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Chapter idea (updated) - Left 4 Dead (Feedback encouraged)

Exerath1992
Exerath1992 Member Posts: 1,035
edited November 2020 in Creations

Left 4 dead idea

Killer: the infected

Mutation: The killer starts as 1 of 6 special infected. Every time a generator is repaired or a survivor is rescued from a hook, a 20 second mutation timer will start. When the timer ends or the killer taps the alt ability button, they initiate a death rattle and mutate to a random mutant zombie that has not been used yet. This stuns them for 4 seconds. The Tank is reserved for after the last generator is completed. If a generator is completed while the mutation timer is active, the killer gets a splice token (max of 1) and a horde is summoned at the completed generator.

Splice tokens: Prevents forced mutation. When the killer has a splice token, they may do the following:

-Hold the alt power button to choose what unused zombie they will mutate to next (except the tank). This does not consume the token.

-Tap the alt power button to consume the splice token and immediately initiate a death rattle and mutate at any time. If a specific zombie was not chosen, the stun time is reduced by 2.5 seconds. You must wait 20 seconds between token uses

Hoard: 6 zombies are placed around the map on a tile closest to a generator by default. If there are less than 6 zombies at any time, one respawns on a tile near a generator every 60 seconds. If there are more than 6 zombies, one zombie furthest from any survivors or active generators will be consumed by the entity every 20 seconds. An undetected survivor can crouch walk to a zombie to "dispatch" them with a trip and curb stomp animation. They will detect running survivors within 16 meters and walking survivors within 12 meters. Zombies pursue detected survivors at 80% survivor speed, even if they start walking or crouching. Crouching for 6 seconds or getting 24+ meters away will de-aggro a zombie. They will lunge grab at survivors when within 6 meters. When a survivor is grabbed, they scream and are faced with 2 rapid, difficult skill checks after which they will dispatch the zombie. If a healthy survivor fails either skill check, they become injured. If an injured survivor fails either skill check, they are broken for 60 seconds.

Hoard summoning: When a hoard is summoned, 4 zombies will crawl out of the ground over 3 seconds in a circle 20 meters away from the target.

Smoker:

-Height - tall

-Terror radius - 24

-Movement speed - 110 m/s

-Ability - Tounge lash: hold the power button for 1.5 seconds to prepare tongue lash. Charging and aiming slows the killer to 90% movement speed. A targeting reticle appears and you can tounge whip a survivor up to 32 meters away. The survivor can struggle against it in the same way they do the gunslinger. Missing the attack stuns the killer for 2 seconds. This attack has a 15 second cooldown.

-Death rattle - smoke bomb: explode in smoke that covers a 24 meter radius for 30 seconds. The visual effect is similar to 4 murky reagents but with a green tint. Survivors within the smoke cough loudly, have aura blindness, and are visually impaired. These effects persist for 5 seconds after leaving the cloud.

Spitter:

-Height - tall

-Terror radius - 32 meters

-Movement speed - 115%

-Ability - acid spit: hold the power button for 1 second to charge an acid spit. It travels with the same speed and arc as afterpiece tonic, and creates an acid pool with the same size as the gas cloud. Survivors who are in the acid pool are hindered, exhausted and can not fast vault. These effects persist for 2 seconds after leaving the puddle. Direct hits interrupt survivor actions. The puddle lasts for 8 seconds. Acid spit has an 8 second cool down.

-Death rattle - acid blood: creates a large pool of acid with a 16 meter radius that lasts 30 seconds. This has the same effect as the acid spit puddles with the added benefit of survivors scratch marks within are significantly closer together and any items on the ground are destroyed if left there for the entire duration.

Charger:

-Height - medium

-Terror radius - 32 meters

-Movement speed - 115%

-Ability - charge: rush foward in similar fashion to demon dash, but the attack only wounds healthy survivors. This ability has takes 2 seconds to activate, stuns the killer for 4 seconds afterwards, and has a 16 second cool down.

-Death rattle - ground pound: the 3 nearest generators with progression immediately break with 150% regression speed for 30 seconds (does not stack with ruin). If a survivor is repairing one of those generators they get a difficult skill check.

Boomer:

-Height - medium

-Terror radius - 16 meters

-Movement speed - 110%

-Ability - boomer bile: charge up a vomit blast with the same projectile and charging properties as vile purge. Missed attacks have an 8 second cool down. Successful hits cause the power to have a 40 second cool down and summon a horde on the target.

-Death rattle - explode, sending spraying boomer bile in a 20 meter radius. If 2 survivors are hit, each hoard has 3 zombies. If 3-4 survivors are hit, each hoard has 2 zombies.

