care so much about individual stories and invest so much in so little.

One day while working, we felt a familiar call from one of his best friends from another room; instead of her beautiful face, he saw thick fog that led to somewhere cold. He followed the screaming and entered a new world of darkness and maneuverability. He doesn't take joy in killing, but he needs to stall for time for his friends outside to bail him out. He only hopes he doesn't return to old habits while he practives his techniques.

KILLER ANIMATIONS

  • He descends from the sky when entering the trial
  • His walk animation is a casual levitation as he sways side to side with his wings constantly fluttering.
  • His melee is a morning star made of a Jawbreaker, peppermint, taffy, and candy corn.
    • His clean animation has Eric lick the head of the weapon before giving it a twirl
    • Whenever the weapon collides with the environment, his weapon shatters, and he conjures a new one.
  • He vaults by short hopping in place
  • His pallet break animation summons a wheel of peppermint from thin air and drops it on the pallet, and the peppermint is shattered with the pallet.
  • His wall break has him summon a log of peanuts and slam it into the door like a battering ram.
  • His stun is a three-handed lean forward as he quickly recomposes himself. s
  • His carry, drop, and pick up animations are borrowed from DnD Vecna
  • For his lobby intro, he comes soaring from the left side of the screen to the right, leaving a trail of frosting behind himself. The frosting then thickens and explodes into white mist. After a second, the mist disappears, and Eric is seen descending from the top of the screen as he conjures his weapon to his side.
    • Idle lobby animation 1 has him throw his morningstar in the air, giving it a solid second of aim time before tossing it toward the camera. After a good laugh, he summons another Morningstar.
    • Idle lobby animation 2 has him reach behind and clasp a bunch of gummy bears in 2 of his hands. He looks to the left and right to see if anyone is around as they cheer him on and adore him like a father. Eric then gives a loving grin as he eats all the bears in his hands in one bite.
  • His Mori has him standing on the stomach of a downed survivor, stomping one foot on the neck as he shoves his hand into their mouth. The survivor’s head quickly fills with frosting that they can’t force but stomach as they attempt to scream and vomit. After a moment, Eric rises up, and with the flick of his wrist, the frosting hardens and is then telekinetically forced out of the survivor, causing their head and parts of their chest to explode as the whole ball he created is then thrown to the side and discarded.

KILLER POWER: WONDERLAND’S WARPATH

Whenever the killer moves around the trial, he creates a trail of white frosting on the ground that drops in 1x1 meter squares. The killer may summon up to 40 of these tiles before they begin to disappear. Frosting can not spawn within 12 meters of a hooked survivor and lasts for up to 30 seconds. By default, you can see your own trails within 16 meters. Whenever a survivor walks or sprints over a trail, they gain ‘caramelized’ at a rate of 1 token per second up to 20 tokens. At 20 tokens, while the survivor is dying, the killer may turn the survivor into a caramel statue, which acts as a substitute for hooking a survivor in the same vein as Pyramid Head’s cages or Judgement’s exile. The survivor is unable to break themselves free, but if they are rescued, they gain the same effects they would if they were hooked. (At the moment, that is 15 seconds of haste and endurance.) If a survivor is fully ‘Carmelized,’ in the dying state, and on death hook, Eric will initiate a special mori where he will eat the survivor’s face as he pins them to the ground

SPECIAL ABILITY: SWEET INVOCATION

Pressing the active ability button allows you to see the auras of your trails on the map. Survivors stepping on the trails are revealed to you through killer instinct. While casting this, Eric moves at 4.0 movement speed and maintains that speed for 1.5 seconds after cancelling or casting an attack. Using the cursor on your screen, highlight up to 12 segments and cast Jaded Brittle or Kamarkattu.

SPECIAL ATTACK: JADED BRITTLE

On activation, all highlighted frosting explodes into sharp peanut brittle that damages survivors and inflicts 10 tokens of ‘Caramelized.’ After the Brittle explodes, the area leaves a temporary field of pulsing spikes that apply a 15% hindrance effect that lasts for 1.5 seconds after leaving, on top of applying 2 tokens of Caramelized every second. The pulsing spikes last for 5 seconds before disappearing.

SPECIAL ATTACK: KAMARKATTU

On activation, launch a ball of fried coconut and chocolate forward with no arch at a speed of 40 m/s. On contact with a player or the environment, it will explode, damaging survivors and potentially putting them in the dying state on a direct hit. As you add more frost to the attack, the explosion gets larger (0.5 meters per meter consumed). It applies ‘caramelize’ at a 1 meter - 1 token ratio, and gains additional properties.

