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New Killer: The Egregore

Sugarykillermain
Sugarykillermain Member Posts: 4

"Fear is what created it, so it will instill the fear it was born to make"

Perks:

An Eye For The Idle: Survivors within your Terror Radius who haven't progressed or completed a generator, haven't begun of completed a heal, or interacted with a chest or totem in past 20 seconds, will have their aura revealed to you for 5 seconds. This effect can only trigger once every 30 seconds.

Paranoia Incarnate: Survivors who have been inside your terror radius within the past 5 seconds still hear a feint terror radius for an additional 2 seconds. A survivor who hears a Terror Radius through this perk is still considered "inside the Terror Radius" for other purposes

Distrust: Any generator repaired by two or more survivors is marked is yellow, when one or more survivors on that generator hit a good Skill Check, each other survivor on that generator scream and reveal their position.

Power: Anguish Manifest

Whilst in The Egregore's terror radius, Survivors gradually accrue Paranoia, gradually debilitating them mental anguish, directly Gazing at The Egregore increases the gain of Paranoia considerably

Paranoia Tier I: Breathing and breathing in pain is greatly increased. Each Survivor within 16 meter radius of the paranoid Survivor begin to distort

Paranoia Tier II: Healing, and repairing a Generator with a Survivor other than the Paranoid Survivor has its speed decreased. Survivors other than the paranoid survivor within 16 meters will periodically look like The Egregore

Paranoia Tier III: Breathing and breathing in pain is even louder. If the paranoid Survivor goes within 16 meters of another Survivor, they become 7% Hindered for 10 seconds. While not in chase, Survivors perceive an illusionary Terror Radius as though The Egregore was right in front of them. Other Survivors almost always appear perceived as The Egregor

Special Ability: Gathered Suffering

While two Survivors of at least Paranoia Tier II are repairing a generator, healing, or are within 4 meters of each other, The Egregor may channel a long teleport to that generator or those survivors. Survivors will not gain paranoia for 30 seconds following a teleport

Special Object: Placed sporadically across the environment, are tables with anti-psychotics, a Paranoid Survivor may interact with the table to take the drug. The action will immediately lower the Survivor's Paranoia tier by 1, but will incur a 5% action penalty for 15 seconds, and a slight visual distortion.

Anguish Manifest Add-Ons:

Common:

Lock Of Her Hair: Removes the passive Paranoia gain from The Egregore's Terror Radius, but increases the gain from Gazing by 10%

Ripped Doll: Paranoid Survivors will see distant manifestations of The Egregore hiding around corners or obstacles, watching them

Torn Clothes: Decreases the time between teleporting and regaining Paranoia by 30%

Old Photo: Shows a visual indicator at the edge of your Terror Radius, outlining the shape

Uncommon:

Forgotten Perfume: Show a White Aura of Survivors that appear as copies of you

Broken Car Keys: Increases the Hindered effect from contacting Survivors whilst Paranoid by 3%

Stitched Doll: Paranoid Survivors will see distant manifestations of The Egregore at various distances, stalking them.

Broken Stereo: Removes increased Paranoia gain from Gazing at The Egregore, but increases the passive gain from the Egregore's Terror Radius by 50%

Rare:

Ripped Prom Letter: Greatly increases screen distortion from Anti-Psychotics, and increases the action penalty duration by 100%

Abandoned Heels: Increases the Hindered effect from contacted Survivors whilst Paranoid by 4%, and increases its duration by 5 seconds

Doll Clothes: Paranoid Survivors will see other Survivors as The Egregore much more frequently. Egregore clones of all kinds have a 16 meter Terror Radius, and gain a Red Stain. Haunted them

Sacrificial Rope: While chasing a Survivor of Paranoia Tier II or higher, gain a 3% haste boost

Very Rare:

Cultists Robe: Paranoid Survivors in chase will block windows they fast vault for 3 seconds per tier of Paranoia

Creepy Doll: Manifestations of The Egregore will always be haunt Paranoid Survivors of Tier II or higher, the manifestations gain a terror radius of 16 meters, and a red stain. The Manifestations will move positions whenever not looked at. They will watch you.

Bloody Locks: Hitting a Survivor with a basic attack will increase their Paranoia gain by 200% from all sources

Crushed Disco Ball: Decreases the time between teleporting and regaining Paranoia by 80%

Visceral

Iridescent Haunted Doll: Manifestations of The Egregore will always be haunt Paranoid Survivors of Tier II or higher, the manifestations gain a terror radius of 16 meters, and a red stain. The Manifestations will move positions whenever not looked at. Grants the ability see the aura of Manifestations, and teleport to them. Teleporting this way will increase the time until regaining Paranoia by 300%

The Dagger: For each tier of Paranoia amongst Survivors, increase Basic Attack recovery, Generator Kick speed, Pallet breaking speed, and pick up speed by 2%, Removes action speed penalty for taking Anti-Psychotics

Lore (Condensed)

A small town was paranoid that a demon was haunted their down, it was cultists of The Entity, once discovered, they took a high-school girl from her prom hostage, and accidentally sacrificed her to The Entity, instead of dying, she was reborn as a concept of the fear of the cultists and the town, killing everyone nearby, and walking into The Fog.

Misc Power Details:

Passive Terror Radius Paranoia gain: .5 charges per second

Gazing Paranoia Gain: 2 charges per second

Teleport Cool-down, 75 seconds. There is no indication for when a teleport occurs, except for the survivors who get teleported near

Paranoia Tier 0→1: 5 Charges

Paranoia Tier 1→2: 10 Charges

Paranoia Tier 2→3: 20 Charges

They're not cumulative, so just through passive gain, it would take over a minute straight in its terror radius to get tier 3

Cooldown for taking Anti-Psychotics: 40 Seconds

Dev Notes:

I honestly can't tell if this is an awful killer or not 😅

It's effectively a buffed doctor's power but with no real chase ability outside of addons, the base power itself heavily disincentives healing and doubling on gens, but without effective movement, it might just mean its a bad killer for any lobby above new players. Also i know nothing about coding, and i feel like the series of doll add-ons might not be possible, but i like the concept!

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