CHAPTER XVII: Clock Tower (1995)
I made a Silent Hill fan chapter in the past and now we're getting it for real, so how about I make another chapter for one of my favourite horror games? It's an old one, but from I read on Wiki You can still get a license for it, so it's possible to have it in DBD.
Killer: Bobby Barrows, The Scissorman
Lore: N/A
Power: Panic
All Survivors are put into the Panic State at the start of the Trial.
Panic consists of 4 stages, ranging from Blue to Green, Yellow and Red.
Survivors in various Panic States suffer from following Status Effects: Green: Mangled; Yellow: Exhausted; Red: Exposed.
Panic gradually increases when Survivors are running or performing actions.
Panic decreases when Survivors are standing still and not performing any actions.
Special Ability: Scissor Walk
Press the Power button to switch into Scissor Walk stance.
While in Scissor Walk stance, You are granted Undetectable Status Effect but move at a slower speed (110%) and emit unique noise that can be heard by nearby Survivors.
Successful attacks while in Scissor Walk permanently reduce minimum stage that Survivors can reduce their Panic down to for the remainder of the Trial.
Special Attack: Scissor Cut
Press and hold the Power button to cut everything in front of You in a wide arc and at an extended range.
Survivors hit by Scissor Cut enter into Struggle Phase where they have to struggle against the Killer. If Killer wins the struggle, Survivors are put into the Dying State.
Struggle difficulty increases based on Survivor’s Panic State. Escaping from Scissor Cut increases Survivors’ Panic State considerably.
Note: Scissor Cut's Struggle Phase is exactly like Struggle on Hook: mash Your button to not die. Only difference is, Killer gets to button mash as well ;) Mash worse than Killer and You die.
Perk 1: Sitting Duck
The Auras of Survivors who have been standing still and not performing any actions for more then 5 seconds are revealed to You when they are within a range of 28 metres and for additional 1/2/3 second(s) after they move.
Perk 2: Hidden In Plain Sight
After searching a Locker, perk activates.
For the next 40/50/60 seconds, You gain notification if any Survivor enters the searched Locker and their Aura is revealed to You while they’re in the Locker.
Perk 3: False Escape
You can see Aura of the Hatch within a range of 28 metres.
Once per Trial, if any Survivor tries to use the Hatch while there are any other alive or escaped Survivors, the Hatch gets blocked by the Entity for 40/50/60 seconds and Auras of all Survivors are revealed to You for 10 seconds.
Survivor: Jennifer Simpson
Lore: N/A
Legendary Skins: Laura, Ann, Lotte
Perk 1: Friends In Need
While within a range of 24 metres of a hooked Survivor You leave no Scratch Marks and Your Aura will not be shown to the Killer.
After unhooking a Survivor, taking a Protection Hit within 4/6/8 seconds of unhooking will instantly recover You from Exhaustion, Haemorrhage, Mangled, Hindered and Blindness Status Effects.
Perk 2: Unlikely Friend
Auras of last 1/2/3 Crows that You disturbed are revealed to You.
When Killer disturbs any of the revealed Crows, You gain a notification and perk goes on a cool-down of 60/50/40 seconds.
Perk 3: Loud Walking
While walking, all noises You make are 30/40/50% louder and are audible at additional 8 metres but are non-directional.
Comments
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For the power, how does one change panic phases? Does it happen automatically as you do things that raise panic levels? How long does it take to go up tiers, and how long does it take to go back down? How much does his power raise panic level? How much does his power limit how low panic can go? How big is scissor cut? I can't say how good the idea would be without knowing these things, they are very important to seeing how viable it would be.
For Killer Perks:
I really like Sitting Duck. Would counter pallet drops, flashlight saves, sabo, and general hiding when you get close. Very nice perk.
Hidden in Plain Sight would be really hard to pull off, and wouldn't be that powerful. Lockers aren't used that often, so seeing a survivor when they enter a locker isn't that useful. This is ignoring the 60 second timer, and the fact that you have to search the locker to activate it. Buff the timer and it would have a niche to counter lockers without Survivors knowing, but the timer is way too short to be useful.
False Escape is way, way too niche. It exists JUST to counter hatch, when as the Killer you already have a major advantage in finding the hatch. The only use is to counter Keys, which despite being very powerful, is also very rare to see in a match. I've only had a Key grant an early escape a handful of times, it's not worth bringing an entire perk just to counter.
For Survivor Perks:
Friend in Need is pretty good perk. Great for beating campers, and doesn't extend past beating campers. I just noticed there's no way to get rid of status effects as Survivor right now, having a perk that can do that would be interesting.
