Chapter: The Dark Slumber

Blueberry
Blueberry Member Posts: 13,590
edited November 2018 in Creations

Here's the kind of theme soundtrack for the chapter I'm envisioning. Please press play and allow it to continue as you read on through the chapter for the intended ambiance.

https://www.youtube.com/watch?v=P4bDPyncHfA

Killer: The Boogeyman

Map: The Mansion ( Crestfall Manor )

I'm envisioning multiple stories, a courtyard, a lower basement and maybe a backyard with a labyrinth. Maybe a giant organ in the great room that plays when survivors come near it or the corresponding generator is completed.

Mori: He reaches down and grabs their head with both hands, one on each side, and sucks their soul out of their mouth and into his. Afterwards their body looks shriveled and aged.

Weapon: A chain with a lantern that glows on one end and a scythe on the other. His left hand can hold the chain with the lantern dangling down and his right will hold the end with the scythe that he will sling out. An idea of what I mean is below.

His main power allows him to cause a nearby locker to yank a survivor inside if they come to close to one when he's within range. Now this could be a killer with potential for ending pallet loops that are near lockers. It would make them think carefully about which loops to use and which ones to just drop the pallet and move on.

Now he will also have a secondary power like The Pig. Allows him to travel between lockers across the map. This would give him lots of map pressure, some close range mind games and even work against SWF because they couldn't always be sure where he was or think they're safe. They could make an ultra-rare that gives the locker travel an unlimited range or one that removes the cooldown on it. Possibly add a sound notification that is given to all survivors when he travels to a new locker if this is deemed a little too strong, affected by addons.

If he was to have all these powers he may also need to be a slower move speed killer similar to the hag. I'd like a lot of black smoke on him and a trail of it he leaves a little ways behind. Along with adding to the theme of him, I'm looking at this smoke working similar to The Spirits phasing to where it can make his movements a little harder to read as it's primary function. Possibly another addon that increases his levels of smoke around and behind him?

Survivor: Abby

A young orphan girl raised in an all girls orphanage (the mansion). A shy girl tormented by and cast out by her peers for the things she saw. Her insomnia left her to wonder the halls of Crestfall each night unable to sleep. She had begun to hear things, see things...sometimes even a voice. She felt it was following her, watching her..beckoning her to the shadows of the rooms. She had tried to tell the other girls, a choice that had alienated her even more than her illness. The caretakers had been her last hope, but even that was shattered with talks of sedation and medication. She was a burden, left for crazy. What hope was there now? As girls began disappearing and no one would listen, Abby was left with one choice......fight.


Credits: Xhilia7 @ Deviant Art

What do you guys think? :)

Post edited by Blueberry on

Comments

  • CashelP14
    CashelP14 Member Posts: 5,564
    Since he can travel between lockers maybe he could hide in them as well? If so then when a survivor opens a locker the killer is in he grabs them and pulls them into the locker with him. They are then both teleported to one of the basement lockers where the killer now has the survivor on their shoulder.

    Love the idea of using lockers btw. Would make lockers have more of a purpose and the jumpscares would be brilliant. Problem is how many lockers are their per map? Some have more than others
  • Blueberry
    Blueberry Member Posts: 13,590

    @CashelP14 said:
    Since he can travel between lockers maybe he could hide in them as well? If so then when a survivor opens a locker the killer is in he grabs them and pulls them into the locker with him. They are then both teleported to one of the basement lockers where the killer now has the survivor on their shoulder.

    Love the idea of using lockers btw. Would make lockers have more of a purpose and the jumpscares would be brilliant. Problem is how many lockers are their per map? Some have more than others

    The basement thing would be too strong and also the killers don't have enough time in the game currently, much less to sit in a locker and hide.

    The locker amounts is a little issue as like you said, there are some maps with quite little and others with a lot. However, even the lower ones would be functional. Just like all killers, some have stronger maps than others. The lower locker amount maps would just be weaker maps for him.

  • Blueberry
    Blueberry Member Posts: 13,590

    Bump

  • Mystoc
    Mystoc Member Posts: 66
    edited November 2018

    i posted a killer like this on Reddit like 3 days before you posted this

    https://www.reddit.com/r/deadbydaylight/comments/9tfk7u/the_pharaoh_a_full_dead_by_daylight_killer_concept/

    even if it wasn't copied which is possible its very similar people will just not run in front of lockers making your power useless

    also unlimited locker range on locker travel is OP need a limit on it or there needs to a red addon for it to be possible

  • Blueberry
    Blueberry Member Posts: 13,590

    @Mystoc said:
    i posted a killer like this on Reddit like 3 days before you posted this

    https://www.reddit.com/r/deadbydaylight/comments/9tfk7u/the_pharaoh_a_full_dead_by_daylight_killer_concept/

    even if it wasn't copied which is possible its very similar people will just not run in front of lockers making your power useless

    also unlimited locker range on locker travel is OP need a limit on it or there needs to a red addon for it to be possible

    Well first, I don't use reddit so no I hadn't seen yours before. However, I don't think your idea and mine look even remotely similar anyway.

    Lockers are quite numerous, especially near loops. Them staying away from the lockers as you say benefits him anyway as they don't have a loop to run to so the power is very much useful.

    As I mentioned in the description of his power, the locker travel would have a limit and I already said there could be a red addon to lesson or remove that limit. I also already mentioned it having a cd and even possibly giving notifications to survivors every time he does use it.

