Dbd Update Chapter: Channeling a Nightmare (A Nightmare On Elm Street Licensed Rework Chapter)

pimin
pimin Member Posts: 51

So the team has had time to look over the Killers in game already and have even changed some of the killers in ways to improve them overall. Bubba and Freddy suffered harsh releases because they released so close together and I want to see them both improved. I don't fully know how we can change Bubba, as he's in a perfectly fine spot now, but Freddy has had a few complaints about being unfun to play as. Thusly I have made this new Update Chapter which can include a rework to Freddy and a New Survivor should the Devs wish.(I did not include this survivor as I have never watched the Films) All of the Changes here make him theoretically more fun to play. I want this version of the power to not deviate too far from where it starts but also build up the original version to be on par with Killers like Wraith. The main goal is to introduce more feedback for doing the power correctly and give the power a more manual ability to have survivors sleep.

The Nightmare has become fed up with Survivors escaping his grasp and is now attempting to spread his power further and bend the rules of the trials more. 

Killer: The Nightmare (New Power)

Stats:

Height: Average

Speed: 4.6 m/s

Alternative Speeds: 4 m/s (placing Dream Snares), 3.85 (Enticing a Survivor to Sleep)

TR: 32 meters

Lullaby: 32 meters

Power: The Dream Demon’s Hunt

The Dream Demon’s Hunt cloaks The Nightmare from awake Survivors, causing them to hear his Terror Radius, but only seeing him fully when he is within 16 meters, and only intermittently from 16 to 32 meters. The intermittent sights appear less frequently (+2 seconds) as the distance grows, becoming the most consistent within 24 meters (becomes like current form).

The Nightmare is invisible to Survivors when he is farther than 32 meters away.

If The Nightmare hits a survivor that is asleep the basic attack cooldown is reduced by 20%. (If the basic attack pulls the survivor into the Dream World this bonus does not apply)

While in contact with a survivor, The Nightmare is invisible to all awake survivors outside of 6 meters.

Micro-Sleep:

The Nightmare's presence in the Trial Grounds induces exhaustion causing survivors to micro-sleep, passively causing Survivors to fall asleep over 60 seconds, after which they enter the Dream World. (Survivors in chase no longer fall asleep passively.)

The Nightmare while looking at an awake survivor, who is up to 40 meters away, can entice them to give into the micro-sleep by holding the Power Button. You can only begin to Entice a survivor if you have Line of Sight to them. Enticing slows The Nightmare down to 3.85 m/s. Survivors are completely Enticed to sleep after 2 seconds. Successfully Enticing a survivor to sleep grants a short movement speed burst (3 seconds of 6.9 m/s) and reduces the timer for the survivor by 20 seconds or removes their Immunity to Micro-Sleep.

After reaching 30 seconds or less remaining on the micro sleep timer survivors can see and be affected by Dream Traps within 16 meters with 20% efficiency. (Meaning Dream Snares will reduce speed for less time and Dream Pallets reveal Killer instinct for less time)

Dream World:

Once inside the Dream World: 

Survivors suffer from the Oblivious Status Effect

Survivors only hear The Nightmare's non-directional Lullaby.

Survivors can see and be affected by Dream Traps placed by The Nightmare. (With infinite distance)

Successful Basic Attacks immediately pull Survivors into the Dream World, unless they recently woke up using an Alarm Clock.

Dead Survivors do not count as in the Dream World.

Survivors receive an extra 1.8 seconds of movement speed boost after being hit. (This applies to hits that pull them into the the Dream World) 

When a Survivor Falls asleep their movement speed becomes 150% for 1.8 seconds. (This is a buff to change how Freddy interacts on a whole scale)

Waking Up:

Survivors have several ways to wake up and leave the Dream World:

Failing Generator Skill Checks

Have an awake Survivor perform the Wake Up action on them. Each successive Wake Up action will take twice as long to perform. 

Find and use their personal Alarm Clock.

Wake Up and Alarm Clock Interaction time has been decreased overall.

Using the Alarm Clock will give Survivors immunity from micro-sleep for 60 seconds. This Immunity can Be removed if the survivor is Enticed to Sleep or Hit by a Basic Attack.

Being Hooked.

SPECIAL ABILITY: Dream Snare 

Press and hold the Power button while not facing a survivor to place a Dream Snare on the ground directly in front of The Nightmare.

Survivors that come in contact with a Dream Snare suffer from the Hindered Status Effect, slowing them for as long as they remain within its Area of Effect and for 10 seconds after leaving it (or 2 seconds if the survivor is not in the Dream World). Triggering a Dream Snare reduces the cooldown on Dream Projection by 5%

SPECIAL ABILITY: Dream Pallet 

Press and hold the Power button to place a Dream Pallet at an available location.

A Dream Pallet dropped by a Survivor will be destroyed immediately and not stun The Nightmare.

Throwing a Dream Pallet reduces the cooldown on Dream Projection by 10%

Dream Pallets still Require Addons (which will now include one of every rarity) to be used but have been changed to show survivor locations with Killer Instinct for a prolonged period of time.

SPECIAL ABILITY: Dream Projection

Dream Projection Cool down is 60 seconds

Press and hold the Active Ability button to perform a Dream Projection and teleport to a Generator in view.

During a Teleport, 2 other random different Generators emit the animation The Nightmare could Appear from. If The Nightmare completes a Dream Projection the randomly chosen Generators are highlighted in Yellow and will continue to Bleed in the Dream World around themselves in a radius of 4 meters for 30 seconds acting as one large Dream Snare. The Blood Lingers for the next 30 seconds. While a Generator is Bleeding, Survivors can continue to work on it at a reduced action speed of 35% regardless of the world they Inhabit.

