Death Angel- A DBDxA Quiet Place chapter concept
The Angel comes from Death Angels, from A Quiet Place. I think this would be a cool chapter just as a concept. It would bring a beloved franchise into the game as well as give a quite unique killer for the game. So let's get into stuff like the killer power and such. This discussion is more so for fun and speculation on what a chapter for A Quiet Place would look like. If people want more just fun ideas for chapters I'll be happy to cook up more concepts for other kinds of license or even non licence stuff that just sounds cool.
DBD Name: The Angel
I assume The Angel would have been presumably from the first A Quiet Place. Potentially right before the ending of the first movie. I think it could be different things that lead to this. It could be that The Death Angel was chasing the survivor(s) of the chapter into the fog. Landing them both in the Entities realm. Or perhaps the Entity lured the Death Angel with sound into the fog. Like most licence killers I feel like the bio description would be a summary of the last parts of the movie.
Killer Stats:
4.6 mps
24 m terror radius
Height: Tall
Killer Power: Auditory Hunt
The Angel using its hypersensitive hearing makes up for its lack of vision, hunting entirely by sound.
The Angel cannot see survivors that are outside of its terror radius. However, thanks to the Entities help, this blind killer can see survivors scratch marks.
When facing The Angel, any survivor that vaults a pallet, or window, regardless of speed will be revealed to the killer.
When performing a rushed action or blowing up a generator, (when outside the terror radius.) instead of a killer notification marker. The Angel will receive a noise notification and will gain a 10%, additionally instead of of the noise notification marker. The survivor will have their aura revealed for the same amount of time the killer has haste. This timer varies depending on how loud the action was. These are some various stats and how long they give the killer power:
Failing a skill check on a generator when outside terror radius: 10 seconds.
Failing a skill check on a generator when inside terror radius. 5 seconds.
(These two might be nerfed due to skill check build. More specifically the one inside the terror radius. )
Failing a skill check on healing: 3 seconds.
Being injured will not reveal aura but will allow The
Angel to see the survivor even when outside 24 meters.
Being in the dying state will give The Angel permanent aura on that survivor for the duration they are on the ground. But will not give the haste effect.
Fast vaulting a pallet or window in chase: 1 second.
Fast vaulting or dropping pallet outside of chase but within The Angels terror radius: 3 seconds.
Fast vaulting or dropping a pallet outside of the The Angels terror radius: 10 seconds.
A survivor starting to run: 1 second.
Fast entering a locker will give the normal noise notification marker and sound.
Fast exiting a locker: 5 seconds.
Unhooking a survivor or opening a chest: 3 seconds
Dropping or picking up an item: 5 seconds.
Opening exit gates will not reveal the survivor but will give The Angel haste and will have a noise notification marker right above the exit gates. (Where the siren comes out.) When the gate is being opened.
Unhooked survivors will not get their auras revealed for 15 seconds (by The Angels power.) after being unhooked or until they to a conspicuous action. (Similar to the borrowed time or off the record effects I believe.)
Completing a generator: 10 seconds.
Blessing a totem: 5 seconds
Destroying a hex totem: 2 seconds
Lethal Purser will not affect any reveal timer for The Angel through their power. But will still work for perks. This is because if feel like these numbers are very weird in if you make them to long they will feel to powerful. Put lowering them to make lethal purser
a necessity just feels bad.
Active Ability: Silencing Charge
Pressing Active Ability 1 will cause The Angel to dash making The Angel move at 6.5 mps for 5 seconds. However The Angel will be have their turn speed incredibly reduced. After using this ability it goes on cool down for 15 seconds. After using the ability The Angel will be stunned for 1 second and being unable to attack or interact. The Angel can be knocked out of Silencing Charge with being stunned by a pallet. Or getting The Angel to attack during it.
Charged Ability: Charging Tantrum
The Angel charges up its charge attack from the noise of the surroundings once fully charged The Angel will speed up to 6.5 mps will not have its turn speed redecued and the stun duration will be reduced to 1/2 a second. This charge will last for 20 seconds and once it ends The Angel will be stunned for 3 seconds. The Angel cannot be stunned out of Charging Tantrum. Additionally The Angel will not come out of the tantrum if they attack a survivor.