  • At 6 meters, the projectile can destroy pallets and breakable walls
  • At 12 meters, the projectile applies a 10% hindrance for 3 seconds.

MAP ORDINACE/ SURVIVOR COUNTERPLAY: PRESSURE WASHER

At the trial, 7 water tanks spawn, one by each generator. Survivors may take the time to fill the water on their backs and press the misc active ability button to shoot water. Water arcs and can potentially hit a surface up to 20 meters away at the cost of moving at the same speed that you would if you were using a flashlight. It takes 6 seconds to fill an individual tank on a survivor and takes 60 seconds for the water to fully deplete as it leaks on the ground. The water drains 100% faster if the survivor is sprinting, and 50% of a survivor’s water is lost upon taking damage or being hooked. Water is expended at a rate of 10 seconds' worth of decay every second. Shooting water at frosting destroys it, and shooting water at a caramelized survivor frees them from their prison. Survivors can also shoot each other to remove the caramelized status effect at a rate of 5 tokens every second. Shooting the killer does nothing, but it is pretty funny.

KILLER ADDONS

BROWN - COMMON

  • Piping Bag
    • Increase the total amount of frosting that may spawn in the trial by 20% (40 -> 48 meters
  • Fresh Mint
    • Whenever a survivor sprays you with water, you gain a 10% hindrance for 2 seconds
    • Increase the total amount of bloodpoints gained from all categories by 100%
  • Shiny Laddle
    • Whenever a survivor removes frost or caramelized objects or survivors, they gain 2 tokens of the caramelized.
    • Whenever a survivor becomes fully caramelized, they suffer from killer instinct for 4 seconds.
  • Sugar Cane
    • While casting sweet invocation, you may caramelize windows and dropped pallets within 4 meters of you.
    • Caramelized windows and dropped pallets can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

GREEN - UNCOMMON

  • Bag of Gold Coins
    • Survivors within 4 meters of a water tank are revealed to you
  • Bloody mary
    • Whenever a survivor takes damage from Jaded Brittle or Kamarkatta, they suffer from the hemorrhage and mangled status effects for 90 seconds.
  • Pot of Honey
    • Whenever a survivor walks in frosting, they gain the blindness and exhausted status effects for 5 seconds.
  • Pixie Dust
    • Whenever a survivor is trapped in caramel or killed by your hands, all injured survivors scream and have their aura revealed for the next 6 seconds.
  • Bag of Sugar
    • While casting sweet invocation, you may caramelize totems within 4 meters of you.
    • Caramelized totems can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

BLUE - RARE

  • Creature Pudding
    • After a survivor becomes completely caramelized, they instantly heal one health state and become exposed for the next 40 seconds.
  • Gramcracker
    • All players standing on frosting gain a 14% haste bonus for 2 seconds.
  • Czarberry
    • Increase the range of kamarkatta by 20% (1-12 -> 1.2 -14.4)
    • Increase the projectile speed of kamarkatta by 50% (40 -> 60)
  • Fresh Peanuts
    • Increase the duration of pulsing spikes by 50% (5 -> 7.5)
  • Brown Sugar and Cinnamon
    • While casting sweet invocation, you may caramelize upright pallets within 4 meters of you.
    • Caramelized pallets can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

PURPLE - VERY RARE

  • Vanilla Extract
    • After the full duration of pulsing spikes, Jaded Brittle will activate again, potentially dealing another instance of damage.
    • Jaded Brittle now destroys dropped pallets
  • Little Wonderland Sign
    • Increase the total number of frost you may accumulate by 25% (12 -> 15)
  • Pineapple Taffy
    • Survivors with max caramelized become oblivious and if they become injured, they suffer the broken status effect.
    • Increase the amount of tokens required to be fully caramelized by 25% (20 ->25)
  • Refined Sugar
    • While casting sweet invocation, you may caramelize generators to 4 meters of you.
    • Caramelized generators can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

RED - VISCERAL

  • Habanaro-Bannana
    • Kamarkatta now leaves a lingering cloud of mist that acts as a fog vile. Whenever the killer enters, he gains the Undetectable status effect for 10 seconds afterward.
  • Black Sugar
    • You may remove the caramelized status effect from a survivor and use the tokens you collect for casting.
    • While casting sweet invocation, you may caramelize the exit area within 16 meters of you.
    • Caramelized exit areas can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

KILLER PERKS:

ON YOUR TAIL

Whenever you are not in chase, this perk activates

Whenever you are within 1.2 meters of a survivor’s scratch marks or pools of blood, gain a 10% haste bonus for 1/2/3 seconds.

