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Dying Light - Chapter Idea

trevorj91
trevorj91 Member Posts: 30
edited December 2021 in Creations

I uploaded this about a year ago, and decided to revisit it in light of Dying Light 2 releasing soon. I've included a link to the old one for reference.

https://forum.deadbydaylight.com/en/discussion/209061/new-chapter-idea-dying-light


New Killer: The Night Hunter - 115% - 36m Terror Radius - Tall


Killer Powers:


Tendrils - The Night Hunter launches his Tendrils in a straight line directly in front of him up to a base 36 meters away. Upon coming in contact with a wall or object, the Tendrils quickly pull the Night Hunter towards the destination. If Night Hunter comes into contact with survivors at any time during the launch, he will injure them and stop the launch animation. Hitting dropped pallets and breakable walls will destroy them and end the animation.

Base 24 second cooldown (24 charges at 1 charge/second). Tendrils travel at 36 m/s and launch the Night Hunter at the same speed. Upon landing or colliding with a survivor after the launch, there will be a 2.5 second delay in which the Night Hunter has tremendously decreased movement speed to recover and cannot perform actions. Survivors hit directly by the tendrils will be stunned until the Night Hunter collides with them. Missing the Tendril shot (out of range) will only use half the max charges.

Additionally, shining a flashlight at the killer will reduce the current charges of Tendril at a rate of 4 per second, but will also notify the killer with a directional marker.


Scream - The Nigh Hunter screams, revealing his aura to all survivors for 2 seconds while applying the Killer Instinct for 2 seconds on any survivor within 40 meters. Scream has a base cooldown of 36 seconds.

Killer instinct still applies to people in lockers.



Killer Add-ons:


Brown:

Tendrils do not damage survivors and reward 300 bloodpoints instead.

+1 Seconds to Killer Instinct

-4 Second Scream CD

+8 Meters to Tendril Range


Yellow:

Survivors hit by a tendril attack suffer from the deep wound status effect

+5 Meters to Scream Range

-0.6 Seconds Launch Recovery when hitting a wall/pallet

+16 Meters to Tendril Range

-2 Second Tendril CD


Green:

Survivors affected by the Night Hunter's scream will suffer from the oblivious status effect for 10 seconds (will not reveal the killer's aura either)

+2 Seconds to Killer Instinct

-8 Second Scream CD

-4 Second Tendril CD

Healthy Survivors hit by Tendril Launch suffer from the Broken Status Effect for 60 seconds


Purple:

Survivors affected by the Night Hunter's scream suffer from the incapacitated effect for 10 seconds

Tendrils will reveal all survivor's auras within 16 meters of the landing location for 6 seconds. Affected survivors suffer from the hindered status effect for the duration.

-1.2 Second Launch Recovery when hitting a wall/pallet

-4 Second Tendril CD, +12 Meters Tendril range


Iridescent:

Tendril has 2 charges. Adds 4 seconds to its CD.

Breaking a pallet or breakable wall with the tendrils will reward all of its charges back. (Only effective for one use if paired with the other iridescent).


Tendrils is meant to be either a tool for map pressure or for chase, but not both, hence the choice of add-ons.




Killer Perks


Quiet Night - The noises of generators undergoing repairs can be heard from a bonus 6/8/10 meters. Additionally, noise from grass and footsteps is 40% louder.


Destructive - Damaging a generator while Destructive is active instantly regresses it 4% and puts Destructive on cooldown. If a survivor interacts with the generator whithin 16/18/20 seconds of it getting kicked, the survivor will scream, and the entity will block the generator for 16/18/20 seconds. Destructive has a cooldown of 45 seconds.


Hex: Burden - As long as Hex: Burden is active, unhooking and healing actions take 25/30/35% longer. The survivor who cleanses or blesses this totem will scream and suffers from the exposed status effect for 60 seconds.



Killer Mori

Left slash, right slash, ground pound, pounce into exploding the survivors head (like in the game).




New Survivor: Kyle Crane


Perks:


Parkour Fever - After performing a fast/medium vault, gain a token up to a maximum of 3 tokens. Each token causes you to vault 3/4/5% faster. Upon gaining your first token, failing to fast/medium vault for 5 seconds will reset the tokens and deactivate this perk for 30 seconds.


Not This Time - After unhooking a survivor, this perk activates for 15/20/25 seconds. While active, you and the unhooked survivor repair generators 30% faster when working together.


My previous idea for this perk was taken by the new survivor, Jonah. This one is definitely a different idea, but can come in pretty clutch in certain situations.


Craft Master - Once per game, you may spend 28,24,20 seconds to repair a destroyed pallet. The pallet is completely reset.

Post edited by trevorj91 on