http://dbd.game/killswitch
Carnage (Marvel) Killer idea + some semi related killer perk changes
The Symbiote (Carnage from Marvel.)
Move 115 (4.6 m/s)
Terror Radius 32
Height: Tall
Visual: Starts as a human form (Cletus) in an Asylum Outfit. Would look like Carnage in Empowered mode. (any skins would only affect Cletus’s appearance.)
Attack animation: A claw like attack animation (like hag or freddy.). (this is to keep a consistent attack animation between forms.)
Survivor: Human half of Venom.
Though someone like spider man would be more iconic for survivor. The lack of innate dark and gritty characters in the spiderman cast makes it limited to who you could choose for survivor. (having a lighthearted and semi jokester like spiderman being sacrificed to the entity would thematically clash with the horror estic of DBD.)
For the survivor perks I think using the ones I made for a Bloody Mary chapter idea would work. So instead of placing them here or making a new post I’ll just link to that survivor below: (obviously would need to rename the abilities.)
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Power: Symbiote
Unstable Host:
- Parts of the Symbiote are scattered across the map in Vials. (6 Vials in the same places as Freddy's clocks or pigs boxes.)
- Carnage can interact with a vial to gain a power charge. Doing this causes the entity to block that vial.
- Survivors can interact with a vial to have the entity block it. (Each survivor can only block up to one vial.) (Sound indicator to Carnage when done.)
- Vials will become unblocked by the entity after a survivor that blocked a vial is hit or whenever a Power charge is used. (the unblock happens over a duration.)
- Start the match with one power charge and have one vial start blocked. (if too strong then could be made into an add-on instead.)
Carnage Mode:
- While having any power charges you can press the power button to fuse with the Symbiote for duration. (Works like Cannibal with a Power that consumes 1 charge on use and resets duration by consuming more charges. Intended length to be comparable to myer tier 3 with potentially longer if you have max charges.)
- While fused, gain increased Picking-up, Dropping, Pallet breaking, Breakable-Wall breaking, Generator damaging, Vaulting speeds, Move speed, and terror radius. (everything that Fire-Up effects + movespeed and terror radius. Probably not the same values for most of these.)
- While Fused, see any Pools of Blood left by injured Survivors in Bright Red.
- Survivors you damage during Fusion suffer from the Broken Status Effect for 45 seconds.
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Add-ons ideas:
Random ones:
- Increased Broken Duration
- Broken Survivors suffer from Exhaustion, Blindness, Hemorrhage, or Impaired. (lasts until Broken stops and would trigger from any effects broken.)
- Impaired survivors have a 10 % greater chance of triggering Skill Checks when repairing, healing or sabotaging and gain no progress from any great skill checks.
- Faster Vial recharge
- Refilling Vials are revealed to carnage in yellow and will turn closer to white as it gets closer to full.
- Survivors holding a vial have the Impaired Status effect.
Pink or Purple tier:
- While Fused, you don’t lose Bloodlust from breaking pallets. (would still lose from hitting survivors or being stunned by pallets.)
- Increase your Terror Radius. While Fused, Reveal the aura of injured survivors outside your Terror Radius.
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Torture:
You like to break your victims will before finishing them.
Increase Bleed-Out speed of dying survivors by 10/15/20%.
When you hook a survivor, add 1/2 second of entity progress for every 5% of bleedout progress. (max 10 sec reduction at 100% bleedout) (equates to about 20 seconds of down for 1 second lowered from each hooking at tier 3)
"Remember when I said I'd kill you quickly? I lied."
Alt Quote idea: "Who said anything about killing you? I just have to rip out your rib cage, lungs, and spleen to get at my baby. You're welcome to what's left."
Symbotic Duo:
Your symbiotic partner makes you stronger, but it will come undone if exposed to too much sound.
While not in a chase and not carrying a survivor, Increase move speed by 5%
While in a chase or carrying a survivor, reduce your terror radius by 6 meters and the aura of survivors within 32 of you and your aura cannot be revealed to Healthy or injured survivors outside of 32 meters.
Whenever a generator is complete, put this ability on a cooldown of 80/70/60 seconds.
"Now that the symbiote has altered my very bloodstream...."
Hex: Fear of the Hunted:
While repairing Generators that you kicked 3 or more times, Survivors are afflicted by the Deafen Status Effect. After ending the Repair action, the Survivor is afflicted by the Deafen Status Effect for 5 seconds.
The above effect persists as long as the related Hex Totem is standing.
Damage Generators 10% faster for each time you kicked that Generator. Up to 10/20/30%.
“Look out, world! Lock your windows! Bar your doors! Make sure your life insurance premiums are paid up! Cletus and Carnage are together again! And this time — WE'RE GONNA PAINT THE WHOLE DAMN WORLD RED!”
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Perk Buffs I would want with this Chapter:
Bloodhound:
- Add: Gain bloodlust 10/15/20% faster towards bloodlust 1 while chasing survivors. Double this while chasing an Injured survivor. (base bloodlust 1 time: 15 seconds. Injured time 10.7, healthy time 12.5.)
- Change: Make the duration increase of blood 4 seconds for all tiers.
Note: I think that effects interacting with bloodlust is an untapped field that should be explored more. I don’t think that these changes would make the perk meta, but I think it could make it quite fun and usable for a memey build with Beast of Prey. (Included to synergize with Carnages bloodlust add-on idea.)
Deerstalker:
- Add: Decrease self recovery cap of dying survivors by 15%. (doesn’t prevent full self-heal). (could trade with torture’s anti-self recovery effect.)
Notes: Though slugging can be annoying for survivors, I think a build around it should be viable if you know how to play it right and are willing to invest perks or add-ons. I included these changes to give more viable options for a potential slug build with Torture and/or Knock-Out.
Terror radius Perks: Originally included these change ideas because the deafness of Hex: Fear of the Hunted was once a terror radius effect. Now more of including because I needed to change Unnerving Presence anyway for the new status effect. (would kind of work with carnage’s large terror radius while empowered though.)
Unnerving Presence (Mini-Rework)
- Add: Applies old ruins to survivors repairing in your terror radius. (maybe not the same regression amount though.) (Old ruin did “Good Skill Checks result in 3/4/5 % regression on the Generator”.)
- Keep: Survivors within your Terror Radius have the Impaired Status effect.
- Impaired survivors have a 10 % greater chance of triggering Skill Checks when repairing, healing or sabotaging and gain no progress from any great skill checks.
- Lowered: Triggered Skill Checks' success zones are reduced by 25%.
Note: Unnerving presence is a weak perk for high ranks and a bit of an oppressive perk for lower ranks. As such I propose making it more constantly impactful by making it do something against skilled survivors and less impactful against newer survivors.
Overwhelming Presence
- Add: Decrease action speed of survivors not using items in your terror radius by 10% (would not affect self recover of downed survivors).
- Or could Add: Survivors in your terror radius recover from Status Effects 15/20/25% slower.
Notes: Change would incentivise using items in your terror radius and make it more viable when playing against survivors with items other than flashlight. (though the new lightborn is a much better counter to flashlights.)
Vigil
- Make it Apply to all status effects. (that are time based and aren't auto resetting like myers exposed would.)
Note: This change is in part to make it viable by expanding the amount of effects it works on. Also so that the perk isn’t straight up worse than the new survivor perk idea of mine with a similar end result.
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Other:
This chapter idea could also easily be made using Krauser and Leon from the Resident evil series.
Would have Krauser get his Giant blade arm in empowered mode. Would probably make more sense for an Increase to attack range during empowered mode for Krausier instead of extra move speed.