SCOURGE HOOK: FRESH BAIT

At the start of the trial, 4 random hooks become scourge hooks and are highlighted in white for all players.

Whenever you hook a survivor with a scourge hook, the survivor may be rescued from the farthest hook from where you hooked them in addition to the original location. However, the areas outside a 24/20/16 meter radius of the hooks grant the killer a 10% hindrance and 25% faster recovery after landing a basic attack.

HEX: SUGAR RUSH

After hooking a survivor, a dull totem is ignited, and you gain a token upto 4 tokens. Gain a token after hooking a unique survivor.

For every token you have accumulated, you move +5% faster after hooking a survivor for 10/15/20 seconds.

reddit.com
u/CDXX_LXIL — 2 months ago

NEW CONCEPT: THE TRAILGLAZER (OC)

NEW KILLER: THE TRAILGLAZER

A resourceful killer, the Trailglazer passively leaves thick frosting in his path as he moves, enabling him to create traps and projectiles to zone survivors. His personal perks On Your Tail, Scourge Hook: Fresh Bait, and Hex: Sugar Rush allow him to move faster and reward him for staying on the move.

4.6 m/s

32 terror radius

Average

Mid skill floor - Mid skill ceiling

A - B tier killer in high MMR

LORE/ BACKGROUND

Within the infinite multiverse, there lies a realm of pure chaos - The Feawilds. A beautiful and scenic place that comes off as paradise but is a ruthless, never-ending hell for any creature too lazy or stupid to be stagnant. Among the terrifying residents lies a small kingdom of fairies resembling moths in the summer court between a mountain of sulfur and the corpse of a dead god. They call themselves the ‘Folk of the Eclipse,’ and among the swarm of thousands, the most infamous is Eric Grey.

When Eric was hatched, he had to contend with over 1000 brothers and sisters fighting for resources. Despite these high numbers, only 1/400 fairies ever reach adulthood after a childhood that serves as trial by fire. Eric was not opposed to killing his weaker siblings and eating them when resources became scarce or when they would contest his ideals. Might makes right, and Eric has to prove he is right or die. By the time he was 8 years old, only 12 of his siblings remained, and he would protect them as they were an assistance to his greater plans. Eric’s magical prowess allows him to create sugar out of the raw materials around him and even weaponize it. However, because outsiders from another realm found interest in his product, he found peace being able to live small and create candy for consumption rather than harm. Thus, he underwent his metamorphosis, becoming a beautiful moth that would rise above his peers.

Eric found his success as a business owner would be short-lived, as his siblings became envious of all the positive attention he would receive from the locals and strangers. Eric got to do a fraction of the work while the others slaved away for hours on end just to survive. One of the brothers, James, had a plan to poison the supplies to ruin the business. Thousands would die, and Eric would go out of business or even be locked up. When Eric heard of this plan, he quickly put down James and the rest of his siblings for even daring to take advantage of him despite everything he gave them.

Running a shop is hard by itself, but Eric made it work with the help of conjurations and new friends he picked up from another world. Despite feeling the sins crawling on his back, Eric makes do with what he has and keeps around the few that would care to understand and sympathize with him. He learned a lot about humility and why the material plane would care so much about individual stories and invest so much in so little.

One day while working, we felt a familiar call from one of his best friends from another room; instead of her beautiful face, he saw thick fog that led to somewhere cold. He followed the screaming and entered a new world of darkness and maneuverability. He doesn't take joy in killing, but he needs to stall for time for his friends outside to bail him out. He only hopes he doesn't return to old habits while he practives his techniques.