Hunter:

-Height - medium

-Terror radius - 32 meters

-Movement speed - 115%

-Ability - prowl: Pressing the power button causes him to crouch over .5 seconds and his TR slowly fades to 16 meters away over 3 seconds, and survivors can not determine its distance or direction. Prowl reduces movement speed to 90%. Hold the attack button while crouched to charge a leap attack similar to shred but can't break pallets or doors, which takes 2 seconds to charge. After performing the leap attack, prowl has a 20 second cooldown

-Death rattle - death screech: all survivors within a 32 meter radius are oblivious for 45 seconds.

Jockey:

-Height - small (bigger than victor, but shorter than survivors)

-Terror radius - 32 meters

-Movement speed - 115%

-Ability - jockey jump: charge up a leap attack over 2 seconds, similar to victors but with less range or height. If missed, the killer is stunned for 3 seconds and the skill has a 6 second cooldown. If hit, the killer rides the survivor as if they are struggling while carried. the struggle bar fills 40% faster, hooks aren't highlighted and it is more difficult to control (survivor perks related to struggling can't effect this). While riding a survivor, if you reach a hook, you and the survivor each get 3 rapid, difficult skill checks. If the survivor succeeds more skill checks than the killer, they resist being hooked. In the event of a tie, they resist being hooked but become injured. The killer can also have them kick generators with 8% initial regression, attack another survivor or walk into a zombie. If you preform any of these actions or if they wiggle free, you are thrown from the survivor. After the remove animation is completed, the survivor is inflicted with deep wound, stunned for 4 seconds and jockey jump gets a 20 second cooldown.

-Death rattle - unsettling cackle: all survivors within a 60 meter radius get 20% speed reduction to healing, repair, cleansing, and sabotage speeds for 60 seconds.

Tank:

-special conditions: . Once the final generator is repaired, you may tap the alt-ability button at any time to mutate into the tank. Mutating into the tank kills all zombies on the map. Using either of the tanks abilities puts them both on a 15 second cool down

-Height - extra tall

-Terror radius - 32 meters (TR music is the same tank music from left 4 dead)

-Movement speed - 110%

-Ability - charging slam: charge forward at 130% movement speed for up to 3 seconds. Upon releasing the charge or it ending, slam the ground putting any survivors hit into the dying state.

-Alt ability - bolder toss: hold the alt ability button to pull a boulder out of the ground, holding you in place for 3 seconds. While holding the bolder, you move at 100% survivor speed. Direct hits with the boulder injure survivors, and survivors within 6 meters of the impact are hindered for 10 seconds.

Killer perks:

False egress - the map spawns with extra points of exit. There is 1 additional exit gate that is blocked by rubble when opened. This exit gate is highlighted in white for the killer and survivors who are injured, dying, hooked, exhausted, or oblivious.

Loot dispute: when 2 survivors are within 12 meters of the same chest, they are revealed by killer instinct for 6/8/10 seconds. This has a 40/30/20 second cool down.

Break through: when the killer destroys a breakable wall, survivors within 16 meters are hindered and exhausted for 8/12/16 seconds.

Survivors:

Coach

Perks:

Linemans rush - when a survivor is downed within 6/9/12 meters of you while you are healthy, you can preform a shoulder bash for the next 12 seconds or until the killer starts a pick up animation (they are immune to Linemans rush during the pick up animation). Pressing the alt ability button while sprinting performs a shoulder bash, providing dead hard like frames and stunning the killer if hit. You become exhausted for 60/50/40 seconds. Linemans rush can't be used while exhausted.

Coaching skills - when you are grabbed off a generator, one survivor within 6/8/10 meters recovers from exhausted and you become exhausted when you recover from the dying state or are unhooked.

Fumble recovery - when sprinting within 1/2/3 meters of an item on the ground while healthy with no items in hand, you will automatically pick it up. This has a 90/75/60 second cool down.

Ellis

Perks

Tampering - You gain the ability to tamper with hooks, which takes 5 seconds. If a survivor is placed on the hook in the next 20/30/40 seconds, they will immediately break out, stunning the killer for 3 seconds and breaking the hook. You can only tamper with a hook once every 120/105/90. If tampering is sucessful, you become the obsession and can no longer tamper with hooks.

Jerry rigging - when repairing a generator above 90%/85%/80%, you bonus 3% progression from the next great skillcheck you preform. This can only be done once to each of up to 1/2/3 generators per match (multiple survivors can not jerry rig the same generator)

Tracking skills - when the killer is stunned, he will leave a bloodtrail with slightly increased visibility that only you can see for 10/15/20 seconds. 

