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DBD - The Lost Boys dlc

Robin9030
Robin9030 Member Posts: 2
edited August 30 in Creations

Hears my take on a The Lost Boys DLC. I personally love it and there's way more to my ideas but here is the simplified version. Enjoy!

Killer and cosmetic: David as the main, then Dwayne as a legendary cosmetic, a second dlc can come out and be Marko and Paul as legendary skins. The rare or uncommon skins can be from the musical or Max. 

Killer name: The Lost Boy

Power: NightTime Hunt


NightTime Hunt: The Lost Boy can build up a charge to perform a powerful aerial pounce toward a survivor. If the pounce successfully hits a survivor, they are staggered and begin experiencing Illusions. The Lost Boy has a  pause once landing the attack then they can begin chasing the survivor. The Illusions become increasingly severe as The Lost Boy continues to successfully hit the survivor. The survivor will begin seeing the killer or random crows or flashlight flashes, making it more difficult to determine The Lost Boy’s actual location during the chase. The survivor can stop the Illusions by getting away from The Lost Boy and mending. If The Lost Boy misses pounce, the charge is completely reset and must be built up again. After using pounce, The Lost Boy has a brief recovery period before they can continue the chase. 

Basic attack: The Lost Boy uses their claws for standard short range attack. By charging their attack, The Lost Boy can instead draw their dagger, allowing them to perform a longer range slash. If the charged dagger attack hits a survivor, Illusions begin to affect them. 


Perks: Never Grow Old, Cry Little Sister, Time To Join The Club. 


Never Grow Old: Whenever a survivor becomes injured, Never Grow Old activates.

While active, survivors who are injured suffer a 10% penalty to their healing speed. The longer a survivor remains injured, the more severe the penalty increases to 12%. Never Grow Old lasts for 70 secs then deactivates then goes into cool down. Only works on two survivors at a time. 


Cry Little Sister: Whenever a survivor is injured, their aura is revealed to the killer for 3 seconds. Cry Little Sister activates for 30 seconds all pained noises amplified for the killer. Cry Little Sister then deactivates and goes into cooldown. 


Time To Join The Club: Whenever a survivor is hooked for the first time, Time To Join The Club activates. The next survivor the killer injures becomes marked for 50 seconds. While marked, the survivor suffers from a penalty to their repair, healing, and vaulting speed. If the marked survivor is hooked, the effect transfers to another eligible Survivor. Time To Join The Club can only affect one survivor at a time. The survivor who was affected before once their 50 seconds are up or they are unhooked they gain 10% haste for 10 seconds. 


Survivors: Michael Emerson and Sam Emerson 

Cosmetic: For Michael, Star as a legendary cosmetic . Outfits can be his vampire form or his sunglasses outfit or even the musical outfit. For Sam, Edgar Frog can be a legendary cosmetic, in the 2nd dlc when Paul and Marko are released Alan Frog can be added as a legendary cosmetic. Other outfits his pajamas, his comic store outfit, his musical outfit. In the second dlc Lucy Emerson and Grandpa Emerson can be added. 


Perks for Michael Emerson:Still Me, Keep Up, Party All Night 


Still Me: After being unhooked, Still Me activates for 40 seconds. While active, survivor aura cannot be revealed to the killer by survivor’s own actions, and survivor’s grunts of pain are reduced by 50%. Still Me deactivates early if survivor becomes the obsession.  “I'm your brother, Sammy. Help me!”- Michael Emerson


Keep Up: When the killer begins chasing the perk holder Keep Up activates. All other survivors gain a 10% increased speed to repair, healing, cleansing, and blessing. The perk holder does not receive the increased action speed. Instead, the survivor gains 2% haste while in the chase. Keep Up remains active for up to 40 seconds as long as the survivor remains within 16 meters of the Killer. If the survivor escapes the chase or moves outside the required range, Keep Up deactivates. “You don't have to beat me, Michael. Just try and keep up.” -David


Party All Night :After completing a generator, Party All Night activates for 60 seconds. While active, survivor’s repair, healing, and cleansing speeds are increased by 5% .For each survivor currently injured, gain an additional 1% to these speeds, up to a maximum of 8%. “Look, this isn't a comic book, Sam, these guys are brutal killers.” -Michael Emerson


Perks for Sam Emerson:You’re A Vampire Michael!, Flight Or Flight!, Younger Brother.


