Chapter: Legends Most Grimm
I originally posted this on the steam forums, but am now migrating it here. Tell me what you think of the entire concept. This has also received many changes from the original on steam.
New killer: Dmitri Godricson (the druid)
speed: 4.2 m/s
height: normal
terror radius: 28 meters
Weapon: alder staff & arming sword ( staff for power related abilities & breaking, sword for survivors)
Wolf speed: 5.2 m/s
Wolf terror radius: 30 meters
Appearance: a thin, bearded man wearing a long cloak and ill-fiting garb. It all seems to be made for someone much broader and more muscular. The wolf that serves as his companion is a rather large European grey wolf.
LORE: During his earliest years of life, Dmitri was not like other children. He was extremely shy, quiet, yet stubborn and prone to tantrums when things didn't go his way. His parents, mere hunters of the local Lord, concluded that the only reason for this outlandish behavior was that a fairy had stolen their child and replaced him with a changeling. Not wanting to soil what little reputation they had, they conceived a plot to dispose of the changeling child. The father took the child with him on a hunting trip deep into the woods, and told Dmitri to wait at a nearby tree until he returned. The father then proceeded back to the village, killing a wolf and most of her pups along the way back, so he could tell the townsfolk the tragic tale of how "a vile wolf viciously attacked his poor son Dmitri, killing him." All the while, Dmitri anxiously awaited his father's return. Soon night fell, and Dmitri knew his father would not return. Lost and alone, he stumbled upon a slain wolf mother, with a single surviving pup mourning the death of it's mother. He felt a deep kinship with the lone pup, now utterly lost within the world. From this kinship, a deep bond was formed, founded in seeing the man who left the both of them abandoned fall. Many years passed within the woods and Dmitri grew into a young man, managing to survive thanks to his friend the wolf. One day, while both were exploring the forest's edge, they stumbled upon a house. Within this house resided the family that abandoned Dmitri as a child, and there within the window sat his father. Seeing their chance, Dmitri and the wolf broke in and killed him, taking anything that seemed useful before they left. Though, as they departed, Dmitri's old mother returned home from market to catch a glimpse of a strange figure retreating into the woods, and the Carnage that remained of her husband. From then on, rumors of a vengeful druid living deep within the wood popped up in nearby villages, and Dmitri was never seen again.
POWER: Kindred Spirits
Kindred Spirits has three distinct aspects to it, The Ravens, The Ivy, and The Wolf.
The Ravens: the druid's quiet nature allows him to pass by crows without disturbing them. He can then interact with the flock of crows, calling down a larger Raven to place in their midst, turning the flock into his personal informants (like spies from the shadows, but manually placed and map-wide). Ravens will form an unseen link with other ravens in a 25 meter radius, with a maximum of 2 links per raven. The druid will receive a notification if a survivor crosses through the link between two ravens if they move at a rate that would startle crows (a survivor has a three second "grace" before they can trigger a notification again). However, the druid has only 6 ravens at his disposal, so be sparing with their placement. (tied to the "Interact" button)
The Ivy: Using ancient magic, the druid can bend plants to his will. He carries 6 stems of ivy on his person to grow for an assortment of purposes. The ivy can be placed on vault locations or places where destructible walls once stood to block survivors from passing them for a time. It can also be used to set tangle traps on the ground, which momentarily snare survivors that run over them. (tied to the "Power" button)
The Wolf: The druid shares a strong spiritual kinship with the wolf, much stronger than the ones shared with the ivy and the Ravens. The druid can see through the eyes of the wolf, guiding it through the spiritual link. The druid relies on the speed and strength of the wolf to hunt down survivors, as the druid is too slow to reasonably chase them down himself. However, the druid can only maintain this link for a certain amount of time, and the link will temporarily break if maintained for too long or if broken manually. The wolf then disappears into the fog. The wolf can't down survivors, only injure them. If the wolf attacks an injured survivor, the wolf will instead grab the survivor by the leg and hold them in place. The survivor can struggle out of the wolf's grip, much like a regular killer's grip or bear trap. If the wolf has a survivor in its grasp, it will automatically end the link and give an aura notification, allowing the druid to approach the survivor and pluck them from the wolf's clutches (assuming that they have not struggled free). (tied to the "Active Ability" button)
Add-Ons: complete for now, may go back and edit if needed.
