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Potential Friday the 13th ideas (Yes I know about the legal battle)

IMPORTANT NOTE: Before we begin I'd like to make it very clear that I understand that there is a legal battle over Friday the 13th and that Behaviour is not permitted to release DLC like this until the legal battle ends. This is PURELY a suggestion on how I think it could work.

PLEASE NOTE: I am by no means a professional at this so I welcome your CONSTRUCTIVE criticism in order to help balance it out. I'll be giving my opinion of why I did blank by putting them in parenthesis.

Jason Voorhees: The Legend

Appearance: Since Behaviour can take some creative liberty if/when they get to include Jason, I thought I’d offer up the version(s) of Jason I think are the best. Jason wears his classic goalkeeper mask, a dirty waterlogged blue shirt  with his brown overcoat. His dark black raggedy gloves. His seemingly wet dark blue pants and of course his favorite farmer’s boots. You can’t see much of his head but I thought I’d offer something up. I find the mask having empty black eye holes is a lot more terrifying than actually seeing one good eye and a deformed one. I also like the version of Jason where he has long wet hair, implying he has been alone a long time and spent a great deal of time soaking in the lake. To summarize the head: 2009 Remake Jason head. A classic appearance with a more realistic head. In all honesty though, I feel like a bald masked man just almost feels like your generic prison escapee/serial killer. Add some spice, mix it up, hair can do a lot for a masked villain.

Terror Radius: Vengeance - 0m, Normal - 24m (I figure the low-ball terror radius is 24m and as such I think that 24m is acceptable, I went low-ball because well Jason is hard to see coming in the movies. For Vengeance, since I consider it the killer’s “natural state of being” the killer should have the “normal” stealth capabilities.)

Speed: Walking - 4.6m/s (Vengeance is the same), Lunge - 6.9m/s, carrying - 3.68m/s (Similarly to the “normal” capabilities I figure that as a speedy character Jason should have the high end walking speed of 4.6, and since Vengeance is just “at night” his walking really doesn’t change for any reason.)


Ability: Vengeance - Vengeance works like a combo Freddy and Myers, don’t kill me let me explain. While Freddy has a dream world Jason instead has something I’d unceremoniously call “Night Time”. The game begins outside of Night Time but Jason can increase the rate at which you enter Night Time by stalking you from a distance, much like Myers (line of sight and all that.) The base rate is that in 60s you enter into Night Time automatically. At a distance of 60ft you will enter Night Time in 45s, at a distance of 30ft you will enter into Nighttime in 30s. Once in Night Time Jason becomes undetectable until he puts a survivor into either the injured state or the dying state. Once out this cycle starts anew, it is paused for survivors on the hook and in a chase. Survivors can exit night Time by finding a phone (akin to Plague/Freddy/Pig’s crap) or by healing a survivor to completion (this would work similarly to Second wind meaning you can exit Night Time by working by yourself or heal two people while working with another.) (I figure this is a decent way of making Jason...Jason. A hard to find killer until it really matters. You can see him coming and be prepared but if you aren’t looking BOOM, there he is. Right on you, should’ve been paying more attention. Also btw, if you get hit for example and get away or go down and then he loses you the timer begins ticking back down at a rate of 60s unless he stalks you. The Undetectable itself is conditional to Night Time meaning anyone who is not in Nighttime is not affected by Jason’s undetectable status effect. This means that Jason won’t know if they know he’s around unless they just got hit or off the hook. I also thought I could add more but considering that he is basically constantly stealthed I thought it might be fine as is.)

Perks:

Aversion - When you fail to hit a survivor this perk activates. While it is activated you cannot see survivor trails. In return you will get a 2% boost to your normal walking speed for 12/15/18s. This perk has a 40s cooldown. (I wanted to give Jason a boost to his speed, offer him something cool but at the same time I didn’t want that to be op so I included a lack of trails allowing survivors to potentially slip through his fingers. I was gonna have it so he walked louder to make it harder to find survivors but I realized “hey, he already missed his shot, this is basically to account for that loss in the first place and he’s already down a trail.”)

Watchful Eye - 15/12/8s after a chase has ended you can stand still and hold the active ability button. Doing so will reveal the last set of scratch marks nearby or allude to the location of a persisting trail. (I thought it might be neat to be like “Aw I lost them...but not for long.” I figure if the scratch marks are gone and you can’t find what direction they ran off in, Watchful Eye will show you where they went. It’s still up to the player to track and find them but you can still see the most recent trail around you OR the location of a still visible trail that you might not be seeing. I figure having him stand around would be a good way to keep him from walking around tracking survivors as he pleases.)

Plight of the Living - When a survivor is sacrificed to the entity, injured survivors suffer from the Deep Wound status effect and healthy survivors receive the broken status effect for 40/50/60 seconds. (I thought it would be a neat idea for remaining survivors to ‘see their own demise coming’ so to speak. If you’re injured you’re a little better off, sure you have to mend but at least you can still heal. Healthy players aren’t put into any dangerous situation but if they get hit they’ll have to hold on healing. This being reliant on sacrifices means that either you’re one of “those” killers or you’re wrecking house towards the latter half of the match.)