(Removed the base kit ability to cancel Dream Projection)

For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stack-able 20%.

If No Survivors are in the Dream World, the cool-down on Dream Projection is increased by 33.333%. 

Addon Changes:

The main changes here are to make the Dream World itself more threatening. Freddy himself is already a threat but just sleeping while a Killer’s around is more dangerous. Not to mention the Dream Pallet Addons getting changed for the new power

Brown Common

Kid’s Drawing: 

  • Dream Traps no longer appear to awake Survivors
  • Dream Trap effects last 100% longer.
  • Gain an extra 200 blood points in the Deviousness Category when a Survivor triggers a Dream Trap.

Garden Rake: A small claw rake, a must have tool for any accomplished gardener.

  • Replaces Dream Snares with Dream Pallets.
  • Grants 7 Tokens
  • Survivors that Throw a Dream Pallet have their location revealed with Killer Instinct for 5 seconds (or 1 second if they are not in the Dream World)

Wool Shirt:

  • Increases the range of The Nightmare's Lullaby by 8 meters

Sheep Block:

  • Survivors interacting with Dream Traps are inflicted with the Exhausted Status Effect for 30 seconds. (or 6 seconds if they are not in the Dream World)
Yellow Uncommon

Outdoor Rope:

Survivors inside the Dream World suffer from the following effects:

  • Increases the Audible Range of any action so they can be heard a further +8 meters away

Prototype Claws:  

  • Replace Dream Snares with Dream Pallets.
  • Grants 7 Tokens
  • Survivors that Throw a Dream Pallet have their location revealed with Killer Instinct for 10 seconds (or 2 seconds if they are not in the Dream World)
  • Survivors that throw a Dream Pallet while awake are immediately put to sleep. (Calculations for how long Dream Traps affect survivors is calculated when the action is performed. So if this effect activates, the survivors is reveled for 2 seconds)

Nancy’s Sketchbook:

  • Noise Notifications made by Sleeping Survivors cannot be Stifled. (Stifled Noise Notifications are those produced by Technician, Quick and Quiet, Corrective Action, and Bite the Bullet)

Green Dress:

Survivors inside the Dream World suffer from the following effects:

  • Survivors Touching a Bleeding Generator are inflicted with a further 5% action Speed Penalty
  • Survivors have a 10% increased likelihood of triggering a Skill Check.
  • Increases the Regression Penalty of failed Repairing and Healing Skill Checks by 3%

Cat Block:

  • Survivors interacting with Dream Traps are inflicted with the Blindness Status effect for 60 seconds (or 12 seconds if they are not in the Dream World)
Green Rare

Unicorn Block:

  • Injured Survivors interacting with Dream Traps are inflicted with the Mangled Status Effect until healed.

Paint Thinner:

  • Replace Dream Snares with Dream Pallets.
  • Grants 7 Tokens
  • Survivors that Throw a Dream Pallet have their location revealed with Killer Instinct for 20 seconds (or 4 seconds if they are not in the Dream World)
  • Survivors that throw a Dream Pallet are inflicted with the Broken Status Effect for 30 seconds. (or 6 seconds if they are not in the Dream World)

Nancy’s Masterpiece:

  • Asleep Survivors within 6 meters of The Nightmare have their Auras revealed.

Jump Rope:

Survivors inside the Dream World suffer from the following effects:

  • Injured Survivors have their Grunts of Pain volume increased by 50%.
  • Survivor Footstep Noises are increased by 50%

Blue Dress:

Survivors inside the Dream World suffer from the following effects:

  • Survivors Touching a Bleeding Generator are inflicted with a further 10% action Speed Penalty
  • Survivors have a 15% increased likelihood of triggering a Skill Check.
  • Increases the Regression Penalty of failed Repairing and Healing Skill Checks by 4%
Purple Very Rare

Pill Bottle:

Survivors Start the Trial asleep.

Swing Chains:

  • Replace Dream Snares with Dream Pallets.
  • Grants 7 Tokens
  • Survivors that Throw a Dream Pallet have their location revealed with Killer Instinct for 30 seconds (or 6 seconds if they are not in the Dream World)
  • Dream Pallets remain dropped for 30 seconds before being broken. Survivors cannot Vault a dropped Dream Pallet
  • The Nightmare can walk through Dropped Dream Pallets as if they aren’t there

Class Photo:

  • Causes every Generator to spew blood while channeling Dream Projection and suppresses the Husk.
  • Generators no Longer Bleed after a Projection

“Z” Block:

  • Survivors interacting with a Dream Trap suffer from the Hemorrhage Status Effect for 90 seconds. (or 18 seconds if they are not in the Dream World)
  • Healthy Survivors will leave Pools of Blood as if they were injured if they are suffering from the Hemorrhage Status Effect. 
Iridescent Ultra Rare

Black Box:

Survivors inside the Dream World suffer from the following effects:

  • Recently opened Exit Gates are blocked for 15 seconds.
  • The aura of Survivors within 16 meters of a recently opened Exit Gate are revealed for 15 seconds 

Red Paint Brush:

  • Replace Dream Snares with Dream Pallets.
  • Grants 7 Tokens
  • Survivors that Throw a Dream Pallet have their aura revealed for 10 seconds. (or 2 seconds if they are not in the Dream World)
  • Pallets broken by The Nightmare are immediately replaced with a Dream Pallet. Dream Pallets placed with this method do not count towards your total number of Dream Pallets.


I want people to pay attention to the Wording on the Power and Addons. I tried my best to be as comprehensive of the situations you may encounter as possible but I can't account for everything.

This has been in the works since October 2nd.