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Multiple Reworks for Killers (Legion, Plague, Clown, Trapper, Pig, Demogorgon and Freddy)

Tio_Croc
Tio_Croc Member Posts: 52
edited March 2021 in Feedback and Suggestions

Consider reading the ones of your interest and leave a comment telling me what you think. It was a lot of work writing everything down.

I wil be just talking about the powers, addons maybe for later.


Legion:

He could gain an ability besides his power. It would be a buffed Feral Vault (where he vaults windows and pallets really fast). He can do a version of this ability outside of Feral Frenzy.

When he presses the right buttom next to a pallet or window he vaults like he would do in Feral Frenzy, however he has a recovery: for 1.5 seconds he can't M1 or body block (you can still normally walk or perform break actions, you just can't do those 2 things). That means survivors could go throught you and vault (for that they will make a read and stay next to the thing when they vault). Hower, you can do a normal vault (or break action) instead and make them lose distance.

That would be a fine additiion and would make his kit more interactive.


Plague

Her Vile Purge does not give any progression to the infection of a survivor, however it will work like this: once a survivor is hit by Vile Purge he gets Sickness tier 1 (he starts coffing, vomiting, etc.). After 30 seconds, he gets Sickness tier 2 (where the survivor starts contaminating everything he touches, he does not lose a health state nor get broken). After another 30 seconds, the survivor gets to Sickness tier 3 (where the only action they can perform are vaulting and dropping pallets. Their vision gets messy similar to when someone is intoxicated by Clown's power).

Pools of Devotion: When a survivor drinks the water, he is cured from the sickness (not changing his health state), and the Pool gets corrupted as usual. However, that corruption would only lasts for 60 seconds, and after the Pool returns to normal (a normal non-corrupted Pool).

Corrupted Purge: The same, expect that I don't think it is a good idea to maintain the whispers thing because it will be normal and consistant to get it. Maybe even make her 110% (4.4m/s) while with it.

That would make her power more interactive and allow the Plague to actually use the full extent of her power.


Clown

Only two changes:

1) Yellow gas only gives speed up to the Clown.

2) It takes 5 seconds to reload the bottles, however you walk normally at 4.6m/s (115%) and can soft-feint or cancel to M1 whenever you want during the reload.


Trapper:

His traps are no longer spread out throughout the map. He starts with one trap already equipped (as usual). At the corner of your power icon, will appear a x1, indicating that you began with one trap.

When he places it, a cooldown of 20 seconds will start, and at the end of it he will be able to use another trap.

New ability: You can only use it when your power is fully reloaded. If you press the action bottom, a 20 seconds reverse white cooldown will start above the read bar of your power. While it exits, you cannot place any trap. When it ends, at the corner of your power icon, it will appear a x2 (or a x3 if there was already x2, or x4...), indicating that you have 2 traps available. You can use this ability when you start a chase and it is 100% sure taht you won't need traps for the next 20 seconds.

You can place at most 15 traps around the map.

You can pick up a trap. That willadd 1 more trap to your inventory and cancel any cooldown.

After survivors trigger or disarm his traps, they will disappear similar Hag's traps.

On his previous ability he needed a lot of time to go around the map grabbing traps. Now he can "grab" his traps while he is applying pressure by chasing or patroling gens etc.


Pig:

1) Combat Straps is now basekit (crouches or stands up in 1 second).

2) Her Ambush Attack lasts for a extra second (bringing it up from 2.5 to 3.5)

3) Her Ambush now breaks pallets (1.5 recovery).

Her Trap power is good, however it does not compensate for her lack of map pressure or lethality. We could buff it, but that would be less interactive. Her Ambush incentifies mindgames and will be more fun.

She'll be able to use it consisntantly in pretty much every loop (even on the medium to long ones and of course excluding the God loops). Now she'll not lack much lethality, so she will be more fun. Map pressure still bad but she'll be decent regardless.


Demogorgon:

While survivors are cleansing his portal, the volume of the game is turned to 0%, despite the sound of them cleasing the portal and groaning. His footsteps nor the notification sound of him using his portal would be heard.

That would make possible to creep up on survivors cleansing your portals and making it something more risky to do.


Freddy:

I know that freddy is already a good killer, but hsi power is not fun and does not represent Freddy Kruger. His old power was fun, represented Freddy Kruger, however it was weak. What I'll propose is a buffed version of his old power:

Survivor can't see you nor hear your terror radius (not even the lullaby) when they are not dreaming.

Press the action bottom to make survivor into a transition state. During the transition state, although you can't M1, you can body block, survivors still can't see you (they hear the lullaby if you are in a 16 radius of them tho) and they suffer from the Incapacitated status effect (that will interrupt what they are doing).

When you put a Survivor to sleep, you go up a tier. You start the trial in Tier I.

Tier I: 4.4m/s (110%), takes 7 seconds of transitioning into the dream world.

Tier II: Gains more 5% movement speed (or more 0.2m/s), takes 6 seconds of transitioning into the dream world.

Tier III: Every survivor hit by your M1 will get Broken as long as they remain in the dream world, takes 5 seconds of transitioning into the dream world.

Tier IV: Can see the aura of any survivorin the Dream World that is not in a chase, survivor escape the dreams world by clocks with a 50% speed penalty.

Tier V: All survivors in the Dream World get Exposed, you gain more 5% movement speed (or more 0.2m/s).

Survivors can escape the dream world by failing skillchecks, using the Dream Clocks, or by the wake up action (that can only be performed from a waked survivor).

Hooks does not make survivors wake up. So if Freddy is on Tier II and hooked someone, he will remain on Tier II as long as the survivor reamins on the hook and doesn't make something to wake up.

Special Ability: Nightmare Traps.

Place nightmare traps in broken pallets, closed windows or breakable walls.

They look exactly like a normal pallet, a broken breakable wall (free way) or opened window, however they can only be seen by Survivors in the Dream World.

If the survivor gets in a 2 meter radius from them, they trigger. They can do an animation like how the objects did on the Freddie movies, create mouths and roar, create claws and swing, create eyes and gush blood etc. When they trigger, the survivor screams and Freddy gets a speedboost of 172.5% (6.9m/s) for 1 second.

That would make him good, threatining and loyal to what Freddy Kruger actually is. Survivor would eb constantly being presured to wake up, which would cause map pressure,a dn his trap ability would give him lethality.


BONUS

The Duke (new killer):

He's basically the old freddy, for people who like his reworked power. As his power has a lot of blood, he would be a hybred of vampire and demon etc. I don't know.