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Character Concepts for 4 Licensed Characters: Al Arlington, Brutus, Springtrap, and Clementine (V2).
Hello everyone, thanks for stopping by. Whether or not you know who all of these characters are, I'd still like to hear your feedback on the perks, abilities (not great at making these ngl), and overall concepts. These will be separated into 3 DLCs. This is my second attempt at making this. This time around, I'll make sure that balancing is NOT an issue. Thanks for your attention!
DLC XII: Break The Cycle
Story:
Stanley Ferguson was a nice man who had a daring personality. He took a job as a prison guard at Alcatraz Island. Every night at 9:30, Stanley had the task of patrolling the prison, making sure that everything went ok and that all of the prisoners were in their cells.
After a few months, Stanley got to know some of the prisoners. There were four inmates specifically that Stanley knew: Billy Hanson, Sal DeLuca, Finn O'Leary, and Albert Arlington. He had a decent understanding and relationship with most of the inmates, except for Albert Arlington. Albert would constantly attempt to annoy Stanley by messing around and playing tricks on him.
While all of this was going on with Stanley, Albert had been devising a plan to escape Alcatraz. He finished up his plan, and on the night of December 31st, 1933, he decided that this was the night to escape. On that night, Billy, Sal, Finn, and Albert all escaped their prison cells. The plan was to build a makeshift aircraft on the roof and fly away from the island onto San Francisco Bay, where they would be free. However, the inmates could not decide on how the aircraft would be built. After arguing about this for some time, Billy, Sal, and Finn turned on Albert. The 3 inmates felt betrayed by Albert because he was the one who was supposed to have this all figured out. However, the 3 inmates decided that it was too late to turn back, and that the only way to continue this escape was to kill Albert. They pretended to agree to Albert's plan and all of them went to the roof. When they all arrived on the roof, Billy, Sal, and Finn all attacked Albert, leaving him to bleed out on the roof.
Eventually, Stanley Ferguson saw that the four prison cells were empty and sounded the alarm. Billy, Sal, and Finn were found quickly and recaptured. Albert was dead when they found him on the roof. Because of the escape attempt and the murder of Albert, the other 3 inmates were sentenced to death via electric chair on January 19th, 1934. However, this was not the end of the 4 inmates.
After their deaths, Billy, Sal, Finn, and Albert were sent back in time to January 31st, 1933, the night of the escape, but in an alternate reality. However, the inmates have no recollection of this time travel and so once again, they wanted to escape. That night at 9:30, Stanley Ferguson went around doing his nightly duties and checked on Sal, Billy, and Finn. However, Albert has a different method of escaping this time. This time, Albert faked an illness in order to get Stanley's attention. Stanley, knowing that he's faking the illness, opens the cell to beat Albert as punishment. Albert knew that Stanley would do this, so he hid a knife that he then used to kill Stanley. After Stanley was dead, Albert stole his keys and released the other three inmates. The inmates knew the plan of escape: to build the plane on the roof and fly away. However, something was terribly off. Stanley had stood back up to the inmates surprise. Stanley Ferguson was now a zombie.
Shocked, the four inmates then killed Stanley again using guns they stole from the warden's office. They looked around as the prison looked like a more demonic version of its former self. This was an endless purgatory. The inmates were eventually killed when the rest of the prison's inmates turned into the undead. The zombies were led by the immortal undead Stanley, who became a bigger and stronger version of himself named Brutus. While Brutus did retain some of Stanley's personality, it was overshadowed by his dark hatred for the inmates. Brutus wanted to make sure that the inmates would never escape this purgatory, and that they would be trapped here for their sins.
After the inmates were killed by the undead, they were once again sent back in time to December 31st, 1933. The entire purgatory cycle(life, death, rebirth) played out two more times.
Only after the third time, did the prisoners regain part of their memory. They all eventually regained the memories of EVERYTHING that happened before this. The very first escape attempt, the betrayal, the electric chairs, the repeated cycles, all of it. They repeat the same events of December 31st, 1933, where Albert is killed, but this causes the purgatory to cycle and restart again. They realize that if they don't do anything different than before, the cycle will repeat because nothing has changed. The four inmates then came up with a plan. In order to break the cycle, Albert would have to kill Billy, Sal, and Finn. When Albert did this, he broke the endless cycle that has kept all of the inmates trapped in the purgatory. Albert, being the only prisoner left, then felt nauseous and fainted.
Albert then woke up in an unfamiliar forest. He stumbled around the forest for a little bit before he saw a glow. It was a campfire...
