Killer idea: The Gloom
Overview
"The Gloom" is a special human/monster killer idea developed for have a more terrifying experience in dead by daylight. Be a killer that lure in the dark and strike down your victims by showing your true nature in the light.
His personal perks helps him to confuse and scare the survivors, and separate them from each other making them easy targets.
Lore
"... Did you ever had that feeling about someone watching at you? Look outside. It is dark. All pitch black. Something is moving inside the night. A shadow pass in the dark. Teeths of a predator that never sleep. Eyes that never stop follow your movements. He's waiting for you, for you to be in the dark. And you know he will come for you, when the lights will turn out.
When you'll be in his darkness you'll go away with him, and never come back..."
Stats
Gender: N/A
Nationality: Unknown
Realm: Fallen town - Angels Street
Power: Darkness Power
Weapon: Rive
Speed: 115% / 4.6m/s
Terror Radius: 32 Meters
Height: Tall
Key bottoms: M2 = Dark shade - CTRL = darkness traps
New mechanic: darkness and lights
When facing "The Gloom", the map will appear incredibly dark as if it were late night (but not pitch black, just... darker) The survivors will have a Lantern attached to their back which will allow to create a light zone around them with a radius of 4 meters. Few areas on the map will have artificial light due to light bulbs or lanterns and even fire barrels. Each generator completed will create a light zone with a radius of 5/7 meters.
As long as the survivors are within the light zones, it will be more difficult for the killer to be able to catch them.
Instead, the normal health states (which are Healthy, injured, dying) the Light zones determine the Healthy state. Once the light is off (and the survivor is in the Darkness), he's Injured (or Exposed) and can be downed in one shot.
The "lantern" follow the health state mechanic and can be restored the same way a survivor can be healed: by perks, medikits and cooperation.
When the "lantern" is on: the survivor is healty. When it is off, the survivor is injuried.
The killer than can use his ability for put the survivor from healthy to injured state and then finish him off with his weapon.
If the light zone around the survivor fades, he will find himself in the Darkness.
Inside the darkness it will be difficult to move and the survivor will be subject to the Darkness Traps that can be placed by the killer.
Every 5 seconds or so, lightning flashes (as if there is a storm) partially illuminate the darkness revealing the outlines of the objects and it will be possible to see distant monstrous figures prowling inside.
Survivors cannot hear the heart beat if they are inside the Darkness. Inside the Darkness they can only hear screams, thunders and whispers that cover the killer heart beat.
From inside the Darkness is however possible to see the light zones in a radius of 32 meters.
In a radius of 16 meters is possible to see the outlines of environment objects.
Also, the killer can not see the scratch marks of survivors, basing his hunting only by see the survivor's lights
Important thing: "The Gloom" is not a supernatural monster with infinite power. Itself too has limited vision and capabilities.
Similar to freddy, It is perennially in it's "dream world" but from inside it can't see much too, even if for "it" the Darkness is brighter and he's not afflicted by the storm, so survivors could hide pretty easily behind everything. Both survivors and killer see just the outlines of objects and the light zones in a range.
Ability: Dark shade (m2 on lightful survivors)
You move silently in the darkness. Inside the night that surrender you, every light die swallowed by nightmares.
The ability and purpose of "The Gloom" will be to use his skills to turn off the surrounding lights within his range of influence for being able to hit the survivors with his claws.
"The gloom" can afflict survivor's lights by looking at them and press M2. by so, the light around the survivors will start to fade untill it will turn off. If the eye contact is interrupted, the light starts to quickly regenerate
It can alternately reveal itself and hit them while they are in the lightzones, however it has an autonomy of 3 seconds before being stunned and forced tp retreat into the darkness.
passive ability: Darkness influence
"The Gloom" will afflict nearby lights, turning them off.
Instead a normal terror radius, the gloom afflict nearby lights. Getting 5/6 meters next to a light will turn it off untill it will goes away. The survivors will hear on the edge of the terror radius a light buzz, getting stronger the closer it comes.
Special Ability: Dark Call (m2 on lightless survivors)
A survivor without light can be "stalked" again (M2). Instead suck him light away, the gloom will activate its special ability. If the survivor get "stalked" for 3/4 seconds, the survivor will hear in that interval the "Dark Call": a voice that will whisper to him "Come away with me". Once the whisper is over, passed the 3/4 seconds, the survivor will be forced to look in the direction of the killer who will suddenly start to accelerate against him, quickly shortening the distance that separates him by his victim, hitting him with his claws.
The killer will accelerate up to 220% of speed in 3/4 seconds. The killer can have full control of the directional keys during the sprint. The killer will be forced to attack in the fifth second thus interrupting the animation. The attack of this special ability cannot destroy walls or pallets.
Obstacles such as walls, windows or pallets will stun the killer.
If the eye contact is interrupted while "stalking", the "Dark Call" will be interrupted.
Special Ability: Darkness Traps
The killer can place traps around the map. If a survivor finds himself in the Darkness and ends up in one of these traps, an animation of a Monstrosity will emerge from the darkness, hitting the survivor as long he's in the trap and putting the survivor a deep wound state effect, forcing him to scream revealing his position to the killer.
