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Killer Concept: The Forget-Me-Not

Marc_go_solo
Marc_go_solo Member Posts: 5,347
edited July 2021 in Creations

This was inspired by an SCP reading I listened to this morning, which made me wonder how the game could create a mechanic related to memory.


Weapon: Barbed-wire whip.

Power: Memory Wipe

Speed: 4.6 m/s

Difficulty: Medium

Terror Radius: 32 m


Power: This alien being has an appetite for memories and knowledge. It preys on survivors, utilising traps and disguises to wipe their understanding of the realm and who they are, imprisoning them in a state of near-amnesia.

Memory Wipe: The Forget-Me-Not can pulse a ripple effect within its terror radius. Doing this reduces its speed to 4.2 m/s and the terror radius drops to 24m but starts gradually increasing the Memory Wipe effect on survivors who are within the terror radius. The Forget-Me-Not cannot attack while in this state, and has a 2 second cooldown to move from Memory Wipe State to normal.

Memory Wipe can be activated in a few ways, but it works as a 3-tiered system like the Doctor's madness.

Tier 1: All actions have a 2.5 second delay before any progression starts and an action speed penalty of 3%, with the exception to unhooking. There is a 10% chance a skill check will be 40% faster than normal, and a 20% chance the success zone is reduced by 20%.

Tier 2: As above, with the following additions: action speed penalties are now 6%; a 40% chance the success zone can be reduced by 20%; skill checks on any action except unhooking. If a skill check fails, the survivor will not be able to interract with the object for 10 seconds. 1 random perk deactivates whilst in this state.

Tier 3: All the above, with the following additions: action speed penalties are now 9%; a 60% chance the success zones are reduced by 25%; a 10% chance a skill check will be 50% faster than normal. Unhooking now has skill checks. Treasure chests, totems and hooks have a 20% chance of disappearing from view for a period of 20 seconds and therefore unable to be interracted with. 2 random perks deactivate whilst in this state.

Mimicry: The Forget-Me-Not can plant up to 6 trap pallets, 2 trap totems and 1 trap chest. These are extra on top of the already existing items. If a survivor interracts with any of these, they immediately go up 1 tier in Memory Wipe. Once used, the item cannot be used again. Using a torch can burn away the fake item, at the expense of 50% of the total charge.

Mimic: The Forget-Me-Not can mimic chests, totems, pallets and hooks. Its terror radius reduces to zero. It can do a sudden strike if a survivor is nearby, and hitting the survivor will not drop them down a health state, but will go up 1 Tier in Memory Wipe. This has a cooldown of 30 seconds. The Forget-Me-Not can move whilst in this state at a rate of 2m/s.


Mori: The Forget-Me-Not summons the Entity from the sky, which grabs the survivor, and drags up the spirit version, screaming away. The body becomes a grey husk and collapses. The husk remains and has a permanent Memory Wipe terror radius of 8m, and if a survivor touches it, it will explode, taking the survivor up 1 tier in Memory Wipe.


Dictaphones: 4 of these lie on table stands around the map. When a survivor enters Tier 1, 1 dictatorphone lights up. In terracting with this brings the Memory Wipe down to zero. That dictaphone will not be available to light up until 40 seconds thereafter.


Perk #1: Too Much!: Your presence gets survivor adrenaline going a little more than expected, resulting in dangerous, unnecessary force.

When a survivor drops a pallet, there is a 10%/15%/20% chance the pallet will break upon impact. If a killer is hit when this happens, the killer is stunned for an additional 3/2/1 seconds. However, this slam has a 50% chance of injuring the survivor, or (if already injured) puts them in the Deep Wound status effect.


Perk #2: Clean Your Clock: Your blows cause more than just physical injury.

When a survivor is hit by a lunge attack, for the next 60 seconds they have a 33% chance of a perk not activating when it ought to. For example, vaulting may not trigger lithe, or dead hard may fail. Clean Your Clock has a cooldown of 30/25/20 seconds. If a lunge attack misses whilst this is active, the cooldown still applies.


Perk #3: Hex: I No Longer Know: Through all the stress you put on the survivors, the panic finally takes its toll.

When the final generator is completed, 6 Exit Gate Switches light up around the map. 2 Exit Gates are the real ones, but interracting with the wrong one causes the survivor to scream, suffer from the Hindered status for 60/70/80 seconds and permanently lose all their perks for the remainder of the trial (regardless of whether the Hex is cleansed or not). If the Obsession activates the wrong Exit Gate, they can be Mori'd when they are next downed.

If the Hex is broken, all 6 Exit Gates remain, but interracting with them just males them disappear with no side effects. The killer will see that lit up switch no longer there, but will not get any notification.

The killer will not know which Gates are the real ones, probably due to its own stresses.