My precious killer: The Rich
Greetings dead by daylight team, I know you have practically no reason to bother with this so first I want to say thank you for listening and you're doing a perfect job making the game better and I've loved everything you've changed including hex: ruin which I know many people aren't happy about. Let's start with introducing the killer I'd like to introduce to the game The Rich.
Name- Finnie (this is a name in my family that's why I'm including it), Faheel (a name I use for myself when naming characters or avatars when not using my name, just if you're not sure how to pronounce the name it's pronounced like fey from d&d then heel like well heels with quick succession to each other) Friedrich Boyle (based on Friedrich August Von Hayek and Robert Boyle, this is a good option as it doesn't have direct connection to me and the people it's based on have connection to this character)
Gender- Male
Nationality- British
Speed- 115 % | 4.6 m/s
Terror radius- 32 metres
Height- Tall
Overview
I'm not sure on what the specifics for The Rich will be so you'll have good freedom with customizing this killer but there are certain things I want for him as I'd like him to replace my main killer the clown. First I want him to have a strategic playstyle relying on the player to think and be clever such as the clown and trapper. The main categories I'd like him to succeed in is hunter or devious and malicious. I'm going to list how much different status effects will take effect for him from most to smallest.
Deep wound
Mangled
Broken
Blindness
Undetectable
Haemorrhage
Exhausted
Haste
Hindered
Oblivious
Exposed
Lore
You can do what you'd like for his lore but I'll just mention a few things. Works in pharmaceutical economics, views torment as being better than a permanent death or more of no longer existing, academically skilled, intelligent, loves science and economics, comes from a middle-class family, not a lower-class or upper-class family, started his own business called the ruby pill, enjoys a support role, was bullied, very formal but if not treated with respect he'd view the other one with disrespect and would speak poorly to them, wants his bullies to meet a fast and painful death, extremely lawful, enjoy things being organized and likes order, was a teachers pet in school, addicted to caffeine, the entity chose him for his calculated and logical methods as well as his ambition mixed with spite, made a deal with the entity and is completely loyal to him, has autism (this last one might seem like an offensive joke but I'm autistic and I show similar traits to them).
Weapon
An expensive weapon related to slashing or piercing and not bludgeoning. He'd clean his weapon by wiping it with a clean/drugged cloth or he'd hover the weapon over a flask catching dripping blood to collect a blood sample.
Power: Iridescent Cash
I'm not sure about his power but as I said before I hope it's used for a strategic purpose that requires you to think similar to the clown and trapper. There are two critical things about the power though one being the strategic point mentioned earlier the second one is that the power gathers up counters which it uses as currency. When I'm talking about them gathering up counters I don't mean like a meter or them physically picking up objects as counters, I mean they naturally collect counters over time or while they do certain thing such as gaining blood points just because of the theme and it won't be a meter it would be more like the clown or huntress just the counter doesn't have a limit. I'd prefer it's used outside a chase. Also, I don't want them having a separate attack unless they could spend their iridescent cash on changing and modifying their weapon but I would like it to stay as a basic attack.
Perks
Now with the perks, I hope they're used for detection and malevolent. Currently, I use a nurse's calling, sloppy butcher, surveillance and whispers. I do want these perks to have a similar effect as my current perks so that means detection perks on generators to slow progress instead of outright slowing down progress, detection perk affecting survivors and an anti healing perk that might use the deep wound status effect as I like damage over time. I don't want hex or obsession perks. His perks might involve blood points but if they interfere with his perks by weakening them I'd prefer if they don't affect blood points. A good way to describe their perks purpose is by saying they let him know his competitors every move and prevents them from recovering from his. Here are some ideas.
Health insurance: This perk will cause the survivor to get the deep wound status effect when they are healed one health state (without getting injured like the legion) with the deep wound status effect putting them in the dying state or putting them back into the injured state either. Each rank of the perk won't affect the deep wound timer being a constant 18 seconds but will increase how long it takes to mend themselves and could potentially make it so the third level of the perk puts survivors into the dying state with the other two just putting the survivor into the injured state. Another idea for the perk could involve the broken status effect instead. It would either work identically to the original idea just deep wound replaced by broken or if they had healing progression if they were hit with a basic attack they become broken depending on how much progress they had. Each rank of the perk will have a multiplier for how much healing progression converted to the broken duration starting at times 3 to times four and times five (the perk will use the default 16 seconds for healing progression as unlike repairing it doesn't use charges). You could use any of these ideas or could choose one and replace the two suggested status effects for one another.
Market Research: This will be a detection perk. One idea for this perk could involve an ability the killer actively uses and a passive ability it provides. When I mean a perk they actively use I'm talking about an ability they activate like blood warden and insidious while the passive will be similar to shadowborn and enduring. This idea came from the fact that within market research, primary and secondary market research exists. Another idea could be that every second adds half a charge to this perk with one charge being worth one second to a total of sixty charges. When you activate this perk you will see the aura of every survivor as long as they aren't doing the same action (a specific counter to this perk that you can change or remove, and when it means doing the same action that does not include two survivors repairing different generators it only means cooperation actions which do not include a survivor being healed by another only when two survivors are healing a single one with the survivor being healed still will have their aura shown). While activated it consumes one charge per second.
