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New original killer ideas.

Tenac
Tenac Member Posts: 63
edited September 11 in Creations

While I love my licensed killers I definetly want to see more OG ones. Tell me your ideas and what abilities they would have. They can be based off folklore or completely original.

  1. The Host/Harbinger

A person who has become a physical host to the enity. They could have a normal human in a cloak look but they appearance wavers occasionally and shows small flashes of the entity's form. He could attack with spider legs. He can create new hooks (that have less durability). Also if a survivor stares at them for too long they can enter madness (similar to the doctor).

2. The Mist

A creature made of fog. Can turn into a low laying fog and zoom across the map undecided.

3. The Mimic

This has been brought up over the years but a killer that can mimic survivors.

Post edited by Rizzo on

Comments

  • MostBestPlayer
    MostBestPlayer Member Posts: 35

    DBD should slow down on making new killers and polish up our current ones. The idea of new killers doesn't excite me as much as it used to.

  • TWiXT
    TWiXT Member Posts: 2,152
    edited September 5

    I came up with a Jorōgumo (Japanese spider lady yokai) concept way back in 2017, posted it on the steam forums. To save you from looking for it, here's a the basics of it (updated for todays version of the game):

    Appearance: Floating Beautiful Japanese woman in a long kimono with long sleeves covering her hands.

    MS: 4.4 m/s

    TR: 32/40

    Weapon: Shiny black Spider Claws concealed within her sleeves.

    Abilities:

    Hidden Horror: (Passive)Her True spider form (the legs and large abdomen) are invisible like Wraith's cloaked appearance until she attacks or enters chase, then they become visible. True form disappears again after 20 seconds not chasing attacking or injuring survivors. Becomes Undetectable (no TR, can't be aura Revealed) while true form is cloaked.

    Wall Crawler: (Passive) Low obstacles such as pallets, or mid hieght walls/objects (think most "trash Loops") in the environment can be crawled up onto or over at the cost of 6% movement speed. However, she can't climb high/Line of sight blocking walls or vault framed windows due to how large her spider abdomen is (I figured since this ability makes most "trash loops" obsolete, survivors needed a "window" of safety).

    Venomous: (Passive) On top of injury, Each basic attack also applies 5 charges of the Poisoned status.

    Poisoned: (Status) Any survivor receiving more than 20 charges of Poisoned loses a health state. Charges deplete at a rate of 1c/s when walking or still and .25 c/s when running or interacting.

    Spiderling Swarm: Every time a survivor is hooked the Jorōgumo earns an Egg Sack token (Max of 3). She may hold down the Ability button for 6 seconds to lay an egg sack on any low horizontal or vertical surface (max of 4 on the grounds at a time). The Egg Sack gestates for 45 seconds before hatching, once hatched, spiderlings swarm a 24 meter radius at a rate of 1m/s, once they reach full radius in 24 seconds, they linger in their territory for an additional 125 seconds before dispersing and leaving the grounds.

    Any survivor who enters the spiderlings territory receives the Poisoned status that builds in charges at a rate of 2 c/s. Poisoned Status charges do not deplete until the survivor is out of a spiderling territory for 5 seconds, at which point they deplete at the normal rate. The webbing the spiderlings lay down apply a 5% hindered status to survivors for as long as they remain in the spiderling territory. Survivors in the dying state in spiderling territory have their aura revealed.

    Mothers Rage:

    Egg sacks laid in the grounds can be Squashed by survivors. Doing so applies 10 Poison charges to the survivor, and if already hatched, causes the spiderling swarm disperse within 5 seconds. However, this action also puts the Jorogumo into an Enraged state for 45 seconds. While Enraged Her True form is revealed, TR increases by 8m, Movement speed is increased by 7%, and Her wall Crawling ability suffers no cost in movement speed. The Survivor who squashed the egg sack has their aura revealed for 8 seconds.

    Perks:

    Hex: Ley Lines

    All Dull and Hexed totems in the trial grounds are connected by thin invisible lines you can see highlighted in yellow. Any survivor who passes through one of these lines has their aura revealed for 1/2/3 seconds. Any totem cleansed or blessed loses all lines connected to it. All ley lines are removed if Hex: Ley Lines is cleansed.