Common:
1) will-o'-the-wisp - reveals the auras of both the wolf and the survivor caught by the wolf for 3 seconds after link is broken.
2) hare's blessing - slightly increases the wolf's movement speed and makes survivor noises slightly louder to the wolf.
3) worry stone - ravens will startle regardless of calm spirit or similar perks.
4) kudzu crown - the tangle snares apply 2 seconds of hindered instead of catching survivors for a brief moment. Grants 75% additional bloodpoints in the deviousness category.
Uncommon:
1) jerky tidbit - slightly increases both the recovery rate and duration of the wolf's link.
2) owl's blessing - slightly reduces the wolf's terror radius and noise made by the wolf.
3) moonstone - at a slight cost to the link, the wolf can howl (power button while controlling the wolf), causing survivors within 10 meters of the wolf to scream. Score 150 bloodpoints in the hunter category for each screaming survivor. The wolf's howl can be heard 28 meters away.
4) dusty horn - survivors who startle ravens suffer blindness and deafened for 15 seconds
5) Willow crown - moderately increases the size of the tangle snares
Rare:
1) fresh femur - moderately increases both the recovery rate and duration of the wolf's link.
2) turtle's blessing - slightly reduces the wolf's movement speed. Considerably increases the time it takes to escape the wolf's grasp.
3) battered crest - the worn family crest of a long dead royal lineage. Causes the druid's kindred spirits to better reveal themselves. Tangle snares now emit a faint green glow. Moderately increases the size of the Ravens. Gain 150% bonus bloodpoints in the deviousness category post trial.
4) shiny baubles - startled ravens reveal the aura of the survivor who startled them for 3 seconds.
5) Holly crown - ivy placed on windows and destructible walls stays considerably longer.
Very Rare:
1) boar's blessing - allows the wolf to break pallets, destructible walls, and generators by charging into them from a minimum distance of 6 meters. Slightly reduces the wolf's recovery time from stuns.
2) stag's blessing - moderately increases the wolf's movement speed, slightly reduces the duration of the wolf's link, allows the wolf to vault pallets.
3) stone cube - an unusual, naturally cubic stone with varying dimples on each side. Causes great unpredictability in the Ravens, giving each summoned a distinct personality. 1st raven: aggressive in nature, when startled, will repeatedly fly at the survivor causing the hindered status effect until shooed away (takes 5 seconds). Is darker with glowing red eyes. 2nd raven: timid, with various white markings. Startles easily, will startle as if the survivor was running regardless of how fast they are moving. 3rd raven: a heckler, known to not sit still. will not startle, instead cawing loudly if a survivor gets too close, causing numerous loud noise notifications. 4th raven: migratory, and a noticable blue in color. Once startled, will land in an entirely different flock of crows. 5th raven: spiteful, looks much older than the other birds. Will follow a survivor for a short time, preventing them from vaulting. 6th raven: the shadow raven, pure black with glowing white eyes. Obscures survivors' vision and gives the oblivious status effect for 10 seconds.
4) crown of brambles - tangle traps now injure healthy survivors that run over them
Ultra Rare:
1) Wolf's Head - the severed head of the mother wolf, which instills rage within the wolf. The wolf loses the ability to grab injured survivors, but can now down survivors. After downing a survivor, the link will automatically break, causing the wolf to howl before disappearing into the fog, giving a sound notification as a result. This also allows the wolf to open lockers, downing the survivor they pull out. Reduces max ravens and ivy by two each.
2) fairy king's crown - A crown made of black, foggy glass that pulsates warmly. All vault locations and broken destructible walls within 10 meters of the druid will be blocked by ivy, not counting against the ivy the druid can place. All crow spawns further than 34 meters from the druid will have a raven within them that is incapable of forming links with other ravens. Considerably reduces both the duration and recovery rate of the wolf's link.