KILLER ANIMATIONS

  • He descends from the sky when entering the trial
  • His walk animation is a casual levitation as he sways side to side with his wings constantly fluttering.
  • His melee is a morning star made of a Jawbreaker, peppermint, taffy, and candy corn.
    • His clean animation has Eric lick the head of the weapon before giving it a twirl
    • Whenever the weapon collides with the environment, his weapon shatters, and he conjures a new one.
  • He vaults by short hopping in place
  • His pallet break animation summons a wheel of peppermint from thin air and drops it on the pallet, and the peppermint is shattered with the pallet.
  • His wall break has him summon a log of peanuts and slam it into the door like a battering ram.
  • His stun is a three-handed lean forward as he quickly recomposes himself. s
  • His carry, drop, and pick up animations are borrowed from DnD Vecna
  • For his lobby intro, he comes soaring from the left side of the screen to the right, leaving a trail of frosting behind himself. The frosting then thickens and explodes into white mist. After a second, the mist disappears, and Eric is seen descending from the top of the screen as he conjures his weapon to his side.
    • Idle lobby animation 1 has him throw his morningstar in the air, giving it a solid second of aim time before tossing it toward the camera. After a good laugh, he summons another Morningstar.
    • Idle lobby animation 2 has him reach behind and clasp a bunch of gummy bears in 2 of his hands. He looks to the left and right to see if anyone is around as they cheer him on and adore him like a father. Eric then gives a loving grin as he eats all the bears in his hands in one bite.
  • His Mori has him standing on the stomach of a downed survivor, stomping one foot on the neck as he shoves his hand into their mouth. The survivor’s head quickly fills with frosting that they can’t force but stomach as they attempt to scream and vomit. After a moment, Eric rises up, and with the flick of his wrist, the frosting hardens and is then telekinetically forced out of the survivor, causing their head and parts of their chest to explode as the whole ball he created is then thrown to the side and discarded.

KILLER POWER: WONDERLAND’S WARPATH

Whenever the killer moves around the trial, he creates a trail of white frosting on the ground that drops in 1x1 meter squares. The killer may summon up to 40 of these tiles before they begin to disappear. Frosting can not spawn within 12 meters of a hooked survivor and lasts for up to 30 seconds. By default, you can see your own trails within 16 meters. Whenever a survivor walks or sprints over a trail, they gain ‘caramelized’ at a rate of 1 token per second up to 20 tokens. At 20 tokens, while the survivor is dying, the killer may turn the survivor into a caramel statue, which acts as a substitute for hooking a survivor in the same vein as Pyramid Head’s cages or Judgement’s exile. The survivor is unable to break themselves free, but if they are rescued, they gain the same effects they would if they were hooked. (At the moment, that is 15 seconds of haste and endurance.) If a survivor is fully ‘Carmelized,’ in the dying state, and on death hook, Eric will initiate a special mori where he will eat the survivor’s face as he pins them to the ground

SPECIAL ABILITY: SWEET INVOCATION

Pressing the active ability button allows you to see the auras of your trails on the map. Survivors stepping on the trails are revealed to you through killer instinct. While casting this, Eric moves at 4.0 movement speed and maintains that speed for 1.5 seconds after cancelling or casting an attack. Using the cursor on your screen, highlight up to 12 segments and cast Jaded Brittle or Kamarkattu.

SPECIAL ATTACK: JADED BRITTLE

On activation, all highlighted frosting explodes into sharp peanut brittle that damages survivors and inflicts 10 tokens of ‘Caramelized.’ After the Brittle explodes, the area leaves a temporary field of pulsing spikes that apply a 15% hindrance effect that lasts for 1.5 seconds after leaving, on top of applying 2 tokens of Caramelized every second. The pulsing spikes last for 5 seconds before disappearing.

SPECIAL ATTACK: KAMARKATTU

On activation, launch a ball of fried coconut and chocolate forward with no arch at a speed of 40 m/s. On contact with a player or the environment, it will explode, damaging survivors and potentially putting them in the dying state on a direct hit. As you add more frost to the attack, the explosion gets larger (0.5 meters per meter consumed). It applies ‘caramelize’ at a 1 meter - 1 token ratio, and gains additional properties.

  • At 6 meters, the projectile can destroy pallets and breakable walls
  • At 12 meters, the projectile applies a 10% hindrance for 3 seconds.

MAP ORDINACE/ SURVIVOR COUNTERPLAY: PRESSURE WASHER

At the trial, 7 water tanks spawn, one by each generator. Survivors may take the time to fill the water on their backs and press the misc active ability button to shoot water. Water arcs and can potentially hit a surface up to 20 meters away at the cost of moving at the same speed that you would if you were using a flashlight. It takes 6 seconds to fill an individual tank on a survivor and takes 60 seconds for the water to fully deplete as it leaks on the ground. The water drains 100% faster if the survivor is sprinting, and 50% of a survivor’s water is lost upon taking damage or being hooked. Water is expended at a rate of 10 seconds' worth of decay every second. Shooting water at frosting destroys it, and shooting water at a caramelized survivor frees them from their prison. Survivors can also shoot each other to remove the caramelized status effect at a rate of 5 tokens every second. Shooting the killer does nothing, but it is pretty funny.

