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Killer and two Survivor - FNAF second Chapter Concept

Be4_Time
Be4_Time Member Posts: 2
edited February 16 in Creations
🎈 The Entertainer β€” Killer Concept

Inspired by: Balloon Boy from Five Nights at Freddy's 2

Role: Global Pressure / Objective Controller
Skill Expression: Map awareness & macro decision-making
Height: Short
Terror Radius: 32 m
Movement Speed: 4.6 m/s

πŸ”Ή Power β€” β€œHi… Hello?”

The Entertainer revolves around a global mechanic called the Party Timer.

Concept: Survivors aren’t just escapingβ€”you’re forcing them to delay you.

🎡 Party Timer

  • Starting Time: 150 seconds
  • Maximum Time: 180 seconds
  • Party Mode Trigger: 0 seconds

Passive Drain: Timer decreases 1 second per second.

Killer Interaction:

  • Downing a survivor: +20 seconds
    (Prevents snowballing too early)

Survivor Counterplay β€” Music Boxes

  • 5 Music Boxes spawn across the map.
  • Survivors can wind boxes to add time:

Survivors winding

Time added

1

+4 sec

2

+8 sec

3

+12 sec

4

+16 sec

  • Channeling: 1 second per action (max 10 seconds per box)
  • Cooldown per survivor: 40 seconds

This balances stalling while rewarding teamwork.

πŸŽ‰ Party Mode

Triggered when Party Timer hits 0. Lasts until the timer reaches 45 seconds again.

Effects during Party Mode:

  • Basic attacks inflict Exposed
  • Pallets break instantly on hit
  • Breakable walls destroyed instantly
  • Terror Radius +8 m
  • Survivors hear distorted laughter globally
  • Applies Panic status
  • Cheese Volley becomes lethal (see below)

πŸ†• Status Effect β€” Panic

  • Lasts until Party Mode ends
  • Failed skill checks reveal survivor aura for 5s
  • Grunts of pain +50%
  • Healing speed βˆ’15%

πŸ”Ή Secondary Ability β€” Balloon Drift

  • Cooldown: 18 seconds
  • Duration: 2.5 seconds

Effect:

  • Floats forward over pallets
  • Cannot be stunned
  • Movement speed 4.8 m/s during drift
  • Survivors see balloon inflate for 0.8s before activation
  • Terror Radius βˆ’8 m

Purpose: Reliable anti-loop, predictable counterplay.

πŸ”Ή M2 β€” Cheese Volley

  • Charge: 0.7 s
  • Recovery: 2.2 s
  • Projectile passes over pallets and short walls

Normal Mode:

  • Injures survivors
  • Applies 6% Hindered for 2 seconds

Party Mode:

  • Puffs steam
  • Insta-down survivors
  • Instantly breaks pallets & walls

🎈 Perks

🎈 My Turn!

  • Trigger: After a generator is completed
  • Effect: Survivors who haven’t performed a non-repair interaction in 40 seconds:
    • Scream and reveal location
    • Repair speed βˆ’7% for 30 seconds
  • Cooldown: 60 / 50 / 40 seconds

🎈 It’s Me!

  • Trigger: After 18 seconds in chase
  • Effect: Survivor becomes:
    • Oblivious 20s
    • Blindness 30s
  • Cooldown per survivor: 60 / 50 / 40 seconds

🎈 Don’t Leave Me!

  • Trigger: When a survivor is hooked
  • Effect: Injured survivors farther than 16 / 20 / 24 m from another survivor:
    • Scream and reveal aura for 4 seconds

⚑ Intended Match Flow

Early Game (0–3 min):

  • Survivors ignore boxes β†’ fast gens β†’ Entertainer weak

Mid Game (4–7 min):

  • Timer pressures survivors β†’ splitting occurs β†’ killer gains control

Late Game:

  • Mismanagement of timer β†’ Party Mode spikes β†’ potential snowball
  • Focus: Dominates attention, not chase

Balance Notes:

  • Downing survivors adds +20s β†’ prevents instant snowball
  • Survivors can recover with proper coordination
  • SWF coordination is beneficial but costly in gen progress
  • Party Mode is temporary, not permanent

πŸ§₯ Survivor β€” Michael Afton

From: Five Nights at Freddy's: Sister Location

Role: Adaptive Survivor / Late-Game Specialist
Playstyle: Survives through learning patterns and enduring fear.

πŸ”Ή Perks

πŸ”¦ Night Shift

  • After 6s interacting with a non-generator objective: gain a token (max 3)
  • Active Ability: Consume a token to suppress grunts & scratch marks for 8 / 9 / 10 s
  • Cooldown: 30 s
  • Purpose: Reposition safely, counters macro killers

🧠 Learn the Pattern

  • After 20s in chase:
    • Gain 4% Haste for 6 / 7 / 8 s after losing chase
    • See killer aura for 2 s
  • Cooldown: 40 s
  • Purpose: Rewards surviving chase, not winning

❀️ I Always Come Back

  • First time entering dying state: remain injured, Broken 40 / 35 / 30 s, no blood pools 10 s
  • Purpose: Once-per-trial comeback, punishable if misused

Playstyle Identity:

  • Stabilizes bad matches
  • Repositions safely
  • Survives oppressive killers
  • Weak at gen rushing, infinite looping, stealth camping

πŸ”¦ Survivor β€” Vanessa

From: Five Nights at Freddy's: Security Breach

Role: Information & Team Support Survivor
Playstyle: Wins through awareness, coordination, and disaster prevention

πŸ”Ή Perks

πŸ“· Security Protocol

  • While repairing a generator: every 12 s, reveal killer aura 2 s
  • Leaving generator: teammates within 16 / 20 / 24 m see aura remaining duration
  • Cooldown: 20 s
  • Purpose: Anti-stealth, team awareness

πŸšͺ Restricted Area

  • After vaulting/dropping a pallet: vault/pallet blocked 3 s
  • Survivor becomes Exhausted 40 / 30 / 20 s
  • Purpose: Defensive chase tool

🧭 Emergency Procedures

  • After a survivor is downed:
    • See all survivor auras 6 / 7 / 8 s
    • Gain 7% Haste toward downed survivor
    • Healing a dying survivor grants 5 s Endurance
  • Cooldown: 60 s
  • Purpose: Anti-snowball, team stabilizer

Playstyle Identity:

  • Prevents team collapse
  • Coordinates rescues
  • Tracks killer movement
  • Stabilizes late game
  • Weak at solo stealth survival
Post edited by Be4_Time on