r/ConceptsDBD

DBD X SW: THE FORCE DISTURBED [1/3]

Hey everyone! So, you know when you randomly get a really cool idea at 3 AM? Yeah... So... what if I made a Star Wars chapter concept purely with the fun of actually playing it in mind? Like, forget balance, throw that shit into a basement guarded by a Trapper who keeps a coffin down there. And that's how this idea came to be.

I'm going to split this into a few parts since I don't have everything finished yet. It'll probably be the first one being the Killer, the second being the Survivor, and the third being additional content. That's it, I hope you guys enjoy it! ^^

I'm a game dev, so I tried to make this as fun as possible. When I make perks, if some of them already exist, I apologize in advance, because I don't remember even half of them in game, ngl, lol. But since pretty much everything is wildly overpowered anyway, who cares? LMAOOOO.

Give me your feedback!!!

KILLER CONCEPT: THE SITH LORD

Height: Average

Terror Radius: 40m

Movement Speed: 4.4 m/s

Long ago, in a galaxy far, far away...

Born as Anakin Skywalker, Darth Vader was once a slave on the remote planet of Tatooine, a young boy with an extraordinary connection to the Force. Discovered by Jedi Master Qui-Gon Jinn, Anakin was taken to be trained within the Jedi Order. His exceptional talent quickly set him apart, but his fear of losing those he loved became a wound that would never heal. Years later, after becoming a powerful Jedi Knight, Anakin was seduced by the promises of the Dark Side and became the apprentice of Darth Sidious, abandoning his former name and being reborn as Darth Vader.

Under the command of his new master, Vader helped destroy the Jedi Order and hunted those who survived Order 66. Yet his transformation came at a terrible cost. Defeated by Obi-Wan Kenobi on Mustafar, his body was mutilated and consumed by flames. Kept alive only by his armor, Vader became a shadow of the man he once was, serving the newly established Galactic Empire as his rage, guilt, and ambition continued to fuel his connection to the Dark Side.

Decades later, Vader discovered that his son, Luke Skywalker, was still alive. Their encounter awakened something within him that he believed to be lost: the memory of Anakin Skywalker. Yet Vader did not abandon his ambitions. Following their confrontation on Bespin, as the Empire consolidated its grip on the galaxy, the Sith Lord began silently contemplating his future. Palpatine remained his master, Luke remained beyond his reach, and Vader knew that, to claim the Imperial throne, he would need a power even his master could not comprehend.

During one of his meditations, Vader felt something.

It was not the presence of Palpatine. It was not Luke's.

It was something far deeper.

A presence that seemed to watch through the Force itself, emanating from a place beyond any star he knew. A source of raw, ancient, insatiable power, fed by fear, hatred, suffering, and despair. For the first time in a long while, Vader sensed something that was not merely an influence of the Dark Side.

He sensed an opportunity.

The Entity did not need to call him.

Vader came to it.

Crossing into the Fog of his own accord, the Sith Lord abandoned his galaxy in search of that immeasurable source of power. If he could master it, he could finally subjugate Palpatine, turn Luke to the Dark Side, and claim the title he believed was rightfully his:

Emperor of the Galaxy.

CONCEPT KILLER POWER: The Dark Side

Darth Vader channels his rage through the Force, turning the Survivors' resistance into fuel for his power. The greater his fury, the more dangerous the Sith Lord becomes.

Hatred State:

The Dark Side has a maximum progression of 100 points. Progression increases continuously as Survivors perform certain actions throughout the Trial, including repairing Generators, healing, cleansing Totems, opening Chests, remaining within his Terror Radius, being unhooked, and stunning him. Survivors who remain hidden inside Lockers for long enough also contribute an increased amount of progression. Progression generated by each source is accumulated simultaneously, allowing multiple actions to increase Hatred at the same time.

Upon reaching 100 progression points, Darth Vader enters the Hatred State. The Hatred State lasts for 40 seconds and grants a Movement Speed of 4.6 m/s, while also enhancing his abilities. During this state, Hatred progression no longer accumulates. Survivors can cleanse Totems to reduce the remaining duration of the Hatred State by 25%. While in the Hatred State, Darth Vader's Terror Radius affects the entire Trial.

