We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
It's stats time! Sign up for our newsletter with your BHVR account by January 13 to receive your personalized 2024 Dead by Daylight stats!

Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1

New chapter idea: Sacred Garden (Please give me feedback)

8obot1c
8obot1c Member Posts: 1,129
edited September 2019 in Creations

New Killer - The Evergrowth

height - Tall

TR - 32 Meters

Speed - Normal

Power - She can place flower beds on generators, ground, and the side of walls. If anybody gets within 8 meters of it or interacts with it. A burst a gas comes out and they suffer from a hindered status effect that stays for 20 seconds (All similar to clown) The Evergrowth has 9 of these, but they don’t get an alert if one is set off (But you can still see the gas).

Perks

Hex: Over Growth (Rare/Very Rare/Very Rare)

The generators distill as they are far more to handle. You get a token each time you get a survivor is hooked up to a maximum of 5 tokens. In addition, whenever a survivor fails a generator skill-check all survivors on that generators location is revealed to you for 4/5/6 seconds.

1 Token - No great skill checks on generators.

2 - 4 tokens - Increases speed skill check goes by by 5%

5 tokens - There is another check you have to hit on a skill check (You have to hit 2 skill checks on the same skill check)


Divine Power (Uncommon/Rare/Very Rare)

You like taking control over the situation. Survivors in your terror radius get a 10% speed penalty when working on a generator and their vault speed is decreased by 6%/12%/18%


Inaudible Sensation (Uncommon/Uncommon/Rare)

You know people have been where you are at. When a generator is over 50% and you are within 16/20/24 meters of that generator you gain the undetectable status effect. When going outside of the radius this perk persists for 6 seconds.

You lose the undetectable status effect when you start up a chase.


New Survivor - Gloria Danewell

Gloria has been on many fortune shows and knows when to make a move or not, but eventually Gloria couldn’t win off of the lottery anymore, so she went in for the tv crew where they are called in for situations and get to them fast. One morning she was called in for strange behavior around the woods. Some overgrowth had take over the forest. she set up her camera and was ready, but when they went live they didn’t see her at all. All it was, was a forest with many flowers.

Perks

Rush in (Uncommon/Rare/Very Rare)

You are willing to rush in to save your friends in need. When a survivor is downed you gain a 4%/8%/12% haste status effect for until they leave the dying state.

”Come on! Get the camera! This is important news!” - Gloria Danewell


Locker Mania (Uncommon/Uncommon/Rare)

You know where to look for the money. When you go into a locker with an item there is a 20%/40%/60% chance that 50% of your items charges comes back, you get a tier up item with the same amount of charges you had, or you find an add on of the Ultra Rare rarity or lower on your item. Locker Mania can only be triggered every 120 seconds.

”I know where you are hiding the money, just behind this door right here” -Gloria Danewell.


Getting Ready (Rare/Very Rare/Very Rare)

You need to be able to get ready for what happens next. For the first 80/100/120 seconds of the match 5%/10%/15% of your generator progression will also progress the 2 closest generators.

Getting Ready doesn’t effect blocked off generators.

The 2 generators won’t regress if the one you are working on does regress.

If somebody is working on one of the 2 closest generators it won't get additional progression.

”Just need to get some things ready before we go live” - Gloria Danewell


What do you think of this. Generally I think the killer is better even though the survivor could definitely have some potential. Criticism please :)


Edit: I reworded and renamed them so they sound a lot better.

Post edited by 8obot1c on

Comments

  • Ersh
    Ersh Member Posts: 40

    Power - The first thing that comes to mind would be some numbers for the killer's power. Would the slow effect be the same as Clown, or larger? How long would it take to place the trap? Would the gas linger like Clown's or last for even longer for greater area denial? Also, we've already got 2 other killers that function through slow effects primarily, Clown and Freddy, so you may want to think of another feature to add on to the power in addition to whats already been listed.


    Hex: Overgrowth - How does it interact with Ruin? Since removal of greats from gen skills checks would make it impossible to succeed in Ruin skill checks. What's the point of the scream? Scream notifications are static meaning you wouldn't be able track the survivor at all with it. The interaction with generator skill-checks and the method of gaining tokens while hooking someone and also being a hex instantly draws too many parallels with Hex: Huntress' Lullaby too, so you may want to differentiate it a bit more. Also, I'm assuming the failed skill-check scream only occurs on generators, so you may want to reword to specify that.