Memento Mori: it might be a bit longer than most Mori animations, but fits the druid's general trope of things being drawn out. the survivor hastily gets up and tries to run away from the druid, who is raising their staff. As soon as the survivor manages to fully scramble to their feet, a tangle of vines ensnares them by the ankles. the survivor nearly catches themselves from the fall, but is pushed down by a raven flying into their back. They turn over to try and defend themselves from the druid, only to have the wolf pounce on them and tear them to shreds. After a moment of mauling the survivor, the wolf backs off to allow the druid to deliver the final blow with his staff, directly to the survivor's head.
Killer Perks:
Nature's Wrath - nature begins to take back what once belonged to it, creating greater disrepair in all machines. Start with 4/6/8 tokens on the perk. For each token, the amount of charges required to fully repair a generator increases by 4 charges. You lose a token when you land an attack on a survivor. Upon losing a token, the generator regresses 2 charges to prevent generators from automatically completing when a token is lost. There is no way to regain tokens. "We are of nature's make, and one day it shall reclaim us." Becomes teachable at level 35. (a generator has 80 charges by default)
Hex: Wisps' Will - your presence turns even a clear field into a baffling maze, muddling the senses of others. All auras viewed by survivors will sporadically blip in and out, displaced by a maximum of 6/12/18 meters from their true location, and conic detection perks (premonition, small game, etc) have their cones offset by 2°/4°/6°. The black mist is tremendously thickened. "The forest makes itself a maze, to baffle the senses. I know because I willed it so." Becomes teachable at level 40.
Subtle Presence - your many years alone in the forest taught you how to make your presence not immediately known. Your terror radius and red stain are reduced by 50% for the first 30/45/60 seconds of the trial and gradually returns to normal over the course of 15 seconds afterwards. "It is wise to keep your presence hidden from others until the time is right." Becomes teachable at level 30.
New Survivor: Eric "the crusader"
Role: "gallant protector"
Description: a muscular knight of holy Roman origin, well equipped for battle in gambison (armor made of padded cloth), and metal bracers. While maybe a bit on the short side (humans have only gotten taller over the centuries, so it would make historical sense), he radiates personality to an extreme extent that one can't help but feel oddly inspired by his antics.
LORE: A holy knight in shining armor, from a bygone age. It's a miracle that he still remains within the fog. What is it that drives him? Could it be that he tries to be a beacon of hope, protecting those who cannot protect themselves? Or does he persist for the name of glory, confronting and besting the darkest this realm has to offer? Not a soul knows but Eric, and his lips are sealed tight.
Survivor Perks:
Unveil the Wicked- You realized, in your many years here, that the key to finding the corrupt lies in destroying their witchcraft. When you cleanse a hex totem, you will see the killer's aura and give the killer the blindness status effect for a duration relative to the state of the totem. If the totem is dull, the aura is revealed and the blindness status lasts for 1/2/3 seconds. If the totem is active, the aura is revealed and the blindness status lasts for 3/6/9 seconds. Dull and active hex totems are now indistinguishable from one another for all survivors. Becomes teachable at level 35.
Wrathful Smite- You strike your adversaries with godly force, at the risk of shattering your only weapon. Increase the duration that the killer is stunned by a pallet you drop on them by 0.2/0.35/0.5 seconds, with an additional increase of 0.5 seconds if the pallet breaks when dropped (this perk's effect is applied AFTER enduring's reduction to stun times). Pallets now have a 5% chance to immediately break when pulled down. Upon use, gives 5 seconds of exhaustion if the pallet does not break, or 20 seconds of exhaustion if the pallet does break. Becomes teachable at level 30.
Beacon of Hope- Your gallant presence inspires hope in those around you. All survivors within 10 meters of you will receive a 12/16/20% bonus to all healing, mending, snap out of it, and killer belonging interaction speeds. This includes a separate 3/4/5% haste during the endgame collapse. You yourself don't benefit from the action speed increase, but do benefit from the haste. Becomes teachable at level 40.
New map: Forgotten Grove
A large map set within the redwood forest. Consists of a dark, misty wood with two distinct clearings relatively far apart from one another, the druid's grove, and the father's hovel. The father's hovel is a small house within a clearing near the edge of the map, where an exit gate is likely to spawn. The druid's grove, located near the center of the map, contains a massive tree, with an opening that leads to a hollow center. Within the center of the tree, a single generator spawns. Jungle gyms are practically non-existent, much like shelter woods.
