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Fan-Made Chapter: Blood and Rust (Five Nights at Freddy's Chapter)

MistressCharaMistressChara Member Posts: 112
edited December 2018 in Creations

Killer:

The Machine

A sadistic killer, carrying a cold and silent heart and using Remnants of fallen survivors to help him locate and hunt down other survivors.

His personal perks, Faulty Wiring, Hex: Tortured Soul, and Dark Desire improve all of his aspects evenly so that he can handle nearly any situation.

Lore:

William Afton was once a simple man living a simple life with his three dear children. Running a pizzeria business with an old friend, in his eyes, he had everything. Everything changed on a fateful 1983 afternoon, when youngest son recieved a birthday present of teeth and blood.

William became obsessed with bringing back his child, and in his search for life granted death to a number of children at his business. Although dead, the children came back disguised as the machines who entertained guests at Freddy Fazbears pizzeria. Soon the objective of saving his son began fading from his memory, evading the police and escaping with the blood on his hands now became his top priority. In his own folly, he killed his daughter, and doomed his last son to life as puppetted corpse. Having nothing left William went to erase his mistakes, only to find his victims waiting for him. They trapped him inside a golden rabbit suit and he befell the same fate as those he slew.

William would rise again even after this. Chasing down his old business partner, he found himself face to face with his eldest son at a copycat pizzeria. Rage filled Williams iron lungs as he reached out to discipline his treacherous son. But as his hand flew forth it was met with the licking tongue of smoke and flames rising up around him. Confused, William began to panic, the flames slowly crawling up his body until suddenly, his thoughts were silenced. The cracking of branches and the whisper of air flew past him, and he found himself in a new but familiar place.

William, now known as the twisted animatronic Springtrap, found a new purpose after death. His old life, his children, and his legacy faded from his memory. In its place began a line of entrails stretching far beyond the chain of restaurants he once owned. Though he once served his own sick desires he now serves a new master. He was promised blood, and on the black tendrils of a beast older then time, blood he shall have.

Power:

Joy of Creation

The Machine is devoid of life, and therefore devoid of a terror radius. However his metallic footsteps emit a loud clanging.
The Machine is slowed to 105% movement speed when in a chase for more than 5 seconds, however when outside of a chase The Machine moves at approximately 135% speed.

Whenever a survivor is sacrificed or killed, Joy of Creation gains a charge.
The Machine starts the trial with 2 charges.

Pressing [LCTRL] when standing next to an uncompleted generator will harvest the generator for parts. This will reduce its progress by 15%, using up a charge of Joy of Creation, and creating a Remnant that will wander the map and look for survivors. Upon a survivor entering within the line of sight of a Remnant and being within 20 meters, it will scream, giving The Machine an audio cue and revealing the aura of the survivor for 5 seconds before resetting and looking for more survivors. If a Remnant is created and no charges are available, the oldest Remnant on the map will be consumed by the entity.

"Fascinating, what they have become."
-William "Springtrap" Afton

Perks

Faulty Wiring
-Whenever you receive an audio cue, the survivor who triggered it has their aura revealed to you for 3/4/5 seconds.

"They were never given a proper night mode..."

Hex: Tortured Soul
-A Hex rooting its power in pain and suffering. Your Years spent in terrible agony have been focused into a vile curse. Every time you are stunned by a survivor, Hex: Tortured Soul gains a token.

2 Tokens: -/Gain 20% Action Speed and 2% Movement Speed/Gain 30% action speed and 4% movement speed

4 Tokens: Gain 20% Action Speed and 2% Movement Speed/Gain 40% Action Speed and 4% movement speed/Gain 50% Action Speed and 6% Movement speed

6 Tokens: Gain 50% Action Speed and 6% Movement Speed/Gain 60% Action Speed and 7% Movement Speed/Gain 70% Action Speed and 8% movement Speed

8 Tokens: Gain 70% Action Speed and 8% movement Speed/Gain 100% Action Speed and 10% movement Speed/Gain 100% Action Speed, 10% movement Speed, and the charge time of your power is reduced by 50%

"But I have an even better surprise for you, and you're not gonna believe this- we found one. A REAL one."

Dark Desire
-You revel in the pain you imagine causing for others. When in a chase with a healthy survivor bloodlust activates 10%/15%/20% faster.