    Welcome to my Parlor:

    When 2 or more Healthy survivors are within 8/12/16 meters of you, Welcome to my Parlor activates and they become exposed for 15 seconds. Survivors in the dying state, carried, or hooked do not count towards the activation requirements. Cooldown is 60 seconds.

    Scourge Hook: Web of Pain:

    Each Hook you gain earns Web of Pain a token (max of 8), Each token Raises all survivors Pained Grunting Volume, and Bleeding Frequency (blood spot spawning rate) by 2/3/4%. A survivors Normal Breathing is raised in Volume 25% for the rest of the trial after the first time they are unhooked from a Scourge Hook.

    Basically, She's sneaky when not attacking, chasing, or enraged, and is primarily designed to create zones of the map that survivors want to avoid but can take a risk to remove. I figured a killer that can create Territories in its favor would be very different from anything currently in the game. It has plenty of counter play, but I worry that I may have been too lenient in that regard, still, a survivor wouldn't want to be caught in a spiderling territory with Mama on their tail, it'd practically be a insta down, depending on how long they remain in the territory, and whether or not she hits them. The perks might be a Tad bit OP by todays standards… Anyways, what do you think?

  • Tenac
    Tenac Member Posts: 63

    That's awesome. I love the idea of more folklore inspired creatures. I'm personally attached to the berbelang. It is a corpse eating creature from the Philippines. I thought it could have a tunneling ability and pop out of the ground to get survivors, sort of a mix of nurse and Ghostface.

  • Xray
    Xray Member Posts: 270

    here are a couple of my original killer concepts. These are the 2 im most proud of plus u got a bunch more liscenced chapter concepts too

  • Tenac
    Tenac Member Posts: 63

    Personally I'm surprised that we are 9 years in and there is no werewolf yet. You don't need it to be licensed. They could have a howl ability which would be similar to the doctors shock and reveal survivors. That or when you injure a survivor they become infected. If they are not healed quickly then can either howl, revealing their location or attack nearby survivors. This could lead to survivors having to figure out if they can heal them fast enough or should they avoid them entirely.

  • angrychuck
    angrychuck Member Posts: 456

    If there was one thing I'd loved to be added to this game, it'd be a skinwalker, because although it could implement the mimic power there is also a lot of creativity that could happen with the power. Yes I understand that unknown is pretty much a skinwalker, but I'd like a more faithful adaptation of one, especially when concerning power.

  • Sunflower_Mage
    Sunflower_Mage Member Posts: 77
    edited September 8

    I know this might sound out there, but I want a plant-based killer that plays on the concept of a venus flytrap. Maybe a femme fatale. I have an idea for what I want.

    Killer: The Dryad

    Appearance: A beautiful and attractive woman, hair made of leaves, emerald green eyes, skin brown, green greek clothes that would look like something Aphrodite would wear.

    Voice: Calm, soft, yet kind. Voice lines that sound alluring, nurturing, protective, and reassuring and how she seemingly wants to help The Survivors escape, that if they trust her, they can escape the grasp of The Entity. Yet that is a lie, as she only wants to raise the hope of the survivors only to take it away.

    MS: 115%
    Lullaby Radius: 50 (Pleasant yet soothing singing)
    Terror Radius: 32

    Mori: She kisses the survivor, causing the survivor to rapidly appear pale and very emaciated and skeletal as if all the life was drained out of them.

    Kiss of Polllen (Active): The Dryad blows out a kiss sending out a cone wave of pollen. Survivors affected get 15% to their Soothed Status and are hindered 5% for 7 seconds (does not stack with itself). Has 7 charges and each use has a 1 second cooldown. This ability only recharges after she spends 1.5 seconds by interacting with her tree.

