Little Nightmares 2: The Thin Man Killer idea
Little Nightmares 2 killer idea
Killer: The Thin Man
Bio:
Story:
As the ever-present hum of The Transmission chokes the airwaves, The Thin Man continues his endless journey through this desolate place, haunting the shadows, searching for something.
Height: Tall
Movement speed: 4.2
Powers:
Glitch/Glitching:
Same as spirit’s passive-phasing mechanically. Animation would be appearing closer to survivor than further away rapidly during this randomly occurring period.
Telekinesis:
You begin the trial with three tokens. Instantly (quarter of a second) move a dropped pallet to its reset position by aiming at it and pressing the active ability button, this disables the ability to use the pallet for 15 seconds. Vault locations may be blocked as well for 15 seconds by using this power. There is a cool down of 5 seconds between each token use. You gain more token by hitting, and hooking survivors.
Time-manipulation:
Every time you use or gain a token this ability gains more charge. Once fully charged you may activate this ability (requires 8 token gains from hooks or hits), which drains all of your tokens. Once activated, survivors within your terror radius become limited to movement no faster than 3.5 m/s for the duration. During this time all survivor action speeds are halved; such as vaulting, dropping pallets, healing, unhooking and repairing. (Everyone should look like they’re moving in slow-mo). This ability lasts for 10 seconds.
Perks:
Resentment:
Every time a survivor performs a safe hook rescue, takes a protection hit for an injured Survivor, stuns the Killer to rescue a carried Survivor or blinds the Killer to rescue a carried Survivor the killer gains a token. For each token your movement and action speed (vaulting, breaking pallets, picking-up/dropping survivors, kicking gens, opening lockers etc.) is increased by 2% for the remainder of the trial. The token cap is 8 tokens, which stacks with other perks.
Transmission:
After gaining bloodlust II if you score a hit event the next survivor you chase will instantly give you bloodlust II. If you achieve bloodlust tier III the currently chased survivor becomes exposed for the duration.
Paradox:
If the entity blocks a window from a survivor vaulting this perk activates. While this perk is activated you may grab healthy survivors. This perk deactivates upon your next grab.
Add-ons: 4/5/5/4/2
Common: 4
Stool – slightly increases time to use Telekinesis. Slightly increases movement speed in chase (.2 m/s increase).
Blank-faced corpse – removes passive- phasing. Increases movement speed moderately during a chase (.4 speed).
Broken TV – Gain a Bonus to all Bloodpoint gains by 100 %. The Bonus Bloodpoints are only awarded post-Trial. Disables Telekinesis.
Drawing of an eye - movement speed is increased slightly (.1 m/s increase) when chasing your obsession.
Uncommon: 5
Used Chalk – Start the trial with one additional telekinesis tokens. Raises the maximum tokens by one.
Glitchy Boy – Moderately Increases distance between glitch afterimages (further away from each other; i.e one looks right behind survivor other is really far away)
Burnt-granny – Moderately increases movement speed during a chase (5% increased speed). Slightly decreases movement speed outside of a chase (3% decreased speed).
Wooden chair - movement speed is increased moderately (5% increase) when chasing your obsession.
Driftwood – Blocks one random gen that’s not already blocked for 80 seconds
Rare: 5
Double barrel shotgun – Start the trial with two additional telekinesis tokens. Raises the maximum tokens by two.
TV Handprints - movement speed is increased Considerably (10% increase) when chasing your obsession.
Black Fedora – Blocks two random gens that are not already blocked for 80 seconds
Epic: 4
“Six’s” Raincoat – Opening an exit gate early blocks all exit gates for 120 seconds
Glitchy “Six”– Considerably Increases distance between glitch afterimages. Glitch is triggered tremendously more often.
Crushed music box – Using Time-Manipulation makes gens in your terror radius start regressing by 150% until outside the terror radius instead of it’s usual effect.
Chalk tally marks – Start the trial with three additional telekinesis tokens. Raises the maximum tokens by three.
Ultra-rare: 2
Soaked plastic bag – A dull totem will turn into a random hex at 50% of it’s usual max effectiveness for the duration of a chase (the hex chosen is randomly chosen for each chase), if there is no dull totem remaining this add-on deactivates. NOED is only selected during endgame collapse. NOED overrides Devour and Devour is removed from the hex pool during endgame collapse.
The Flesh Walls – Telekinesis can no longer block vaults and pallets. Starting and max tokens are reduced by two. Telekinesis now allows you to grab healthy survivors that medium vault, slow vault, or pallet vault by aiming your ability at them. The grab range is extended by 6 meters. These effects only work with a token, a token is consumed upon a successful grab. The chance of getting a successful grab has a fail chance, which is reduced depending on how fast the ability is activated plus how close you are to the survivor. With perfect timing or being 1 meter away the fail chance is 0%. You cannot grab survivors from more than a 45 degree angle from the window.
Map:
The Black Tower
The black tower calls. And it will never stop unless you stop it. Are you ready to go back?
Tower inside:
2,432m^2
Three floors
Pale City in-front of Tower:
6,272m^2
Shape:
refer to rough sketch above ^^
blob:https://forum.deadbydaylight.com/53ae56d7-583b-486c-bc0f-af66ff7b8904Comments
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So you think half of the endgame collapse timer being unable to leave is too long? I believe 270 seconds is the timer for endgame, and since an exit gate is already open the time to open an exit is irrelevant. Also what would you suggest reducing it to?
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I really like Little Nightmares, but I don't think it's the type of game that would fit into dbd.
You still did a nice job on this chapter though!
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