Change Log: this is where previous iterations of the chapter's contents will go, to keep a record of what once was.
first edit: changed a few perks (unveil the wicked, wrathful smite, nature's wrath), started on add-ons, formatted more clearly
Unveil the Wicked: You realized, in your many years here, that the key to finding the corrupt lies in destroying their witchcraft. When you cleanse a hex totem, you will see the killer's aura and give the killer the blindness status effect for a duration relative to the state of the totem. If the totem is dull, the aura lasts for 1/2/3 seconds and the blindness persists for 0/1/2 second. If the totem is active, the aura lasts for 6/7/8 seconds, and the blindness persists for 6/7/8 seconds. Becomes teachable at level 35.
Wrathful Smite: You strike your adversaries with godly force, at the risk of shattering your only weapon. Increase the duration that the killer is stunned by a pallet you drop on them by 25/50/75%, with an additional 12.5% boost if the pallet breaks when dropped. Pallets now have a 15% chance to immediately break when pulled down. The bonus stun time has a cooldown of 20 seconds. Becomes teachable at level 30.
Nature's Wrath - nature has begun to take back what once belonged to it, creating greater disrepair in all machines. Generators take 5/10/15% longer to repair (adds 4/8/12 charges to the generator) Becomes teachable at level 35. "We are of nature's make, and one day it shall reclaim us."
Edit 2: changed some of the perks again, one being a minor tweak, the other being yet another overhaul.
Nature's Wrath - nature begins to take back what once belonged to it, creating greater disrepair in all machines. Whenever you down a survivor, gain a token to a maximum of 5 tokens. For each token you have, all generators that are not fully repaired will have their charge requirement for full repair increased by 2/3/4 charges. You lose a token whenever you fail a chase. losing a token will cause a generator to regress 1/1.5/2 charges (half of the increase gained from the token) "We are of nature's make, and one day it shall reclaim us." Becomes teachable at level 35.
Hex: Wisps' Will - your presence turns even a clear field into a baffling maze, muddling the senses of others. All auras viewed by survivors will sporadically blip in and out, displaced by a maximum of 6/12/18 meters from their true location. The black mist is tremendously thickened. "The forest makes itself a maze, to baffle the senses. I know because I willed it so." Becomes teachable at level 40.
Edit 3: split the bramble gift add-on into two separate add-ons
bramble gift - ravens will be startled by survivors as easily as if the survivor ran towards them, regardless of what the survivor has or how fast they are moving. Ivy snares have a small chance to injure a survivor instead of snaring them (ivy can't down a survivor).
Edit 4: changed/replaced some add-ons, gave the Ravens a "spiritual link" range that forms a line between two ravens a set distance apart, which will cause them to alert if a survivor crosses through at a speed that would startle crows.
Changed add-ons:
Bonding 1- now called jerky tidbit, changed from common to uncommon
Bonding 2- now called fresh femur, changed from uncommon to rare
Bonding 3- replaced with boar's blessing
Dusty horn- reduced time from 30 seconds to 15 seconds
Willow crown- increased the time from 1 second to 2 seconds.
Will-o'-the-wisp - changed from very rare to common, made the aura last for 3 seconds
Wolf's head- reduces max ravens and ivy by two each.
Removed add-ons:
bonding 3 - considerably increases both the recovery rate and duration of the wolf's link.
Edit 4: swapped functionality of the kudzu and Willow crowns
Comments
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Yes.
YES
I AM SO MAINING THIS KILLER
I AM SO GETTING THESE SURVIVOR PERKS
It's already in the works, dont you dare say it's not!!!!
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Wrathful smite max increased stun should cap below .75 second bonus. Maybe reduce breaking risk to 10% and only break once per trial.
Nature's Wrath should require interactivity, maybe a token each time you kick a gen, 3% slowed speed per token to a maximum of 6 tokens.
The other perks look awesome and creative.
The killer's power has everything it needs, mobility detection and anti-loop. Add some add ons and this chapter is golden.