Lightsaber Throw:

Press the Power button to throw your Lightsaber in a straight line, striking Survivors at mid-range and dealing damage. The Lightsaber immediately returns after reaching its maximum range or colliding with an obstacle. Cooldown: 8 seconds. During the Hatred State, the Lightsaber travels farther and faster and inflicts the Broken status effect on Survivors hit for 60 seconds.

Force Choke:

Press the Power button to use the Force to choke a Survivor from a distance, restricting their movement before violently throwing them forward. The thrown Survivor suffers from Hindered for a short duration. If they collide with a wall during the throw, they suffer damage. Cooldown: 15 seconds. During the Hatred State, Force Choke also inflicts Exhausted for 120 seconds. The direction of the throw can be used to push Survivors away from safe positions or into obstacles.

Force Slam:

Use the Force to slam a nearby Pallet down, even when no Survivor is standing on it. Survivors struck by the Pallet suffer damage and are briefly stunned. The ability can also be used preemptively to eliminate a Pallet before it can be used during a Chase. If no Survivor is hit, the ability has a 40-second cooldown. Hitting a Survivor reduces the cooldown by 32 seconds, resulting in only 8 seconds of cooldown. During the Hatred State, Force Slam can destroy the Pallet permanently.

Force Sense:

Darth Vader channels the Force to sense the presence of nearby Survivors, revealing the direction in which they are located through visual indicators. The ability remains active for 5 seconds and has a 30-second cooldown. During the Hatred State, Vader's perception is heightened, revealing Survivors' auras instead of merely their direction, and the duration is increased to 10 seconds. Activating this ability emits a distinctive sound cue accompanied by Darth Vader's mechanical breathing.

PERK CONCEPT 1: Force Scream

Whenever you are stunned by any means, all Survivors within the Trial scream and have their auras revealed for 2|3|4 seconds. If the Survivor who caused the stun is the Obsession, the duration of the aura reading is increased to 4|6|8 seconds.

“You should have learned not to defy the Dark Side.”

PERK CONCEPT 2: Enough of Your Insolence!

Whenever you are stunned by a Pallet, all Pallets within 30|45|60 meters of the Pallet that stunned you are blocked by the Entity for 10|20|30 seconds. If the Survivor who caused the stun is the Obsession, the Pallet that caused the stun is immediately destroyed, while all other Pallets within 16 meters of the Obsession are blocked by the Entity for 30|45|60 seconds.

“You do not know the power of the Dark Side.”

PERK CONCEPT 3: You Will Not Escape

Whenever a Survivor is unhooked, their aura is revealed for 6|8|10 seconds or until they are healed. If the unhooked Survivor is the Obsession, they also suffer from the Broken status effect for 30|45|60 seconds.

“You are free to try to run. But you cannot escape me.”

Anyway, that's it! I hope you guys enjoyed the read, because let's be honest, that was long as fuck, soldier. Lmao. Were you in the Killer queue during the Jason launch for all that free time? LMAOOOOOOO

Anyway, if you have any suggestions, feel free to drop them in the comments! ^^

Oh, and stay tuned for Parts 2 and 3, because they're coming.

Someday!!!

...

I guess...

u/Status-Phrase-8503 — 1 day ago

Ghostface rework concept

Add ons that are base kit:

Drop Leg Knife Sheath: Gain 5 percent haste when revealing a survivor

Leather Knife sheath: Increased movement speed while crouched by 5 percent

New ability: Closed curtains

Ghost Face can hide inside lockers.

While inside:
He remains Undetectable.
He can exit the locker whenever he wants
If a survivor attempts to enter a locker ghostface is inside of, they will be grabbed.

New ability: Source Reconnaissance

Ghost Face starts with 4 cameras.
He can attach them to surfaces such as:
Walls
Trees
Poles
Bushes

He can switch between cameras, but he cannot stalk when using cameras. When a survivor comes into the cameras LOS, Ghost Face can see their aura for 5 seconds.

