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Blight of the Banshee chapter idea

New Survivor: Cian Sloane
Cian is a modern spiritualist and a teacher of sustainable living. He believes in bringing ancient wisdom into a new age, finding a deep connection to the Earth even in urban environments. His strength comes not from aggression, but from a profound bond with nature and a calm resilience.

  • Appearance: He wears practical, earthy clothes—a linen shirt, leather vest with simple patterns, and cargo pants. He has a leather cord in his long hair and a few handmade bracelets. He's calm and observant, a peaceful contrast to the chaos of the trial.
    Perks
  • Earth's Respite: Your bond with the Earth allows you to find a moment of peace. After standing still for 10/7/5 seconds, you gain a token. With a token, you can press the Active Ability button to instantly heal for one health state. This perk has a cooldown of 120/110/100 seconds and can only be used once per trial.
    • This perk is a powerful, one-time self-heal that forces you to make a risky play by standing still and being completely vulnerable.
  • Spirit of the Grove: Your connection to the natural world allows you to sense the spiritual state of the environment. While within a 12/16/20-meter radius of a totem, you can see the aura of the Killer and all other survivors. This aura-reading effect is removed once you leave the totem's radius.
    • This encourages a more thoughtful playstyle, using totems as a way to gather vital information for yourself and your team without necessarily cleansing them.
  • Talisman of Protection: You carry a small, consecrated object that protects you. After repairing a generator for a total of 60/50/40 seconds, you create a Talisman. The next time you take a hit while in the injured state, the Talisman is consumed, and you gain the Endurance status effect for 2/3/4 seconds. This perk has a cooldown of 120/110/100 seconds.
    • This perk gives you a protective "second chance" that is earned through completing a gameplay objective.
      New Killer: The Banshee
      A harbinger of death, the Banshee is a terrifying manifestation of spiritual decay and suffering. She doesn't just kill; she uses a wail of pure agony to weaken and torment her victims, a dark counter to the Druid’s life-giving energy.
  • Appearance: A gaunt, skeletal figure wrapped in rotting funeral shrouds. Her face is a mask of perpetual agony, with hollow, weeping eyes and a silent scream locked on her face. Her movements are a slow, floating glide.
    Power: Wailing Wail
    The Banshee uses a two-part power to inflict spiritual torment on survivors.
  • Ability I: Soul Cry
    • The Banshee can hold down the Power button to charge and release a Soul Cry, a piercing, non-directional shriek that can be heard across the entire map.
    • Survivors who hear the Soul Cry are afflicted with the Agony status effect. Agony causes a high-pitched ringing in their ears, muffling all other sounds, including the Terror Radius, vaults, and generators. The ringing gets louder the closer the Banshee gets.
  • Ability II: Spectral Pursuit
    • While survivors are afflicted with the Agony status effect, the Banshee can see the aura of the survivor experiencing the most intense Agony. This allows her to track her victims without relying on sound.
    • The Agony status effect is removed when a survivor heals a health state or a generator is fully repaired.
      Killer Perks
  • Harbinger's Omen: Your presence foreshadows impending doom. When a survivor within your Terror Radius drops a pallet, that pallet immediately becomes broken.
  • Spirit's Touch: Your strikes are filled with spiritual pain. When you hit a survivor, they are inflicted with the Hindered status effect for 2/3/4 seconds. This perk has a cooldown of 60/50/40 seconds.
  • Wail of Sorrow: You can feel the pain of others. When a survivor is in the Dying State, you gain the Undetectable status effect for 10/12/14 seconds.
    What do you all think? I tried to create a Survivor and Killer that feel like natural opposites, with a strong theme tying them together. Let me know your thoughts on the perks and power!

Comments

  • thats1evildude
    thats1evildude Member Posts: 15

    Earthly Respite seems like a good idea for a Perk.

    Spirit of the Grove is not bad, though I might suggest that you have to either cleanse or bless the Totem and that allows you to see the Killer’s aura for X seconds.