Killer: The Warden (AKA: Brutus)
Ability: No One Escapes Alive
Brutus controls the flow of the map and chases with his power: No One Escapes Alive
This would be a two-part ability (similar to the piggy 🐷).
FIRST PART: Electric Discharge
While running, press the secondary action button to temporarily stop, slam your weapon into the ground, creating an electrical field encircling you in an 6M radius. If there is a survivor in that radius, they are affected with the following afflictions:
- Immediately scream, revealing the survivor's location to the killer
- The survivors screen is distorted by shuffling around certain parts of the screen.
- Suffer from the hindered status effect for 15 seconds.
SECOND PART: Demons of Hell:
You start out 3 Trapped Spirits (can be increased with addons). When placed, these spirits can only be seen from a maximum of 16M away. These spirits can be placed on a variety of things by pressing the secondary action button while stationary.
Any spirit that is placed can be removed by a survivor with a short channel. Once a spirit is removed, the spirit is sent onto a hook. The killer can recollect the spirit by going up to any hook and unhooking the spirit (Note: If the killer has to recollect multiple spirits at once, he must go to a different hook for each spirit he has to collect).
Ground Spirits: A trapped spirit can be placed on the ground and generate a small-sized hitbox that survivors cannot pass through. However, the killer may pass through the hitbox at their own free will. The ground spirits cannot be placed within 4 meters of each other. These can be removed by a survivor with an 8 second channel.
Generator Spirits: A trapped spirit can be placed on a generator, which will haunt the survivor that repairs it next. When a survivor is haunted they suffer from the following afflictions:
- The killer will receive an audio cue to the survivors location
- The survivor's aura is revealed for 6 seconds
If the gen spirit haunts a survivor, it is immediately removed from the generator. Additionally, the spirit can be removed manually with a 15 second channel and will NOT haunt a survivor.
Exit Gate Spirits: A trapped spirit can be placed on an exit gate and will slow its opening progress by 25%. If an affected gate is left partially completed, the progress will revert to 0. If an affected exit gate is opened, the spirit is set free and can no longer be used by the killer. Only 1 exit gate is allowed to have a spirit on it at once.
PERKS
His 3 unique perks Hex: Imprisonment, Lock and Key, and Hex: Unbreakable Curse severely cripple survivor progression by diminishing their hope.
Hex: Imprisonment: You know what to do to make sure nobody escapes alive. The hex becomes active once the first survivor is hooked. Whenever you hook a survivor, you gain a token.
2 Tokens: When the last gen pops, the location of the exit gates are not revealed until 10 seconds after.
4 Tokens: The hatch cannot be opened with a key. (LVLS 2 and 3 ONLY)
7 Tokens: The hatch generates no audio (LVL 3 ONLY)
- "Your obedience is noted" - Brutus
Lock and Key: You know how to put people in their place. If the exit gates are partially progressed and left unmanned, the exit gate progress will decay at .5x/.75x/1x the normal exit gate opening speed.
- "Enough! You belong to me!" - Brutus
Hex: Unbreakable Curse: Your past life as a warden has taught you a thing or two about stopping escape attempts. When there is one generator remaining, two dull totems turn into hex totems and this perk is revealed to all survivors. The last generator cannot be completed until atleast one of the two hex totems are destroyed. If there are not two dull totems left, the perk will not activate. Increases bloodpoints gained in the brutality category by 15% (LVL 2)/ 30% (LVL 3).
- "You think that this- is your prison?" - Brutus
SURVIVOR: Albert "The Weasel" Arlington
PErks:
His 3 unique perks Double Points, Afterlife, and Builder's Intuition allow you to endure tense situations and earn big rewards.
Builder's Intuition: You have a knack for finding good repair tools. You search chests -30%/-15%/0% slower in exchange for a guaranteed Mechanic's Toolbox. Triumphs over Pharmacy when both are equipped.
- "No hammer, no nails, but yet, the boards goes up!" - Albert "The Weasel" Arlington
Afterlife: You have supernatural blood running through you. If you are in the dying state and the bleed-out timer runs out, you go back into the injured state while suffering from the hindered status effect and a new 20/25/30 second bleed-out timer. You are also immune to any damage for the first 10 seconds and any exhaustion is removed. If you heal within this time, it will remove the new bleed-out timer and the hindered status effect. If the new bleed-out timer runs out or you go down again, you instantly die.
