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A way to make the "Zombies" a core gameplay mechanic

myers_obsession
myers_obsession Member Posts: 552
edited May 2021 in Feedback and Suggestions

I really like the concept about the new zombie AIs. Wouldn't it be cool if they aren't just limited to Nemesis, rather than a core gameplay mechanic? It sure needs a few teaks before.

You mentioned, removing Moris as offerings. Here comes my Idea in play. We are having the opportunity to add a new type of killer offering, which is not toxic.


The Consumed Ones


Those who got consumed by the Entity are no longer participating in a trial. They are rotting in the depths of the Realm of the Entity. They are dammned to serve the killers in their trial as assistants.


(The picture is from the cutscene of the Dead by Daylight Mobile Tutorial. It could fit really well lorewise.)



They are much like the Zombies. They can be stunned with a pallet, blinded or destroyed due to the killer weapon. If injuring is too much, they could hold them in place for 10 seconds.


  • Offering 1 uncommon - Spawn a total of 5 Consumed ones. There can only be 2 actively walking around.
  • Offering 2 rare - Spawn a total of 6 Consumed ones. There can only be 3 actively walking around.
  • Offering 3 ultra rare - Spawn a unlimited number of Consumed ones. There can only be 3 actively walking around.


Let me know, what you think about this. I really think the AIs are having potential. :)


[Edit: Since there will be boon Totems soon, you could also turn around the whole thing and make the Consumed Ones useful for Survs too. I only highlighted the kille mechanic, because an offering will be taken away and the zombies came into play with a killer 😃]

Post edited by myers_obsession on

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