You’re A Vampire Michael!: Whenever a survivor first sees the Killer within 24 meters, You’re A Vampire, Michael! activates. The Killer’s Aura is revealed to you for 4 seconds.If the Killer enters a chase with another survivor within 24 meters of the perk holder, their aura remains revealed to the survivor for an additional 4 seconds. “You're a creature of the night Michael, just like out of a comic book! You're a vampire, Michael!” - Sam Emerson


Flight Or Flight!:After being injured or entering a chase, Flight Or Flight! activates.

While active, gain 10% Haste for 5 seconds. After the effect ends, the survivor suffers from exhaustion for 30 seconds. Flight Or Flight! deactivates and goes into cooldown. “AHHHHH!” - Sam Emerson 


Younger Brother: Whenever perk holder performs a rushed action within 12 meters of another survivor, their aura is revealed to the perk holder for 5 seconds. Whenever another survivor performs a rushed action within 12 meters of the perk holder, their aura is revealed to the Killer for 3 seconds.The perk holder gains 4% haste.

Younger Brother has a 60second cooldown. “You wait till mom finds out buddy!” -Sam Emerson


Map idea: The Santa Carla Boardwalk. There's different shops, the notable shop can be sunrise vhs store owned by Max. There can be the carousel and when the generator near it activates , the carousel turns on lighting up and spinning. Also there can be a spot where you can get to The Lost Boys cave. It can be the quote unquote basement. Laddie can also just be there chilling and hanging out or maybe Thorn (Max’s dog) or Marko’s pigeons. While in the cave the pigeons act as the crows would, or Thorn can bark at survivors within 5 meters to warn the killer, Laddie wouldn’t warn anyone he’s just hanging out. Maybe after a generator in the cave is done Laddie can go into his vampire form but he doesn’t do anything other than hiss at the killer or survivor. 


2nd DLC:


Perks for Lucy Emerson: Boy Mom, It’s Alright, Helpful Hands.


Boy Mom: Whenever another survivor within 12 meters of perk holder becomes injured, Boy Mom activates. While active, injured survivor’s aura is revealed to perk holder for 6 seconds. Perk holder gains a 5% haste while moving toward the injured survivor.

When perk holder reaches within 6 meters of that survivor, they gain 10% increased healing speed while being healed by perk holder. Boy Mom deactivates after successfully healing another survivor or after 30 seconds.  “Just one big happy family. Your boys…and my boys”- Max


It’s Alright: Whenever another survivor within 16 meters of perk holder is unhooked, they gain 5% haste for 5 seconds and their grunts of pain are reduced by 50% for 10 seconds. Perk holder then gains 5% increased movement speed toward the unhooked survivor for 5 seconds. “Hey, aren't we friends anymore?” - Lucy Emerson


Helpful Hands: Whenever perk holder performs a healing, unhooking, cleansing, or blessing action on another survivor, Helpful Hands gains 1 token, up to a maximum of 3 tokens. For each token, perk holder gains 2% increased action speed when performing healing, unhooking, cleansing, or blessing actions on another survivor. At 3 tokens, successfully completing one of these actions consumes all tokens and grants the affected survivor 5% haste for 5 seconds. “Are you okay?” - Lucy Emerson


Grandpa Emerson: Taxidermist, Old Man Knows, Questioning Mechanic


Taxidermist: After successfully completing a generator, Taxidermist activates for 60 seconds. While active, the next time perk holder would become injured, Taxidermist prevents the injury and instead causes you to become hindered by 10% for 3 seconds. Taxidermist then deactivates. “Talk about The Texas Chain Saw Massacre.” - Michael Emerson


Old Man Knows: Whenever perk holder enters a locker while the Killer is within 24 meters of perk holder, the Killer’s aura is revealed to the perk holder for 3 seconds.

Old Man Knows then goes on cooldown for 45 seconds. “One thing about living in Santa Carla I never could stomach, all the damn vampires.” - Grandpa Emerson


Questioning Mechanic: Perks holder after repairing a generator for at least 20 seconds, Questioning Mechanic activates. The next time you stop repairing that generator, its repair progress is blocked from regressing for 10 seconds. Questioning Mechanic then goes on cooldown for 45 seconds. “Do you know the rule about filling up the car with gas when you take it without asking?” - Grandpa Emerson


Map idea: Grandpa’s house and yard. There's so much property and it’s fenced in. Not to mention it has a garage, garden and different oddities. Also, Nanook can be in the backyard and barks whenever the killer gets too close. If a survivor goes to Nanook THEY SHOULD BE ABLE TO PET NANOOK. It doesn’t need to give them anything, the reward of petting Nanook is enough. In the house can be the warped bedrooms of Michael, Sam, Lucy, grandpa and the taxidermy room which can unlock after a generator in the living room is done.