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NEW killer idea - The chapter of fear

danielkh300
danielkh300 Member Posts: 16
edited March 2021 in Creations

Note: Killer image is not original. source: https://br.pinterest.com/pin/604749056197908685/

Trivia:

  • The killer starts with 12 Fear Traps.
  • To lose fear, survivors may: heal 1 health state, losing 5% of fear; stay near other survivors outside the terror radius, losing 1% of fear each 3 seconds; be chased for more then 30 seconds straight, then starting to lose 2% of fear each second; escape a chase, losing 20% of fear; pallet or blind stun, losing 5% of fear.
  • Hitting a survivor will also increase their fear by 5%.
  • 1% of fear is equal to 1 Fear Level charge. Fear Level is calculated by "(number of survivors alive * 100) / 4". E.g.: when 3 survivor are alive, you will need 75 charges to get to level 2, 150 to level 3 and 225 to level 4.


Post edited by danielkh300 on

Comments

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    This is a cool concept, but it seems like fear has far too many killer advantages. I would remove the killer buffs for fear levels, and replace them with additional effects caused by jump scares. Also, he shouldn't have full invisibility, just camo like wraith. But I'd love it to be a bit different, like you look like mist or something inconspicuous.

    I suggest:

    Fear level 1: survivors skill check success zones decreased and jump scares cause aura blindness for 60 seconds

    Fear level 2: survivors recover from negative status effects 20% slower, and jump scares cause 45 seconds of oblivious

    Fear level 3: survivors repair and cleanse speeds reduced by 20% and jump scares cause 5% hindrance staus effect for 30 seconds

    Fear level 4: jump scare puts survivors into the dying state

  • danielkh300
    danielkh300 Member Posts: 16

    That's a great idea, to make him more involved with his special ability. Thanks!

  • Exerath1992
    Exerath1992 Member Posts: 1,035
    edited April 2021

    On your perks, first of all, they are all really cool!

    I would put a delay on "saving for later" to avoid proxy chase abuse. That's where a killer finds someone, starts chase, but continues to follow while looking backwards or at the floor so that the chase will end even though they are still somewhat chasing. Its a tactic used with play with your food already. So like, add "30 seconds after the chase ends, they become broken"

    Voodoo seems like it would be a bit over powered if combined with make your choice. If you hit the rescuer before the unhooked surv heals, you get to down 2 people at once, and you can do it right after unhooking if you have undetectable. While I would understand your hesitancy to do a 2nd broken perk, it would really make more sense to make the unhooked party become broken for some time instead. Which would be really frustrating to them if they just used medkit charges to heal.

    Stay with me is decent, no comments on that one.

    Love your concepts bud, and the graphic is a really nice touch

    Edit: i just realized saving for later requires them to get hit. My suggested change may not be necessary in that case

  • danielkh300
    danielkh300 Member Posts: 16

    Thanks for your opinion, it means a lot! The voodoo effect is actually the 32 meter distance, not inside the terror radius. But as you said, with MYC it would be really powerful. In my opinion for being a Hex it has to be really good, otherwise it's not worth running, but we can always think of something better and more balanced to replace it. Thank you again!

  • Guardian
    Guardian Member Posts: 11

    Cool idea but like Exe said with the fear buffs.✌️

  • danielkh300
    danielkh300 Member Posts: 16

    Here it is an updated version, I nerfed the fear level and also the fear meter effects.

    some extra info I forgot to add in the original post:

    • Fear Traps and Jump Scare trigger an HUD animation and sound when activated, meant to scare the player in real life too.
    • The Fear Meter's effect that reduces the success zone of skill checks do not stack with Unnerving Presence.
    • Fear Traps increase fear by 40% on ground, 25% on gens and 60% on lockers. They also stay inactive for 10 seconds after placed, to prevent in chase spam.
    • Jump Scare increases fear by 80% for the scared survivor and 20% for the near survivors.

    With these numbers it's better for you guys to imagine if it'll be overpowered or not.