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Killer Creation (licensed) - The Laughter
The Laughter
AKA The Joker
(As always, perk numbers are presented tier 1/2/3 order.)
Backstory
The man who would become the Joker was an engineer who quit his job at a chemical company to become a stand-up comedian, only to fail miserably. Desperate to support his pregnant wife Jeannie, he agreed to guide two criminals through the chemical plant where he previously worked so that they could rob the playing card company next to it.
During the planning of the robbery, the police informed him that his wife had died in a household accident. Grief-stricken, the engineer tried to withdraw from the plan, but the criminals strong-armed him into keeping his commitment to them.
At the plant, the criminals made him don a special mask to become the infamous Red Hood. As previously told to the engineer by the criminals, they use this disguise to implicate any accomplice as the mastermind and to divert attention away from themselves.
Once inside, they encountered security personnel, and a shootout ensued. The two criminals were killed and the engineer was confronted by Batman who was investigating the disturbance.
Terrified, the engineer jumped into the chemical plant's waste pound lock to escape Batman and was swept through a pipe leading to the outside. Once outside, he discovered to his horror that the chemicals had permanently bleached his skin chalk-white, stained his lips ruby-red and dyed his hair bright green. The engineer's disfigurement, compounded with the loss of his family, drove him completely insane and marked the birth of the one of the most terrifying mass murderers of all time; the Joker.
Attack:
The Laughter’s base attack is a quick slash of a knife. His lunge has him pulled out an extendable boxing glove that closes springs forward to hit the target.
Mori:
The Laughter stands above the survivor and pulls out a revolver. He laughs deep and subtlety as he grabs the survivor by the hair and points the revolver at the survivor’s head. When he pulls the trigger and flag with “BANG!” pops out. The Laughter then laughs maniacally and tosses the revolver away, pulls out a crowbar, then proceeds to beat the survivor to death with it, ending the beating with a sigh of “Ahhhh... memories.”
Powers:
Bone Chilling Laugh:
The Laughter’s heartbeat warning is replaced with a low chuckle that grows is a maddening laughter the closer he gets to survivor’s. For every 30 seconds a survivor is inside the Laughter’s terror radius, he gains a token (up to 5 tokens).
For every token the Laughter has, survivors in his terror radius suffer a reduction of 4% in completing generators, healing, searching, and unhooking speed, but gain 1% movement speed.
Acid Flower:
Instead of kicking a generator, the Laughter sprays it with acid from the fake flower pinned to his chest. Generators damaged this way regress at half the normal speed but injure any survivor that interacts with it for 30 seconds after being hit with the acid.
The acid cannot bring a survivor into the dying state. If an injured survivor interacts with a generator within the 30 seconds of the Laughter damaging it, the generator suffers an immediate failed skill check and regresses 15%.
Wind-Up Chompers:
The Laughter can charge this ability for five seconds. While charging this ability, the Laughter’s speed is slowed by 5%.
The Laughter shoves his hands inside his jacket. At the end of the charge, the Laughter throws a small wind-up teeth 5 meters in a random direction for every second the ability was charged (1 for one second, 2 for two seconds, etc).
These teeth wander randomly within a 3 meter radius of where they landed. If a survivor comes within 2 meters of one of the wind-up teeth, it will attach itself to the survivor and slow the survivor’s speed by 5%.
Perks
Madness for Madness’ Sake:
“Do I really look like a guy with a plan?”
For every different action you take within a 4/8/10 second period, survivors are immediately given a skill check for whatever action they are performing that can have a skill check.
Actions include an attack (regular or lunge, both count as an attack), breaking a pallet, vaulting a surface, hitting a generator, or hooking a survivor.
If any action is repeated within the 4/8/10 second period, the timer is reset and a cooldown of 54/3 seconds start before the timer starts again.
Bad Joke:
You have seen the madness of the world and understand that the only bad joke is one with terrible timing.
Whenever you miss an attack on a survivor within 12/3 meters of you, you gain a token. For every 3 tokens, your speed is increased by 2/5/10%. Whenever you land an attack, you lose all tokens.
Made For One Another
“I don’t want to kill you, what would I do without you? Go back to rippin’ off mod dealers... no, no, no. You complete me.”
At the start of the match one survivor becomes your obsession. Whenever you injure your obsession and then end the chase, that survivor gains a token. For every token that survivor has, they are 5/10/15% more likely to get a slightly more difficult/moderate/significant skill check.
If the obsession is hooked. It loses 2 tokens.
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And there you have it. My attempt at bringing the Joker, and all the chaos he represents, into DBD. I look forward to seeing what you think of him!
Comments
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I love the idea a lot, however please give more love to the Mark Hamill Joker as a lot of these ideas come from the animated tv show rather than the movie. Also, madness for madness' sake is kinda...idk...not broken but not really a good idea. Think about if I were to play him, I would just randomly swing around and force skillchecks out of the blue to find people. No need for any sort of tracking perk. I think that could be abused pretty easily. Or it could force gens get done faster because a lot of survivors are just great at hitting great skillchecks. Also, the survivor for his chapter would be Det. Gordon right? Or would you do Bruce Wayne?
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Captain_Spaulding said:
I love the idea a lot, however please give more love to the Mark Hamill Joker as a lot of these ideas come from the animated tv show rather than the movie. Also, madness for madness' sake is kinda...idk...not broken but not really a good idea. Think about if I were to play him, I would just randomly swing around and force skillchecks out of the blue to find people. No need for any sort of tracking perk. I think that could be abused pretty easily. Or it could force gens get done faster because a lot of survivors are just great at hitting great skillchecks. Also, the survivor for his chapter would be Det. Gordon right? Or would you do Bruce Wayne?
If you you read the perk, just swinging would never activate the perk. It would simply reset it over and over because just swinging is the same action. The first action activates the perks, the second action (and those that follow it) is the different action that triggers the skill checks.
Most of these ideas come from the comic books. Joker has used all of the items I put in his kit into his kit in the comics before the animated series was ever a thing.
I was thinking that Barbara Gordon (pre Batgirl) might be a cool survivor since it would foreshadow what happens to her later on.0 -
This is really good, Joker isn't just an iconic comic book villain, he's a damn psychotic serial killer and this is beautiful, great job. I especially love the laughing as his terror radius <3
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