Here some examples on how the Monstrosity would look like:
Some Monstrosity could have the shape of big scary warriors:
Some could be very tall and would be appear in a distance with lightning flashes:
Darkness Traps Trivia:
The placement of the trap is a circle on the ground that will be shown with a radius of about 2.5 meters but also a cone attached to the circumference of the circle about 4 meters deep which will be where the Monstrosity will appear to hit the survivor (inside the circle). The trap itself covers a large area of about 9 meters in length and 5 in width and therefore limits the map-points where it can be placed.
Anyway, just the circle is important for the placement. The cone (where the monstruosity will spawn) is not afflicted by enviroment object because the monstruosity would have a "white outline" like an aura if behind object.
Additionally, could be added a mechanic for survivors where standing for 2/4 seconds in a trap zone while them Lantern is on (so the trap is enlightened) it will reveal itself and the survivor will have the option to cleanse it (considering the trap activate only if survivors are in the Darkness.
The survivors, similar to "Dark Call" will be forced to look into the Monstrosity direction when they will trigger the trap. They have a very little window of time to exit the trap and avoid the hit.
Killer Trivia
"The Gloom" apparence inside the darkness is unknow. Just a very thin siluette of a tall man could be seen except his white shiny eyes.
Outside the darkness, in the light zones, "The Gloom" reveal itself as a shape-shifting monster constantly hitching, with heavy deep breathing, curved eyes and a jaw full of teeths. It's skin is grey and dark grey.
The killer is particulary vulnerable to flashlights. Being exposed for more that 3 seconds will stun him. He's immune to flashlights while transporting bodyes or interacting with objects.
Terror Radius
As already said (but i like to repeat myself), an idea for it's unique "melody" could be afflict the surrounding lights in it's terror radius. The stronger the interference, the closer the killer is. This would work as the melody of Freddy: it is not a terror radius so it is not afflicted by any add-on or perk that modify the terror radius like "insidious".
Mori
The survivor gets up from the ground.
The survivor, wrapped in darkness, looks briefly around, lost and scared. Visual in front of the survivor's face.
The Dark Call is heard behind him. The survivor suddenly turns and shouts in panic.
White eyes appear in the dark.
The figure advances against the survivor who is increasingly wrapped in darkness.
The eyes (the only visible part of the killer so far) reach the survivor that keep being less visible due to darkness.
The figure of the killer pierces that of the survivor who is completely swallowed up in the darkness still screaming.
The scream fades and the figure stops shortly after, revealing a monstrous grin and looking around for new prey.
The survivor's body is disappeared.
Perks
Nyctophobia:
Survivors hiding for about 8//6/4 seconds in a locker while outside killer earthbeat will be forced to go out screaming revealing them position.
"It is so dark in here!"
Inner Strenght counter the need to go out the locker but will still make the survivor scream.
Hex: Deep protection:
Hex totem: all totems will be locked by entity untill this hex totem wont be cleansed.
Once cleansed, the survivor's aura is visible for 6 seconds
The Hex totem aura will be revealed to the survivors in a 6/4/2 meter radius.
Trust no one:
When a survivor is close to another survivor, them breath of pain and normal breath will be 0/25/50% louder and they will be afflicted by Oblivious status effect for as long as they remain together.
This effect persist 2/3/4 seconds after they'll split.
"In the darkness you can't even trust your own shadow..."
The range required is about 2 meters.
Perks Trivia
"Trust No One" is ment for being a perk that penalize survivors that work togheter. By the way, cooperations for survivors is them stronger strategy.
in this case, is hard to imagine a way to penalize them in a unique way that also doesn't afflict gameplay too hard.
Possible status effect penality for survivors for this perk are:
-Hindered
-Oblivious
-Blindness
New Realm and map
The New Realm have place in an abandoned village in some hills
The map "Angels Street" prominent colour palette is dark blue
In "Angels Street" the village is build on a hill, so there will be 3/4 different levels (like a stair) instead the classic flat map.
The map is inspired by an existing village.
On the map on left side, surrounded by a blue outline are traced the edges of the map. The red outlines show where the exit gates could spawn.
On the map on the right side. (the one I brutally made with paint. ^_^)
The grey lines show the current paths exposed to the sky.
The dark grey line show the bridge (more like an elevated walk path) that is connected to the middle level and from with the bottom level is accessible with a stair,
The light grey blocks show the houses where is possible to go inside. Every house has not less that 2 access.
The white blocks are the houses not accessible.
The green blocks are the parks and gardens and are connected each other.
The black squares indicates where a possible access to the houses could be.
The black arrows indicate where a possible one-way window could be.
Despite being on a hill, the walls and houses surrounding the map do not allow to see the outside map.
By the way it is possible to concept this map on a flat level.
Conclusion
Even in this, second, guide for a new killer idea i'll return to say that I have to admit that see this killer, even reworked, in the game will make me very happy. By the way, i dont pretend it and I consider this guide as a good way to show some creativity.
If you like this guide, please consider to check out my other guides