  • Mystoc
    Mystoc Member Posts: 66
    edited November 2018

    its RNG though Where the lockers spawn and if they are part of any relevant loop, RNG killers like Freddy and the pig usually aren't fun

    its pretty hard to judge if the power is balanced how close do they have to be get pulled in? define what nearby means

    reason i mention it is I just posted it from Reddit to here today and now it looks i copied you based on post dates.. yea the concept could work

  • Blueberry
    Blueberry Member Posts: 13,590
    edited November 2018

    @Mystoc said:
    its RNG though Where the lockers spawn and if they are part of any relevant loop, RNG killers like Freddy and the pig usually aren't fun

    its pretty hard to judge if the power is balanced how close do they have to be get pulled in? define what nearby means

    reason i mention it is I just posted it from Reddit to here today and now it looks i copied you based on post dates.. yea the concept could work

    I don't think the idea you linked looks anything like my idea at all.

    The whole point of this is to give ideas, not LITERALLY give an exact yard radius that the feature will have. It can simply have a dark/smoky aura emanating from each locker to give killers or survivors its reach.

    Locker spawns are hardly an RNG feature to even bother mentioning. There are much higher RNG elements in the game than those would bring in. It's also not at all the same kind of RNG as your examples. You aren't looking for a chance to wake up or hope there's a key in t he box you're doing. You can literally see the lockers from afar and go there or not. This is apples and oranges.

  • Mystoc
    Mystoc Member Posts: 66

    i mean the main part of the killer is traveling to lockers..

    yea what you have is bare bones concept, not even any perks

    i like to specify ideas and if they aren't balanced people can tell then if its OP, guess we take a different approach

  • Blueberry
    Blueberry Member Posts: 13,590

    @Mystoc said:
    i mean the main part of the killer is traveling to lockers..

    yea what you have is bare bones concept, not even any perks

    i like to specify ideas and if they aren't balanced people can tell then if its OP, guess we take a different approach

    It's not exactly that unusual of an ability to think of, it wouldn't surprise me if more people had as well. That's also the only thing similar.

    I don't think what I have is bare bones even remotely. Perks have nothing to do with the killer or survivor concept. Perks are used by all killers and survivors, they aren't unique to one. They are pretty irrelevant in the grand scheme of chapter design as they wouldn't even need to be linked to the chapter to be brought in.

    When you get too specific you are limiting the developers design space in implementing your idea. This is to give them ideas, not make it for them.

  • Mystoc
    Mystoc Member Posts: 66
    edited November 2018

    @Blueberry said:

    It's not exactly that unusual of an ability to think of, it wouldn't surprise me if more people had as well. That's also the only thing similar.

    I don't think what I have is bare bones even remotely. Perks have nothing to do with the killer or survivor concept. Perks are used by all killers and survivors, they aren't unique to one. They are pretty irrelevant in the grand scheme of chapter design as they wouldn't even need to be linked to the chapter to be brought in.

    When you get too specific you are limiting the developers design space in implementing your idea. This is to give them ideas, not make it for them.

    devs can just ignore numbers and keep concept and come up with their own balanced numbers though they aren't forced to use your numbers, better to have something that can ignored then nothing at all IMO

    perks are like the lore/identity of a killer and the hardest part to do, you gotta theme out the perks and makes them transferable over to all killers, i personally find making the perks the funniest part to do

  • Blueberry
    Blueberry Member Posts: 13,590

    @Mystoc said:

    @Blueberry said:

    It's not exactly that unusual of an ability to think of, it wouldn't surprise me if more people had as well. That's also the only thing similar.

    I don't think what I have is bare bones even remotely. Perks have nothing to do with the killer or survivor concept. Perks are used by all killers and survivors, they aren't unique to one. They are pretty irrelevant in the grand scheme of chapter design as they wouldn't even need to be linked to the chapter to be brought in.

    When you get too specific you are limiting the developers design space in implementing your idea. This is to give them ideas, not make it for them.

    devs can just ignore numbers and keep concept and come up with their own balanced numbers though they aren't forced to use your numbers, better to have something that can ignored then nothing at all IMO

    perks are like the lore/identity of a killer and the hardest part to do, you gotta theme out the perks and makes them transferable over to all killers, i personally find making the perks the funniest part to do

    If they're dumping the numbers you give out then I don't think they have a point being put in the first place. A description to get the idea across seems good to me.

    While lore is very important, the lore attached with the perks isn't affecting the killers core gameplay so I don't see it as being that much relevant or needed, definitely not "bare bones" when withholding that. If you just enjoy doing that good, I just don't think it's as important for the core concept of the chapter to deem it incomplete without.

  • Blueberry
    Blueberry Member Posts: 13,590

    bump

  • LCGaster
    LCGaster Member Posts: 3,154

    This is actually pretty decent. I like the idea of him being able to travel between lockers, the ability to yank survivors into lockers needs a bit of thinking but otherwise interesting

  • Blueberry
    Blueberry Member Posts: 13,590

    @LCGaster said:
    This is actually pretty decent. I like the idea of him being able to travel between lockers, the ability to yank survivors into lockers needs a bit of thinking but otherwise interesting

    Yeah I mean it could simply be a single damage state effect, I didn't mean necessarily a full grab on it. I also like it because it "simi" counters looping as it cuts certain ones off and makes survivors think about which loops they are using.