    I'd also reword it to something like this.

    You get a token each time you get a survivor is hooked up to a maximum of 5 tokens. In addition, whenever a survivor fails a generator skill-check their location is revealed for 4/5/6 seconds.


    Divine Power - No feedback


    Unseeable Sensation - I'd suggest changing the name of the perk to 'Inaudible Sensation' to better fit the ability it grants, they can't hear you but they can definitely still see you. Wouldn't it be kinda obvious if most killers are running this though unless they're running monitor? If a terror radius starts playing then cuts out instead of just growing more distant it can be assumed that this perk is being run, exceptions would be killers with terror radii below 32m. Monitor and this would be awesome though.


    Rush In - Since mori's exist too, I'd suggest rewording the description of the perk to simply 'When a survivor is downed you gain a 4%/8%/12% haste status effect for until they leave the dying state'


    Locker Mania - How would this interact with toolboxes as there are 2 variants of both rare and very rare toolboxes, and how would this interact when used with event items which have their own tier.


    Getting Ready: Does this effect gens near you that teammates are also working on, and if so does this active perks such as Prove Thyself, Discordance, and Thrilling Tremors (Since its being worked on as its blocked). As another note, would this repair regressing generators and how would this potentially interact with Overcharge?


    Overall, the perk concepts are quite creative and you've done a good job. Sorry for maybe being too critical though.

  • 8obot1c
    8obot1c Member Posts: 1,129
    edited September 2019

    No no it’s fine I’m going to try to answer some of the perk questions and think of the numbers later.


    Rush in probably should get changed to that.

    Commodious toolbox gets changed to an alexes toolbox and the other one gets changed to the other purple varient.

    Getting Ready - I don’t think it should work on one of the 2 closest generators somebody else is working on. Prove Thyself just makes the process faster.

    Discordance only goes off if somebody else works with you.

    it won’t repair generators if thrilling tremors is on.

    It would repair regressing generators.

    and since new perks are coming I’ll throw this one in. Yes it does work with better together, but it would be shown in a white aura while yours is shown in a yellow.

    if the generator has progress and surge goes off it will still be going up.

    Hex Overgrowth: It does work with ruin, but since this is a hex it could get destroyed and they could still have that symbol up showing that ruin is still there. Also at 5 tokens it wouldn’t regress by 10% it will still regress by 5%.

    Unseeable Sensation

    Its supposed to be a tracking and a mind game perk they. Watch Otzdarvas video on insidious mindgame. I thought I would make its own perk so you could better mind game. Even though this is a situational perk it could still work.


    I still have to think of the numbers

  • csandman1977
    csandman1977 Member Posts: 2,358

    I really like locker mania. Combine that with the healing perk that heals in a licker and it could be nice.

    I have to put the ixnay on get ready. The beginning of the game is too important for killers and would make slower killers even more useless. Gens go too quick at first as is. Way to easy to pop 3 gens in 2 minites now.

    My only problem with the hex perk is that it's a hex. Totems arent going to last anymore with this new chapters release. I love the interactiin with ruin and lullaby. Evil if you could protect the totems. Spirit would so abuse this.

  • 8obot1c
    8obot1c Member Posts: 1,129
    edited September 2019

    I get what you mean with Getting Ready. I change it from 25% to 5%/10%/15%


    The hex is too powerful for it not to be a hex which is why it is.


    The most generators I get done is 2 within 20 minutes so If I did different generators that progressed the same generators they will be at 30%. which may seem like a lot, but it takes some time to do generators. you still have to do the other 70% of the generators.

  • csandman1977
    csandman1977 Member Posts: 2,358

    I love overgrowth. I think perks that screw with skill checks are awesome and make holding m1 to repair gens slightly more interesting. Im just completely biased against hex perks and would like to see them all reworked to remove the hex portion.

    As for getting ready. 2 Survivors bring super toolbox. No bnp. They each do a tendon opposite sides of map. What is time there like 65 seconds? Then they go onto next gen, no toolbox and bam 65 seconds later 4 gens are done. That's 2 minutes and 10 seconds and game is over if 3rd survivor does 1 gen at normal speed and 4th survivor runs killer around.

    This isn't even best case scenario. Leaving out bnp, great skill checks, add ons to give toolboxes more charges. Killer wouldnt have a chance. Theres no amount of pressure a killer could apply to deal with 5 gens getting worked on at 1 time.

