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killer idea: the animatronic

cause we just got a conformation for getting a fnaf dlc i though maybe i would show my idea for a the killer. i wanted to go for something different instead of a side grade (mostly) and maybe a couple survivor teachables
and lmk if there is any balancing that could be better ( i struggle a little with that lol) if any of you know a better way to actually get this suggestion to BEHR that would be appreciated

Killer: spring trap 

Power-remnant

Remnant fills up over time from specific actions and collects tokens similar to a perk, but it charges up to a token instead.

-Actions

  • Hitting a survivor (25%)
  • Chasing a survivor (1% per sec of chase, 2% if injured)
  • Going near objects that injured survivors interacted with (depends)
  • Phantoms jumpscare (35%)
  • Going near things that injured survivor have interacted with (vaults 10%) (gen, totems, exit gate and chests scales with how long they have been in it, 1% per second)

Power-phantoms

Pressing and holding the second ability button you pull up the summon menu.(similar to pulling up skull merchant scanner) Press your attack button to place a phantom animatronics, press second ability button to scroll through your different summons.

The phantoms will roam randomly around their patrol area and will chase any survivors they see. Each of the 3 animatronics give different effects plus the lvl2 insane effect (just like the doctors).

  • Foxy- runs the fastest in a straight line but moves normally when orienting himself. Gives the exhaustion effect
  • Chica- average killer speed runs normally at the survivor, gives hindered effect for 30sec
  • Freddy- runs normally but slower, but can phase thru windows and pallets. Gives exposed for 30sec

Power-Afton robotics

Press and hold the second ability button and pick which upgrade you wanna do (controls similar to vecna's spell picking

Uses the remnant tokens to upgrade the killer

  • Speed 1- costs 1 token, gives a 4% speed boost *stacks
  • Speed 2- costs 2 tokens, gives a 8% speed boost *stacks
  • Speed 3- cost 3 tokens, gives 12% speed boost *stacks
  • Strength 1- costs 3 tokens, gives mending status effect on hit
  • Strength 2- costs 6 tokens, you now one shot survivors
  • Defense 1- costs 1 token, reduces stun and flash time by 15% *stacks
  • Defense 2- costs 2 tokens, reduces stun and flash time by 25% *stacks
  • Defense 3- costs 3 tokens, reduces stun and flash time by 35% *stacks
  • Stealth 1- costs 1 token, reduces terror radius by 25% 
  • Stealth 2- costs 2 tokens,  reduces terror radius by 50%
  • Stealth 3- costs 3 tokens,  reduces terror radius by 75%
  • Stealth 4- costs 4 tokens,  gives undetectable status effects

-Teachables

Living nightmare

When a survivor looks at you for the first time, two meters or timers start, one is 3 seconds long and the other is 15. When a survivor is looking at you both go up at the same rate, if the first timer is finished the survivor will scream and get the exposed effect for 10/15/20 seconds. When not looking at the killer the first timer goes down but the second won't. If the second timer is filled you will now be able to look at the killer freely. Then a third timer will start of 120/100/80 seconds when that timer goes away then you can be exposed again. (timer slowed in terrier radius {scales with distance} and is paused in chase)

Cruel robotics

After a survivor is unhooked 20 meters away from you 4/3/2 times it charges your ability, press the activate perk ability button on a generator to place a trap (like the survivor perks) the next survivor that interacts with the generator, gets grabbed and giving 5 skill checks back to back (like mercalace storm) 

{no name yet}

When a survivor finishes a generator it blocks the the next generator with the most progress for 30/40/50 seconds. If there is no “most progressed generator” then in will block the closest generator to the one that was just finished

Survivor perks

these would probably be for Michael afton so the names should probably change

Lone wolf

For every survivor outside of a 20/18/16 meter radius of you, you get a token.

For every token you have you get a 1.5% speed boost and a 3% vault speed bonus

Revenge

Each time you take a protective hit you gain a token maxing out at 3

When injured this perk activates

The next time you stun or blind the killer it last 50/75/100% longer

Boon: mortal trade

You place down a boon with a 16/18/20 meter radius

 The next time a survivor would be put into the dying status they would instead be givin the deep wound status effect, once this happens the totem is broken so that the effect can not be used more then once in that area