Survivors can find and temporarily disable cameras.

reddit.com
u/MaintenanceFast620 — 1 day ago

Do you think that Slenderman will eventually be added to Dead by Daylight as a killer?

u/No_Sea_1455 — 2 days ago
▲ 1 r/ConceptsDBD+1 crossposts

DBD X STAR WARS: THE FORCE DISTURBED

Hey everyone! So, you know when you randomly get a really cool idea at 3 AM? Yeah... So... what if I made a Star Wars chapter concept purely with the fun of actually playing it in mind? Like, forget balance, throw that shit into a basement guarded by a Trapper who keeps a coffin down there. And that's how this idea came to be.

I'm going to split this into a few parts since I don't have everything finished yet. It'll probably be the first one being the Killer, the second being the Survivor, and the third being additional content. That's it, I hope you guys enjoy it! ^^

I'm a game dev, so I tried to make this as fun as possible. When I make perks, if some of them already exist, I apologize in advance, because I don't remember even half of them in game, ngl, lol. But since pretty much everything is wildly overpowered anyway, who cares? LMAOOOO.

Give me your feedback!!!

KILLER CONCEPT: THE SITH LORD

Height: Average

Terror Radius: 42m

Movement Speed: 4.4 m/s

Long ago, in a galaxy far, far away...

Born as Anakin Skywalker, Darth Vader was once a slave on the remote planet of Tatooine, a young boy with an extraordinary connection to the Force. Discovered by Jedi Master Qui-Gon Jinn, Anakin was taken to be trained within the Jedi Order. His exceptional talent quickly set him apart, but his fear of losing those he loved became a wound that would never heal. Years later, after becoming a powerful Jedi Knight, Anakin was seduced by the promises of the Dark Side and became the apprentice of Darth Sidious, abandoning his former name and being reborn as Darth Vader.

Under the command of his new master, Vader helped destroy the Jedi Order and hunted those who survived Order 66. Yet his transformation came at a terrible cost. Defeated by Obi-Wan Kenobi on Mustafar, his body was mutilated and consumed by flames. Kept alive only by his armor, Vader became a shadow of the man he once was, serving the newly established Galactic Empire as his rage, guilt, and ambition continued to fuel his connection to the Dark Side.

Decades later, Vader discovered that his son, Luke Skywalker, was still alive. Their encounter awakened something within him that he believed to be lost: the memory of Anakin Skywalker. Yet Vader did not abandon his ambitions. Following their confrontation on Bespin, as the Empire consolidated its grip on the galaxy, the Sith Lord began silently contemplating his future. Palpatine remained his master, Luke remained beyond his reach, and Vader knew that, to claim the Imperial throne, he would need a power even his master could not comprehend.

During one of his meditations, Vader felt something.

It was not the presence of Palpatine. It was not Luke's.

It was something far deeper.

A presence that seemed to watch through the Force itself, emanating from a place beyond any star he knew. A source of raw, ancient, insatiable power, fed by fear, hatred, suffering, and despair. For the first time in a long while, Vader sensed something that was not merely an influence of the Dark Side.

He sensed an opportunity.

The Entity did not need to call him.

Vader came to it.

Crossing into the Fog of his own accord, the Sith Lord abandoned his galaxy in search of that immeasurable source of power. If he could master it, he could finally subjugate Palpatine, turn Luke to the Dark Side, and claim the title he believed was rightfully his:

Emperor of the Galaxy.

CONCEPT KILLER POWER: The Dark Side

Darth Vader channels his rage through the Force, turning the Survivors' resistance into fuel for his power. The greater his fury, the more dangerous the Sith Lord becomes.

Hatred State:

The Dark Side has a maximum progression of 100 points. Progression increases continuously as Survivors perform certain actions throughout the Trial, including repairing Generators, healing, cleansing Totems, opening Chests, remaining within his Terror Radius, being unhooked, and stunning him. Survivors who remain hidden inside Lockers for long enough also contribute an increased amount of progression. Progression generated by each source is accumulated simultaneously, allowing multiple actions to increase Hatred at the same time.

Upon reaching 100 progression points, Darth Vader enters the Hatred State. The Hatred State lasts for 40 seconds and grants a Movement Speed of 4.6 m/s, while also enhancing his abilities. During this state, Hatred progression no longer accumulates. Survivors can cleanse Totems to reduce the remaining duration of the Hatred State by 25%. While in the Hatred State, Darth Vader's Terror Radius affects the entire Trial.