    I like all the other perks but this one scares me as a leatherface player lol

  • 8obot1c
    8obot1c Member Posts: 1,129

    Heres the thing, if the 2 closest generators are corrupt intervention ones. no generator will get progression besides the one you worked. and once corrupt intervention runs out this perk runs out. if thrilling tremors goes off then no extra generator progress will instill. Ruin can also make the generator you are working on regress and the killer could kick the generator as well.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    I'm guessing the power works like hag (you can only have 9 at a time but you could place more than 9 total), which would be the best case scenario. Even with that though, the power seems super weak. It's a trap that slows survivors but if I'm understanding this right, you don't even get an alert when it goes off? Even if you knew when your traps go off, what if a survivor activates a trap on the other side of the map? How will you get there before the slowness runs out? Let's compare this to other trap-based killers.

    • Trapper doesn't start out with all of his traps, and his traps can be interfered with, but his traps are also far more deadly and have snowball potential. I think Trapper might actually be stronger than this killer.
    • Hag's traps can also be destroyed (if you have a flashlight) or avoided by crouching. However, she can teleport to her traps when they activate, allowing her to apply pressure to several survivors at once. Hag is definitely stronger.
    • Freddy's traps have a similar yet weaker effect to those of this killer, but he also has the ability to teleport across the map, which means he can apply much more map pressure. Being a high-tier killer, he's definitely stronger.

    I think the best strategy for this killer would be to set up around 3 generators, but even then trapper could do it better since his traps apply pressure. This killer might not be able to apply quite enough pressure to even do a 3-gen strat successfully against a good survivor team.

    Overall, the killer needs a way to apply more pressure, whether that's better traps or a secondary ability. Simple slowness traps aren't quite strong enough (there's a reason Freddy is good and Clown isn't).

    Design-wise, I'd probably main this killer just for the plant powers. Plant gang rise up.


    Here are my thoughts on the perks:

    • Overgrowth is pretty much Huntress Lullaby. Skill check related hex that can get up to 5 tokens by hooking survivors. The effects seem to synergize with Ruin and Lullaby, as well. For the double skill check, does it regress twice with Ruin when you hit them?
    • I like the idea of a slower gen speed, but good lord if I get a doctor with this no gens will ever get done. Maybe make it only work in chase so you can't just sit around 3 gens and hold the game hostage? The slower vault might shut down a lot of loops for free, but I don't know for certain how much it would affect the game.
    • The third perk is like a much more powerful version of Tinkerer. Again, I'm not sure exactly how strong it would be but you would probably at least get some free hits.
    • Rush In seems like it wants to encourage picking up the downed survivor, but what it really does is let you loop the killer around for ages. You'd actually be discouraged from saving the survivor because you'd lose the 12% speed boost (which is very strong).
    • Locker mania should probably be made more reliable and less random. I could go in a locker wanting a repair but I might end up getting a higher rarity item (which isn't always better).
    • Getting Ready actually doesn't seem that strong, maybe without the time limit it feels like something BHVR might add. Also, I think the early game time limit is the wrong idea. Maybe make it activate later on in the game so people can't use it to gen rush.
  • Gcarrara
    Gcarrara Member Posts: 2,263

    Good job! I love the concept of it! 😄

    Really nice perks ideas too!

  • 8obot1c
    8obot1c Member Posts: 1,129

    Im still trying to figure out how here traps work


    double skillcheck on a skillcheck is only 5% regression for ruin


    I tried making it so that when you get there they cant pop it. You could still do it though


    Look up insidious mindgame bubba for 3rd perk idea


    rush in is for those people that want to flashlight save, but cant usually get there quick enough or if there is a pallet next to them you can get there faster.


    Locker Mania is supposed to be random, I wanted to make a perk that consisted of luck.


    Getting Ready is so that it doesnt take you as long to do a generator later in the game.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    I can guarantee you that most people aren't going to use rush in for saves.

    Also, if getting ready is meant to make it easier to do gens later in the game, why is it an early-game gen rush perk?

  • 8obot1c
    8obot1c Member Posts: 1,129

    because like the perk says, you are getting ready to do it later, that doesn't always mean you do it right now.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238


    Okay, but this perk will be pretty much only be used for early-game genrushing.