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New Killer Power: Idea "Spendthrift"

Peasant
Peasant Member Posts: 4,104
edited April 2019 in Creations

Have you ever heard of the expression, "Put your money where your mouth is?" The new power "Spendthrift" let's you do just that!

At the very start of the trial you begin with a sum of 1,000 bloodpoints in the deviousness category. You will gain this amount of bloodpoints every minute the trial continues. The reason for this is you have a unique weapon:

The Spendthrift Sub-machine gun!

This fire-arm has standard recoil for a SMG and fires high-velocity bloodpoints at survivors. For every second you are firing the gun you lose 200 BP in the Deviousness category. For every successful shot you gain 400 BP in the Deviousness category.

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BALANCE

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After successfully hitting a survivor the killer stops firing entirely for a short moment and makes a cocky grin while lowering the gun and moves moderately slower during this period.

The fired bloodpoints do NOT penetrate walls, however they do stick to them.

Bloodpoints that have stuck to walls can be gathered by killers or survivors by simply walking towards them.

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REASONING

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Gangsters and Mobsters had access to firearms as far back as the 1920s. Benedict Baker enters the fog in the 1950s so it's reasonable to assume that such technology already exists and that if the Entity want's savage killers it'll be hard to pass up greedy criminals willing to kill for a profit.

What are your thoughts folks?

Post edited by Peasant on

Comments

  • LCGaster
    LCGaster Member Posts: 3,154

    This would be OP as f*** but I still want this 🤣

  • Peasant
    Peasant Member Posts: 4,104

    @LCGaster How exactly would it be OP? You spend 200 BP PER SECOND as ammunition and there is a cool down after a successful hit so that you can't gun down people in the open.

    I'd imagine the default TR would be made larger on the killer that gets this as well.

  • LCGaster
    LCGaster Member Posts: 3,154

    If you have a good aim you won't need to keep firing.

    You have 1000 every minute, and can take back the shots you miss. Every second of firing is 200, so let's say this weapon shoots a bullet per second, that's 5 bullets. If this weapon has a higher fire rate the bullets will be many more.

    The average sub-machine gun fire rate is between 900 to 1200 RPM (Rounds Per Minute).

    Let's say that the Spendthrift has a fire rate of 900 RPM. That equals to 15 rounds per second which, having 5 seconds to shoot, equals to 75 rounds per 5 seconds.

    This is why I think it can be OP

    I decided to go in depth because I love guns :3 (Even tho I never shot one, damn Italian laws T^T)

    I like the idea, it's really unique :)

  • Peasant
    Peasant Member Posts: 4,104

    @LCGaster Okay, well on top of what I thought was a good ammo restriction we must be mindful of survivor immunity frames. Corrupt Purge for example cannot be used in one steady stream to quickly down a survivor. So I assumed that the power of the gun would function similarly.

    I guess I will reflect on the BP values and run those changes by you later.

    We know the devs don't like OP killers so if you ever really want a chance of this becoming reality we need some more balance.

  • Peasant
    Peasant Member Posts: 4,104

    Okay, I've done a lot of thinking and the only way I know how to balance this would be to add Deep Wounds to the shot effect. Let me explain:

    Upon hitting a survivor with a bullet they get Deep Wounds. Every successful shot after this would drain the Deep Wound meter. Ideally, hitting a survivor with the entire magazine would do enough damage to actually down them.

    I think I'd also make the killer recover only 25% of each missed shot from objects.