r/ConceptsDBD

▲ 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
▲ 1 r/ConceptsDBD+1 crossposts

[REWORK CONCEPT] make The Trapper Terrifying Again: Camouflage Traps and Dynamic Map Pressure]

As a Trapper player, I feel his main weaknesses are his slow early-game setup and his lack of mobility in modern, large maps. Here is a balanced proposal to overhaul his trap generation, add a dynamic add-on, and give his traps more punishing counterplay.

1. Base Kit Overhaul: Dynamic Trap Spawning & Inventory

• Inventory: Trapper now starts the match carrying 3 Bear Traps by default (2 standard traps + 1 "Adaptive Trap").

• Map Spawning Ratio: Bear Traps that spawn naturally around the trial grounds will now follow a strict 2:1 ratio [2 Standard Traps : 1 Adaptive Trap].

• The "Adaptive Trap" Mechanic: These specialized traps automatically alter their textures, lighting, and color palettes to blend seamlessly with the specific map environment (e.g., bone-white for Ormond, sandy beige for Eyrie of Crows, or metallic gray for Gideon Meat Plant).

• Reasoning: This fixes the issue of map RNG making the Trapper's map-spawned tools completely useless in bright or indoor realms. It rewards exploration and strategic setup.

2. New Add-on Idea: "Adrenaline Spring"

• Effect: When a Survivor steps into a Bear Trap, the Trapper gains a 3% / 4% / 5% Haste status effect.

• Deactivation Condition: This Haste effect a linger for 3 seconds before deactivating if the Survivor escapes or is rescued from the trap, OR if the Trapper moves within 14 meters of the trapped Survivor.

• Reasoning: This helps the Trapper cross large maps quickly to capitalize on a macro-play trap catch, but prevents the Haste from being abused to secure an uncounterable hit during a close-range chase.

3. Punishing Solitary Trap Escapes

• Mechanic: If a trapped Survivor successfully frees themselves (Self-Escape), they are immediately afflicted with injury (if the already Injured they get the Hemorrhage status effect).

• Exception: If another Survivor performs the rescue action, the effect is NOT applied.

• Reasoning: This punishes Survivors who split up and blindly brute-force their way out of traps, encouraging team dependency and slowdown.

So, what do you think about these ideas to improve the most obsolete killer of this game?

reddit.com
u/Minimum_Orchid7317 — 14 days ago

Welcome to, Late Night with the Devil!

As Jack's broadcast descended into madness, trapping him with visions of his demonic deals, a new one was struck. A strange, black fog rolled in as he spoke to his Minnie, and dragged him off... When he awoke, he looked around, seeing nothing but darkness, and a generator to light the way.

New map, Film studio

New survivor, Jack Delroy.

His teachable perks I want to base off of talk show/TV related stuff, and maybe one based off of one of his guests.

Public Pressure: You understand how to stay calm under the pressure of an audience, and cameras. Now help your new audience stay calm.

While you are within 10m of 3/2/1 survivor(s), you, and survivors within 5/10/15m of you don't scream. If the killer is within 20/15/10m of you, they see your aura.

Special Guest: You're used to introducing special guests to your audience. Now your special guest wants you and your audience dead

You can access the killer power before they start chase with anyone. Other survivors see the killers aura when the killer is at least 15/20/25m away from you (this perk doesn't activate at hooks, or while you're downed).

Supernatural Skeptic: Jack remembered having a very skeptical guest, but he was having trouble remembering much before he came here... Perhaps he should take after Carmichael...

You cannot benefit from the effects of boons. Hex totems have less likelihood to spawn near you when they light. You cleanse hex totems 100% faster, and silently.

(I know these probably aren't the best/most balanced perks, but they were made for fun, not balance.)

Skin ideas: Torn dirty suit, cultist type outfit, caveman outfit (iykyk), etc.

Legendary model/voice line skin ideas: Christou, Carmichael, Janet (I think was her name).

u/lobster_god226 — 14 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