"How can I resist, a promise such as this?"
-William "Springtrap" Afton

Addons:

Common

Greased Gears
Rusty gears covered in grease to reduce friction.
Slightly reduces sound emanated from movement.

Cheap Magazine
A magazine bought on a whim. There's something to learn from everything...
Slightly increases building speed of Remnant.

Raw Iron Ingot
Crude... but it will do.
Slightly increases Remnant movement speed.

Amateur Programming Disc
A list of programs downloaded off of the Internet. It's full of bugs...
Causes Remnants to occasionally freeze in place for a period of time.

Reinforced Boots
Old boots worn by an even older machinist.
Moderately increases sound emanated from movement.

Old Servos
Leftover servos from a scrapped animatronics
Slightly increases the length a survivors aura is shown by a Remnant.

Uncommon

Shiny Gears
Newly produced gears that work with high efficiency.
Moderately reduces sound emanated from movement.

Electronics Catalog
A catalog of various electronics and their uses in engineering.
Moderately increases building speed of Remnant.

Homemade Hydraulics
Pseudo-Hydraulics made out of various household items in a pinch.
Slightly increases progression lost during generator harvest.

Professional Programming Disc
A list of programs written by professional programmers.
Causes Remnants to move towards and briefly linger around pallets and windows.

Industrial Steel Ingot
If it ain't broke don't fix it.
Moderately increases Remnant movement speed.

Protective Metal Boots
For the hard down and dirty job where you might stub your toe.
Greatly increases sound emanated from movement.

Approved Servos
Newly crafted servos approved by management.
Moderately increases the length a survivors aura is shown by a Remnant.

Rare

Engineering Handbook
A detailed handbook with plenty of useful designs for creating machinery.
greatly increases building speed of Remnant.

Industrial Hydraulics
Hydraulics allow for heavier lifting without significant damage to hardware.
Moderately increases the progression lost during generator harvest.

High Quality Cogs
The most expensive cogs money can buy, it was worth it.
Greatly reduces sound emanated from movement.

Commissioned Programming Disc
A list of programs specially commission from an unknown benefactor.
Causes Remnants to move towards and briefly linger around hooks and the basement.

Titanium Alloy Ingot
The highest quality metal for the highest quality creations.
Greatly increases Remnant movement speed.

Experimental Servos
Servos requested by William Afton that are fresh out of the R&D department
Greatly increases the length a survivors aura is shown by a Remnant.

Very Rare

Sinew Cogs
Bits of metal threaded together by rotting muscles and tendons.
The Machine emits no sound from movement. The Machine's movement speed grace period is reduced to 3 seconds.

"You may not recognize me at first but I assure you, it's still me."
-William "Springtrap" Afton

Prototype Hydraulics
Experimental Hydraulics you built for your own devilish purposes.
Greatly increases the progression lost during generator harvest.

Henry's Journal
A journal detailing advanced animatronic designs for all kinds of tasks
greatly increases building speed of Remnant. Remnant detection radius is increased to 32 meters.

"Small souls trapped in prisons of my making, now set to new purpose, and used in ways I never thought Imaginable."
-??????

Afton Robotics Programming Disc
A list of programs designed by William for unknown purposes...
Causes Remnants to move in the direction of groups of Survivors.

"With all due respect, those aren't the design choices we were curious about, Mr.Afton."

Ultra Rare

Fredbear Plush
A golden plushie whose very presence harrows the coming of loss and sorrow.
Remnant will now run towards and swipe at encountered survivors, degrading a health state if the attack is successful.

"I will put you back together"

Iridescent Programming Disc
A black disc made out of an unknown material that pulsates with energy. You can hear strange whispers ringing off of it...
Causes Remnants to move towards and briefly linger around generators, powered exit gates, and the hatch once opened.