Lightsaber Throw:

Press the Power button to throw your Lightsaber in a straight line, striking Survivors at mid-range and dealing damage. The Lightsaber immediately returns after reaching its maximum range or colliding with an obstacle. Cooldown: 8 seconds. During the Hatred State, the Lightsaber travels farther and faster and inflicts the Broken status effect on Survivors hit for 60 seconds.

Force Choke:

Press the Power button to use the Force to choke a Survivor from a distance, restricting their movement before violently throwing them forward. The thrown Survivor suffers from Hindered for a short duration. If they collide with a wall during the throw, they suffer damage. Cooldown: 15 seconds. During the Hatred State, Force Choke also inflicts Exhausted for 120 seconds. The direction of the throw can be used to push Survivors away from safe positions or into obstacles.

Force Slam:

Use the Force to slam a nearby Pallet down, even when no Survivor is standing on it. Survivors struck by the Pallet suffer damage and are briefly stunned. The ability can also be used preemptively to eliminate a Pallet before it can be used during a Chase. If no Survivor is hit, the ability has a 40-second cooldown. Hitting a Survivor reduces the cooldown by 32 seconds, resulting in only 8 seconds of cooldown. During the Hatred State, Force Slam can destroy the Pallet permanently.

Force Sense:

Darth Vader channels the Force to sense the presence of nearby Survivors, revealing the direction in which they are located through visual indicators. The ability remains active for 5 seconds and has a 30-second cooldown. During the Hatred State, Vader's perception is heightened, revealing Survivors' auras instead of merely their direction, and the duration is increased to 10 seconds. Activating this ability emits a distinctive sound cue accompanied by Darth Vader's mechanical breathing.

PERK CONCEPT 1: Force Scream

Whenever you are stunned by any means, all Survivors within the Trial scream and have their auras revealed for 4 seconds. If the Survivor who caused the stun is the Obsession, the duration of the aura reading is increased to 8 seconds.

“You should have learned not to defy the Dark Side.”

PERK CONCEPT 2: Enough of Your Insolence!

Whenever you are stunned by a Pallet, all Pallets within 60 meters of the Pallet that stunned you are blocked by the Entity for 30 seconds. If the Survivor who caused the stun is the Obsession, the Pallet that caused the stun is immediately destroyed, while all other Pallets within 16 meters of the Obsession are blocked by the Entity for 60 seconds.

“You do not know the power of the Dark Side.”

PERK CONCEPT 3: You Will Not Escape

Whenever a Survivor is unhooked, their aura is revealed for 10 seconds or until they are healed. If the unhooked Survivor is the Obsession, they also suffer from the Broken status effect for 60 seconds.

“You are free to try to run. But you cannot escape me.”

Anyway, that's it! I hope you guys enjoyed the read, because let's be honest, that was long as fuck, soldier. Lmao. Were you in the Killer queue during the Jason launch for all that free time? LMAOOOOOOO

Anyway, if you have any suggestions, feel free to drop them in the comments! ^^

Oh, and stay tuned for Parts 2 and 3, because they're coming.

Someday!!!

...

I guess...

reddit.com
u/Status-Phrase-8503 — 2 days ago

Chapter Concept: Donnie Darko

Never see this brought up and it's my most wanted license so here it is. Concept by me.

u/Yourboy839 — 3 days ago
▲ 10 r/ConceptsDBD+1 crossposts

Killer Concept: "Vigo The Hermit"

Base Speed: 4.2 m/s

Terror Radius: 24m

Killer Power: Broken Lantern

Height: Medium

Passive Ability: The fog around the map thickens; playing a reagent will also affect the fog. Lanterns will spawn around the map, away from generators. If below the standard fog level, fog will be focused near generators, chests, and totems. If meeting at least the standard fog level, apply the choking effect to survivors. When survivors are in the fog, they gain "choking" passively for up to 60 seconds where they will become injured and broken. The broken effect diminishes after standing near a lantern. Once the broken effect is gone, choking will also be reset. The survivor will not be healed.