    Soothing Pollen (Passive): Survivors start the match with 0% for their Soothed status. Their soothed status, if above 0%, can decrease by 1% for each second spent sprinting or for each rushed action. As the survivor's Soothed status increases to specific thresholds, the survivor is affected in specific ways. At 25% or greater, the survivor has auditory and visual hallucinations of hearing and seeing The Dryad (similar to Doctor). At 50% or more, a survivor in the dying state can be sent to The Dryad's Tree (functions similar to being condemned like Pyramid Head). 90% or more the survivor will always be grabbed if they would otherwise be injured by a basic melee attack.

    The Dryad's Tree (Passive): At the start of the match, at a fixed location for specific maps, her ancient tree spawns. Survivors with 50% or more Soothed status are always sent here, can hold up to four hooked survivors in a given match. Each hook is a scourge hook.

    Floral Bloom (Passive): Whenever a survivor is injured or put into the dying state, a sizeable flower bulb will spawn in that location. Whenever a survivor walks or sprints over one of these flower bulbs, it releases a pollen cloud that increases the survivor's Soothed status by 10% and hinders them for 8% for 5 seconds. Bulbs won't trigger on or affect survivors who are in the dying state.

    Trail of Flowers (Passive): Where ever the Dryad moves, she leaves behind a carpet of vibrant and beautiful flowers. These flowers last for 10 seconds. For as long as a survivor is on one of these trails, that survivor is afflicted with the Oblivious debuff. For each second a survivor crouch moves while on it, their Soothed status increases by 2%. If a survivor walks while on it, their Soothed status increases by 1% for each 1 second.

    Verdant Suitor (Passive): At the start of the match a single verdant suitor spawns underneath one of the hooks at The Dryad's Tree. Functions like a Nemesis zombie but with twice as better detection range and movement speed since there is only one of it, except in addition to injuring or putting a survivor into the dying state, the survivor's Soothed status increases by 10%. The appearance of the suitor is a random survivor The Dryad has with the highest prestige or tied with the highest prestige with that survivors current cosmetics equipped, yet also appearing overgrown with vines and flowers. If the suitor is hit with a pallet, they despawn and will respawn 15 seconds later at The Dryad's Tree.

    Calming Presence (Perk 1): Survivors in the killer's terror radius don't scream if injured, put into the dying state, or when hooked. In addition you also hook survivors 20/30/40% faster.

    Green Death (Perk 2): Once the Exit Gates are opened, Green Death activates:
    The exit gate areas become filled with grasping vines and verdant grasping hands. Survivors who walk over this area are hindered by 33%. If a survivor stops moving while in the exit gate area for 5/4/3 seconds, they become trapped exactly as if caught in a bear trap but they are not injured by this.

    The Dryad's Gift (Perk 3): An ornate chest spawns on the map at the beginning of the match, either in basement if the killer is not The Dryad or at the base of the The Dryad's Tree. If a survivor opens up the chest, they receive The Dryad's Gift.

    The held item is a staff, it functions similarly to a medkit but it has 100% altruistic-healing and self-healing rate, has 20% increased zone for great skill checks, can be recharged after interacting with the The Dryad's Tree for 10 seconds, and has a unique animation where the survivor is casting healing magic instead of the normal healing animations. The drawback to the staff is that a survivor who is healed by this staff always has their aura revealed to the killer so long as they remain healthy.

  • MrDardon
    MrDardon Member Posts: 4,163

    Since 2016 I wanted to see a Miner as a Killer, using dynamite as a power. And a cave/mine map, a map like that would feel quite interesting.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,725

    i like these ideas but making someone go insane just for looking at a killer? let Slenderman have that please

  • XDgamer018
    XDgamer018 Member Posts: 693

    hear me out
    Frank Stone/The Champion from the casting of frank stone.

    Why you ask? Simple they already have EVERYTHING
    Lore
    killer design
    mori
    map(s)
    survivor(s)
    chase theme
    main menu theme
    Power idea
    skins for the survivors

    but no theyd rather waste it on a trapper skin…

  • Critical_Fish
    Critical_Fish Member Posts: 629
    edited October 15

    It makes me really happy this thread exists. The Creations subsect of this forum has been pretty withered for awhile, and only recently has had some life again. I've been making fanmade Killers and chapters here for the past six years now (holy crap), so I have dozens upon dozens of ideas up on this account. Here I'm going to share some of my more recent and favorite ones!