Mori

The survivor is on the ground with The Machine simply observing them from behind. Suddenly the Survivor violently pulls themselves up and turns around to find nothing behind them. The camera slowly pans around as we see The Machine behind the survivor still observing them. The survivor slowly turns around again as The Machine violently punches into their chest. His hand slowly lifts the Survivor off the ground and the Survivors face up to his, his hand twisting around inside of the Survivor. The Survivor weakly tries to move their hands and arms as The Machine looks them up and down. Eventually we hear a cracking noise as the Top half of The Machine's mask rolls upwards exposing The Machine's torn up face. The Survivor tries harder to move but still can't muster the strength to mount any significant resistance as The Machine opens up his mouth. The camera cuts to the ground where we see the Survivors feet kicking and hear them scream alongside the classic FNAF 3 jump scare noise that are both cut short by a horrible crunch accompanied by a splay and a gurgle.. The survivors legs go limp as we see their body flop to the ground, their face turned away from the camera.


Cosmetics

Head

-Spring Bonnie Mask [default]
The dark visage of a old and mottled golden rabbit...
(Springtrap mask)

-Burnt Bunny [default]
The fire took his face, but not his soul.
(Pizzeria Simulator Springtrap mask)

-The Original [Very rare outfit]
Out with the new, in with the old.
(Restored Spring Bonnie mask with Fredbear's purple tophat)

-Fazbear Mask [Rare outfit]
The star attraction!
(FNAF1 Freddy Fazbear Mask)

-The Faceless [Rare outfit]
What's behind the mask?
(Black and Burnt Springtrap mask with the left half of its face missing, exposing Afton underneath.)

-Hallway Lurker [Uncommon Outfit]
Purple bunny mask that looks somewhat familiar...
(Springtrap mask that's mostly restored and purple in colour)

-Cove Dweller [Uncommon Outfit]
Red bunny mask that looks somewhat familiar...
(Springtrap mask that's mostly restored and Red in colour)

Torso

-Springlocked Prison [default]
Flesh sleeps, even while the electricity still flows...
[Springtrap Torso)

-Mottled Replacement [default]
It's not as intimidating, but you gotta do what you gotta do.
(Pizzeria Simulator Springtrap Torso)

-Old World Values [Very Rare Outfit]
If only tying a bow-tie was actually possible in a giant metal suit...
(Completely restored Spring Bonnie Torso with the purple bow-tie)

-The Heartless [Rare Outfit]
The only thing that stirs in that body now is the maggots.
(Burnt and destroyed Springtrap torso with Aftons rib cage exposed)

-Toreador [Rare Outfit]
Dum la da dum, dum, dum de dum de dum. La dum de dum, La dum de dum...
(FNAF1 Freddy Torso)

-The High Seas [Uncommon Outfit]
Stealing is fun! Even if it's your own stuff...
(Foxy esc Torso recolour with some minor design changes)

-Bonzai [Uncommon Outfit]
Now all we need is a bad voice synthesizer and we got a halloween costume!
(Bonnie esc Torso recolour with some minor design changes)

Weapon

-Iron Fist [default]
A fleshy hand coated in metal and ready for a good one-two.
(Springtrap's hand)

-Skeletal Claw [default]
It is not muscles that move this body, but sheer will.
(Springtrap's skeleton hand from Pizzeria Simulator)

-Innocent Enough [Very Rare Outfit]
For now at least...
(Completely restored Spring Bonnie hand.)

-Old Microphone [Rare Outfit]
For singing, but also when the kids need a time out.
(Freddy Fazbear Microphone)

-Old Righty [Rare Outfit]
Now they even share the colour...
(Burnt and destroyed Springtrap hand with Aftons fleshy graspers exposed)

-Pirate's Hook [Uncommon Outfit]
Yar har!
(It's a pirate hook come on guys)

-Purple Globber [Uncommon Outfit]
These hands can do more than play guitar...
(Bonnie esc recolour with minor design changes)

Full Outfits

Spring Bonnie [Very Rare Outfit]
-The Original
-Old World Values
-Innocent Enough

Freddy Fazbear [Rare Outfit]
-Fazbear Mask
-Toreador
-Old Microphone

Reborn [Rare Outfit]
-The Faceless
-The Heartless
-Old Righty

The Fox [Uncommon Outfit]
-Cove Dweller
-The High Seas
-Pirate's Hook

The Second Coming [Uncommon Outfit]
-Hallway Lurker
-Bonzai
-Purple Globber


Survivor:

Michael Afton

A supernatural guardian, able to assist his team in harsh situations when the chips are down and out.

His personal perks, Necromantic, Heroism, and Impersonator improve the perks of other survivors and increase the chances of survival in a sticky situation.