Active Ability: Upon holding the Active Ability Button for 2.5 seconds, you light your lantern, clearing out the fog around you up to 12 meters. Upon doing so, you receive a base speed increase of .3 m/s. When the lantern is not lit, your terror radius is reduced to 12 meters, and the suffocation effect takes place. The lantern will go on a 10-second cooldown when switching.

Perks

Peek-A-Boo: The fog does not appear around you within 6/8/10 meters.

Hex: Flip A Switch: "You used to have such a beautiful smile...what happened?" At the start of the trial, 2/3/4 additional totems will spawn. Each hex you have will appear as a dull totem, not including this one. Each dull totem will appear hexed. If this hex is cleansed, revert the affected totems to the proper state.

Tricks of The Fog: Survivors outside your terror radius will see 2 additional noise notifications when you hook a survivor, as well as false auras. or kick a generator. Upon kicking a generator, gain Undetectable for 8/10/12 seconds. While undetectable, survivors will hear a growing terror radius from each generator with progress.

Add-ons

Brown Add-ons:

·        Shattered Glass – Your terror radius is reduced by 2 meters when the lantern is lit.

·        Crude Oil – The lantern burns brighter, increasing the amount of fog around you that dissipates by 2 meters when lit.

·        Wet Matches – Decreases the time it takes to light the lantern by 1 second.

·        Squeaky Door – Decreases the cooldown of the lantern by 4 seconds.

Yellow Add-ons:

·        Clear Glass Panels - The light travels efficiently to dissipate the surrounding fog. The surrounding fog is dissipated within 24 meters when the lantern is lit. Your terror radius is increased by 2 meters. The survivors can see your light better as you travel through the fog.

·        Kerosene – When extinguishing the fire in your lantern, the fog takes 6 seconds longer to sink back in.

·        Dry Bark – The bark you learned to dry increases the thickness of the fog by 1 level.

·        Rust remover – Decreases the cooldown of the lantern by 6 seconds

·        A bloodied Athame – When not in a chase and you press the 2^(nd) ability button, your hand flies off with your lantern, taking your terror radius and red stain. You cannot use your basic attack until your hand hits a wall, appearing back on you.

Green Add-ons:

·        Tinted Glass – Your terror radius is decreased by 6 meters while the lantern is lit. The light from your lantern is warped, decreasing the amount of fog that dissipates by 4 meters. The light is hard to see as you travel.

· Mosquito Repellent – The smell is calming to survivors. Decreases your terror radius by 6 meters while the lantern is lit, and 4 meters while the lantern is not lit.

·        Dry Herbs – The calming herbs you have carefully chosen to reduce the stress of the survivors. Your terror radius is reduced by 8 meters while the lantern is on cooldown, going from unlit to lit.

·        Golden Latch – The golden latch makes opening the door to the lantern easier, decreasing the time it takes to light the lantern by 2 seconds.

·        Sturdy Handle – The steadiness you can maintain with the lantern allows you to increase your base speed by .1 Increase the cooldown by 5 seconds.

Purple Add-ons:

·        Chloride Woven Wick – Your understanding of the natural world increases your desire to learn of the spiritual one. You start the match with the lantern unlit. When lighting the lantern while the survivor is in your terror radius, you can blind them. You also become blind. You see the survivor's aura for 5 seconds after the blind ends. If no survivors are near you, you do not become blind.

·        Blood-Stained Glass – Something strange is happening with the glass you made; it appears to drink blood. For each successful hit with a basic attack, the fog closes in on you by 2 meters. Once the fog has completely consumed you, you enter a rage state, running at a base speed of 5. Upon missing a hit, the rage will end, and you will be stunned for 2 seconds. Upon hitting a survivor, they will be instantly downed; if another survivor is hit, they will suffer from deep wounds, and you will be stunned for 5 seconds; the rage will end.

·        Reinforced Sturdy Handle – A magnificent handle crafted by your hand; you can now be more reckless, increasing your base movement speed by .4

·        Stainless-Steel Framing – A man-made metal that shows great resilience and efficacy. Adds a 3-second delay to your terror radius growing when switching lantern states. Increases the cooldown by 10 seconds.