Map Interaction Ability:
While The Angel is being played various stations will appear around the map. Interacting with these stations will grant the survivor with a sonic transmitter. Placing these will disrupt The Angels hearing imparing the aura reading of The Angels power. However setting up the transmitters may be dangerous as if you aren't careful it could make noise while setting it up. Setting one up will cause a difficult skill check failing will activate Auditory Hunt for 20 seconds. It will also immediately destroy the Transmitter. While the Transmitter is up any action that would cause noise will be blacked by the transmitter within 24 meters from the Transmitter. The transmitter will block 5 noise notifications before ing destroyed. Alternatively The Angel can destroy it, and will additionally see the aura of the transmitter when it is in its terror radius.
(Note: Undetectable and Oblivious do not affect The Angels power. While undetectable the detection radius will default to the killers default terror radius size plus whatever perks might increase or decrease it.)
Perks:
Otherworldly Silence: All noise the killer makes us reduced by 75%. (Note: This does not affect the terror radius but sounds such as footsteps, breaking sounds, and ambient breathing effects.) Afterwards this perk goes on cool down for 15 seconds.
(P.S. Don't know how strong this would be in practice without seeing it in game. So but it could be easily changed to have a activation requirement and duration to balance it if it's too strong.)
Scourge Hook: Gift From Above:
When the match begins four hooks will become scourge hooks. When you hook a survivor of the hook is not a scourge hook it will become one.
Upon hooking a survivor on a scourge hook, the nearest generator that has progress will explode and begin regressing. The explosion will not have sound and the generator will become silent and will be hidden to aura reading abilities for 30 seconds. If a survivor is on the generator they will scream, their aura will be revealed and the generator will become blocked for 5 seconds.
Hex: Silent Rapture
When you hit a survivor a hex totem will be created. While the totem is lit the survivor hit will suffer from the deafen condition. (Their sound will be muffled but they will not hear the loud tinitus sound. Just because that would be obnoxious. Either that or replace it with a less ear piercing sound for it.)
Survivor: Lee Abbott
Perks:
TOO NOISY:
Other survivors within 12 meters of you will make 50% less noise, doing generators, cleansing totems, opening chests, healing, grunts of pain, vaulting, or anything else that makes noise. Additionally, when you drop a pallet or fast fault a widow or enter or exit a locker it will not notify the killer.
Sound Trap:
After repairing a generator for 30 this perk activates. When active you can place a trap on a generator right to sound when the killer is near. When the killer comes within 24 meters the generator will fake explode causing a noise notification. Then for the next 15 seconds the perk will go on to cool down. If the killer comes within 8 meters of the generator during this time, the generator will explode for real but will stun the killer for 3 seconds.
Family Sticks Together:
When unhooking a survivor all survivors within 24 meters will make 25% less noise. Will heal others 25% faster, will show each survivors aura to the other survivors, and will make less more inconsistent scratch marks for 10 seconds.
Final thoughts:
I hope everyone had a good time thinking about the concept. I wanted to mainly base the perks and power of stealth, and having a killer who is blind, but has great hearing. I think this would be one of the best ways to implement blindness in power. Making survivors invisible beyond a certain range unless they are injured. I'll let you guys come up with your own kind cool add ons that you can share in the comments cause honestly I don't wanna go through every single one. Just cover the large strokes of the theoretical chapter. Also, there 100% could be 2 survivors in this chapter, the other being Evelyn Abbott. But I was already having a bit of a difficult time coming up with survivor perks for Lee so I'll leave that too you guys as well. Finally, if stuff seems over or under powered know that I had a hard time thinking theoretically about stuff like durations or practicality when we don't have this in the game itself. But I think most of the ones that are questionable would just be number fixes and that the broad strokes of the power and perks are pretty alright. Well in my mind at least. I don't have all the answers on how perk interactions would work with the power or the perks I made up. But once again if you wanna think up a cool interaction then feel free to share!
(p.s.s. I realize I didn't talk about a nap but there could be a cold wind realm map for the first movies location. Or maybe one in the town. IDK.)
Comments
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wow. Really nicely made. I hope eventually my Death angel finds it's way into the fog….
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