    Protective Talisman is OK.

    I’ve thought about sound-based Killers in the past, and I think the Agony power is interesting. I’d like to see a way to counter the power other than healing, though.

    Re: Killer Perk, Harbinger’s Omen would be hideously broken, so it’s a definite no-go.

    Wail of Sorrow would probably need a rework as it basically encourages slugging, which the devs are trying to prevent.

  • theshadowofthesidhe3
    theshadowofthesidhe3 Member Posts: 2
    edited September 10

    Hey

    Thank you so much for the feedback! I really appreciate the detailed and constructive criticism. You've hit on some points that I hadn't fully considered, and you're right, the original concepts for some of the perks would be pretty unbalanced in a real match. This is exactly why I wanted to post this and get your thoughts!

    Based on your suggestions, I've gone back and reworked a few things to hopefully make the Killer and Survivor more balanced and fun to play with and against.

    Cian's Perks (Reworked)

    I agree that the original Spirit of the Grove was too strong with constant aura reading. You're right, a more active perk would be better.

    * Spirit of the Grove (Reworked): The new version would tie the power to an action. After cleansing or blessing a totem, you and all other survivors receive a 3/4/5% Haste status effect for 5 seconds. Additionally, the Killer's aura is revealed to you for 6/8/10 seconds.

    * This makes it a tactical choice: do you give up a totem to get a speed burst and information? It still fits the spiritual theme but feels much more balanced.

    And you're absolutely correct that Protective Talisman was a bit too close to other perks. I've re-conceptualized it to be more of a team-oriented support perk.

    * Protective Talisman (Reworked): This would now activate when an ally goes down. After repairing a generator for a total of 60/50/40 seconds, you create a Talisman. When a survivor is downed within 16/24/32 meters of you, the Talisman is consumed, and all other survivors within that range gain the Endurance status effect for 2/3/4 seconds. This perk has a cooldown of 120/110/100 seconds.

    * I think this version is much better, as it rewards survivors for staying together and offers a defensive counter to tunneling.

    The Banshee's Power & Perks (Reworked)

    Great point on the need for a counter to the Agony power. It's important to give survivors a chance to fight back.

    * Agony Counter: I'd suggest that performing a Loud Noise Action (e.g., fast vaulting a window, running into a locker, or dropping a pallet) would temporarily muffle the ringing for 3 seconds. This would add a risk-reward element to the chase, allowing survivors to briefly regain their senses.

    And your feedback on Harbinger's Omen and Wail of Sorrow was spot-on. I definitely don't want to create broken or frustrating perks.

    * Harbinger’s Omen (Reworked): Rather than auto-breaking a pallet, what if it created a trap? When a survivor drops a pallet within your Terror Radius, it becomes haunted. For 5/6/7 seconds, any survivor who fast vaults this pallet will scream and be inflicted with the Broken status effect for 30 seconds.

    * This rewards a savvy Killer and punishes careless survivors, making it a much more skill-based perk.

    * Wail of Sorrow (Reworked): And yes, we don't want to encourage slugging. I'd change this to a reward for successful play. After hooking a survivor, you gain the Undetectable status effect for 10/12/14 seconds. This effect is lost upon performing a basic attack.

    * This gives the Killer a powerful ability to sneak up on other survivors after a successful hook, rewarding them for playing the game's objective.

    Thanks again for all the great feedback! I think these changes make the chapter concept much stronger, and I’m excited to hear what you all think of the new versions

  • Badq1ay3r
    Badq1ay3r Member Posts: 39

    I really like the improvements that you made, especially with harbingers omen, great change.

    And the killer ability is definitly interesting, though id hate to have to face the banshee. Before the match im fine, after the match im deaf jk.

    Though i do feel that it works more like doctors big blast, and nothing else. It be interesting if you could switch between a precise screech that doubles the agony to whoever is in it. That way you could use it mid chase.

    But cool idea nonetheless