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Me likely. Sounds really good.
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Okay then, considering that I'm new to the official forums, how do I edit posts?
EDIT: thanks for telling me where to find it. I will probably provide descriptions of the characters and add-ons soon
Post edited by ImmersedPootisBird on1 -
Isn't there a gear in the top right of your post's box? I think to edit you need to click that.
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okay, after a little bit of fiddling, the perks are done. not certain what all shall be done for add-ons, but the one I included I intend to have in the final product. I am open to suggestions for various add-ons, so make sure to leave input!
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I agree on the change to wrathful smite, and have made a similar change. However, I don't know how to best make nature's wrath interactable, yet still stick to its original purpose of a little bit of slowdown that doesn't require to do much, if anything (this is just enough slowdown to allow killers who need to set up to set up without putting themselves at a major disadvantage). Might make it a hex that starts with a set amount of tokens, where the tokens (more gained by breaking generators) increase the time it takes a single, itemless survivor to repair a generator, capping out at x/y/z tokens. On an unrelated note, Hex: Wisps' Will should throw off conic detection perks, such as small game and premonition, by a few degrees, for added disorientation.
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Maybe nature's wrath could start with a large slowdown but decrease with the killer's offensive actions, say 21% at 7% intervals.
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I like this idea! Perhaps the different tiers of the perk could increase the initial slowdown, or decrease the penalty for offensive actions? As for the druid having mobility, I honestly don't see the wolf as such. It works much like a scouting tool, allowing the druid to either force survivors closer, or catch distant survivors in order to get closer to them. So while it doesn't give the druid any mobility, it gives him a pressure tool which has no comparison within dead by daylight.
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Do you have any ideas on what could be done with add-ons? Other than an even divide between wolf focused add-ons and raven & ivy focused add-ons, I don't know how to make add-ons that are balanced for their rarity.
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Well some of the add ons might: increase link duration with the Wolf, cause status effects to survivors injured/grabbed by the Wolf, increase the range ravens can detect survivors, cause ravens to hinder survivors in some way(?), increase the amount of time ivy lasts, and finally an ultra rare that causes ivy to grow in all vault locations around any generator the Druid kicks or maybe just a generator that pops. This ivy won't be counted in the maximum ivy count if you think that wouldn't be too strong.
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I absolutely love this killer! The Druid Also kinda reminds me of another fan killer I made in my other fan-chapter Injustice, The Shepherd.
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@Peanits although add-ons aren't quite done and none of the specific timings have been decided for the power, what do you think about this chapter concept as a whole? Is it something that, as a part of the team over at behavior, you see as having potential? It would be an honor to hear your opinion, and I am willing to provide any clarification if need be.
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Great job on the add ons so far!
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I 100% support this idea. I think that it adds a theme that would be well loved by many in the community, and you did a great job supporting that theme by thinking up imaginative and strong perks, as well.
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The chapter, save for specifics relating to the killer's power, is now complete! I don't currently feel comfortable giving specific numbers for the power, as that is where all the balance sits in, and can make all the difference from an overpowered killer and a balanced/weak killer.
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Dumb friend messed around with my computer and erased what I was typing, but basically, I really like the concept, and have a few ideas that'd make some of the perks/abilities a bit better.
The Druid's Terror Radius is oddly large for someone barely faster than survivors. Maybe a reduction to 20 meters would be ideal, seeing as The Wolf's Radius is 30. A 2 meter difference is pretty negligible.
The Ravens are a bit confusing. Other than on Backwater Swamp's main structures, there are no flocks of crows, so unless The Ravens have areas of influence that are like 15-20 meters, they won't get much use, though it might be fine, as that'd be near constant notifications. Crows do tend to spawn fairly wide apart.
The Druid should definitely be able to see the auras of the The Wolf and the captured survivor w/o any add-ons, otherwise, how's he supposed to find them?
Dusty Horn seems a bit powerful. A startled raven for 30 entire seconds of deafness is a bit too much.
Battered Crest is kinda a meme add-on lol. It should probably increase the effectiveness of their effect as well.
