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Phantasm Chapter
KILLER--The Tall Man
ABILITIES--Sphere Tracking, Teleportation, and Summon Minion
Throughout the map there are 4 teleportation poles, 2 receivers and 2 exit points, both Survivors and the Killer can use these poles but a Survivor must be holding a Sphere before they can use one. Survivors must search around the match for a pedestal holding a Sphere and then interact with it to add it to their inventory. Survivors lose the Sphere when they are hooked.
The Tall Man has 3 Spheres circling him as he walks around and can send each one out to scout around the map looking for Survivors. The Spheres have a simple AI where they patrol the map, they have a large audio detection radius and a smaller visual detection radius. If they spot a Survivor they will attempt to Reveal that Survivor which takes 5 seconds, after that they will reveal that Survivor's Aura to the Killer while they are outside of The Tall Man's TR(like Freddy) Survivors have several ways to get rid of the Sphere, they can hide in a locker for 6 seconds and the Sphere will lose track of them and return to The Tall Man. Survivors can use their Exhaustion ability to outrun or destroy the Sphere i.e Head-On or Dead Hard directly into it.
The Tall Man's secondary ability is Summon Minion, The Tall Man can charge up their ability to raise a teleportation pole and a small hooded minion will come out. The ''Dwarf'' will defend a small area, if a Survivor enters that area the Dwarf will lock on to that Survivor and jump onto their back causing them to Scream and Reveal their location. The Dwarf will latch onto the Survivor for 10 seconds, after the 10 seconds that Survivor will become Broken for 15 seconds. The Survivor can pull the Dwarf off their back if they enter a Locker for 5 seconds or if another Survivor is nearby they can pull it off using a 6 second animation. The Tall Man can summon 2 Dwarves at a time.
The Dwarves are meant to help The Tall Man defend areas, powerful loops can become dangerous and Gens become a bit more dangerous. Dwarves can be scared off with Flashlights so if a Survivor sees a Dwarf they can use their flashlight to scare it off without entering their zone. The Spheres are Freddy's old ability with a little twist and these two abilities make The Tall Man an all seeing Killer and a somewhat good defender. Dwarves can be put at the Exit gates or at a loop, near a Gen and the length of time is hopefully fair enough for the Survivor to get away in time but give the Killer time to act upon it. It is weaker than Plague's Vomit and no one likes to Cleanse against her ability so I don't see these Dwarves as oppressive since no one sees Plague that way either.
I may come back and add some perks, if you guys come up with some perks for Tall Man or come up with perks for the Survivor, Mike put them down. I came up with this before going to work so it might be OP or even underpowered, let me know what you guys think. I love the Phantasm series and I know that if done correctly it can totally be in this game.
Comments
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Late noticing this thread, but just rewatched the series and think Phantasm would be an awesome chapter to add in DbD. I like your concept and had similar ideas to Tall Man's abilities, but that part with Dead Hard destroying Sphere's wouldn't work because you don't have collision while doing it. Flashlights, quick locker vaults or pallets (in a dire situation, because wasting pallets sucks) would work though. With the Dwarves, you probably wouldn't be able to interact with anything (lockers, vaults, pallets) and instead of the 10 second timer, maybe have a wiggle bar? You'd either have to wiggle free or have someone help you. Still working on Mike's perks and possible cool map features but definitely agree Phantasm would make for an awesome addition to DbD
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