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Killer Concept: The Creature (Carrion)

Grimmy_Bluues
Grimmy_Bluues Member Posts: 354

Killer concept: The Creature

A grotesque killer, able to control it's biomass to gain new abilities and hunt prey with it's power, Advanced Evolution.

  • Tall
  • 18m/32m/40m Terror Radius
  • 4.2m/s / 4.6m/s / 4.4m/s
  • Hard Difficulty

Power: Advanced Evolution

The Creature utilizes it's superior genetics to alter biomass at will, having 3 levels of biomass with several abilities.

ENERGY

The Creature requires energy to fuel it's abilities. To recharge energy, hold the Attack Button on a generator for 2.5 seconds. You have 100 charges of ENERGY by default.


NESTS

7 Nests are scattered across the map, used to gain and remove biomass. Each Nest holds 1 Stage of biomass by default and can hold 2 maximum. While atop a Nest, press the Active Ability Button to remove biomass and the Power Button to gain biomass. Survivors may sabotage your Nests, making it unusable until you permanently remove one Stage of biomass to restore it. Only 4 Nests may be sabotaged at any given time.


STAGE 1

The Creature starts the trial in this stage and moves at 4.4m/s with a 18m Terror Radius. In this state, it has no added biomass trailing behind it and has glowing green eyes.


SPECIAL ATTACK: Arachnoptysis

Press the Power Button to expend 20% ENERGY and launch a 12m long web that binds a single survivor in place, and grants you a 5% Haste status effect for as long as they are bound. The survivor can move backwards slowly and break free by doing 2 difficult skill checks. Can also be used to siphon energy from afar.


SPECIAL ABILITY: Photokinesis

Hold the Active Ability Button to expend 10 ENERGY per second and bend light around your body, making it near invisible and granting you the Undetectable status effect. Remaining still will not drain energy until you move again. Additionally, you do not trigger any non-aura detection perks while in this state.


STAGE 2

The Creature moves at 4.6m/s with a 32m Terror Radius. In this state it has added biomass trailing behind and has glowing yellow eyes.


SPECIAL ATTACK: Xiphorrhea

Press the Power Button to expend 10% ENERGY and generate blade-like appendages and launch forward at 7m/s for 1.3s, damaging any survivors caught in the path and destroying any pallet or breakable wall. A successful hit will put you in the fatigue state for 3 seconds. (2s on pallets/walls)


SPECIAL ABILITY: Acanthosis

Press and hold the Active Ability Button to expend 5 ENERGY per second and grow many keratin spikes that will launch at any survivors within 3m of you. When any number of survivors are hit by the spikes, 20% of your energy is consumed and you will enter a fatigue state for 2 seconds. The spikes can only injure, any injured survivors hit will be given the Deep Wound status effect. Can be used with Xiphorrhea.


STAGE 3

The Creature moves at 4.2m/s with a 40m Terror Radius. In this state is has even more biomass trailing behind it and has glowing red eyes.


SPECIAL ATTACK: Harpagorrhea

Press the Power Button to expend 33% of your ENERGY and shoot out several 20m tentacles in a cone that embeds in survivors and retracts, damaging and pulling them back to you. Can be used to damage generators, pallets, and breakable walls from afar.


SPECIAL ABILITY: Keratosis

Press the Active Ability Button to expend 3 ENERGY per second and construct a thick plating of keratin that will negate flashlight blindness and reduce pallet stun duration by 35%. Every stun drains 20% of your energy.


Perk 1: Electrosis

For the next 10/15/20 seconds after a generator starts regressing, if a survivor interacts with it, it will instantly explode, losing 5% progress. Has a cooldown of 10 seconds.


Perk 2: Parasitism

After a survivor is unhooked, you become linked to the rescuer, seeing the aura of whatever they interact with for 40/45/50 seconds. Has a cooldown of 40 seconds.


Perk 3: Echolocation

If a survivor fails a skillcheck, the aura of every survivor within 8/10/12m of the failed skillcheck is shown to you for 15 seconds.

Comments

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I think the power is interesting, if maybe a bit strong.

    I love the perks though. I would play the killer just for those.

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354


    Thank you, I appreciate the feedback :)

    How would you suppose I change the power to make it more fair?

  • Beelzeboop
    Beelzeboop Member Posts: 1,306


    Being strong doesn't mean that it's unfair, it's just... well...

    It seems too complicated for most players, for one thing.

    Think of what happened to the Doctor. His power was a lot simpler to begin with, but the combination of the stance system and the madness mechanic meant that just reading his power description was overwhelmingly intimidating even to experienced players.