Lore:

Michael was in every way a man that refused to grow up. He was always enamored with toys and costumes and found them endearing in a way reminiscent of a young child. He was the crown jewel of his family for a time, his father showing him all of his newest creations and giving him free Fazbear merchandise at his behest. When his brother and sister were born however, his fathers attention was split between the three of them, leaving Michael often playing with his Foxy plushie alone.

His jealousy towards his siblings eventually manifest itself in the cruelest way on his brothers birthday. Alongside his friends Michael threw his brother into the jaws of the main animatronic entertainer in order to scare him. A harmless prank quickly scattered to the wind in the midst of the earth shattering silence broken only by the pitter patter of blood droplets onto the ground.

Michael became the bane of his fathers work. Shunned out of his family, he left the life of a child behind and learned to live on his own. His father would often ask him to help run errands and out of guilt Michael would always obey. It wasn't until his sister died that Michael began doubting his father. After being commanded to retrieve some animatronics from an underground facility and being killed in the process, Michael rose again. This time fueled by an intense want of answers, and an overwhelming need to know the truth.

Working undercover as a night-guard at his fathers business he tracked him through the years. Ultimately leading him to meet his business partner Henry and lay down a trap for his father. Michael would manage a copycat Pizzeria in the image of his fathers restaurant in order to lure him and his creations there and finally end their suffering. The plan went swimmingly and as he stood face to face with his father he accepted his fate, and lay in the bed of flames to be given rest. However instead of embracing the raging pyre he found himself sitting next to a humble campfire, surrounded by other people alongside a strangely enticing mist.

Michael had cheated death once before, and now he would do so again. Driven by a newfound desire to deliver those around him to a place of peace, he will stop at nothing until all who suffer because of his family find justice.

Perks

Necromantic
-Your body is imbued with a supernatural force that can temporarily resist The Entities call. You automatically struggle on hook and can attempt escape during the struggle phase 1/2/3 times.

"I should be dead. But I'm not."
-Michael Afton

Heroism
-You are determined to see everyone escape, even at the cost of your own life. When the exit gates are open you perform all actions 10% faster, with an additional 6/8/10% for every survivor that escapes. If all three survivors escape and you are sacrificed, you gain 40/45/50% more blood points for the match.

"Although there was a way out planned for you, I have a feeling that's not what you want. I have a feeling you are right where you want to be."
-??????

Impersonator
-Your time spent undercover has made you adept at copying the mannerisms of others. Each time you are affected by another survivors ranged effect you reciprocate it and stack 50%/70%/100% of its effects.

"I've been living in shadows."
-Michael Afton


Cosmetics

Head

-Nightwatch Glasses [default]
A pair of dark shades that may make you look menacing, but do make it hard to see at night...
(Black biker esc glasses)

-Michael Afton [default]
The face of a child whose gleeful innocence has been beaten out of him.
(Michael Afton's face with his hair very messy and unkempt)

-Party Business [Very rare outfit]
For those graveyard shift nights when you need to look good for the manager but know no amount amount of hair gel will save it by morning.
(A short mullet that's very well kept and groomed)

-Daddy's Cap [Rare outfit]
Dad's old purple cap. It's a bittersweet memory.
(A purple and black baseball cap with the words "Fazbear Entertainment" on it)

-Foxy Mask [Rare outfit]
Perhaps some things are best left forgotten.
(Foxy mask reminiscent of the FNAF 4 bully)

-Rusted Mechanics Goggles [Uncommon Outfit]
Old mechanics goggles found in an ethically questionable basement.
(Rusty looking steampunk esc goggles)

-Black Mechanics Goggles [Uncommon Outfit]
Old mechanics goggles found in an ethically questionable basement.
(Black steampunk esc goggles)

-Fancy Mechanics Goggles [Uncommon Outfit]
Old mechanics goggles found in an ethically questionable basement.
(Gold and Red steampunk esc goggles)

-Red Glasses [Common Outfit]
A pair of shades that truly do make you too cool for children's pizzeria's...
(Biker esc glasses with red tinted lenses)

-Green Glasses [Common Outfit]
A pair of shades that truly do make you too cool for children's pizzeria's...
(Biker esc glasses with green tinted lenses)

-Blue Glasses [Common Outfit]
A pair of shades that truly do make you too cool for children's pizzeria's...
(Biker esc glasses with blue tinted lenses)

