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The Flood Killer Concept (Halo)

Demon_Swords
Demon_Swords Member Posts: 68
edited December 2020 in Creations

The Flood (Specifically Carrier Form of the Halo series.)

Would look like this: https://i.pinimg.com/originals/3c/51/3e/3c513e1a7e0ac2f36f6e34802135591a.jpg

(with thicker arms, so it doesn't look weird to hit survivors with it.)


Speed: 115

Terror Radius: 32 meters

Height: Tall


Survivor: A Spartan (maybe the usual Main Character of the Series.)

Map: An Indoor or outdoor Flood infested map looking vaguely like this: https://d2ofqe7l47306o.cloudfront.net/games/1920x1080/halo-flood.jpg

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Power: Biomass


Spore Shrooms

Press the Power button to bend down to plant a Spore Shroom:

  • Size would probably be about the Demogorgon's with somewhere between 6 to 10 of them.
  • Each subsequently planted Spore Shroom will replace the oldest one.


Spore Shrooms will release Spore Gas after X seconds of last release or attempt at being removed by a survivor. The gas gives increased Infection progress to survivors in it and causes them to cough.

  • Similar visual and size as Clown’s but probably greenish and not as thick.


Spore Shrooms will automatically release gas if a survivor runs or walks over it. (resets the time between periodic gas releases.)


Survivors can remove Spore Shrooms.

Would take somewhere between how long it takes to remove bear traps and Demogorgon Portals.


Mutation


Infection has 5 stages with the 5th stage causing an instant death to the survivor.

  • Survivors gain Infection progress through being in Spore Gas or being hit by the Flood.
    • (Getting hit by the flood would probably be about half of a stage’s progress.)
  • Survivors can also Infect survivors without any stages by healing or unhooking.
  • Getting to stage five would take at least twice as much as other stages.


Survivors have 2% reduced Vaulting, entering and exiting lockers, Healing, repair, and sabotage speed for every stage of infection. Survivors are hindered by the same amount. (max 8% since stage 5 is death.)


Survivors with Stage 2 or Higher Infection will loudly cough periodically.


Survivors can Interact with Vaccines across the map to remove 1 stage of infection. (Any progress to the next stage carries over.)

  • After the Vaccine is used it will be blocked by the entity for a duration (Somewhere between 30 to 60 seconds.) (blocked for everyone.).
  • 5 Vaccines would spawn on the map. (maybe decreased by 1 by a purple add-on.)
  • Killer sees active Vaccines in yellow and Blocked ones in white.
  • Survivors see the aura of Vaccines in White after hitting Stage 1.
    • No indication to them whether the Vaccine is blocked or not. (if this part is too strong then it could be made into an add-on.)

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Add-on Ideas:

  • Various Status Afflictions caused for a duration whenever a survivor gains a new tier of Infection.
  • Various status effects for a duration after entering a Spore Cloud.
  • Survivors with Infection level 3 or 4 have the Exposed Status effect. Survivors cannot gain Infection Progress during Stage 4. (thus cannot reach stage 5 and die.)
  • Increased Infection rate against survivors without any stages of Infection.
  • Additional healing, repair, and sabotage speed decrease from Infection stages.
  • Decrease number of Vaccines that spawn
  • Increase the time that vaccines are blocked for.
  • Increase time it takes to use Vaccines.
  • Vaccines remove Infection over a duration through reducing the progress rather than immediately of 1 Stage. (for the same end amount.)
  • Increase Spore Shroom planting speed.
  • Increase removal time of Spore Shrooms.
  • See the aura of survivors in Spore Gas for X seconds.
  • Increase Aura of Spore Clouds.
  • Increase Duration of Spore Clouds.


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Perks (names don't exactly apply.):

Laced Weapons:


Injured Survivors recover from Status Effects from add-ons and perks 15/20/25% slower. (would not affect haste or endurance.)

Wounds inflicted by successful attacks cause the Impaired Status effects for 30 seconds.

Impaired survivors have a 10 % greater chance of triggering Skill Checks when repairing, healing, or sabotaging and gain no progress from any great skill checks.



Hex: Fear of the Hunted:


While repairing Generators that you kicked 3 or more times, Survivors are afflicted by the Deafen Status Effect. After ending the Repair action, the Survivor is afflicted by the Deafen Status Effect for 5 seconds.

  • The above effect persists as long as the related Hex Totem is standing.


Damage Generators 10% faster for each time you kicked that Generator. Up to 10/20/30%.



Destroy Morale:


When a Survivor is hooked, Destroy Morale activates for 30 seconds or until that survivor is unhooked. (active on death hook and would always last 30 seconds for these.)

  • While activated, Good Skill Checks while repairing Generators result in 3/4/5% regression on the Generator and Great Skill Checks grant 0 % bonus progression on the Generator. (old ruin's effect.)


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Semi Related Perk Updates for this chapter:


Unnerving Presence (update):


  • Would include Impaired status effect instead of the worded 10% increase skill check Trigger rate.
    • (indirect buff since Impaired also prevents progress gain of skill Checks.)
  • Impaired survivors have a 10 % greater chance of triggering Skill Checks when repairing, healing, or sabotaging and gain no progress from any great skill checks.


Notes: Created Impaired so more effects could have the ability to increase skill check chance without it stacking with Unnerving Presence. (Also gives more options for possible status effects that add-ons can cause.)


Insidious (rework)

  • Remove old Effect
  • New: Gain Undetectable for 15 seconds after hooking a survivor. Deactivate this perk when the survivor is unhooked. Cooldown of 60/50/40 seconds.


(Hex:) The Third Seal (rework)

  • Remove being a Hex perk and old effect.
  • New: Wounds inflicted by successful attacks cause the Blindness Status effect for 40/60/80 seconds (instead of permanent).


Note: I heard that the devs say they want to keep all of the Hags teachable being hex perks, but I still wanted to suggest this idea since it might make the perk usable. (would also give Laced Weapons more options for slower status recovery.)

Post edited by Demon_Swords on

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