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Mixed Killer Ideas

Marc_go_solo
Marc_go_solo Member Posts: 5,507
edited June 27 in Creations

I took this idea from a @Mushwin Post, so credit goes to them.

Basically, what I've done is take 2 Killers and mash them together into a new Killer, with a Power and 3 Perks inspired by the parent Killers. The first one was a choice I made, but the other 3 I used https://dbd-randomizer.com/ to generate 2 Killers which I then had to come up with ideas to mash them.

This is mainly for fun, but tried to make them interesting. In one case, it turned into a Nicholas Cage-style memey Killer and perks (which I'm actually quite chuffed with). Anyway, if any of the ideas actually are any good - or just fun, if imbalanced - feel free to let me know. Perhaps this may give some ideas for future chapters!

Executioner × Spirit

[The Extra-Cute-Tioner]

Power: Phasing Done Rite

The Extra-Cute-Tioner has the ability to carve 5 trails of 20m, leaving a light-sparkling trail. Survivors who cross this by walking or sprinting will scream, revealing their location, and become Oblivious for 10 seconds. If the Extra-Cute-Tioner steps on this, they gain Undetectable for 10 seconds and can instantly teleport to either end of the Trail.

If 5 trails are on the map when The Extra-Cute-Tioner makes a new trail, the oldest one vanishes.

Perks:

1. Forced Fury: When you break 4/3/2 pallets, Forced Fury becomes active. The next time you are stunned by a pallet, the survivor either becomes Injured (if healthy) or Broken with 2 seconds Hindered (if injured).

2. Hex: Haunting Tormentor: At the start of the trial, a Hex Totem will spawn. When the totem is cleansed or blessed, Hex: Haunting Tormentor activates. You become Undetectable until 10/15/20 seconds after the next generator is completed.

3. Deathcore: When a survivor is healed by one other, the healer screams and Deathcore activates. For the next 60 seconds, if the healer moves further than 12 metres from the recently healed, they become Exposed for the remainder of the timer, or a minimum of 20/25/30 seconds.

Deathcore can only affect one survivor at a time, and has a 10 second cooldown once Deathcore deactivates.

Knight × Shape

[The Forged Evil]

Power: Evil Compagnia

The Forged Evil is able to send out up to 2 Wisps - long, floating spirits which float horizontally - to seek survivors on a set patrol. If the Wisp detects a survivor within a 12m range, it will chase and automatically absorb "Fear" from the survivor. The Survivor will also reveal their aura for 2 seconds when detected. Survivors can either try to escape the Wisp, or ward it away using Flashlights. The Wisp returns to The Forged Evil and deposits the Fear when the timer expires.

Fear Meter:

The Fear Meter has 3 stages to level up in Fear. Each stage grants an ability which can be switched between one another.

Ability 1: Ignition.

When active, any pallet or breakable wall that is destroyed by your hand, anyone within 2m on the other side in a 180° arch will lose a Health State.

Ability 2: Joust.

When active, The Forges Evil can make a Dash attack. This is a straight line, but quick (like Demogorgon) and can cause Survivors to lose a Health State.

Ability 3: Evil's Banner

When active, The Forged Evil drives a flag into the ground. Any survivor within or who enters within the 40m radius from the Flag will become Exposed until the Flag is removed by a survivor. This ability has a 20 second cooldown after the Flag is removed.

Perks:

1. Save The Hidden For Last: You become Obsessed with one survivor. Whenever you put the Obsession into the Injured state, you see the auras of all Survivors for 8/12/16 seconds. When the Obsession is healed 1 Health State, you gain a permanent 3% (stackable to 15%) speed in recovering from a Basic Attack, recovering from Missed Attacks, and reduced time to build Bloodlust.

2. Hex: Face Your Food: You become Obsessed with one survivor. When you put the Obsession into the Injured state for the first time, one Dull Totem on the map becomes the Hex. Whilst the Hex is active, you gain a stackable 1% increase (up to 6/8/10%) Haste for every survivor who screams by any means within your Terror Radius. The Haste is removed once the Totem is Cleansed or Blessed

3. Hubris-Lite: You become Obsessed with one survivor. Everytime you hook a different survivor for the first time who is not the Obsession, gain a Token. The Obsession gains a 10% bonus to healing and unhooking for each Token. Once you have acquired 3 Tokens, when you hook the Obsession for the first time, Hubris-Lite activates. Whenever a survivor becomes injured from a Basic Attack, they are Broken for 80 seconds or until put into the dying state.

If you are then able to hook each survivor once more without any dying (so all 4 survivors are on last hook) then all survivors become Exposed until the Exit Gates are opened.

