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Chapter Concept "Angels and Demons"
Killer
The Demon.
After suffering greatly in his life The Demon has been given an opportunity to spread the despair he has felt to others in the form of Tormented Soul.
Tormented Soul - Once activated, all survivors within your terror radius will begin to hear voices in all directions instead of a terror radius (Terror radius perks do not activate while affected by Tormented Soul). While activated, The Demon moves at a decreased speed, but becomes undetectable. When deactivated, survivors will continue to hear these voices for a time dependent on how long they were affected by Tormented Soul.
When The Demon is finished toying with his victims, he can then attack them with Vengeful Flight.
Vengeful Flight - Once activated, you lunge forward with a small margin of movement to either side. Using Vengeful Flight while Tormented Souls is activated will grant more distance in your flight with slightly more control. Once used, a 25 second cooldown is initiated.
Perks
The Demon's perks cause survivors to want to find and help each other more often, but punish them for doing so.
Possession - You seem to attach a piece of yourself to everyone you touch. After hitting a survivor, that survivor becomes marked. When interacting with another survivor, that survivor's aura is shown for 5/7/10 seconds.
Intimidating - The sight of you alone brings fear to people's hearts. While in a chase, your aura is shown to everyone not in your terror radius and all survivors who look in your direction suffer an action penalty of 4%/6%/8%.
Call of Darkness - While being within 20m of a hooked survivor and not in a chase, sacrifice progression is slowed by 20%/15%/10%. Being 40m or more away from a hooked survivor causes the sacrifice progression to hasten by 6%/8%/10%.
Survivor
Gabriel Martin
As a paranormal investigator, Gabriel is well versed in the strange and bizarre. Using his past knowledge and experience, he can bring to light many mysteries waiting to be solved.
Perks
Eye for Shadows - Your eyes have adjusted to see shadows within the darkness. While not in the killer's terror radius, crows aura's can be seen outside of 50m/40m/30m.
Ambience - You have a keen ear for anything that breaks the silence. Sounds from the environment, crows and footsteps can be heard from 6m/8m/10m farther.
Preparation - You can always find your way in the dark, especially when you have a light. Chances of finding a flashlight in a chest are increased slightly/moderately/considerably.
Angels and Demons. Monsters reside in the Fog. Will you bring about the darkness, or cut through with the light?
Let me know what you think. I enjoy making these concepts. I wish one of the devs would take my ideas.
Comments
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Over all, love the concepts. Everything down to the perks have a theme, though sometimes only loosely followed. But there are a few missing things that could change a lot of things, along with some things just being borderline useless. I'll try to come up with some fixes for these things. Another set of eyes can be helpful, of course.
First off: What speed does the Demon move at, what height, and what is their Terror Radius? I was thinking 115% (4.6m/s), Tall, and 32 meters, but just wanted to make sure you didn't have other ideas.
Also, how long can Tormented Soul last? How long is the average/enhanced range of the lunge? Small things, but they can definitely help in figuring out any other changes to numbers. Another note, I don't think a 25 second long cooldown is needed. Instead, if missing Vengeful Flight and hitting a wall, it should stun the Demon? Kinda like the Demogorgon's lunge. But, unlike Demogorgon's lunge, maybe change it so there's a greater turning radius, like half the turning radius of a regular lunge or something, that's for you to decide.
Possession is an amazing perk, and fits with the listed themes of the perks in general. One thing, however; How many people does it effect?
Intimidating is odd, what would it's use be? It actively gives the Survivors information, for a minimal upside. Possibly show the aura of Survivors within the Killer's terror radius for 3 to 5 seconds after injuring a Survivor? Just an idea, or it could only apply a debuff. Like instead of showing the aura, it applies a 4/8/12% debuff to all Survivors within 48 meters for a set time after injuring a Survivor? Just ideas. In general, Intimidating is a good concept.
Call of Darkness is almost amazing. I just think it should be when outside of 30 meters of a hook, it should apply the extra progression. And, Survivors unhooking when you're 30 meters or more away should have their aura revealed, or a debuff applied to them. Amazing idea nonetheless, good job!
Now for the Survivor, Gabriel. Take everything I say from now on with a grain of salt, as I'm a Killer main.
Eyes For Shadows is a cool perk, but can you see the crows flying away? Also, the range is too far away. Maybe within 30/36/42 meters? I know the range is technically shortened, but it's still a good amount of information, if you can see crows flying away. The "while not in the Killer's terror radius" part is useless, why is that there? In my eyes, that removes all functionality the perk has. But if you wanna keep it as a way to track from a distance and not things that are an immediate threat to you, or can immediately help you, I guess that's fine. Doesn't make sense to me, but it's all personal preference.
Ambiance is really cool, I see nothing wrong with it. Good job with this one! It's a good deal of information, and allows for good training wheels to predict where the Killer is walking.
Preparation helps, I guess? Most people who want an item will bring one in, and once it's gone, oh well. Most people searching chests just want good items in the future, and this would only help find flashlights. Maybe if you were doing an action, you'd get an alert when the killer was walking in your direction? Kinda like Premonition, but without a cool down. Also, why not flat percentages since Preparation is a perk and not an add-on?
In general, great idea. Just a few things to make it better. Thank you for reading through this mess of a response.
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It's a normal killer. Tall, 32m TR and 115% movement speed, but drops to 110% with Tormented Soul active.
Tormented Soul will cause survivors to hear the voices for 5 seconds max after out of the terror radius, but addons would extend this time.
