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New Killer Idea: The Grave-Digger

yobuddd
yobuddd Member Posts: 2,259

Weapon: A shovel 


Appearance: Similar build to Trapper, but grotesque with decaying skin and muscle. Significant portions of his body are simply skeletal. 


Perks:

  • Boneyard: 3/4/5 additional dull totems will spawn.
  • Buried Secrets: All totems are buried under dirt piles that survivors must dig through before they can see or cleanse the totem. At least 5 dirt piles will have nothing beneath them. A dirt pile takes 3/4/5 seconds to clear away.
  • Night Shift: The environment is slightly/moderately/considerably darker for all survivors. A survivor with a flashlight may consume half its initial charge to return their personal view to normal.


Power: Six Feet Under

  • Dig a deep grave in a strategic location. 8 max. Recycled like Hag, but takes more time to place.
  • Survivors running through it will scream as they fall in and need to perform the “Climb Out” action. This involves hitting a series of skill checks. Missing one causes the survivor to slide back to the bottom.
  • Falling into a grave from above ground level injures the survivor. (ie place them beneath windows and other drop points.)
  • Multiple graves can be placed right next to each other to create a trench.
  • A survivor who stays in the grave too long will be bitten by Grave Worms, causing them to scream every 5 seconds. This continues for 1 minute after escaping the grave.
  • The killer may carry downed survivors out of the grave simply by walking.
  • Upon digging a grave, the killer must dump the dirt pile before he can dig another. This can be done strategically. Survivors running through a dirt pile suffer moderately from the Hindered status effect for as long as they are in contact with the pile.
  • When the killer reaches 8 graves and the first is recycled, it’s associated dirt pile is recycled as well.


Mori: Buried Alive! (Duh!)


Add-ons (not a comprehensive list, just some ideas):

  • Shallow Graves: Survivors do not need to climb out of graves, but will stumble and become hindered in the same way as dirt piles. Earn bonus Bloodpoints for Deviousness.
  • Muddy Walls: graves are more difficult to climb out from (more time, more skill checks, tougher skill checks).
  • Various variations of Muddy Walls.
  • Aggressive Grave Worms: the biting begins sooner and lasts longer.


Comments

  • yobuddd
    yobuddd Member Posts: 2,259

    I forgot to mention the size of the graves. They're pretty big! One is long enough for all 4 survivors AND the killer to stand inside shoulder-to-shoulder. It's deep enough that ground-level is over the survivor's head. It's important for the killer to be able to get into a grave to attack survivors who are trying to escape.

    We may see strategies develop like dropping slugged survivors into graves for later. Their buddies have to drop in to heal them. Carrying a survivor into a grave just before they wiggle free could also be effective.


    Oh yeah, and the mori! I think the killer should dig a grave, throw the survivor in, fill it with dirt, and then stab his shovel in deep, followed by some blood bubbling up. If the survivor is in a grave with the mori begins, then the animation fast-forwards to the "fill with dirt" step. The grave where the mori takes place is filled in to ground-level for gameplay purposes.

  • Erohnic
    Erohnic Member Posts: 44

    Very Interesting Idea!

  • HexOxy
    HexOxy Member Posts: 3

    Dude, ur a ######### genius, just the mechanic to make more totems, and hide it into dirt piles....YOU GOT ME!

    If this it comes someday to Live, INTABUY!

    More people like u dude

  • Cius
    Cius Member Posts: 86

    with so many totems and others they should extend the point cap 8k by categories

  • yobuddd
    yobuddd Member Posts: 2,259

    Lol yeah! I was hoping the perk ideas might bring a few fans onboard! In fact, I had the perks in mind before the killer. A graveyard theme just seemed to fit. So yeah! Let’s spread the word and see if we can get the attention of the powers that be!

  • Erohnic
    Erohnic Member Posts: 44

    The more I think about this, the more I want it

  • yobuddd
    yobuddd Member Posts: 2,259

    Hey thank you! Yeah I think we could have a lot of fun with this! I’d love to get some feedback from some survivor-mains and killer-mains out there. Critical feedback and suggestions welcome! I try to keep my ideas as fair as possible to everyone while keeping fun in mind.

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Nightshift can't happen as the devs specifically want to have control over the lighting.

    Existing content has already been outright removed for this reason.

    In any case, you need to define which locations qualify as a "strategic location". Like you mentioned next to windows and drop points, but where else? In front of pallets?

    Some other questions to answer:

    What does an untriggered grave look like from a Survivor PoV?

    What are the Killers base stats?

    How can the Killer interact with a Survivor that has triggered the grave?

    How long does the climb out action take?

    How strong is the dirt piles haste effect?

    How long does it take to dig a grave?

    Does dumping a dirt pile slow the Killer down? If so by how much and for how long? Does carrying a dirt pile have any downside?

  • yobuddd
    yobuddd Member Posts: 2,259

    Awesome! Thank you for the input and serious questions about this idea! I will address each one as best I can:

    1) Night Shift can’t happen: Well dadgum it! I was hoping for something that would affect flashlights specifically, but as an optional cost to survivors (so that it’s not too strong). Originally I thought about double the consumption speed, by I can already hear the outrage over that. I’ll revisit this later, though I’m open to input.

    2) Strategic locations: injuries occur if survivors fall in from higher than ground level, so drop points are ideal. I’m on the fence if pallets and ground-floor windows should even count for injuries. I’d be happy either way. Still, put graves in front of doors and pallets to shut down passages. The survivor running from you either turns back and takes a hit, or falls in with you right on his heels.

    3) Untriggered graves: Graves don’t necessarily “trigger” per se. They’re more of an environmental hazard. They look like a rectangular hole in the ground. Width of a window, length of 2 windows (open to edits). There may be an add-on in which the hole is covered in leaves or some other map-specific material. The “trigger” is that falling in causes a scream, and touching the floor of it initiates the countdown until graveworms activate. Escaping a grave leaves it unchanged from when you entered it.

    4) Killer base-stats: ok so I’m terrible at this part. For now, let’s just say equal to Trapper, but open for discussion.

    5) The interaction between killer and survivor in a grave is no different than anywhere else. The survivor may start climbing out if he accidentally fell in. (Better hurry, killer heard the scream). If he’s being chased, the killer can drop in with him and attack, then carry him out or leave the slug. (Considering the idea of letting survivors slowly crawl in without screaming. This allows for stealthy healing of slugs, as well as clever hiding - albeit with a graveworm concern. )

    6) Climb-out action: 10 seconds, with at least 4 skill checks. I think we should also allow a teammate to help you out in 5 seconds with no skill checks.

    7) Dirt Pile effects: Running through a dirt pile hinders the survivor’s movement equal to the Clown’s gas cloud, but only for as long as there is contact. Add-ons may affect this stat. Dirt piles can be used to weaken strong loops. (This is intentionally stronger than dream-snares because the dirt piles require considerably more effort and planning.)

    8) Grave-digging time: open to edits, but I think around 6 seconds.

    9) Dumping dirt: This will be a 2-3 second animation. Carrying the dirt does not affect movement, but has the downside of preventing the killer from digging another grave until the dirt is dumped.