Good Guy × Clown

[That Clown Guy.. Y'know, the Good One]

Power: Pisstime Is Over

Using Iridescent Water Balloons, That Clown Guy "skims" the projectile. The projectile bounces 3 times - either on the floor, ceiling or wall (can be less than 3 if it hits a survivor) - before exploding, releasing a yellow liquid in a 5m radius.

Survivors hit by the Balloon directly lose a health state, whilst any caught in the yellow liquid will start coughing and gagging for the next 8 seconds, and become Hindered for 5 seconds.

That Clown Guy can hit himself from a rebounding Iridescent Water Balloon. If he hits himself directly, he becomes Piddled. Whilst Piddled, any survivor within 16m will start coughing and gagging loudly. That Clown Guy can also Piddle Charge at survivors (like Chucky, but with extra slip). This effect goes into cooldown for 15 seconds when either 15 seconds have passed, or That Clown Guy uses the Piddled Charge.

Perks:

1. BamBOOZEle Two: After vaulting a window, that window becomes "yellowed" for 10/14/18 seconds. Any survivor who vaults will slip and fall screaming, taking 1.5 seconds to recover on the other side.

The Killer can vault 10/15/20% faster, but will slide 1m in a random direction once vaulting and make their "stunned" sound.

Multiple windows can be "yellowed"

2. Scourge Hook: Anthropophobia: 4 random hook become Scourge Hooks at the beginning of the trial.

When a survivor is rescued from a Scourge Hook, when anyone starts to heal them, they scream, revealing their location. For the next 30 seconds they will scream whenever another survivor is within 16m, revealing the screamers location, and the aura of the other survivor for 2/3/4 seconds.

Survivor screams have a cooldown of 5 seconds and only activates when a survivor enters the 16m radius, or any survivor attempts to heal the hooked survivor.

3. Pop Goes Yer Batteries: After taking 5/4/3 health states, Pop Goes Yer Batteries activates. The next Generator you break becomes compromised. When a survivor touches the generator, it explodes amd releases a yellow gas. Any survivor within a 6m range of the gen with start to cough and gag for 16 seconds and will be covered in yellow liquid, making them easier to spot from a distance.

Only one generator can be compromised at a time. So long as the gen is not triggered, the killer can choose to move the compromised status to a new gen by breaking another with the 2nd command.

Pig × Demogorgon

[The Boop Boop Doggo]

Power: Baptism Into The Abyss

7 Portal Wells are randomly spawned throughout the map, with which the Boop Boop Doggie can teleport throughout the map. 7 Barrels also appear, which materialise a large Jigsaw Piece made of flesh in each when the Abyss Curse starts

The Boop Boop Doggo can do a charged Dash attack (like The Demogorgon).

Everytime The Boop Boop Doggo takes a health state/ teleports, they gain Redemptive Liquid. When full, the Boop Boop Doggo can take the liquid to the central Portal Well. Once done, all survivors suffer from The Abyss Curse. Every 20 seconds, they will scream and reveal their location, and move in the direction of The Boop Boop Killer for 2 seconds. After another 20 second, survivors permanently hear the distant-mid Terror Radius. After another 20 seconds, any Injured survivor becomes Broken.

Survivors can remove the Abyss Curse by going to the central Portal Well and depositing 1 Flesh Jigsaw Piece for each survivor remaining in the trial .

The Abyss Curse will be disabled permanently when only one Survivor remains.

Perks:

1. Scourge Hook: Hangman's Surge: At the start of a trial, 4 random hooks become Scourge Hooks.

When a survivor is hooked on a Scourge Hook, any survivor that comes within 8/12/16m of that survivor will reveal their aura.

If the Scourge Hook is either Sabotaged, or the survivor is rescued, the Hook remains on the ground. The Killer can take the Hook and jam it into a generator, removing 5% of the progress and regresses at 125%. Survivors then spend 3 seconds removing the Hook, releasing it with a sound notification for the Killer.

If the generator goes down to 20/10/0% progression, the Hook falls off and vanishes.

2. Scourge Hook: Mind Surveillance: At the start of a trial, 4 random hooks become Scourge Hooks.

When a survivor is hooked on a Scourge Hook, on the HUD you can see all the actions of all survivors for 10/15/20 seconds. Once rescued, that survivor will reveal their action on the HUD for 5 seconds every 15 seconds until they next lose a Health State.

The Scourged survivor will permanently show any status effects they receive throughout the trial.

3. Your Choices Are Limited: Anytime a generator is completed, any survivor involved in the completion becomes Exposed for 40/50/60 seconds if the Killer is more than 24m away.

Post edited by Marc_go_solo on
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Comments

  • Mushwin
    Mushwin Member Posts: 4,711

    well holy jebus I was mentioned! lol