Slenderman Chapter
Slenderman: “The Blank”
“Slenderman excels at stalking his victims and learning where they are in order to gain more disciples.”
Ability: Creep
“Slenderman enjoys wearing down his victims energy and spirits.”
Slenderman stalks survivors similar to the Face and Ghostface. After a short duration of creeping on a survivor, Slenderman activates creep on that survivor.
Creep causes a new effect called Fatigued, seen as a bar that appears under the survivor’s name, similar to a mending bar. A survivor will know they are fatigued by a loud piano crash. While running and being chased by Slenderman, the bar decreases. When out of a chase the fatigue status runs out after a couple of seconds. If the Fatigue bar empties while in a chase with Slenderman, the survivor becomes exhausted, and sprints at half their normal speed. This effect ends when they escaped or are downed.
Due to Slenderman’s height, he can also stalk over walls, but must be very close to wall to see. Survivors that are looking around while on generators can see his iconic white head sticking over the wall.
Teachable Perk 1: Apparition
“Slenderman likes to hide in plain sight to toy with his victims.”
If the killer is in the survivor’s field of view, his terror radius is reduced to zero.
This affect ends after the killer hits any survivor or enters a chase.
Teachable Perk 2: Undying Followers
“Slenderman controls the souls of his followers’ sacrifices.”
Slenderman’s sacrifices haunt random lockers around the map. (Up to 4 at max level).
When a survivor opens a haunted locker, they are greeted by a ghostly face with tentacles swarming it. This causes the survivor to scream and alerts the killer of their location.
Teachable Perk 3: Ritual Notes
“Slenderman takes notes on his victim’s weaknesses as the game progresses.”
Slenderman starts off with a token of Ritual Notes and can gain a token after a survivor is sacrificed to the Entity (meaning no Mori’s.)
A token increases the sound of injured survivors, generators, lockers, and the footsteps of survivors to the killer.
If Slenderman is flashlight blinded he loses a token.
Additional Notes:
Slenderman’s Mori consists of him mangling the survivor with his tentacles, and carrying the body into a cinematic dark forest.
When Slenderman breaks a pallet or generator, or opens a locker, he with use his tentacles to do so.
When Slenderman vaults windows, he will slowly glitch through the window, similar to a teleport.
When hitting and carrying survivors he will use his long arms.
The Survivor:
Each new killer in Dead By Daylight has an accompanying survivor. I have no present ideas for perks, but the survivor will be a father looking for his lost daughter.
Comments
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The perks you've created are specific to Slenderman's function; they need to have universal applications to them.
'Apparition' would be great for a passive function to his Creepn ability. And Creep should do something more impactful. It's easy to break a chase with a killer, so maybe do something like, Stalking a survivor to max, with Creep, causes them to be Fatigued for 45 seconds. During the Fatigue duration they suffer from a 3% Hindered effect (which can be increased by add-ons) and when a Fatigued survivor is hit, their aura is revealed to you for 12 seconds and they no longer suffer from Fatigue. It would also work under the same principle as Myers stalk, the closer you are the faster the gauge fills up, the further away you are the slower it fills up. No collision when stalking, and the Fatigue bar resets to 0% if you hit the survivor that isn't max Stalk.
Creep should also have a cooldown function to it of 30 seconds. If you perform an attack whilst Creep is active, Creep deactivates (meaning a survivor looking at you is no longer Oblivious.) And also, the Oblivious effect should linger for a few seconds after they look away from you, say, 8 seconds?
I also don't think his height should exceed that of walls. Slightly taller than Plague, yes, but not taller than the height of a T-Wall, for example.
'Undying Follower' could do something more, ie have two function to it:
1. Any survivor that fast climbs into a locker suffers from permanent Exhaustion whilst inside the locker, when completely outside of the locker they suffer from Exhaustion for 5 seconds. Exhaustion doesn't decrease while running.
2. Any survivor that slow climbs into a locker causes the ghostly face to appear on screen in a jump scare animation whilch cause the location of the survivor to be revealed to the killer.
2/3/4 lockers can be Haunted at one time. Tokens recycle on a cooldown of 30 seconds
'Ritual Notes' is a cool one, but again, maybe take away the sacrifice function of it and make it an Obsession based perk. Maybe hooking a survivor that isn't the Obsession gains a token, up to 5 tokens can be gained at one time. Each token causes all survivor's footsteps to be 5% louder. It also causes the Obsession to suffer from Oblivious for 45 seconds when a survivor is unhooked. An unhook during the timer does nothing to the duration. Getting stunned causes you to lose a token. (Stuns consist of pallets, Head-On, Blinds and grasp escapes).
I do love the idea of a Slender chapter in DBD. The animations for him sound cool too. The vault animation shouldn't be like old Spirit's though; maybe make it like a glitchy passive animation so you can still see him vaulting but he disappears and reappears every 0.1 seconds during the vault.
How do those personal tweaks to it sound with you?
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Please support me in my recent Slender discussion:
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it will be wierd slenderman in dbd cuz how can he grab a survivor with those long arms
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I mentioned this in my discussion at this link above. My idea would be for him to hold the survivors with his tentacles (the developers would have to do a different animation for him, different from putting a survivor on his shoulder, maybe). I also talked about how he moves and possible Perks.
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Slenderman is a good idea for this game.
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