We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Bad Karma - A DBD Killer Idea

TankMagnet
TankMagnet Member Posts: 4

(This Killer Idea Thread was originally posted on the Steam Discussion Dead By Daylight Forums, on December 16, 2017, and I am now moving it to the New, Dedicated, Dead By Daylight Forums. 


It should be noted that this is the Fourth of my Killer ideas. I am posting this one ahead of my Third Killer Idea as, well, with the release of The Clown folks will likely be less receptive to my third one, so I shall post it at a later date to avoid posting something similar to a newly released Killer so soon after its release. 


With that in mind, The information below is largely identical to its original incarnation, however some mechanics may be out of date, or perks may have been adjusted slightly.)


Hey folks, me again, coming your way with, as the title suggests, another killer idea!


On today's menu, we have some bad blood, some hostile intent, some true malice. When survivor turns on survivor, when friend becomes foe, and when disagreements become dismemberments, who will survive?


But first, as always, a Disclaimer.


The following is a **Wall Of Text**. If that's not really your thing then this may not be the topic for you, but thank you for your interest regardless.


Contained within are my personal ideas. These should not be taken as legitimate patch notes or as an official announcement in any way. Claiming this is in any way a legitimate announcement will result in the entity trolling you with bad perks.


By Reading this sentence you agree to post in a sane manner, and with positive criticisms and opinions... And please try to keep the trolling to a minimum. (I'm not as delusional as to believe there won't be trolling.)


With that out of the way, let us proceed onwards, and hear more about.... The Guilty.


“Darell Sunderland had always been an abrasive person. Tough to get to know, even tougher to stand being around, with a fiery temper to boot, he just always rubbed people the wrong way. At home, a troubled marriage. At work, a lack communication and teamwork. 


Even in his free time Darell was constantly irritating the small, gradually shrinking circle of friends he possessed, until one day, he and his friends found themselves trapped in the Entity's Realm after taking a shortcut to the local bar. All five of them, trapped and, seemingly alone in the Trial Grounds.


They wandered, looking for clues related to their predicament, all while Darrell cursed and blamed his friends. It had been their shortcut to the bar that resulted in this! They should have warned him about this! How could they do this to him?!


Fed up with Darrell, and his behaviour, the others began ignoring him, even after a collection of pipes and pallets collapsed, leaving him trapped and begging for help. Darrell had alienated himself from everyone, and felt a red hot Fury well within him, as well as something.. more.


"Give in. Do it and I shall make all your frustrations disappear." Spoke a voice. Not human, not by a long shot, but Darrell did not care. He agreed, and suddenly dark energy surged into him, allowing him to hurl aside the debris trapping him. Grabbing a large, blunt pipe, he stalked his former friends, mercilessly beating them to a pulp in a vicious haze.


When all was done, and the bodies of his four friends lay on the ground, unmoving, the voice spoke to him once more and said. "The Guilty Must Pay The Price. Go Forth and Collect!". Darrell nodded, and walked off into the Fog, metal pipe in hand, chuckling as he went.”


The Guilty is a former survivor, turned killer, who slaughtered his teammates in a fit of rage spurred on by The Entity. His bad temper, and predilection towards conflict made him a natural choice, and so his new master gave him the opportunity to be either Sheep or Wolf.


The Guilty is a tall and imposingly built man, much like The Trapper, and he wears fairly plain clothing, a bloodstained dark blue sweatshirt, with equally ruined blue jeans, especially on his left side, which was struck in his initial accident, and a silver plated belt buckle, pilfered from one of his friends who had bought it for themselves when he had wanted it for himself.


From that accident, he carries a large metal pipe, caked with the blood of his former friends. In addition, his new connection with The Entity has allowed him to make his rage manifest, allowing him to imbue surfaces with his essence, creating dangerous traps for his victims.


Flashbacks to his initial accident drive him further into a rage, and too many occurrences during a pursuit will inevitably drive him into an unstoppable fury! However, his accident did cause a small degree of lasting injury, and so The Guilty has difficulty moving quickly, especially after such a rage.


The Guilty Possesses The Following Passive Effects:

  • Standard Terror Radius
  • Slightly Reduced Movement Speed
  • Builds Rage When Stunned by a Pallet or Stunned/Blinded while carrying a victim
  • At 3 Stacks of Rage, Enter the Enraged State. Dropped pallets will be destroyed 90% Faster, Movement Speed will increase by 5%, and One Stun will be Ignored. This lasts 15 Seconds. This also instantly advances Bloodlust One Stage.
  • Winded for 30 Seconds after Rage Expires, reducing movement speed by 5%, and increasing attack Cooldown by 20%
  • May place Malice Snares on Walls or Floors/Terrain


Power: Malice Snare

Tapping into his natural aggression and anger, The Guilty can channel these ruthless urges into a presence that persists in an area. These presences appear as dark, near imperceptible puddles on both the ground or walls, that will manifest ghostly arms that grasp violently at Survivors, snaring them and potentially injuring them given enough time. 