Torso

-Security Uniform [default]
Work clothes. They have seen a great many things in their long career.
[Blue security guard uniform)

-Stay-at-home Sweatshirt [default]
Some mornings you want to come home after a long night at work and enjoy a soap opera or two.
(Generic black/grey sweatshirt, very light with slight bagginess)

-Afton Robotics CEO [Very Rare Outfit]
Perhaps the saying "like father, like son" has some value after all...
(Purple dress shirt and black tie with a golden badge pinned to the chest that says "Fazbear Founder!" on it)

-Hand Me Up T-shirt [Rare Outfit]
A shirt that's stained by the same blood, but different tears.
(A shirt designed after the FNAF4 child's black and white striped shirt. It has minor blood stains on it)

-Detectives Duds [Rare Outfit]
Maybe it's a little much... but at least it gets you in the mood.
(Over the top Sherlock Holmes esc Trench coat)

-Expensive Entertainer [Uncommon Outfit]
What happens during the nightshift, stays in the nightshift. Hopefully this suit will prevent people from asking questions...
(Dark brown suit and tie)

-Blue Mans Suit [Uncommon Outfit]
What happens during the nightshift, stays in the nightshift. Hopefully this suit will prevent people from asking questions...
(Dark blue suit and tie)

-Bachelors Wrappings [Uncommon Outfit]
What happens during the nightshift, stays in the nightshift. Hopefully this suit will prevent people from asking questions...
(Black and White suit and tie)

-Lumberjack Sweatshirt [Common Outfit]
Some cold mornings after work there's not a whole lot of energy left to dress well...
(Flannel pattern sweatshirt)

-Concrete Sweatshirt [Common Outfit]
Some cold mornings after work there's not a whole lot of energy left to dress well...
(All white sweatshirt)

-Tree Lovers Sweatshirt [Common Outfit]
Some cold mornings after work there's not a whole lot of energy left to dress well...
(Dark green sweatshirt with minor patterning)

Legs

-Heavy Duty Slacks [default]
Everything you would need if you were guarding against actual living people.
(Black slacks with a small flashlight and empty taser holster attacked to the belt)

-Generic Pants [default]
These could be a part of a complicated series of memories and deeds... or perhaps they are just pants.
(They are grey pants what else you want me to say?)

-Memento Mori [Very Rare Outfit]
"I put her back together, just like you asked me to."
-Michael Afton
(Copy of the Heavy Duty Slacks except without the holster and flashlight, and instead a Fredbear plush clipped to the belt.)

-Professional Running Shorts [Rare Outfit]
These shorts may or may not be intentional, but at least you'll get to work on time.
(Brown slacks that are ripped up to the point of appearing as shorts)

-Casual Running Shorts [Rare Outfit]
These shorts may or may not be intentional, but at least you'll get to work on time.
(Green slacks that are ripped up to the point of appearing as shorts)

-Legal Connoisseur [Rare Outfit]
The biggest question when it comes to these pants is: "What's in all those pockets?"
(Pants styled after the Detectives Duds with a ludicrous amount of pockets)

-Red Sweat Pants [Uncommon Outfit]
Turtles have their shells, and Hermits have their sweat pants.
(Red sweat pants)

-Black Sweat Pants [Uncommon Outfit]
Turtles have their shells, and Hermits have their sweat pants.
(Black sweat pants)

-Grey Sweat Pants [Uncommon Outfit]
Turtles have their shells, and Hermits have their sweat pants.
(Grey sweat pants)

-Evergreen Slacks [Common Outfit]
Business Casual
[Dark green slacks]

-Scarlet Slacks [Common Outfit]
Business Casual
[Dark red slacks]

-Pure Slacks [Common Outfit]
Business Casual
[Light gray slacks]

Full Outfits

Mr.Afton [Very Rare Outfit]
-Party Business
-Afton Robotics CEO
-Memento Mori

The Rotten Rascal [Rare Outfit]
-Foxy Mask
-Hand Me Up T-shirt
-Professional Running Shorts

Sir Michael [Rare Outfit]
-Daddy's Cap
-Detectives Duds
-Legal Connoisseur

Afton, Michael Afton [Uncommon Outfit]
-Fancy Mechanics Goggles
-Bachelors Wrappings
-Grey Sweat Pants

Employee of the Month [Uncommon Outfit]
-Black Mechanics Goggles
-Expensive Entertainer
-Black Sweat Pants


The Map

Realm
Freddy Fazbear's Pizzeria

Offering
Burnt Microphone
It still hums as if singing songs long after the demise of it's owner...