    Chapter Concept: String Theory (January 2022)

    • Killer & Survivor
    • The Killer is the Automaton (which would probably be renamed to the Mannequin now that the Animatronic is in Dead by Daylight).
      • Its power is based around clusters of mannequins that will spawn throughout the map. In a setup-based power, the Automaton cuts strings from mannequins to "detach" them. Detached mannequins can be teleported to and reveal nearby Survivors.
      • Survivors who get hit by the Automaton also become "detached", with 4 detachment states that come with various slowdowns and debuffs.
      • The power is quite weak currently, but a rework would include true anti-loop and (with the Unknown providing an example of how absurd a teleport can be just so long as it has to be set up) buffed numbers on the teleport.
    • The Killer Perk Steel Heart is terribly designed. However, Melancholic Stage providing a massive debuff to action speeds within a radius around a cleansed Totem and Fading Freedom increasing regression rates on generators while a Survivor is hooked are both strong concepts that I'd like to update!
    • The Survivor Perks Boon: Meltdown and Calculated Risks are also fun ideas.

    You can view this chapter here!

    Chapter Concept: Pinpoint (April 2023)

    • Killer & Survivor
    • The Killer is the Desperado, moving at 4.4 m/s.
      • His power has two parts: Sharpshooter and Bulls-eye.
      • Sharpshooter is a chargeable hitscan attack that applies a level of Hindered based on how many ricochets off of walls it gets!
      • Bulls-eye applies a status effect to the Survivor you've chased the most, and makes that Survivor the target of Sharpshooter at all times to bypass body blocking.
    • The Desperado's power is exceedingly bland, only applying the Hindered Status Effect, BUT the presentation of it and base concept is strong. Just about the only reason I haven't remade the Desperado already is because I haven't figured out what else Sharpshooter could do a side from applying Hindered or dealing damage.
    • The Killer Perks Headhunter and Make your Mark are fairly uninteresting, but the concept of Scourge Hook: Dead to Rights is really fun even still!
    • The Survivor Perks are garbage; my more recent work is SO much better than these.

    You can view this chapter here!

    Chapter Concept: What's Inside? (January 2025)

    • Killer & Survivor
    • The Killer is the Matron.
      • Her primary power lays traps that will grapple Survivors, holding them in place while afflicting a unique Status Effect, Reminders.
        • 1 Reminder creates illusory traps for that Survivor, makes it harder for them to cleanse traps, and makes it harder for them to free other Survivors from traps.
        • 2 Reminders makes it impossible to cleanse traps or save other Survivors from traps, while also having a reduction in action speeds.
        • Reminders are removed through being close to another Survivor for 45 seconds.
      • She has a secondary power that increases her mobility and gives her a 3rd-person camera, that allows her to place traps faster but prevents her from performing most other actions.
    • Being a much more recent work, I'm more satisfied with the Perks for both sides for this one than for the prior two.

    You can view this chapter here!

    Chapter Concept: Infernal Anguish (September 2025)

    • Killer & Survivor
    • The Killer is the Fuming.
      • Her power is the ability to place sparks that she can later teleport to, gaining a speed boost and afflicting a Status Effect to those she hits after teleporting.
        • The Branded Status Effect provides tracking and charges her secondary power.
      • Her secondary power buffs the sparks and makes her much more mobile by doubling the teleportation range, while also allowing her to cause sparks to release a line of fire that can injure Survivors.
    • Like with What's Inside? I'm quite happy with the Perks the Killer and Survivor provide for the game!

    You can view this chapter here!

    A concept I've been churning around in my head for awhile that I may finally take a crack at is a time travelling/time looping Killer. I've also been considering an idea for a Killer similar to your note for the Host/Harbinger. The idea of a Killer who penalizes you for looking at them is REALLY interesting, given a major part of high-level Survivor play is keeping an eye on the Survivor while running away from them. I look forward to seeing a concept like this on the forums, and seeing whatever else y'all make! It makes me really happy that people are still here after the surge in attention from 2020 to 2022 faded away.