Addons:

Drug Packet (Common) - Slightly increases the chances of a phone skill check appearing.

Bear Trap (Common) - Survivors who make a call suffer from the blindness effect for 20 seconds.

Thick Gloves (Common) - Slightly decreases the range of your terror radius outside Night Time. 

Counselor’s Whistles (Common) - Slightly increases the rate at which survivors enter Night Time.

Crystal Lake Uniform (Uncommon) - Hooked survivors’ timer to enter Night Time does not pause.

Provocative Magazine (Uncommon) - Survivors suffer a slight speed penalty to altruistic actions while in Night Time.

Wire Cutters (Uncommon) - Survivors that fail a skill check are revealed to Jason for 2 seconds.

- Moderately increases the chances of a phone skill check appearing.

Kitchen Knife (Uncommon) - Slightly increases the time it takes for a survivor to make a call

Axe Head (Uncommon) - Moderately decreases the range of your terror radius outside of Night Time.

- Injured survivors suffer from the blindness effect

Car Keys (Rare) - Skill Checks are harder to perform for survivors outside of Night Time.

Shelly’s Wallet (Rare) - Jason becomes obsessed with one survivor.

- The obsession cannot make calls

Shackles (Rare) - Decreases the total number of phones by 1.

- Increases the distance between phones.

Wade’s Ear (Rare) - Survivors that fail a skill check are revealed to Jason for 4 seconds

- Moderately increases the time it takes for a survivor to make a call.

Alice’s Drawings (Rare) - When you become stunned by a pallet, that pallet is destroyed.

Burlap Mask (Very Rare) - Survivors who have been hooked twice and are in Night Time can be killed by your hand.

- All remaining survivors exit Night Time and the timer is paused for 10s.

Clay’s Bag (Very Rare) - When stalking a survivor, other survivors within 5m also suffer from the increased rate to enter Nighttime.

- Survivors suffer a moderate speed penalty to altruistic actions while in Night Time.

Camp Crystal Lake Sign (Very Rare) - Auras of survivors making a call are revealed to Jason for 6 seconds.

- Considerably increases the time it takes for a survivor to make a call.

Whitney’s Missing Poster (Very Rare) - Tremendously increases the rate at which survivors enter Night Time.

Ms. Voorhees’ Locket (Ultra Rare) - Stalking a survivor for 30s will expose them once they enter Night Time.

- Stalking a survivor does not increase the rate at which they enter Nighttime

Pamela’s Head (Ultra Rare) - Survivors start the game in Nighttime and the obsession does not exit Nighttime regardless of taking hits, becoming injured, or getting hooked. 

- This effect translates over to the next obsession.

(Not even gonna get into these, waaay too many and half were dreamt up on a whim in order to fill the like 20 addons each killer gets, feel absolutely free to give suggestions)


Clay Miller

Perks:

Persistent Seeker- Your ability to find the killer is immeasurable. You are able to see the killer’s aura for 15/20/25 seconds once they see your or the obsession’s aura. (I thought it would be a neat idea for a survivor to be able to go “yup there he is, I can see him, but at the same time know that he might not be after you but rather the obsession. I think it’s an okay perk considering the amount of time you get to see the killer for. Besides it also relies on whether or not they have aura perks. Guess if anything it’s a counter to BBQ but people don’t seem to have a huge problem with it anyways so ¯\_(ツ)_/¯)

Trick of the Light - You have a way of tricking people into seeing what isn’t really there. While in a chase you can press the active ability button to cause your trail to go in the opposite direction that you are running in. Using this will trigger exhaustion for 60/50/40 seconds. (I thought it would be fun to play a bit of a trick on the killer. I don’t think it’s too OP because you need to use it at the right time. Running in a straight line forwards? Trail goes back behind you, useless. Pull a U-turn and hit that bad boi? Now it goes in a direction that tricks the killer. It also likely won’t confuse the killer too much or if nothing else at least the good ones. The important thing is that it distracts them long enough to give you a bit more of a head start. I made it an exhaustion perk because it felt a little OP without it.)

Troublesome Problem - You’re a troublesome victim. While struggling you slow the killer down by 5/10/15%. While on the hook you get one extra struggle chance and the odds of escaping are increased to 5%. (I thought it might be interesting to offer up a slight counter to Agitation. As with one of my other suggestions I didn’t make it a complete counter giving killers a 1/2/3% boost depending both on what tier this and Agitation are at. I also thought “Hmm, Anti-Agitation doesn’t sound too appealing by itself” so I went ahead and threw on a more enticing version of Slippery Meat. I don’t think it does anything too troublesome, seems fine to me. 4% is low but so is 5%.)

P.S. I decided to put all the Friday the 13ths...or rather I-III and the 2009 reboot into a blender and mix it up. On that note I also used Clay Miller (2009) because according to my knowledge, other than an actual child, he is the only male to escape Jason alive. If not Clay then I suggest using Ginny Fields, but Clay is my first pick.