Locations
Fredbear's Diner
(This location would be a frame shaped map with a medium sized underground area similar to Badham preschool. The map itself is the overworld from FNAF 4 featuring the Afton house and the small Fredbear & Friends restaurant. The underground area would go underneath the middle of the map and connect the Afton House to the restaurant and include winding industrial hallways. There would be a generator in the crying childs room that would ring the clock loudly whenever it was completed similar to the Pale Rose horn.)

Achievement
The map related achievement "Graveyard Shift" would be finishing the Generator in the crying childs room and living to tell the tale.


Please let me know what you think! Accidentally posted this a bit early so I've made important edits to it since then. I'd love to hear your feedback~

Post edited by MistressChara on

Comments

  • NightmareRebornNightmareReborn Member Posts: 810

    I can tell a lot of effort was put into this! Nice!

  • DreamnomadDreamnomad Member Posts: 2,847

    You definitely put a lot of effort into the concept. Please take my feedback as the healthy criticism it is meant to be. I don't like the killer's power for a number of reasons. The biggest reason is that it doesn't actually help you chase survivors. Like at all. Not only that, but you'd be running at 105% move speed when it matters the most. It would be torture chasing survivors around. The other thing I don't like about it is that you are introducing AI characters into the game. The random nature of their movement isn't skill based.

    As far as the perks go: Faulty Wiring. This is pretty overpowered in some ways when you think about it. I don't really have a problem with the survivors getting their aura revealed for a few seconds if they fail a skill check on a generator. But I do have a problem with survivors auras constantly being revealed in a chase when they fast vault a window. The biggest problem would be with tunneling since it would effect unhooks. It could also have problems with synergy on other perks or abilities. Lol, it would crap all over distortion though.

    Hex: Tortured Soul I have a couple of issues with. I don't really think killers should be rewarded for having their head slammed by survivors. I have no issues with perks that counter pallet stuns, but no perk should have a killer saying "please, may I have another?" Aside from that, the bonuses are a bit on the bonkers side. Have a different way to acquire the tokens and tone down the bonuses and it'd be cool.

    Dark Desire. I have no problem with it. I doubt it would see much play though since bloodlust has been nerfed.

    Necromantic, this is an interesting idea. The vast majority of the time it wouldn't actually do anything unless you stacked luck effects. You would just wind up killing yourself faster. I guess it would be fine.

    Heroism, I have a couple issues with this perk. How many actions are you using after the exit gates are powered? You don't have any generators to work on. So that only leaves unhooking, healing, and breaking totems right? The bonus is incredibly small and the conditions for the bonus bloodpoints are kind of silly. I don't think there really should be any occasion where a survivor will gain more bloodpoints for getting themselves killed. I can just see stupid occasions where 3 survivors have escaped and one survivor is begging the killer to kill them.

    Impersonator- I don't like that this perk is basically a SWF only perk. It would be borderline insane bringing this perk not knowing what your allies are running. Also, 9 times out of 10 if you wanted to stack effects it would just be better to bring the same perk yourself. But it is very creative idea. I can honestly say I haven't ever seen anything like it suggested before.

    Anyway, those are my thoughts. Thanks for taking the time to come up with this post. I enjoyed reading it.

  • MistressCharaMistressChara Member Posts: 112
    edited December 2018

    @Dreamnomad said:
    You definitely put a lot of effort into the concept. Please take my feedback as the healthy criticism it is meant to be. I don't like the killer's power for a number of reasons. The biggest reason is that it doesn't actually help you chase survivors. Like at all. Not only that, but you'd be running at 105% move speed when it matters the most. It would be torture chasing survivors around. The other thing I don't like about it is that you are introducing AI characters into the game. The random nature of their movement isn't skill based.