Will-O-The-Wisp is something I mentioned should be changed earlier. The Druid should be able to see the aura of The Wolf and the captured w/o the add-on, just like The Trapper can see the aura of survivors caught by his traps.
Complementing you on the amazingly created Stone Cube.
For Wolf's Head, there should probably be an additional reduction in link time, as The Wolf moves at an insane 5.2 m/s. It'd be impossible to not down a survivor unless the link time is dramatically reduced.
Nature's Wrath is pretty weak. You'd only be able to down and hook two survivors before the perk is completely gone. Tokens should only be lost when hooking a survivor.
Hex: Wisps' Will sounds AWESOME!
Subtle Presence would be a lot better just making the Killer Undetectable for 90 seconds at the beginning of the match.
Unveil The Wicked is a bit confusing. What does "duration relative to the Hex Totem mean? It should just proc Blindness and reveal their aura to the team for 10 seconds for a Hex Totem and 5 seconds for a Dull Totem.
Wrathful Smite sounds hilarious LMAO. Just imagining the pallet instantly smacking down on The Huntress' head and her mad screeching while the pallet broke over her lol.
I love your ideas @ImmersedPootisBird ! Keep up the great work!
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Thanks for the info! I might as well clarify a few things, especially how the Ravens work. The terror radius of the druid was put at 28 meters mainly to make him more distinct, and to not make it too obvious when the druid is sending out the wolf, as the wolf is absurdly weak to lockers, as a dog obviously can't open a door. Also, as I forgot to mention, the wolf has its own separate terror radius music, somewhat different from the druid's.
What I mean by flocks of crows is any spot where crows appear. On every map, crows naturally appear in various locations in small groups (usually 2-3 crows if I remember correctly). The druid can interact with these naturally occurring groups of crows and place a raven in their midst, which then give off a notification if disturbed. The crows and raven will eventually return to the spot if it's left alone. Once all six ravens are placed, placing a new one will cause the oldest placement to disappear. You probably want to use this to set up a perimeter around an area, alerting you to if survivors enter said area. Yes this is hard countered by calm spirit, therefore an add-on to counteract that. Maybe as a part of the Ravens, they startle from further than normal, or maybe have a naturally occurring "link" between two ravens, where if a survivor moves at a rate that would startle crows over this "link," it works like a sort of tripwire alarm.
You are probably right concerning will-o'-the-wisp, as that was made with me running out of ideas. However, it could be an aura notification (think infectious fright) at base, and will-o'-the-wisp lasts for the entire struggle as an aura.
Might tone dusty horn down to 15/20 seconds. It was originally a very rare, so I understand how it is powerful for the tier.
Battered crest, like moonstone, is meant to be a meme bloodpoint add-on. However, battered crest (like BBQ & Chili) rewards bonus bloodpoints after the trial, making it much more valuable for bloodpoint farming than moonstone.
While I agree in that wolf's head should have an additional downside, it already has the flaw that the down won't help much if you are too far away from the druid when you down someone as the wolf, as you only have a loud noise notification to give you general direction of the downed survivor, nothing else.
You are probably right on nature's wrath, but it's designed to allow killers such as druid, hag, trapper, and Myers the extra time to set up, and not much else.
One reason I am against making subtle presence use the undetectable status is so it doesn't fully counter the main purpose of unveil the Wicked.
Speaking of unveil the Wicked, your idea of how it should work sums up what I mean by "duration relative to the hex totem." It was always meant to say that the perk's effect lasts longer. It was also meant to only show the perk holder the killer's aura, as it was designed to reveal the killer to you so you can run right up to them and force a chase (something that the druid doesn't want in the early game).
Wrathful smite was specifically designed to counter the ever-present enduring/spirit fury combo by potentially negating the decrease in stun time from enduring.
Hope this all helps!
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After some formatting, minor tweaks, and remembering to include a Mori animation, Legends Most Grimm is finally complete! (For now, because if anyone is willing to make art for this, I will include it, along with credit to the artist)
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Bumping this back up to the top, because I rather like this idea.
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Thanks! Although, the ivy part of the power still needs to be fleshed out a bit, I just don't know how long it should catch and block things
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Boosting back up to the top, probably the last time I am doing this
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