Post edited by Exerath1992 on

Comments

  • Exerath1992
    Exerath1992 Member Posts: 1,035
  • Exerath1992
    Exerath1992 Member Posts: 1,035
  • Drae
    Drae Member Posts: 52

    I've no big analisys this time. For the moment.

    The killer has 2 issues bound to in game mechanics. It has a big rng component, too big. Pig has a far more soft rng in her power and still is considered one of the things that needs a rework the most. Also uses alot of AI to work. In dbd we have not much to say how an ai would work in game. the closest thing to your zombies the game has are the hag's traps. I like the zombie power a lot, ok, i have a WIP concept that would use an AI too, but we have no tools to judge it. I like it, that's all. His rng thing and the quantity of subkillers that this concept uses would make the killer impossible to master and too hard for survivors to adapt to it. Every one of them would be a cool killer, even if they are all in a pre alpha state. Rebalance the rng and refine more the powers, until then, hardly we could make more indepth suggestions.

    For the perks, i like fumble recovery and tracking skills. Lineamans rush is absolutely busted, a nearly spammable stun, would be a nightmare to play against. Coaching skills is even more abusable. i can already imagine a 4 man swf with 3 coaching skills survs crouched near the killer and the forth survivor that keeps spamming dead hard. I can feel my blood boil XD. Tampering is deliverance and decisive strike with no malus for the user and no way for the killer to predict it. It should be a one use perk i think and should have less positive traits. Jerry rigging is nice in the concept but it cascade to quickly, it becomes too strong numerically too soon. False egress is the pig trap in a nearly unescapable version, people hate rng. Break through is fine and loot dispute is my favorite perk here. I think it should not have the cd at all, it has a so occasional use that i think it would be fine. It even gives me Killer Power vibes and i have already an idea for the possible killer.

    Waiting for the next changes to this concept.

  • Exerath1992
    Exerath1992 Member Posts: 1,035


    So, when it comes to your issue with bot mechanics, lets just assume that its doable. Its not like other games don't have it, and i know BHVR could do it, they just don't want to dedicate the time and resources. Its a pain to program (I dabble in unreal engine so I get the visual scripting aspect)

    The RNG aspect is something I am sure a lot of people hate, but I like it. When it comes to zombie placement, its not that important to the health of the game, but ill add a caveat that they tend to spawn near generators to give them more value. When it comes to the randomizing of the mutation, I think that's the whole fun. Sure, you may often end up with the wrong mutant for the situation, but good killers always say that you can fix any situation with any killer if you're skilled enough.

    You say its too many different mutants to get used to, but I'd say that due to the similarities each of them have to current killers, it's not so bad. I think of it as though you're playing a game where you keep cycling through the following list: gun slinger, clown, oni, purge, demo-pig, and victor (not sure if hunter power is OP, might make it where your TR shrinks to like 16 meters and survivors cant tell its distance or direction). Sure, they all work a bit differently and usually worse than their counterparts, but because you have zombies around the map, death rattles, and gen rush counter with splice token/hoard summoning, it evens out.

    I'll go ahead and adjust the perks that you pointed out some issues with.

    I don't think Linemans rush is as bad as you think. Maybe I should clarify: you can only do it once during the 12 second period, and then you become exhausted. I forgot to say it can't be used while exhausted. So you basically just get a quick stun to delay the killer from pick up so the person crawling can get to a pallet, get out to the open for a flashlight save, or to get the killer pissed so they'll chase you. Not all that spammable because its an exhaustion perk and you have to be so close to the person who was downed. Maybe I should make it clear that once the killer starts the pick up animation, you won't be able to rush. Also, i could make it where you have to be healthy to use it, that way its rarer to use and punishes killers who tunnel the injured when a healthy target is available.

    I see what you mean about coaching skills. What if instead, if you get grabbed while on the generator, the next survivor to stop repairing that generator loses exhausted?

    I'll take your suggestion on nerfing false egress, tampering and jerry rigging. Ill buff the loot dispute too. I think ill keep the Cool down but extremely shorten it.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    incorporated a lot of the changes you suggested, let me know what you think

  • B_Random
    B_Random Member Posts: 370

    Can you change "Bloat" to "Boomer" because I'm pretty sure you meant "Boomer"

  • B_Random
    B_Random Member Posts: 370

    Also "Jockey" is how you spell it. But this is interesting none-the-less. Sorry to also be a grammar nazi, just. I'm just that guy who has that small pain feeling in him when it involves something he knows about getting a small misspelling, call it like OCD in a way.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    thanks man, Got those updated