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Survivor Idea, Felicia the magicians assistant

HellraisingPredator
HellraisingPredator Member Posts: 75
edited June 2020 in Creations

New survivor Idea. Everything is rough so take it all with a pinch of salt but I thought the concept was cool so wanted to share it.


Felicia Nilson

Felicia was part of a famous magicians act as his main assistant, performing across the globe. With years experience she has picked up a trick or two to help her in the trial.

Perks.

1) Escape Artist. You know a thing or two about escaping tricky situations. You gain a stackable 1/2/3% chance to unhook yourself. If you unhook yourself successfully, then you will unhook into the healthy state and have your aura revealed to the killer for 3 seconds.

Explaination: Basically a free heal if you unhook yourself, pretty niche and relies on luck but some luck build and offerings this could be useful. Percentage numbers might need to be tweaked I don't know.

2) All Eyes On Me. You know how to keep an audience distracted whilst the magic happens. When stood within 8/12/16 meters of other survivors, any time the nearest survivors aura would be revealed to the killer, theirs is hidden and yours shown instead.

Explaination. An altruistic perk. Good if you know you have weaker members of your team. Basically if a killer has a perk like I'm all ears then when a survivor near you triggers it by vaulting then their aura won't be shown but yours would be. Also with perks like BBQ if you are stood near another survivor their aura won't be shown but yours still will be. Etc. Will only hide the aura of the nearest survivor not all in the 8/12/16 meter radius.

3) Disappearing act. You have a knack for disappearing without a trace. When in a locker, if the killer searches that locker, they will be shown the empty locker animation, and you will be displaced to just outside the locker and have your scratch marks hidden for 1/2/3 seconds. After disappearing act has triggered you become exhausted for 60 seconds and the perk is disabled.

Explanation. Pretty self explanatory. Dodge a locker grab once per trial in trade for being exhausted and a perk slot.

That's it, hope you had fun reading. Was just something I thought up as a concept for a new survivor. If you like it let me know, if you think it sucks and I suck then feel free to let me know too lol.

Have a good day!

Post edited by HellraisingPredator on

Comments

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    I like it.


    Just don't understand the 3rd perk exactly.


    You appear besides the locker when the killer checks it, or are you still inside?

    I don't think appearing besides it will help much since the killer will catch up super fast.

  • HellraisingPredator
    HellraisingPredator Member Posts: 75
    edited June 2020

    Basically you will appear just outside as soon as the killer triggers the open locker animation but they won't see you leave the locker. So the animation for the killer to open the locker takes I don't know 2 seconds or something so you have a 2 second gap plus your scratch marks will be hidden for 3 seconds at max level so the killer will be working out where you went for a few seconds or just super confused if they don't realise you have the perk so worst case you get a good 5 seconds advantage on a killer which can make a big difference or best case they lose you completely. Also you will have dodged a grab completely. Thanks for checking out my idea and your feedback!

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    I would like it more if you were indeed inside the locker but the killer doesn't see you unless they open it twice.

    If you jumped into a locker during a chase, it's because there was nothing around you, so there isn't anything to run to in the 2 seconds you get.

    Gotta remember you make sounds while running, and the killer can just follow that to know where you went.

  • HellraisingPredator
    HellraisingPredator Member Posts: 75
    edited June 2020

    I see what you mean, the only problem with that would be if the killer sees you go into the locker during a chase then they will just open it, realise you must have the perk, and open it again rendering it useless for that function unless it is an inexperienced killer. It would only be useful out of chase then if the killer happened to search the locker because they thought someone was nearby for some reason. Which isn't a bad thing and definitely could be one way of adapting this perk and a fun idea I hadn't thought of! I'd be interested to see if other people prefer your version or the original but I think both are fun ideas!