KILLER ADDONS

BROWN - COMMON

  • Piping Bag
    • Increase the total amount of frosting that may spawn in the trial by 20% (40 -> 48 meters
  • Fresh Mint
    • Whenever a survivor sprays you with water, you gain a 10% hindrance for 2 seconds
    • Increase the total amount of bloodpoints gained from all categories by 100%
  • Shiny Laddle
    • Whenever a survivor removes frost or caramelized objects or survivors, they gain 2 tokens of the caramelized.
    • Whenever a survivor becomes fully caramelized, they suffer from killer instinct for 4 seconds.
  • Sugar Cane
    • While casting sweet invocation, you may caramelize windows and dropped pallets within 4 meters of you.
    • Caramelized windows and dropped pallets can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

GREEN - UNCOMMON

  • Bag of Gold Coins
    • Survivors within 4 meters of a water tank are revealed to you
  • Bloody mary
    • Whenever a survivor takes damage from Jaded Brittle or Kamarkatta, they suffer from the hemorrhage and mangled status effects for 90 seconds.
  • Pot of Honey
    • Whenever a survivor walks in frosting, they gain the blindness and exhausted status effects for 5 seconds.
  • Pixie Dust
    • Whenever a survivor is trapped in caramel or killed by your hands, all injured survivors scream and have their aura revealed for the next 6 seconds.
  • Bag of Sugar
    • While casting sweet invocation, you may caramelize totems within 4 meters of you.
    • Caramelized totems can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

BLUE - RARE

  • Creature Pudding
    • After a survivor becomes completely caramelized, they instantly heal one health state and become exposed for the next 40 seconds.
  • Gramcracker
    • All players standing on frosting gain a 14% haste bonus for 2 seconds.
  • Czarberry
    • Increase the range of kamarkatta by 20% (1-12 -> 1.2 -14.4)
    • Increase the projectile speed of kamarkatta by 50% (40 -> 60)
  • Fresh Peanuts
    • Increase the duration of pulsing spikes by 50% (5 -> 7.5)
  • Brown Sugar and Cinnamon
    • While casting sweet invocation, you may caramelize upright pallets within 4 meters of you.
    • Caramelized pallets can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

PURPLE - VERY RARE

  • Vanilla Extract
    • After the full duration of pulsing spikes, Jaded Brittle will activate again, potentially dealing another instance of damage.
    • Jaded Brittle now destroys dropped pallets
  • Little Wonderland Sign
    • Increase the total number of frost you may accumulate by 25% (12 -> 15)
  • Pineapple Taffy
    • Survivors with max caramelized become oblivious and if they become injured, they suffer the broken status effect.
    • Increase the amount of tokens required to be fully caramelized by 25% (20 ->25)
  • Refined Sugar
    • While casting sweet invocation, you may caramelize generators to 4 meters of you.
    • Caramelized generators can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

RED - VISCERAL

  • Habanaro-Bannana
    • Kamarkatta now leaves a lingering cloud of mist that acts as a fog vile. Whenever the killer enters, he gains the Undetectable status effect for 10 seconds afterward.
  • Black Sugar
    • You may remove the caramelized status effect from a survivor and use the tokens you collect for casting.
    • While casting sweet invocation, you may caramelize the exit area within 16 meters of you.
    • Caramelized exit areas can not be interacted with by players
    • The duration of the effect is 2 seconds for every 1 meter of frosting used.

KILLER PERKS:

ON YOUR TAIL

Whenever you are not in chase, this perk activates

Whenever you are within 1.2 meters of a survivor’s scratch marks or pools of blood, gain a 10% haste bonus for 1/2/3 seconds.

SCOURGE HOOK: FRESH BAIT

At the start of the trial, 4 random hooks become scourge hooks and are highlighted in white for all players.

Whenever you hook a survivor with a scourge hook, the survivor may be rescued from the farthest hook from where you hooked them in addition to the original location. However, the areas outside a 24/20/16 meter radius of the hooks grant the killer a 10% haste and 25% faster recovery after landing a basic attack.

HEX: SUGAR RUSH

After hooking a survivor, a dull totem is ignited, and you gain a token upto 4 tokens. Gain a token after hooking a unique survivor.

For every token you have accumulated, you move +5% faster after hooking a survivor for 10/15/20 seconds.

reddit.com
u/CDXX_LXIL — 2 months ago
▲ 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 — 2 months 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 — 2 months 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!!!

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u/CDXX_LXIL — 2 months ago