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Killer concept - The Boogeyman

Beelzeboop
Beelzeboop Member Posts: 1,306

I've wanted this killer for a long time, but I couldn't think of how it would work before AI was implemented. Now I have some ideas. This could be worded better, but this is a first concept after all. 

I might make add-ons and add the lore later, when I have more time.


Height: Average 

Speed: 115% 

Terror Radius: 24 meters 


The Boogeyman is an inscrutable killer, able to seemingly be everywhere at once, making prior setup nearly impossible. 

His personal perks, Skulker, Ransom, and Hex: Paranoia allow him to control the flow of information with an iron fist.


POWER: SHADOW GAMES


SPECIAL ABILITY: SHADOW DANCE 

Press and hold the Power Button to untether your shadow from your body, allowing it to hunt of it’s own accord. You can see your shadow's aura in white while it is untethered.

Your shadow is vulnerable to lightburn at all times and has a slightly extended lunge. It also has a red stain and Terror Radius.

Press the Power Button while looking at your double to switch control with the AI. Whichever body is controlled by the AI has it’s Terror Radius reduced to 8 meters. The body that is player controlled has the default Terror Radius of 24 meters.

Whenever your shadow is lightburned, stunned, or if it hits a survivor, it disappears, and cannot be untethered for 45 seconds. If it hits a survivor, the survivor’s aura is revealed for four seconds.

If your shadow hits a survivor that isn’t Injured or Exposed, they will scream and become Terrified for 60 seconds instead of being put into the Injured state.

While Terrified, survivors are Exposed and Oblivious, hear the killer’s Terror Radius as though the killer were within 4 meters of them at all times, and suffer a 15% penalty to all actions.



SPECIAL ABILITY: DARK DELIRIUM

Hold the Active Ability Button to reveal the auras of all lockers and windows within 32 meters of you. Select two of the auras revealed in this way to activate Dark Delirium. Unless this power is on cooldown, you can change which two are selected at any time.

The next time someone interacts with one of the two selected objects, they will be teleported to the other one at the end of the interaction. Dark Delirium will then be put into cooldown (base 25 seconds).

If a survivor triggers Dark Delirium, they are revealed by killer instinct for two seconds and become Oblivious for 20.

If you trigger Dark Delirium, you become Undetectable for 10 seconds.



Perks:


Skulker

Your acute awareness of your own abilities allows you to muffle any sounds that would’ve given you away.

Noise generated by movement, breathing, vaulting, and breaking objects are 25/50/75% quieter than survivors.

You can see your own Red Stain and the circumference of your Terror Radius.


Ransom

Sometimes you need to kidnap a few weak links in order to draw out more worthy victims.

You are Undetectable and completely silent while carrying survivors, and survivors no longer hear the screams or get a notification when another survivor is hooked.

After hooking a survivor, all survivors are afflicted with Blindness for 10/15/20 seconds.

Hex: Paranoia

A hex rooted in confusion and fear.

Survivors will randomly hear your Terror Radius as though you were passing by, hear objects within 8/16/24 meters being interacted with, hear chase music, or see your red stain coming from behind them or from around a corner.

Your Terror Radius is reduced by 4/6/8 meters.

Comments

  • Givti
    Givti Member Posts: 50

    Ability:

    Shadow Dance - so a much cooler version of twins, but i think the cooldown is way too long, maybe 20s is better (how are survivors Oblivious AND hear the terror radius as the killer is within 4m of them - it can only be one of them, they cancel each other out)

    Dark Delirium - interesting

    Perks:

    Skulker - weird, seeing your red stain is pretty useless, because it's just in front of you

    Ransom - interesting

    Hex: Paranoia - maybe a bit too strong

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I mean, Trickster and Slinger are a lot like Huntress, so there's that.

    The TR is illusory, so it doesn't really have anything to do with the actual TR. Oblivious removes reliable information, and the illusory Terror Radius gives unreliable information. Plus, they can't see the Red Stain.

    The cooldown was made deliberately intense. You're not supposed to have your shadow out all the time, and I didn't want to give some arbitrary penalty for getting stunned or lightburned.

    Skulker is mainly for people who play Demo and newer players. Think of it like Zanshin Tactics.

    Paranoia needs to be unusually powerful to be justified as a Hex totem... but you're kinda right. Imagine this combined with M&A on Myers or Slinger. That would be an actual nightmare.