    The Creature also seems too unpredictable to effectively predict. That can work, of course, but look at how survivors deal with killers like the Spirit.

    If they don't have an obvious, effective counterplay that the survivors can reliably use the exact same way every time, they're gonna hate it, and since BVR is mostly survivor mains, well...

    BVR would probably either nerf it to the ground (Hillbilly, Nightmare), ignore it and pretend that there isn't a million reasons to fix something about it (Plague, Spirit), or gut it and virtually replace the power with something else (Doctor, Executioner).

    It's not bad, and I personally like it, but the devs and community won't.

    The perks are still freaking awesome, though.

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354

    That's completely understandable, I wanted it to be a very flexible killer that could fill many roles.

    The complexity is completely intentional, as I want it to be opposite of Nurse, wherein she requires very good mechanical skill, The Creature would be more focused on understanding all aspects of your power and knowing where to use them. Though, some of the numbers up there could use tweaking still, such as increasing energy costs or adjusting ranges.

    I could definitely add more clear counterplay to the abilities while keeping them useful, but I imagine it wouldn't be all too difficult since you would be able to clearly tell which stage is which because of the appearance and terror radius changing.

    I tried to simplify the stages as

    • Stage 1 = Slower, Stealthy, Semi-ranged, Single target
    • Stage 2 = True average, Non-ranged, Multi-target
    • Stage 3 = Very slow, Non-stealthy, Ranged, Multi-target

    Each stage allows for different plays, and a good way to deal with this killer would be sabotaging nests to force them to go to inconvenient ones.

    Though you are right, it's highly unlikely this would get implemented as I put it which is a shame since I put a lot of thought into it.

    However, thank you again :)

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    Being good doesn't mean being recognized for it.

    As a monster design specialist, I love it.

    From a game design specialist, I like it.

    As a player psychology specialist, it sucks. But only because of the players.

  • Blue_Archer33
    Blue_Archer33 Member Posts: 318

    Player Psychology Specialist.. you have my attention. What did you mean by this?

  • Blue_Archer33
    Blue_Archer33 Member Posts: 318

    I think that an evolving monster-type killer would be a sick addition to DBD. We need more Monster-type anyway, the only TRUE monster we have is Demo. The rest are either human, deformed human, or supernatural human. I could imagine the devs gutting this to all hell despite how cool it sounds, though.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I think that you should work on a different but similar idea, maybe John Carpenters The Thing.

    It was one of Carrion's inspirations, after all.

    It would be pretty fitting, as well. Stalling (the Thing smashed escape routes and had an affinity for sabotage), paranoia (relying more on pickups than chases, and maybe disguising as a Survivor), and adaptation (getting stronger as objectives are completed on both sides) could be themes in it's power.

    You could even keep the perks (please do) with nothing more than a renaming.

    It seems "simpler" from a killer perspective, with an easily identifiable playstyle, and, admittedly, still a bit too unique for most survivors, but they can't really complain, can they?

    If well done, it would just be a horror icon doing it's "Thing."

    I am absolutely certain you have the skill and even the talent to make a good killer, and if we wan't any truly unique perks or killers, we need people who are good at this kind of thing.

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354

    That's a good idea, I haven't actually seen The Thing, but I will keep the themes you mentioned in mind!

    Paranoia would likely be difficult to implement in a power, but I will definitely have to think up something, as I love the idea.

    I'll write down any ideas I get, and hopefully it'll evolve into a proper concept to post here.


    I appreciate all this feedback though, it's very encouraging!

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I've been studying how players act in both singleplayer and multiplayer games.

    The reason is so that, in the event that I end up finishing a video game, I would know how to read the community and minimize toxicity in multiplayer games.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    If you haven't watched it, you should.

    It's a classic.

  • Lord_Xylum
    Lord_Xylum Member Posts: 116

    This killer concept is pretty badass. Carrion was very enjoyable for the most part.

    And please don't ruin the concept by making it "more simple". Complexity often equals a high skill ceiling, which in turn makes the Killer good.

    The only issue is that DBD Killers, for many modeling and meshing reasons, are all humanoid in appearance, whereas the Carrion monster was literally just a viscera blob. I'm sure you've thought of this though, considering the incredible insight and detail into the The Creature's power.

    Solid 9/10 Killer.

  • Grimmy_Bluues
    Grimmy_Bluues Member Posts: 354

    I really appreciate this, thank you!

    I definitely prefer the concept as is too, but knowing the devs and community, it would get extremely dumbed down.

    In my notes for this concept, I did write that this killer would essentially slide along the ground with several tentacles that extend or retract out to grab onto the environment (i.e. walls, clutter, terrain).