Iridescent Add-ons:

·        Iridescent Panels – Using forbidden arts and forgotten techniques, you have crafted a magnificent glass that pulls the fog inwards. The dissipation distance is reduced by 4 meters. All survivors can no longer see your lantern as you travel. All survivors can no longer see your dissipation range.

·        Unlucky Tendril – The entity has given you a piece of itself, whether willing or not; you don’t remember. Your lantern will automatically switch by itself after the cooldown has been completed. The cooldown has been extended by 20 seconds. When the lantern is unlit, if a survivor is touching the fog, they will suffer from a 2% hindered effect. When the lantern is lit, all fog on the map disappears, and the survivors can recover from the choking effect without the help of a lantern. The survivors immediately recover from the hindered effect.

Survivors:

Paul and Oliva Adair (Works like Legion's cosmetics)

Selective Hearing**:** When a totem is cleansed or blessed, gain Defeaned for 90/60/30 seconds. Once this effect ends, see the killer's aura for 10 seconds.

Sought After: Upon being hooked, the killer cannot see blood pools or scratch marks for 10/15/20 seconds. In the second hook stage, you have a single 50% chance to unhook yourself. Failing to succeed takes half of the current stage time.

Chaos Theory: After reaching 50% repair progression on a Generator, Chaos Theory activates. Leaving the Generator incurs a 10/12/15 second cooldown. If the Killer kicks the Generator, any Killer perk effects and regression will be rerouted to the nearest Generator with progress. If any Survivors are repairing the Generator that is affected, they will scream and reveal their location to the Killer. Both generators are blocked by the entity for 3/4/5 seconds

u/Inevitable_Bat_3243 — 3 days ago

Licenses I think that are INEVITABLE to come to DBD (My reasons why.)

  1. Slenderman reason: Slenderman now has to be the most respected license to come to DBD next to Pennywise. Everyone wants it Behavior rejected Marvel Hornets so that’s a Pretty Big Sign That he might be coming into the game. Probably the 11th anniversary killer but I do think Slender is inevitable.

  2. Predator Reason: We already have Alien in the Game and Disney said they loved working with Behavior on it so a Predator Chapter is Super Likely and I think it’s also inevitable.

  3. Bendy Reason: I can go on and on about this one it’s my most wanted license to come to DBD there’s so much evidence of it coming and Bendy’s 10th Anniversary is coming up next year and Behavior has brushed off when asked about Bendy so that’s a good sign and seeing how many players they brought in with FNAF they can easily do the same with Bendy. So Bendy is another inevitable License.. (Speaking of FNAF..)

  4. FNAF Chapter 2 Reason: The First FNAF Chapter did really well with Scott saying if you wanna collab go to DBD implying that he really liked working with them and a part two is almost guaranteed at this point. So FNAF 2 I’d say is inevitable.

  5. Robert England Freddy Reason: Robert has stated that he wants to play as Freddy again just not in a movie because he’s too old but he said maybe in something animated and This can mean Video games too. And I think he’d say yes in being Freddy in DBD So I’d say he’s inevitable.

  6. Jurassic Park Reason: it would be so cool to have a dinosaur killer and so many people want this and I think even a few people at Behavior wants Jurassic in DBD And they can definitely work with Universal so I think it’s Inevitable as well.

u/LeBron_is_the_goat61 — 4 days ago
▲ 119 r/ConceptsDBD+1 crossposts

My DBD Springtrap edit

What are your thoughts on the Springtrap DBD model? I’ve heard people say that is the best Springtrap model but personally I don’t like it. I made this edit to show how I think the model should look like.