- "You're a survivor Al, no shame in that" - Albert "The Weasel" Arlington
Double Points: Your knack for money has some odd uses in the Entity's Realm. Pressing E at any point in the match activates this perk for 30/35/50 seconds. During this time, all actions grant 2x points.
- "Again with the money?! Why?! How?!" - Albert "The Weasel" Arlington
Map: Alcatraz Island
Certain parts of the island would have to be blocked off or changed slightly, but I think Alcatraz as a base design for the map would be cool.
DLC XIII: Rust Of The night
Killer: William Afton (AKA: the reanimation)
Story: (Copied from my older posts)
William Afton was a dark and suspicious man. He worked for Fazbear Entertainment had a business partner named Henry, who wasn't nearly as crazed as Afton. Afton gained a reputation as a child murderer throughout the 1980's. On one particular event, Afton murdered five children in "Freddy Fazbear's Pizzeria" restaurant. He hid the evidence of his crimes in the suits of the animatronic attractions at the location, trapping the souls of the children inside. Some time later, the customers noticed snot, blood, and other bodily fluids seeping out of the animatronic characters noses and eye sockets. The pizzeria then closed shortly after due to sanitation issues.Years after the murders, Afton returned to the Pizzeria's location to dismantle the animatronic suits. While doing this, he mistakenly set the souls of the children free. The spirits wanted revenge on Afton for all of the cruel things he had done to them. Afton, terrified by the spirits, quickly hid and sealed himself in the backroom of the location. He saw an old "Spring-Bonnie" suit, slouched against the wall. He quickly jumped inside the suit, knowing that it would protect himself from the spirits. Afton laughed and taunted at the spirits, knowing that he was completely safe from their danger. However, because he made too many sudden movements, all of the springlock mechanisms snapped. This completely covered him in scars, deep wounds, and punctures on his organs, thus eventually killing him. However, his reign of terror was no where close to complete.
Thirty years after the first location opened, a new attraction was opened by Fazbear Entertainment named "Fazbear's Fright". This attraction focused on the supposed haunting at Freddy's and as a memorial to those lost in the murders. An employee found the old springlock suit inside one of the safe rooms and re used it for the attraction. At night however, the suit roams the halls of the location, possessed by the spirit of Afton. Later in the week, Fazbear's Fright burned to the ground by an unknown cause. This would not stop him, though. He woke up underneath a pile of rubble, bloodthirsty as ever.
Afton washed up at another Fazbear Entertainment location, ready for more victims. However, this time he was not doing the trickery. Henry, Afton's old business partner, built the attraction and called it "The Maze" and lured him into the location. Henry then set the place ablaze. Afton wasn't as lucky this time. He and all of the remaining trapped spirits were burned and set free. All of the spirits went to heaven, except for Afton's. He was banished to "the darkest pit of hell" as said by Henry.
Afton woke up in a place, far too familiar. He noticed certain details from every Fazbear Entertainment location he has ever been to. This was a purgatory. A place where he was defenseless against the monsters he has created, a place where he is punished for all of the unlawful deeds he has committed, a place where he can experience death again and again and again. Now, after many years of waiting, all of the dozens of victims he claimed can now get revenge on him. Afton was killed, then tortured, then reborn. This process went on for what seemed like years on end. After being tortured once more, Afton was waiting to reborn into the exact same location. He shut his eyes in absolute terror. Then, everything got quiet.
Afton, feeling a sense of security, slowly opened his eyes to see himself collapsed in tall grass. He slowly stumbled up and realized what he was wearing. It was the Spring-Bonnie suit before it was damaged by any fire. As if he just woke up in Fazbears Fright. He glanced at his surroundings and saw nothing but trees and forest for a good distance. He turned around to see a heavily damaged concrete structure. Some of the walls were completely torn off and the floor was moderately overrun by grass. Afton looked at the top of the structure, where he saw a blinking sign reading "Freddy Fazbear's Pizzeria". He didn't know how he got there, but he knew that The Entity called upon him, to kill. If there was one thing the purgatory taught him, it was that death was not an escape...
Ability
The Reanimation's ability allows him to track down survivors and keep them in place.
This is another two part ability (similar to the piggy🐷).
PART ONE: Ticking Timer
All of the hooks are replaced with springlock suits. The suits act like the following:
When inside the suit, you are faced with a skill check every 5 seconds. Hitting these skillchecks keep you alive. If you miss one, your hook life depletes by 20%. There is no longer a struggle phase. Instead, the skillchecks get more difficult and more frequent if the hook timer is below 50%. Every other mechanic works as they do in normal hooks (unhooking, attempting escape, etc...).