    As far as the perks go: Faulty Wiring. This is pretty overpowered in some ways when you think about it. I don't really have a problem with the survivors getting their aura revealed for a few seconds if they fail a skill check on a generator. But I do have a problem with survivors auras constantly being revealed in a chase when they fast vault a window. The biggest problem would be with tunneling since it would effect unhooks. It could also have problems with synergy on other perks or abilities. Lol, it would crap all over distortion though.

    Hex: Tortured Soul I have a couple of issues with. I don't really think killers should be rewarded for having their head slammed by survivors. I have no issues with perks that counter pallet stuns, but no perk should have a killer saying "please, may I have another?" Aside from that, the bonuses are a bit on the bonkers side. Have a different way to acquire the tokens and tone down the bonuses and it'd be cool.

    Dark Desire. I have no problem with it. I doubt it would see much play though since bloodlust has been nerfed.

    Necromantic, this is an interesting idea. The vast majority of the time it wouldn't actually do anything unless you stacked luck effects. You would just wind up killing yourself faster. I guess it would be fine.

    Heroism, I have a couple issues with this perk. How many actions are you using after the exit gates are powered? You don't have any generators to work on. So that only leaves unhooking, healing, and breaking totems right? The bonus is incredibly small and the conditions for the bonus bloodpoints are kind of silly. I don't think there really should be any occasion where a survivor will gain more bloodpoints for getting themselves killed. I can just see stupid occasions where 3 survivors have escaped and one survivor is begging the killer to kill them.

    Impersonator- I don't like that this perk is basically a SWF only perk. It would be borderline insane bringing this perk not knowing what your allies are running. Also, 9 times out of 10 if you wanted to stack effects it would just be better to bring the same perk yourself. But it is very creative idea. I can honestly say I haven't ever seen anything like it suggested before.

    Anyway, those are my thoughts. Thanks for taking the time to come up with this post. I enjoyed reading it.

    Thanks! I had a lot of trouble thinking up the killers perks, and I think that kind of shows in the quality of thought put into some of them (such as Hex: Tortured Soul like you stated)

    The biggest thing behind Necromantic is that It's meant to be used with other perks such as Up the Ante and Deliverance, by itself its not very useful.

    Impersonator is my attempt at making a bit more team based play in perks... I once saw a chart listing all the perks on an X and Y axis by "Overpowered/Underpowered", and "Situational/Team based" (or something along those lines) and noticed that there were very few perks that really focused on teamplay.

    Heroism would only give you more bloodpoints than an escape if you had done well that match (15k or better) and would still sacrifice your ranking so while I do think you hit the nail on the head with the issue of people trying to kill themselves for points, I don't think it would be a massive issue outside of bloodpoint events. As for the action speed, it could help you with healing and unhooking as you said, but also if one of the exits was still unopened, or if you were facing a killer that had some kind of action tied to their power (Removing Pig traps, snapping out of it, waking someone up, etc...)

    As for Faulty Wiring, I actually did not even consider the possibility of revealing survivor aura's mid chase due to window jumps... (not sure how that didn't occur to me since it seems obvious...) And I'm not sure how that makes me feel... Thanks for pointing that out!

    As for the power, the movement speed thing is mostly a thing I tried to do to make the killer a bit more interesting than just normal killer with AI assistance. But it's purpose is to allow you to have very high map control and get a good hit on survivors before they realize you're coming (as your footsteps would be heard from a lesser range than a terror radius) Kind of similar to how the Pig and Michael can get easy first hits the same way.
    I'm not really of the same mind of a lot of the community where I think that every killer needs to have a power that helps in the chase, but I do see the issues with not being able to compensate for chasing time. I wanted this killer to be less of a mechanical skill based killer (ironic, I know...) and more of a mental skill based killer (ala the Hag and Trapper). I don't think the remnants are quite as random as they are at first glance because the idea I had was to build remnants around gens you know survivors are going to try and do (such as pale rose gen) and use the discs to change their AI and manipulate survivor behavior accordingly. I'd like to hear any thoughts regarding editing the power to be more interactive and more balanced keeping that design philosophy in mind~