u/NewLengthiness9786 — 4 days ago
▲ 29 r/ConceptsDBD+2 crossposts

NEW CONCEPT: THE SLENDERMAN

NEW KILLER: THE SLENDERMAN

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

4.4 m/s

Tall

32-meter terror radius

Mid Skill Floor - Very High Skill Ceiling

A tier killer in high MMR

KILLER POWER: INVASIVE PARANOIA

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

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

SPECIAL ABILITY: INSIDIOUS ATTUNEMENT

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

SPECIAL ATTACK: TENDRIL SKEWER

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

LOCOMOTION: ARRIVAL

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

KILLER ADDONS

BROWN - COMMON

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

GREEN - UNCOMMON

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

BLUE - RARE

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

PURPLE - VERY RARE

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

VICERAL - RED

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

KILLER PERKS

KILLER’S MARK: MANDELA EFFECT

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

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

KILLER’S MARK: WORD OF MOUTH

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

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

COMPROMISED CONVALESCENCE

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

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

u/CDXX_LXIL — 6 days ago
▲ 3 r/ConceptsDBD+1 crossposts

Dead by Daylight: The Hazbin Tapes (Chapter Concept)

Dead by Daylight: The Hazbin Tapes Chapter Concept

🔪 Killer: The Intrusion
👤 Survivor: Charlie Morningstar

🎵 Lobby / Chase Music: http://youtu.be/58VxTjlceGQ

u/AlexWyng — 6 days ago
▲ 250 r/ConceptsDBD+2 crossposts

Jerma985, Jeremy Elbertson, "The Horror" - Killer Concept

credit to u/happyscript again for their perk editor :): https://www.reddit.com/r/PerkByDaylight/comments/1v87gn8/resource_my_dbd_perk_editor/

Jerma985 - The Horror

Movement Speed: 4.6 m/s
Mori: Pushing the survivor into a meatgrinder.
Accompanying Map: Jerma's Dollhouse
Weapon: Snapping his fingers and hand gestures (Breaks pallets by snapping his fingers)

PSYCHO STREAMER

Killer Power

Jeremy Elbertson has long traumatized billions on his streams. Now that he has breached containment and entered the Entity’s Realm, the blood will flow.

SPECIAL ABILITY: PEEP THE HORROR

Every 120 seconds, Jerma has the ability to "Peep the Horror." Upon Peeping the Horror, one random survivor will scream and become Exposed for 60 seconds.

The Exposed Survivor will see a red pulsating mass around their screen.

Non-exposed survivors will also get to see the red pulsating mass, though in the corner instead of around the whole screen.

SPECIAL ABILITY: I'M KILLING YOU

Bloodlust's effects are amplified by 75%. Upon Bloodlust activating, the Survivor in chase hears a continuous and ominous thumping noise.

SPECIAL ABILITY: NOT GONNA DO THAT, CHAT

Every 20 seconds, Jerma's bloodthirsty audience has a 30% chance to issue a new request to Jerma. These come in the form of in-match objectives and gimmicks. Upon a request being issued, Jerma has 10 seconds before he can do it. The request expires 50 seconds after it is issued. If Jerma completes it, he gains the ability to run on all fours and lunge or pounce at survivors as an attack. This grants him 2% haste and lasts 45 seconds.

PERKS

BAN THAT GUY

The audience must be kept in check, and disciplined if necessary.

Each survivor can gain Tokens by Pallet Stunning, Blinding, or otherwise stunning the Killer. Upon getting downed, the Tokens are spent:

• 1 Token: Reduces the strength of wiggle effects by 50/60/70%

• 2 Tokens: Gives you 2/3/4% Haste while carrying that survivor until they are hooked.

• 3 Tokens: Increases the amount of time it takes to Blind you with a Flashlight by 50% while carrying that survivor.

• 4 Tokens: Increases the maximum Wiggle duration by 10/15/20%.

• 5 Tokens: Grants you 5% Haste for 5 seconds after hooking the survivor.

• 6 Tokens: Allows you to Mori the survivor after they have gotten 2 Hook States.

These do not stack until 7 Tokens or more have been reached, at which point they go from the effects for the least Tokens to the most.

"Permanently ban that guy for an hour, and then reduce their sentence by 55 minutes." - Jeremy Elbertson

KILLER ANDY

You are a killer. You kill.

Upon picking up a downed Survivor, you get 7% Haste while carrying them.

Upon a Survivor gaining a Hook State without your input, gain 3/4/5% Haste for 6 seconds.

"killer andy" - Chat

IMPOSTOR'S SABOTAGE

Find the ones doing their tasks.