The Flight ability I thought up as mostly a movement based ability to get around faster, but can be used as a lunge. I considered making it to be like the Hillbilly's chainsaw while Tormented Soul was active, but thought the extension was enough. The cooldown I considered was high, but that was because it would cover several meters with Tormented Soul. Think twice the length of Shred for Demogorgan, but not as fast as Shred.
Possession can be inflicted on all survivors, but can only activate once per hit. They don't stack, by the way.
Intimidating only works while in a chase and The Demon has undetectable with Tormented Soul. Survivors will still suffer the penalty for looking in his direction, but without seeing him. Other addons can increase the range of Tormented Soul and I thought of one that causes Tormented Soul to cover the map while in a chase. I didn't add this in the main concept or any other addons because I had little time and if I forget a concept, it's gone forever.
Call of Darkness is the anti tunnel perk that rewards you for getting away from a hook, thus the long ranges. I considered 32m, but that can easily be made up with most killers, so there is a gap where it does nothing, until you get far enough away to benefit from it. Also, if you chase someone around the hook, it progresses as normal so survivors can't take advantage of it.
Eyes for Shadows is made to track the killer while they are not too close to hear their Terror Radius. It does make sense to see crows closer, but Ambiance makes up for that for being anti-stealth killer.
I am also a killer main and the one thing I love facing is someone with a flashlight. I randomly run Lightborn all the time. With this, survivors have a bigger chance to get flashlights and they are less likely to get keys or medkits. Some people like flashlights too, but this perk is just to satisfy my own desires.
Thanks for the feedback by the way. Always appreciate constructive criticism.
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Alright, thanks for the extra info about the power and everything!
Just a few things about what's said about the perks;
Intimidating would work with the Demon, but only the Demon. A decent perk should work to some extent on at least 10 killers (currently around 17.)
Call of Darkness, with the extra context, makes a lot of sense. Until you think about how quickly a Survivor will get unhooked once you leave them. The effect would only work for at most 30 seconds at a time. Just adding this now, that is in a best case scenario. If everything goes as planned, you have 30 seconds of use time per hook. But for the small effect given, that isn't a lot. Against good Survivors someone will always be off the hook within 10-15 seconds once out of that range, sometimes in even less time. This makes the already small effect even more meaningless.
The response you had for my critique of Eyes for Shadows does not answer my main question. Can you see crows flying off? Also, imagine how many crows are on a map. You will see massive clutters of auras everywhere, making it hard to see anything but groups of crows. With a set range of around 30 meters, you won't see nearly as many crows. You also shouldn't need to run a perk with another perk to make it viable.
Nobody would use Preparation the way you were saying, straight up. If they want an item that isn't a flashlight, they will not run it. You cannot guess what perks someone has to counter it with other perks (Lightborn) either. If Preparation was a Killer perk, and made it harder to get items other than flashlights from chests, it still would not be useful. Most of the time, people good at using flashlights have a lot of flashlights to use. There would be absolutely no point in using this perk unless you wanted to get a bunch of flashlights. Seeing as most players don't bring items into matches, they would not need a perk to help them get a surplus of flashlights. Flashlights are pretty common in the blood web, there is no need to make them easier to get. In my personal opinion, this perk would not be good without a rework. If you disagree, please explain why, and please say why you did not consider my proposed rework in my original response.
Thank you for the response, and thank you for reading this.
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Intimidating has a good debuff at the cost of watching the killer, so survivors would be more likely to look away and catch glimpses only. In retrospect, I would probably make the debuff higher (about 25%) and make the effect last 1s/2s/3s after looking away to discourage anyone from looking at the killer.
Call of Darkness was a quick thought up idea. If I wanted to add another feature to it, or just rework it, I would give the unhooker the oblivious status for 40s/50s/60s.
Eyes for Shadows would let you see the crows fly. I thought about a loud noise notification, but survivors don't get loud noise notifications. I would probably give them a crow sound though. I know some maps would have a crapton of crows, but that's just a drawback for certain maps. If I give them a set limit to something like 30m with a 32m terror radius, there's no reason to have the perk, but to find teammates. Basically a worse version of Bond. It doesn't work inside a terror radius because I would think the auras could be disorienting as you are running from a killer.
Preparation is still my baby. I love it for what it is. My bias refuses to listen to reason, but I know it kinda sucks. There would only be select few who want to use it just like Lightborn ;P My idea was something to do with a flashlight, because it fits with a paranormal investigator. My only "balanced" thought was to make it like Pharmacy.
In other words, some tweaks may be needed to make them all viable, but I don't want anything to be too overpowering or completely useless. All in all, we don't always get groundbreaking perks, but there is usually one or two good ones in a set. Thanks again for the feedback.
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All that's needed is a glimpse at the killer to know where they are. They can just look for a second, and look away. Sometimes people just aren't doing anything that can have a debuff applied to it. Debuffs for such a short amount of time just dont matter.
I get making a few filler perks, and it's fine to make filler. But once you get a new idea, change it so it's no longer filler. I gave you a list of possible changes to make it a good perk, if you wanted to make a filler perk more than filler.
Eyes for the Shadows could just deactivate during a chase, simple as that. To avoid cluttering of crows, decrease the range to 20-16 meters I guess.
If you like Preparation, it's all good. You could add a second effect to make it actually usable in some situations, though.
My favorite perks are situational, but good perks (Monitor and Abuse + I'm All Ears specifically), so I get not wanting to make groundbreaking perks. The goal, however, should be to make all perks good, but situational to some degree.
No problem, thank you for listening to what I have to say.
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