The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

How I think You can make Chucky work.

ur_ex_wife
ur_ex_wife Member Posts: 19

Killer: Chucky and Tiffany (The couple)

Gender: Male and Female

Nationality: American

Weapon: Knives

Physique: Slightly Shorter than average

movement speed 115%

Power: Chucky and Tiffany are Truly Evil's Greatest pair, doing everything together and feeling each others presence when apart.

The Player Can only be 1 of the couple at a time. (obviously)

when 1 is active, the other is left dormant Where the player last switched.

Add on's could either effect body transfer speeds or dormant doll enhancements like aura reading, terror radius effects ect.

Teachable Perks:

[Extra Hands]

(only)Generator Skill checks are effected by this perk;

there are now 2,3,4 skill checks of different colour, only 1 colour is the correct one for the duration of the trial any other colour no matter the placement of the skill check results in a failed skill check.

[A cruel punishment]

When ever a skill check on a generator is missed [a cruel punishment] gains a token,

2 tokens The entity blocks the generator for 10 seconds

4 tokens the entity blocks the generator for 20 seconds

5 tokens the entity blocks the generator until another one is completed

[Hex: mischievous torment]

As long as this Hex goes uncleansed, whenever a survivor is within a 10,20,30m range of a (dull) totem they will scream and reveal their location to the killer.

(in mori and carry/hook animations both dolls are present but the dormant goes back to its place when the animation is complete)

thats my idea, its ok if yall think its dumb. let me know :)

Comments

  • HasterPhenix
    HasterPhenix Member Posts: 23

    i thinks is a little to op about the perks

  • Brok3n
    Brok3n Member Posts: 51

    Not sure I completely understand the first perk. The second perk would be good in low ranks but useless in high ranks I think. Range on third perk would probably have to be lowered. But I would love having Chucky in the game so I'm all for your idea :D

  • HatCreature
    HatCreature Member Posts: 3,298

    I really like the perks

    Extra Hands: So it sounds like the Survivor has to guess the correct color of the Skill check, I think this would only be strong if the color was different for every Survivor. That way it can't be nullified by SWF groups.

    Cruel Punishment: In theory it sounds really good but if the numbers are too high it becomes too powerful. I think the time should 2 Tokens-5 seconds, 4 Tokens-10 seconds, 6 Tokens-Failed Skill Checks count as a kicked Gen. Failed Skill checks can happen quite often on some teams so if a Gen was perma blocked until another Gen was completed or until another Gen was perma blocked it could get too powerful. The idea behind this is that they've ######### up the Gens so bad that now when they fail a Skill Check it gets blocked for 10 seconds and REGRESSES for those 10 seconds.

    Hex: Mischievous Torment: I think this could be changed to work like Thrill of The Hunt. What if when you work on a dull totem it makes you scream and reveal your location? You could pair this with NOED and could help you stop Survivors from cleansing all your totems. I only say this because if it makes Survivors scream when they just walk by then they know there's a dull totem there and will cleanse it for points and your perk gets progressively weaker as the match goes on. If it only works when they work on it then you can trick them into thinking you have NOED and they will try to push to get all the totems done before doing the last Gen.

  • ur_ex_wife
    ur_ex_wife Member Posts: 19

    I like ur changes to the hex :)

    Cruel punishment was only inteded to effect 1 gen at a time in full power when i came up with it. So that if it was down to the last 2 gens they couldnt both be blocked. Thanks for your input <3

  • JustSmegs
    JustSmegs Member Posts: 4

    i would so main tiffany