  • DreamnomadDreamnomad Member Posts: 2,847

    @MistressChara said:.
    Heroism would only give you more bloodpoints than an escape if you had done well that match (15k or better) and would still sacrifice your ranking so while I do think you hit the nail on the head with the issue of people trying to kill themselves for points, I don't think it would be a massive issue outside of bloodpoint events.
    As for the power, the movement speed thing is mostly a thing I tried to do to make the killer a bit more interesting than just normal killer with AI assistance. But it's purpose is to allow you to have very high map control and get a good hit on survivors before they realize you're coming (as your footsteps would be heard from a lesser range than a terror radius) Kind of similar to how the Pig and Michael can get easy first hits the same way.
    I'm not really of the same mind of a lot of the community where I think that every killer needs to have a power that helps in the chase, but I do see the issues with not being able to compensate for chasing time. I wanted this killer to be less of a mechanical skill based killer (ironic, I know...) and more of a mental skill based killer (ala the Hag and Trapper). I don't think the remnants are quite as random as they are at first glance because the idea I had was to build remnants around gens you know survivors are going to try and do (such as pale rose gen) and use the discs to change their AI and manipulate survivor behavior accordingly. I'd like to hear any thoughts regarding editing the power to be more interactive and more balanced keeping that design philosophy in mind~

    Survivors would actually only need to earn more than 10k bloodpoints to make it a positive bloodpoint gain over escaping through the door. They would need to earn more than 14k bloodpoints to earn more than using the hatch. The bonus is 50% so anything more than 10k would give more than the 5k escape bonus. Even if the circumstances are rare, I just don't think a perk should reward survivors for getting themselves killed. BTW, you make it sound like losing rank is a bad thing. Many players view that as a goal, so rewarding them for doing what they were trying to do is just a bonus. Though with the current Emblem system, the survivors would still probably pip if they made it to the stage that exit gates were opened.

    As far as the killer's ability goes, I'll have to think on it. I missed the significance of the 5 seconds of chase at 135% movement speed. That actually pushes the killer into overpowered territory since getting that first hit would be laughably easy. Then the optimal play is to lose the chase and follow the bloodtrail to re-engage the survivor for the second hit. Really, the killer is a reverse Legion when you think about it. I also have strong reservations on the 0 terror radius. Loud walking noise or not having a 0 terror radius has significant in game ramifications. The killer could never trigger Borrowed Time. So the optimal play is often to camp/tunnel with this killer.

    If you are standing still then you are making no noise so survivors won't know you are nearby. They run up and unhook, killer easily chases and downs the unhooked survivor and hooks again and there is almost nothing that survivors can do about it. The whole killer ability might just be fundamentally flawed. I'll try to think of something though.

  • BeanieEnthusiastBeanieEnthusiast Member Posts: 213
    +1 LOL
  • King_lao2964King_lao2964 Member Posts: 4

    Amazingly said. Well done. Let's get our rotten father and son duo into this game

  • King_lao2964King_lao2964 Member Posts: 4

    He will come back

    He always does

  • SemimaticSemimatic Member Posts: 162
    edited June 2020

    On the concept itself:

    I'm not one to comment on the perks itself, but this concept and character has been on the rise. The only thing I'd say is to not name him The Machine. I don't think that really fits with him from what I really know, because I think he's a human as well. I'd call him The Attraction or The Mascot to be completely honest, The Machine sounds bland. Other than that, I wouldn't include a survivor to be completely honest. I think there's a new FNaF game coming out towards the end of this year (?) introducing actual human designs and such, so I would wait until then. If that doesn't work out, I'd just have Springtrap be added on his own.

    On the character coming into the game:

    A year ago I would've said hell no to this, but now, I'm more open to Springtrap than ever.

    If the Demogorgon was added and even Stranger Things was aimed towards teens and adults, FNaF seems to have that target audience now. To be honest, I thought it was on the same level as those odd indie "horror" games that all these younger children go to, but apparently, the community doesn't seem like that now. It seems a lot of the community is a lot older and such, and I believe the new games are being made in Unreal Engine 4 in collaboration with other studios now.

    Community or not, I think he would be a really neat addition to the game. We need more variety in killers as well, and this plays on the fear of robots and mascots which would be great. I believe he's a sentient human as well inside of the suit (from what I've heard), and with his pretty humanoid design already, I believe it's humanoid enough to get added.

    I just think if an aggressive Springtrap killer was added, clanking metal feet, fleshy sounds and all, would be terrifying to go up against in my opinion. I'm not too much into the FNaF franchise itself, but I think the killer as a whole would be a scary one to add to the game.

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