PART TWO: Afton's Apparition
At anytime, hold M2 to perform 2 second channel and exit your suit as the spirit of William Afton. The suit remains stationary while in this form, while you, the apparition/spirit, can walk around with free will.
In this spirit form, you appear as an invisible blur to other survivors, and cannot hurt survivors. You can go within 32m of the suit and hold M2 to reenter your suit. You are automatically sent back to your suit after 30 seconds, in which you will suffer a temporary stun as a penalty. In this spiritual form, you have unique abilities that you did not have before. (NOTE: Had trouble balancing this part, so feel free to suggest anything that needs to be tweaked, added, or removed).
- Generator Combustion: If you break a gen in this form, it immediately loses 15% of its progress and regresses at 1.5x speed. 40 second cooldown between uses.
- You have an extremely increased hearing range that allows you to hear gen repairs, exit gates opening, and survivor cries up to 16m away, making them much easier to track.
- When you are in a 8m radius of a survivor, their action speeds are slowed down by 15%. This effect lingers with the survivor 10 seconds after you leave the 8M boundary.
- Your movement speed is increased to 160%
- Scare Factor: You may attack a survivor in the spirit form to make them scream, and be inflicted with 1 random negative status effect for 60 seconds. This has a 60 second cooldown between uses.
Perks:
His 3 unique perks Disassembly, Entity's Calling, and Blood's Devotion assist in many situations, making them more practical.
Disassembly: Your past as a technician has helped you when it comes to machines. When you break a generator, it regresses 50%/60%/75% faster.
- "You may not recognize me at first, but I assure you, it's still me" - William Afton
Entity's Calling: You have a deeper connection to the evil that fuels you. When you hook a survivor, they are sacrificed 4%/6%/10% faster.
- "Although for one of you, the darkest pit of hell has opened to swallow you whole, so don't keep the devil waiting old friend" - Henry
Blood's Devotion: Your rage motivates you to capture your targets. You become obsessed with 1 survivor. When you chase your obsession, you gain bloodlust 25%/35%/50% faster.
- "How can I resist a promise such as this?" - William Afton
Map: Freddy Fazbear's pizza
An altered version of the 1st Fazbear Entertainment restaurant with overgrown grass and foliage surrounding the nearby area.
Trailer:
https://www.youtube.com/watch?v=OOAeOz2Rh74
DLC XIV: Take us Back
Survivor: Clementine
Story:
The story of Clementine can be dated back for a good while, so this will be focusing on strictly The Final Season [SPOILERS AHEAD].
Clementine has always been a sole survivor, determined to do what ever it takes to make it to the next day. Being the guardian of a child named AJ, she has to be extra careful in the decisions she makes. When there was a violent car crash and Clementine was blacking out, she could not help anyone for the life of her.
She woke up in an unfamiliar place. It was an abandoned school for the troubled called "Ericson's Boarding School". At the school, she was relieved to see AJ, as well as a group of survivors that had saved her from the wreck. Clementine and AJ quickly settled in and became friends with the new group. However, this peace did not last long.
During the night, Clementine awoke to some strange noises coming from the basement of the school. She entered the basement with caution, making sure to be silent. When she approached the noise, she found out that it was the sound of voices. It turns out that it was the group leader, Marlon, arguing with another group member. When Clementine interfered, she was immediately pushed aside. As the argument escalated, Marlon got furious and attacked the other group member, accidentally killing them. He panicked, as he didn't know what he would say to the other group members. Out of impulse, he quickly ran out of the basement, locking Clementine down there so that she couldn't alert the others. She was able to breakout of the basement and go to the front yard of the school.
In the yard, the whole group was circled around AJ and Marlon. AJ held Marlon at gunpoint while he demanded to know where Clementine was. Marlon was telling AJ and the group that Clementine killed another group member and that she deserved to be exiled from the school. Clementine overheard this and interrupted Marlon, claiming that Marlon locked her in the basement in an attempt to silence her about the murder he commited. The two debated for a while, but Marlon eventually gave up and admitted to his faults. Clementine and the group forgave him, but AJ pulled the trigger, killing Marlon before anyone could say anything. The group turned on AJ, and then turned on Clementine.