Every 60/50/40 seconds, a check is conducted. If the Survivor with the most Generator progress is currently working on a Generator, that Generator is highlighted for 7 seconds.

"You're wearing red because you're the impostor." - Twitch Chatter

u/1-2manymatchstix — 10 days ago

Killer concept : The Swarm

The Swarm is a former bee keeper/ insect researcher that was brought into the realm by the entity. They were studying ways to use the insects to cure diseases but they owed money to shady people for funding their research and were "murdered" after having some of their more dangerous species let loose on them to make it seem like an accident. I. The realm they have become a loving hive, hosting a swarm of different insects that crawl over and fly around their body.

They would be a map control killer, placing hives around the map that would infest interactibles and survivors. Infested objects and survivors give off constant buzzing noises (for survivors the noise would increase as the infestation level increases) as the infestation level reaches its second state survivors will infest others in proximity. Rushed actions in the second infestation state will agitate the insects and put the survivors in the injured state (or deep wound otherwise)

Survivors can remove the infestation by finding smoke canisters in chests. The smoke canister can also be used to safely remove hives from the map without getting an infested state. Survivors can choose to smash the hives to remove them faster but take an infested state. Smashed hives will leave behind honey comb that survivors can pick up and consume to gain 5% haste for 3 seconds.

The Swarms main goal is to spread their hives and listen for the loud buzzing sound infested survivors emit to constantly track their location and keep map control.

Some add-on I've thought of are hives attached to pallets destroy them with termites etc.

reddit.com
u/Khaotixkhaosfacter — 7 days ago
▲ 2 r/ConceptsDBD+2 crossposts

The collector

The collector is a killer concept I made the playstyle is a snowballer it’s a guy with a pouch and a blue cloak he is made out of mist and has yellow dots as his eyes his power is called entities pouch at the start of the match you gain a weapon that is from one of the five free killers it will make it so your basic attacks gain unique attributes like Billy’s hammer will break pallets and generators with a special break and will just put you in the after hit animation these weapons are made out of mist you get them from each survivor you put in the dying state will drop a fragment of a weapon giving you a new basic attack option you can also collect items for each item in your pouch you will gain a permanent buff with four items being the last buff you gain you can get items on the ground and in chest you can also open chest in one second but doing this will only count as half you can also do this to dying state survivors if they don’t have a item you only get half a point if they have a item it counts as a whole for survivors to counter this guy there are two chests that spawn on the map with black mist flowing out of them when open the mist lashes out at you and you lose a health state this can not put you in the dying state when in the chest you are able to grab a item and a fragment when grabbing a item it will give you the item full charge a goes up a rarity when grabbing a fragment the weapon corresponding will go into a locked state for 30 seconds the perks are pretty unique id say
First perk is :finders keepers: when a survivor Opens a chest they will find the a rarity one lever lower the. The item there holding they must pick it up if not and just walk away then both items vanish a will add half a point to the ycollectors pouch
Second perk is :you snooze you lose: if you hit a survivor with a basic attack they will drop there item if that specific survivor tries to pick it up again they will lose one health state this will not happen if another survivor picks up the item
Third perk is :penalty: when a survivor is on the second hook state and on a hook all item within. 5 meter radius of the hook all items will disappear even in others hands but not in chests or the collectors pouch and I think that’s all I have a mori and lore idea for this guy also a survivor to go with it but I don’t know if I should tell

reddit.com
u/Far_Pangolin1790 — 7 days ago
▲ 4 r/ConceptsDBD+2 crossposts

Survivor Idea: Alex Vulcan

1st Perk Backstab: Once per trial when you are behind the killer carrying another survivor you can stun the killer for 4 seconds and becoming the Obsession and gaining Exhausted and Exposed for the next 60/55/50 seconds.
2nd Perk Big Bang: after completing 30/25/20% of a generator you can create loud sound notification and gain Elusive and 2/3/5% Haste for 5/10/15 seconds.
3rd Perk Quick Succession: after you complete a generator you do other generators 4/6/8% faster for 35/40/45 seconds and the effect is removed if you get off generator prematurely.

reddit.com
u/MarineGuyOcto — 9 days ago