Unlikely Friend isn't good, even as an idea. First, it's only 3. So it will only really work if you disturb a crow near you, and then the killer does afterwards. You COULD disturb crows in a certain spot and know if the Killer goes near there. But that's not helpful. You could only really set up in ONE spot, so the chances of the Killer being there in a situation where knowing they're there is very slim. And this is ignoring how you have to be there to set up the crows. There are too many conditions, and the effect is next to useless. I can't see this perk being good without completely reworking it.
What's the point of Loud Walking? Sure, omni-directional sounds is useful (but not as good as no sounds injured sounds that Iron Will brings, as most sound tracking comes from tracking injured survivors), but... while walking? Why? You want to be hard to hear in a chase, so running makes more sense. I think this perk would actually be detrimental to bring, walking sounds are already very quiet, so making them louder just tells the Killer you're nearby. And if you want to hide your injured sounds while walking... just bring Iron Will. It's objectively better. There is no reason ever to run this perk over Iron Will.
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1) It would rise the same way as Plague's power rises right now; exact speed would be up to the balance team to decide (that's why I'm not too precise when I write things)
2) I was thinking that his power would at least raise the panic level 1 stage up
3) It would limit it 1 stage; so when You start out (as Survivor), You start in Blue stage; if You get hit by the Killer power You would go into Green stage and be unable to recover below Green for the rest of the match; hit again and You're Yellow for the rest of the match; hit again and You're Exposed forever
4) One thing to note, successful Scissor Cut triggers his power as well, not basic attacks only
5) For Scissor Cut, I was thinking width similar to Demogorgon's leap and length about twice the normal Killer's lunge? Again, it's up to balance
6) Personally, I'm a fan of False Escape, I'd say it's the closest thing I could think of when trying to translate Clock Tower's (1995) mechanics into DBD; it relates directly to when You try to escape via the car in the original game https://youtu.be/TgBNZJgZfSA?t=226
7) I'm having doubts about Unlikely Friend as well. I wanted a perk that utilizes crows to make them help You; in original Clock Tower crow acts similar to DBD's Decisive Strike, but I didn't want to make another strong perk like this, so I ended up with this.
8) And lastly, Loud Walking is another perk that translates Clock Tower mechanics into DBD. I've watched CT's walkthroughs on YT for the research, and protagonist's loud walking really stood out for me. But despite her walking so loudly, Killer never seemed to know her location, so I started thinking what if that was some kind of superpower of hers? I like Iron Will as well, but I could argue that against Spirit with Stridor, Loud Walking would make her life miserable ;) Niche use, but still useful ;)
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As a fellow Clock Tower fan here, it was such a nice thing to see this discussion brought in here. This is one of the original horror survival gems that many people have forgotten across the years and it's such a game.
Such a complete game like DBD should definitely honour it.
After reviewing your initial post I have a few suggestions.
Unlikely Friend: What if instead of using the crows you disturbed to assist you in locating the killer. We translate it into a perk that activates by clicking? So, it disturbs the farthest crows from the survivor's location as a mean of giving a false lead to the killer. It could be good for stealthy survivors. It could have a cool down of 60/45/30 seconds and also increase the number of crows to 1/2/3.
Much like other person that commented, I'm not entirely sure of False Escape and Hidden In Plain Sight, but I do like your explanation for False Escape, it just maybe way too specific.
I do have an idea of Bobby having a perk called Mummy Dearest which allows him to activate a hex totem to produce a terror radio around it, revealing the location of survivors that are nearby for a few seconds. This in reference to Bobby's mother, Mary Barrows, who was a witch and also assisted him in murdering the girls after Dan dies in the fire downstairs. A figure of Mary could even appear as part of the perk.
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Hey, I like Your idea for the Hex :)
I admit, I'm not very good at making perks that utilize crows. Your idea is to make crows perk similar to Diversion or Red Herring, right? Then simply disturbing them won't do, they don't make any Loud Noise Notification for the Killer to see. How about this:
Unlikely Friend
Some animals remain friendly to others, even in this dark place.
Reduces chances to alert Crows by 50%.
Approach a Crow that wasn't disturbed by you and press the Active Ability Button to make them follow you for 30 seconds.
After performing any action that triggered a Loud Noise Notification, the Crow sits down at its location for 60 seconds and triggers a Loud Noise Notification visible to the Killer every 15/12/10 seconds.
Unlikely Friend has a cool-down of 120 seconds.
You can only interact with one Crow at a time.
Unlikely Friend cannot be used when you have accrued Stillness Crows.
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this just makes me think of ryuko from kill la kill
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I got an another idea for this. Instead of triggering a Loud Noise Notification, the Crow serves as a decoy? You form a bond with a Crow in specific and, whenever the killer would trigger an ability to reveal your Aura, it appears on the crow instead of you.The bond is broken and you have a cooldown of 120 seconds before being able to form a bond with another Crow. You can only form a bond with a Crow at a time.
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