The next day, the group held a vote on whether or not AJ and Clementine should be exiled from the group. The voted went through, and AJ and Clementine were exiled from the school. In the wilderness, they encountered another group of survivors, one of which Clem recognized to be an old ally named Lilly. Lilly threatened Clementine at first, but once she recognized who it was, she was peaceful to Clementine. Lilly then asked Clementine and AJ to go back to the school and get everyone there to join their group. However, the school's group hated Lilly's group, so Clementine knew something wasn't right when she said this.
Some of the group members from the school then snuck up on the conversation and prepared to attack Lilly. One of them shot Lilly with an arrow, but Lilly retaliated by shooting at the attackers. AJ and Clementine took this opportunity to escape, but AJ was shot as he was running away. Clementine didn't know what to do. However, both of them were quickly rescued by a man named James.
James was an individual who believed that the killing of walkers was unlawful and cruel. He wore a mask to disguise himself in the walker hordes, and he sent a horde at Lilly's crew in order to rescue them. James brought Clementine and AJ back to his camp, but they couldn't stay long because AJ had contracted a fever and needed medicine. Clementine knew that the only place that she could find medicine was the school. Despite getting kicked out, Clementine knew it was the only option.
Once she arrived at the school, the survivors there accepted AJ and Clementine back inside with no hesitation. They took care of AJ and made sure he was ok, while Clementine warned everyone that Lilly's group was planning on raiding the school. Everyone immediately took her word on it and prepared the school for a possible raid. Once they were prepared, they waited... and waited... and waited. Two weeks later and nothing happened... until that night. The raiders attacked, and the survivors defended with all of their might.
After hours of fighting, Clementine and the survivors stood their ground and defended the school. Despite this, a few survivors from the school ended up getting captured. Clementine and the remaining survivors created a plan to attack the raiders and free the captured survivors. They found out that the raiders and captured survivors were located on a steamboat, which was set to leave the area soon.
A few days later, Clementine, AJ, and the remaining survivors attacked the steamboat, killing some of the former raiders and freeing the captured survivors. The whole plan went successfully and none of the friendly survivors were killed. Now, they all needed to return to the school. The survivors were able to find a horse with a wagon, but when the horse got scared, it zoomed off into the darkness, leaving the survivors split once again.
Clementine, AJ, and Tenn (one of the survivors/AJ's friend) were all left behind. Once the walkers started closing in on the stranded group, they found refuge in a nearby cave. There, they waited for the walkers to clear out before starting their journey back to the school.
As they were walking, they heard something behind one of the trees. The group stopped in place, ready to kill whatever was lurking. The figure stepped out from behind the tree, and it was Louis, one of the survivors that left with the earlier group. Louis wanted to make sure that they were doing alright, so he came back. He also said that the rest of the survivors made it back to the school safe and sound.
As the group of 4 continued, they encountered a bridge which had a massive hole in the middle of it. Clementine, AJ, Tenn, and Louis were all debating on whether or not they should jump across the gap, but then they started to hear singing. It was like a peaceful lullaby.
They turned around to see one of the former raiders, who had been bitten but not completely infected. The raider turned out to be Tenn's sister, Minnie. Minnie wanted Tenn to come closer to her, but Clementine warned Tenn saying that it wasn't her sister anymore, and rather a mindless zombie. Tenn tuned out Clementine and slowly started walking towards Minnie. Clementine reached out to stop Tenn, but Minnie tried to shoot her. The shots made Tenn return to Clementine and the 4 hid behind a semi-truck to protect themselves. The gunshots attracted a walker heard, which went towards the truck and ignored Minnie.
After the walkers failed to do anything, Minnie decided to take things into her own hands and attack Clementine herself. Minnie severely gashed Clementine's leg with an axe, causing her to collapse on the floor. Once Minnie thought she had won, the walkers came up behind her and attacked her. AJ and Clementine used this chance to jump across the bridge hole. Tenn was scared for his sister and rushed to go help her, but Louis stopped him. The walkers were approaching Tenn and Louis, so AJ made the hard decision of shooting Tenn in order to save Louis. Tenn was shot and fell victim to the walkers, but Louis jumped across the bridge just in time. The remaining three left the bridge and found themselves surrounded by many more walkers. Louis jumped a nearby fence and told AJ and Clementine to meet him back at the school. Clementine, with an injured leg, could not hop the fence, so AJ and her looked for another way out. They found a rock wall and decided to climb it in order to reach higher ground.