Employer: Another detection perk. This perk will affect crows. If a survivor has a stillness crow their aura will be shown every time they gain a stillness crow with the second revealing the survivor's aura for a longer duration and even longer for the third crow. Any survivor that triggers a normal crow will cause the crow to behave like a stillness crow once it respawns. That will leave the spot the crow previously was in uninhabited by crows. These normal crows will not be registered as stillness crows so they won't reveal the survivor's aura and will only stay for a set period. If a survivor with stillness crows activates a normal crow, that crow will immediately become a stillness crow and will show the survivors aura. If the survivor's aura is already shown and they gain another stillness crow their aura will be shown again after the duration of the previous aura wears off. If another survivor enters the previous area that the normal crow inhabited and they would trigger it if it was still there before it spawns, they will get the crow instead of the survivor who triggered it previously.
Nocebo effect: This perk could cause high priority objectives depending on the situation to change the colour of the aura or show the survivors aura. This is coming from the idea of the nocebo effect where if the survivor is doing something they think will be of importance to the killer it will cause it to be a major concern for the killer. This perk will take many factors in such as location on the map and progress such as many other things.
Magic of the middle: This perk should hopefully be the detection perk affecting generators. It will mainly revolve around the concept of magic of the middle where customers purchase goods of medium pricing as they fear expensive ones are overpriced while cheap ones are poor quality. I'm not sure how this one could work most likely it will affect or target three generators on a scale and cause some sort of effect to occur with a single one or for all of them with varying effects.
These next ones are just names of perks you could use to create something to fit the categories.
Tax
Loan
Debt
Investment
Pricing
Profit
Gamble (or Roulette to fit dead by daylights theme better)
Indentured Servitude
Franchising
Design
I would like his design to include certain key points. He'd wear a formal suit. If he has a hat it will be a top hat or possibly a fedora. If he doesn't wear a hat or if his hair is still visible (I'd prefer if he didn't wear a hat) his hairstyle would be this swept flicked (not back or directly forward or to the side) hairstyle for a lack of better words. The main colours would be red then white with dashes of gold. Good models to base the design are Byakuya from danganronpa, Mr Black Hat from villainous and Alastor or the radio demon from hazbin hotel. Also, he will be wearing an expensive mask that was a combination of a gas mask and a full face mask somewhat similar to the lady from little nightmares just more luxurious.
The Chapter- Soul Contract
This chapter will only include a killer but may have a realm for that killer. I think it should be indoors with a cold setting similar to Ormond such as windows being frozen over and any sight of outside will be arctic. It might be a bank or a university. The generators will power certain things.
Mori
The Rich will stand to the side of the survivor then walk in front of them, he'll lean down and lift the survivors head up by their chin. He'll give them a gentle pat and will tilt his head sideways before pressing their weapon against the survivor's throat. He'll swiftly slice the survivors throat and start walking away while watching the survivor trying to crawl away until they slowly bleed out. This is a mercy given by The Rich.
Comments
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First off I'd like to note that fan creations are not exactly meant to be suggestions to the devs, but rather a way to share interesting concepts. Your killer has potential, but I'd like you to flesh it out a little more.
As for the perks:
Health insurance would be pretty annoying. Deep wounds is more of a nuisance than a threat.
Market research would be extremely powerful and the survivors would have no way of knowing that their aura is being read.
Stillness crows are a bit too situational to have a perk based on them, but the second effect might be interesting.
I don't really understand how the last two perks would work.
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Yeah I know and I am thinking of changing and updating this whole thing. It's just a bit more speculation and I'd really like a bit of assistance, especially with balancing. The last two perks can be added to the list of names as I was really just trying to think of a detection perk for generators with terms from economics I heard of. Also with this killer in my mind I can't stop thinking about how much I want them in the game so where should I post this. Also thanks for reading my killer.
Post edited by FormulaFinnie on0 -
If you want a rich business man type killer, then why not make his power revolve around chest looting. For example, his power could allow him to loot chests and carry survivor items. Why can he do this? To take the items to a "store" run by the rich, where survivors can pick up the items without immediate consequences. Items within the store generally appear to be of a higher quality than they actually are, but sometimes you get the genuine article, so as a survivor, it can be worthwhile to visit the store. If a survivor decides to plunder a chest, it will notify the rich of someone "stealing stock." The Rich's power would revolve around enticing survivors to make foolish purchases at his stores, afflicting survivors with the "debt" status, which makes the survivors incredibly easy to find, among other things dependent on the add-ons run by the rich, until they pay off their debt by stocking the store for the rich with items equivalent to the item that got them in debt in the first place.
Just spitballing here though.
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That's a really interesting idea. I like it but I do want his power to stick with the theme of him gathering money that he spends, but I really like your suggestion. I do have an idea where he would use his money to pay for semi killers that have specific roles that are at The Rich's command. This isn't a detailed description but is a concept for his power I was thinking of.
Post edited by FormulaFinnie on0