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new character ideas and game modes

reyesgaming
reyesgaming Member Posts: 1

i play this game all the time with my friends we have always talked about seeing pennywise in the game as well as maybe a new game mode where the killers kill each other instead of hunting survivors all the time

Comments

  • Shymare_11
    Shymare_11 Member Posts: 494
    edited October 2020

    My ideas for new game modes:

    •Casual mode

    -When in the custom game lobby: There will be two icons above the killer/survivor/spectator button. One will make your lobby public where any random can potentially join (it will be called “Open Lobby”. The other will make it so that when press it, you and anyone in the lobby will be, eventually, added into another persons lobby as long as everyone in your lobby is ready up and the other person has their lobby open.

    +This basically custom game but the ability to add randoms. There will likely be more sub-game modes that can be added in this larger one. (Custom game if neither option is active, casual game if either option is activated).

    •Pandemonium

    -A game mode that can be activated in almost any game mode (custom game or casual game).

    +The match will be played on special extra large maps (Like really big). Each map will portals that can take killers from one side to any other side or center very quickly. There can be a maximum of 3 (different) killers and 12 survivors. The number of generators needed to be completed is 10 and there will be triple the usual number of pallets, generators, vault points, totems, lockers, chests, and other intractable objects (excluding killer belongings).

    •Overkill mode

    -A game mode that can be activated in almost any game mode ( custom game or casual game).

    +In this mode, adds items, addons, perks, and offerings that are op but somehow still balance each other out cause they all are also op.

    =Possibilities of added stuff:

    *Auric Hooks(off): Any survivor that is within a 8 meter radius of a hook, has their revealed. If the hook is sabotaged this effect will not effect that specific hook until it is repaired. (Radius=rarity)

    *Scorched Wood(off): All hooks are broken for 80 seconds at the start of the trial. (Time=rarity)

    *Velvet Shawl (off): Increase the number of hooks by 5. (Number of hooks=rarity)

    *Hairpin (off): Decrease the number of hooks by 5. (Number of hooks=rarity)

    *Mist Bulb (ad flash): When turning on a flashlight, it will quickly flash its light blinding the killer instantly but greatly reducing it’s width and increasing charge consumption.

    *Generator manual (ad tool): Add 50% progress to the generator you are working on.

    *Trap springs (ad pig): You traps will no longer kill survivors, however, failing a skill check at a puzzle box will cause the trap to put the survivor in the deep wound heath state and restart removal progress. You are able to see the auras of all those who where your traps.

    *Trap kit (ad pig): You make new traps, to a maximum of 4, every time you hook a survivor. Hooking a survivor, gives one trap.

    *Dauntless (perk sur): Disable any killer belonging. 60 second cool down.

    *Concussion (perk sur): Disable a killer’s power for 25 seconds every time you stun them.

    *Close entry (perk killer): Block every vault point and open entry way to survivors for 45 seconds. This perk is activated by pressing the active ability button. This perk has a 100 second cool down.

    *Explosive (perk killer): All generator repair skill checks are replaced by tremendously hard skill checks. Skill checks are more frequent. When failing a skill check, you lose moderately more progress .