AJ quickly climbed the wall and reached his hand down to help Clementine. As Clementine was nearing the top of the rock wall, her foot was grabbed by a walker. The walker sunk it's teeth into Clementine's already injured foot, but Clementine was still able to kick it away and climb up. Once she was safe, she confirmed that she had been bitten. Despite this, Clementine got up and decided to help AJ complete the journey back.
The next morning, they continued their journey through the woods, when another walker horde quickly assembled. AJ spotted a barn, and quickly ran to it, but Clementine was in too much pain to move any faster. AJ helped Clementine into the barn and secured all of the entrances, making sure no walker could get in. Clementine sat against a haystack, knowing that she only had hours left before she would turn. AJ tried to get her to stand back up, but she could not muster the strength.
She reminded the AJ of the rules of survival and made sure he was ready. Rule 1: Never go alone, Rule 2: Shoot the walkers and the head. And then the last rule:
"What do we do if I get bit?". The question rang throughout AJ's mind, as the unthinkable had become reality.
"AJ, you have to kill me", Clementine said.
AJ didn't want to accept that fact, but he knew it had to happen. AJ closed his eyes and heaved the axe above his head. Clementine closed her eyes; she was ready, but AJ had a different idea. He slammed down the axe, chopping off Clementine's mangled leg. Clementine screamed in pain. She was at a loss for words. AJ quickly caught attention of the school group and they carried Clementine back to the school. They immediately dealt with the lost leg and the blood loss. She miraculously survived.
A two weeks later, Clementine was up and active. She had to use crutches to walk around, but it's a small price to pay for what could have happened. Everything went back to normal after that, but something was off.
Clementine had a dream the following night. She was riding on a train inside one of the cargoes. She always dreamed about the train whenever something was on her mind. Lee, her former guardian, came up to Clementine. Clementine noticed that Lee looked panicked and on edge about something.
"What's wrong, Lee?" asked Clementine.
Lee responded in a panicked tone, "I need you to listen to me very carefully, and don't freak out".
"Well, what is it?"
"He's after you, Clem. He's after you and he won't stop until your in his grasp."
Clementine was very puzzled at this response.
"Who are you talking about? Is there a traitor among our group?" asked Clementine.
Lee said back, "If it were anything like a traitor, I wouldn't be concerned".
"Well then, who are you talking about? Who is it?"
Lee stuttered out of fear, but he finally muttered out the words
"The Entity"
Trailer:
perks
Clementine's three unique perks, Morale, Keep Tight, Combatant Mentality, help you survive in unbearable situations.
Morale - You can make people optimistic, even when the odds are against you. When a teammate is sacrificed, killed, or leaves the game, all remaining teammates get a 9%/12%/15% increase to healing, repairing, sabotage, unhooking, cleansing, mending, opening exit gates, and chest searching speeds.
- "This is just what happens sometimes" - Clementine
Keep Tight - You know how to endure pain, especially when it can mean life or death. When you are injured, crouched, and standing still, you can press the R key to activate Keep Tight. When Keep Tight is activated the following effects occur for 5/7/10 seconds:
- All of your pain grunts are silenced
- You are completely still
- All bleeding stops
- If you are hit within this period, you ignore the hit and the perk deactivates for the rest of the game.
This perk causes 30/20/10 seconds of exhaustion (or 60 seconds if you were hit). This perk CANNOT be activated in a chase.
- "Keep moving forward" - Clementine
Combatant Mentality - You past experiences have taught you a thing or two about fighting back. When you are grabbed off a generator, pallet, or vault, the wiggle bar is automatically filled up by 20%/30%/40%.
- "You always said surviving was the most important thing. Be strong! Be brave! If something wants to hurt us, shoot it right in the head!" - AJ
MAp - Ericson's boarding school
The main place where Clementine and the survivors held out. This would be a good size for a DBD map.
Well that took a good two weeks. Tell me what I could do to improve this. Any constructive criticism is accepted!
Comments
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Great work again, pal!
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Thank you, means alot!
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I like weasels perks, and he was my favorite to play as in mob of the dead
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You put a lot of work into this and I really like that.
I actually really would like to see a FNaF Killer in this game but I have the fear that will never happen.
And your ability concepts are very creative, I love it. Keep it up!
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Thanks. Sorry for me taking ages to get back to you.
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I see you're a fan of culture as well!
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(Whoops forgot I responded to this comment already)
Post edited by NightmareReborn on0 -
I really like the clementine one, the perks are very true to her character and could be pretty interesting (thinking at base here not combos/balance etc). The other ideas are also well thought out and very detailed. Great work 💖
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Thanks, it means alot!
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