It takes 1.5 Seconds to place a Malice Snare, which can be placed up to 4 meters away from your position and it will attempt to grab survivors who pass near it, attempting to catch the first survivor who steps within 1 meter, catching them after a 1 second delay. The Snare dissipates after 2 seconds if it catches no victim. The Guilty may place a maximum of 15 Malice Snares at one time.


When a survivor is grabbed by a Malice Snare, it begins filling them with Anger, applying one stack immediately, and 1 more for every 5 seconds they are trapped. If they free themselves, they gain an additional stack of Anger. They lose one Stack of Anger if rescued by a Teammate, unless they are already over 5 Anger Stacks. 


Neither being caught or escaping from a Malice Snare alerts the killer of your location, however your Status icon will gain an Exclamation Mark, indicating you are in a Snare for all players.


For every stack of Anger a survivor has, they will perform co-operative actions 1.5% Slower, and suffer additional effects as their Anger mounts, up to a maximum of 20 Stacks of Anger.


At 10 Stacks, They will occasionally (~once every 30 seconds) refuse to cooperate on objectives with teammates for 3 seconds.

At 15 Stacks, they will start blaming teammates for their failures, reducing Skill Check zones for all nearby (12 meters) survivors by 20%. (Including themselves)

At 20 Stacks, they go into a furious rage and will refuse to perform any actions other than moving or hiding for 30 seconds, at which point they calm down and return to 5 Stacks of Anger the first time, or 10 Stacks of Anger any time after.


Anger can be reduced by remaining idle and performing the Vent Frustration Action, which takes 10 seconds and will create considerable noise, alerting ALL players to your location upon completion. Venting Frustration will reduce your Anger by 5 Stacks, but may only be performed once every 30 seconds, and cannot reduce your Anger below your current Cap (of 5 or 10 based on how many times you have hit 20 Stacks of Anger).


Memento Mori:

The Guilty grabs the downed survivor, and throws them forward. The survivor makes a desperate bid to stand up and flee, but is stopped with a swift strike to their back from The Guilty's Pipe, causing them to arc their head upward, screaming in pain, as The Guilty delivers a brutal finishing blow to their skull with his pipe, knocking them to the dirt and silencing them forever.


There you have it my friends! A former survivor turned killer, whose infectious rage drives a wedge between the fragile bonds of teamwork needed to escape from the entity's domain.


But fret not, there's still more! We need to go over his Unique Perks after all!


Unique Perks:


Shadowgate:

"These beasts seem to be everywhere at once. They move with such supernatural swiftness that it seems almost unfathomable how they could possibly manage this."


Tapping into your connection to the Entity, you gain access to a short passage through its domain, allowing for swift traversal.


Unlocks the Shadowgate Ability, Allowing you to Mark Two Lockers that are within 32/40/48 Meters of one another. These lockers will Alert you and reveal the Auras of survivors that use them for 3/4/5 Seconds. 


You may interact with either of your Marked Lockers to perform a Shadowshift, provided there are no survivors in the locker. Shadowshift will transport you, through a shortcut provided by the Entity, to the other Marked locker, leaping out swiftly and injuring survivors if they are too close to the locker, or Grabbing the survivor as you exit if they are hiding in the destination locker. 


Shadowshift has a 60 second Cooldown.


Unique to The Guilty until Level 30, at which point it may be acquired as a Teachable Perk for Others.


Eternal Hex: Corrupting Influence:

"This affliction twists and turns, debilitating and horrific, in many different manners, much like the sinister fog from whence it came."


An Eternal Hex Rooting its power on Fear.

Draws out the innate connection to the Entity to afflict 2/3/4 Survivors with Twisting Affliction, which causes survivors to randomly suffer from the effects of one of the following Perks or Status Effects, rotating every 30 seconds, at 25%/30%/35% of it's Maximum effectiveness for 10/15/20 Seconds:

  • Rank 1: Unnerving Presence, Sloppy Butcher, Blindness
  • Rank 2: Adds Overwhelming Presence and Knock Out to the pool
  • Rank 3: Adds Mangled and Ruin (affects the survivor only) to the pool


Hex has Dark Protection until the Killer injures 2 or Hooks 1 /injures 4 or Hooks 2/Injures 6 or Hooks 2 of the afflicted survivors at least once in a match, preventing the totem from being cleansed until this effect is lost. Effects increase by 5%/10%/15%, and rotate 5 seconds faster when the Totems protection is lost.


Unique to The Guilty until Level 35, at which point it may be acquired as a Teachable Perk for Others.


Manhandle:

"The beasts treat us like cattle, driving us forth, ignorant of our cries, frustrated by our defiance. When all else fails, they treat us like their tools, callously and cruelly."


Your brute strength affords you considerable control over your victims. During a Chase, after 25/20/15 Seconds, you unlock the Manhandle Ability. By using the Action Button, you charge forward swiftly, attempting to grab a Survivor and tackle them to the ground.  


