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Scarecrow from Batman for Dead by Daylight
I've posted something like this in the Steam community but it's a lot better to post it here. Tell me what y'all think and please comment any changes you'd make. Below is Scarecrow as the killer and Detective James Gordon as Survivor.
Scarecrow:
Ability: Dr. Crane's Toxin
Scarecrow can spray an hallucination inducing gas from a range of up to 15 meters, hitting a survivor induces different levels of fear based off what level of fear they're at. (Similar to Doctor's madness levels).
- Fear Level 1: Survivors gain the blindness status.
- Fear Level 2: Survivors gain previous effect as well as a 30% reduction of any skill check.
- Fear Level 3: Survivors gain all previous effects with the addition of all other survivors looking like the Scarecrow with generators fading in and out of existence.
- Fear Stage 1 wears off after 30 seconds.
- Fear Stage 2 wears off after 45 seconds.
- Fear Stage 3 wears off after 60 seconds.
- All timers deplete separately and reset if effected again.
Perk 1: "Fearful Presence"
Survivors within your terror radius get a 15%/20%/25% reduction penalty on all skill checks.
Perk 2: "Formidaphobia"
Survivors get a movement speed penalty when moving outside your terror radius up to 5%/10%/15% for 10 seconds.
Perk 3: "Hex: Lord of Despair"
Gain a token whenever you hook a survivor for up to 8 tokens.
2 tokens: reduced action speed on all survivors.
4 tokens: skill check timing increased
6 tokens: Red stain removed
8 tokens: gain the ability to kill any survivor by hand.
Effects last as long as the hex totem is still active
Detective James Gordon:
Perk 1: "Discharged" When a generator completion is at 90%/80%/70% receive no skill checks for the remainder of the completion.
- Personal.
Perk 2: "Lockdown" While hiding in a locker, the killer cannot open the locker for 10/20/30 seconds.
- Lockdown has a cool down of 30 seconds.
Perk 3: "Batman's Intuition" When you use a pallet (not including vaulting) the perk activates, this perk causes the killer to not be able to break that pallet for 0/5/10 seconds or until the perk is used again.
- Batman's Intuition has a cooldown of 15 seconds.
The map in this chapter would be Arkham Asylum, not much I can really say about maps.
Comments
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Oh god ,Doctor 2.0!!!! Lols
The power while i understand it as a mix of doctor and clowns it seems a bit weak like you would only get the most use out of it if the survivor is not in chase, but it all goes away after 45 seconds. It needs something like a Plag system (yes I like noob3)
Perk 1 : Unnerving presence out shines it ,no need for it
Perk2: that's a little too powerful just having a global speed penalty thats active all the time, even if it is outside of TR It needs a condition.
Perk3: Devour hope part 2 heh I like it
Survivor-
Perk1: not sure , it would only be for certain players but yeah I can get down with that
Perk2: yesssss some head on synergy right here
Perk 3: that is sooo strong ,might need a nerf also how would that work against spirit fury?
Definitely valid creation 9.5/10
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Thx for the feedback, of course I'm not going for perfection and it's a lot easier to create ideas like this with another person. I didn't want the power too much like them but I understand it does need a lot of work. I was not sure about a timer either, but at the same time I didn't want a snap out of it like feature and I didn't want it permanent, that'll have to be worked on. For Scarecrow's perks Fearful Presence was meant to be sort of the downer perk mostly because I couldn't think of anything else. Formidaphobia definitely needs a change, probably make it a few seconds after escaping the terror radius maybe. Batman's Intuition for Gordan, I agree would need a longer cool down and spirit fury is more of a counter perk, kind of like how distortion cancels aura reading, maybe the devs could make it a token perk as well. Thx so much for the feedback though, truly appreciated.
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I like this idea a lot! I think the time that people get out of fear should be increased. When the time goes down the fear too not just in one go. Like just say the toxin last 120 seconds because itsF3(Fear 3). So when they are away and the timer goes down, it hits 60 seconds now its on F2 then 30 seconds its F1 until its gone. So than its lasts a while. So another example would be if you get a survivor to F2 the effects last 60secs.
Perk 1 needs a rework and Perk 2 is too strong and needs a condition. Like what Mr_Qwayzar says.
Perk 3 I like it a lot. This perk is like the yellow mori. Then Devour is like the red mori.
Survivor Perk 1. I like this perk, because it is my play style...well one of mine.
Perk 2 Is a great perk to combo with Head On. It's like a buff to it.
Perk 3 I think the seconds need to be brought down a bit. It's too high.
Besides this, this is a very good concept.
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Thanks for the feedback. I am taking changes into consideration but I'm not too sure if I just haven't editted the forum yet. Thanks so much for suggestions and I love the new timer idea.
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Actually issue, I don't know how to edit this and for clarification I'm doing this on mobile.
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Nvm I got it- sorry for the extra messaging nonsense
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