You are then faced with 5/4/3 Skill Checks in Swift Succession, and the survivor with 3/4/5 Skillchecks in swift succession. If your victim succeeds more than you (Percentage-wise), they kick you off and stun you for 5 Seconds. 


If you succeed more than your victim, there is a different effect based on their health State. In the event of a Tie, Healthy Survivors win, and Injured survivors lose.


Healthy: Injure Them, Apply Mangled for 120 Seconds, Apply Hindered for 15 Seconds. Become stunned for 3 Seconds.

Injured: Down and Pick up the downed survivor, doing so 50% Faster. Their wiggle strength is reduced by 10%/15%/20% until hooked or dropped.


Successfully Manhandling a Survivor, or missing a survivor with Manhandle puts the Perk on a 90 Second Cooldown, reduced by 3/6/9 Seconds whenever you pick up or grab a survivor, and reduced by 5/10/15 Seconds whenever you Hook a Survivor.


Unique to The Guilty until Level 40, at which point it may be acquired as a Teachable Perk for Others.


There you go folks, The Guilty's Three Unique Killer Perks. Some of them might seem familiar, and that’s because The Guilty’s Perks have been taken from some of my Perk Idea threads (some that have yet to be posted even, so consider this a sneak peek. How exciting!).


Now, no Killer is complete without this last section of course, and that is...


Addons:


Common:


Scrap of Divorce Paper

A small scrap of a divorce paper. The text is illegible.

  • Increases Malice Snare cap by 2


Scrap of Dismissal

A small scrap from an office memo. The context is unknown, as the text is illegible.

  • Malice Snares Apply One Additional Anger if the victim saves themselves


Smouldering Journal Scrap

A scrap of a journal. What little remains is full of anger and hate.

  • Slightly Reduces the duration of Winded
  • Slightly Increases Setting Range of Malice Snares


Uncommon:


Divorce Paper Fragments

Large, partially legible, Divorce papers. They seem to indicate efforts for sole custody of a child.

  • Increases Malice Snare Cap by 3
  • Slightly Increases the Effective Radius of Malice Snares
  • Slightly Increases the Rescue and Escape Times of Malice Snares


Damaged Office Memo

A badly damaged office memo. What little of it that is legible speaks of poor teamwork.

  • Malice Snares Apply One Additional Anger if the Victim saves themselves
  • Anger Stacks are added Slightly Faster


Smouldering Journal Pages

A few complete, albeit singed, pages from a journal. They're full of accusations.

  • Slightly Reduce the Duration of Winded
  • Slightly Increase the Duration of Rage
  • Slightly Increase the Setting Range of Malice Snares


Rare:


Filed Divorce And Custody Papers

Completed Divorce and Custody papers, citing poor parental qualities and danger to children for sole custody rights.

  • Increases the Malice Snare Cap by 5
  • Moderately Increases the Effective Radius of Malice Snares
  • Moderately Increases the Rescue and Escape Times for Malice Snares


Notification of Dismissal

An office memo informing of dismissal from the company due to poor teamwork and aggressive behaviour to others.

  • Malice Snares Apply Two Additional Anger if the Victim saves themselves
  • Anger Stacks are added Moderately Faster


Journal of Malicious Intent

A completed journal listing various disturbing and questionable acts and hateful statements.

  • Moderately Reduce the Duration of Winded
  • Moderately Increase the Duration of Rage
  • Moderately Increase the Setting Range of Malice Snares


Very Rare/Ultra Rare:


Furious Intensity

A coalesced orb of pure rage, it spurs on thoughts of depravity and spite.

  • Reduce The Setting Range of Malice Snares to 0 (Identical to Trapper)
  • Malice Snares will now Injure Victims if they free themselves
  • Malice Snares will re-appear after 3 seconds and briefly attempt to capture another survivor before Despawning


Covetous Anger

A small, quivering orb filled with emotions and thoughts of both jealousy and envy.

  • Removes the Ability to Manually Place Malice Snares
  • Malice Snares may now be thrown up to 30 Meters, Applying Hindered to survivors who are struck, and leaving a Malice Snare at the location of impact if they hit no survivors
  • A maximum of 3 Snares may be thrown simultaneously, with 1 Snare recharging every 15 Seconds


Fury Unending

A large, furiously shaking orb filled with all manner of hostile emotions.

  • Increases the Rage Stacks Required to Trigger Enraged by 7
  • Upon Triggering Enraged, You receive all the Benefits of Enraged *Permanently* at 50% of the normal values, however you are still Winded for 15 Seconds after every 30 Seconds Enraged
  • The Positive Benefits will increase in Intensity by 5% every 60 Seconds until they reach their original values


Whew. There you have it folks! A traitorous turncoat of a survivor, intent on blaming everyone for his problems, ultimately culminating in his transition to ruthless murderer.


What did you like? What did you dislike? What would you Add? Remove entirely? I look forward to your positive comments and critiques, and As Always...


See You By The Campfire Survivors, and Happy Hunting Killers. Hopefully none of us will be... Dead By Daylight.